SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
09-16-13, 04:35 AM | #91 |
Navy Seal
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Tnx guys! Don't hesitate to post some impressions and suggestions as well...
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09-16-13, 12:58 PM | #92 |
Navy Seal
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Gap,to which file should i add this new ObjectRemains controller, sim or zon?
I will try to replace deck gun model with something else (some flak maybe) when destroyed, to see could this work...
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09-16-13, 01:32 PM | #93 | ||
Navy Seal
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Quote:
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20mm_C30_Soclu,data\Objects\Guns\20mm_C30 |
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09-16-13, 02:11 PM | #94 |
Navy Seal
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That means i could type path only DC_barrels (witthout data,library...blabla)and game should , in theory, find object automatically and replace it?
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09-16-13, 06:26 PM | #95 | |
Navy Seal
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Quote:
For ease of testing I would use a model which is meant to be placed on deck, one of the ship cargo models for instance. Otherwise, if it is designed for being rendered below its linking point, like one of the bomb models, you risk not to see it. |
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09-16-13, 11:11 PM | #96 | |
Grey Wolf
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Mods: Code:
Accurate German Flags RemoveLogoIntroTheDarkWraith sobers game loading tips V8 SH5 DBM Background Video sobers green spinning thing SH5 SMission - D-Day Landings Grossdeutscher Rundfunk U-Boat Watch Crew Routine SFX WolfPack Wotan Messervy_s_gramophone_pack1 SteelViking's Interior Mod V1.2 SteelViking's Interior Mod V1.2.2 Patch Fuel Gauge WoGaDi_SteelViking's Interior Fix clock rear torpedo room VIIA Depth Charge Range Fix Capthelms Audio+SV Touch Ups sobers multi color mod V5 DynEnv v2.9 - 1. Main Mod DynEnv v2.9 - No Underwater Impurity Patch DynEnv v2.9 - 5.e Ambient Settings - Brighter Nights-No Murky Waters DynEnv v2.9 - 9. Sobers Best Ever Tweaks DynEnv v2.9 - 12. Sounds sobers smoke screen V1 SH5 (DynEnv compatible) sobers best ever fog V22 SH5 sobers waves mod V12 27032013 Window_Lights_Redone_V1 Torpedo_Door_Sound_Mix Pascal-sh5-Crew-Uniforms SH5_7A_Conning_Fix SteelViking's Bunker Fixes V1.0 German U-Boat Hydrophone SFX Equipment_Upgrades_Fix_v1_4_byTheBeast Equipment_Upgrades_Fix_v1_4_Patch_1 & hotfix Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober EUF_UBoat_FX_v0_0_3_ byTheBeast FX_Update_0_0_22_ByTheDarkWraith FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches) FX_Update_0_0_22_Torpedoes - MagDet range 3m (modified for torpedoes failure patches) AI_sub_crew_1_0_2_TheDarkWraith NewUIs_TDC_7_5_0_ByTheDarkWraith NewUIs_TDC_7_5_0_alt_officer_wounded_by_Torpedo NewUIs_TDC_7_5_0_jimimadrids_map_tools NewUIs_TDC_7_5_0_TDW_MessBoxMinWidth Manos Scopes-patch for 5x4 Sjizzle's - Charts for NewUIs part 1_07.06.2013 Sjizzle's - Charts for NewUIs part 2_07.06.2013 Sjizzle's - Charts for NewUIs part 3_24.06.2013 Submarine's .sim&cfg (mod engine ratio + ind cont patches) gap - armaments & equipments patch v 0.2 IRAI_0_0_39_ByTheDarkWraith IRAI_0_0_39_ByTheDarkWraith_Patch_1 R.E.M_by_Xrundel_TheBeast_1.2 R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible silentmichal's interior mod 1.2.3 Cerberus62 Corrected Depth Charge Projector 1.0 Flower_Class_Corvette_Pack NDD_Soldati Fix NOZAURIO'S SKIN (Standar No Emblem) v-1.1.0 Expanded Navies by Cybermat47 v.1.0.01 OPEN HORIZONS II_full v2.2 OPEN HORIZONS II v2.2 - ORP Gryf and HMS Rocket no reflection patch OHII v2.2 Sobers Terrain fix OH II Minefield map for TDWs Ui Reworked Submarine Damage SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11 SH5Lifeboat_Wooden ver. 0.2 SkyBaron's Bold SFX for SH5 1.0 SkyBaron's Leigh Light for SH5 1.0 Reworked Morale and Abilities v.1.1 MightyFine Crew Mod 1.2.1 Alt w beards MCCD_1.04_MFCM_1.2.1_compatible Crew scripting by TheDarkWraith sobers green crew training V4 SH5 TDW FX Fix for Sobers chimney smoke sobers Lights Cfg V5 SH5 Trevally Tutorial - All v0.2(for OHIIv1.3) Krauters Automated Scripts (v5_0_0 compatible) Trevally Automated Scripts v0.6 Trevally Harbour & Kiel Canal Pilot v3.1 Trevally TDC Help v2 MadMaxs_SH5_Subdiesel (mono) v2 Sonar Sound Collection v 1.0 for SH5 - Distorted sobers hud sounds V1 SH5 AMMO_v1.0_SH5_by_Raven_2012 sobers bad weather deck gun V5 SH5 Reworked U-boat Guns (incomplete version) sobers Depth of Field V6 SH5 sobers map colors SH5 V1 Shadow Improvement Mod Nauticalwolf's_Damage_and_Torpedo_UI(b)_Mod_v1.1 TDW_GenericPatcher_v_1_0_149_0 Voice, Sounds & Help Dialogs(xx) and sounds cfg testing Last edited by Mikemike47; 09-16-13 at 11:21 PM. |
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09-17-13, 12:38 PM | #97 |
Navy Seal
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I'm glad you like it Mike, although don't get to comfortable with "Paukenschlag" , i'm preparing v2 with some more adjustments... Still, i think it's not necessary to restart campaign until upc files are modified again...
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09-17-13, 12:41 PM | #98 |
Navy Seal
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Gap, i have noticed very high AP values for HE ammunition in you armament patch(shells.zon), sometimes even higher then their armor piercing counterpart .Why so?
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09-17-13, 01:07 PM | #99 |
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Are you talking about the armaments & equipments patch v 0.2? The only change I have made on shells .dat/zon for this mod, is adding new 11" shells definitions with their own AP, radius and damage settings. Nothing else, AP values for preexisting shells should be unchanged
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09-17-13, 01:13 PM | #100 | |
Navy Seal
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Quote:
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09-17-13, 01:21 PM | #101 |
Navy Seal
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Tell me Gap (i'm starting to be pain in the ass again ), have you and other moders ever experimented with AI guns elevation speeds and fire angle tolerances in order to reduce uber AI precision? Like Sober did for submarine's deck guns with his "bed weather deck gun" mod.
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09-17-13, 02:54 PM | #102 | |
Navy Seal
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Yes, unless I made a mess with them
In any case creating new shells is really easy. Stock shells are grouped per caliber and gross category (AP, HE, AA and SS), so basically all the guns of the same caliber fire the same kind of ammunition. It is my intention for a future version of the Historical Guns Specs mod to give each gun its own shells with AP, radius and damage customized according to real ballistic properties of oerdanance historically fire by them. You are welcomed into partecipate in this project Quote:
Despite your first tests with them, some global factors, as Waves amplitude, Waves attenuation, Max error angle and Max fire wait, might (and should) play a role as well. |
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09-17-13, 03:01 PM | #103 |
Stowaway
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I've never test SH5 AI Guns for a problem We saw in SH3.
If the angle was set to high? You'd get a Snow effect from the shells raining back down once in a Blue Moon! We found Real Life settings did not work in SH3 and had to lower the specs a tad. |
09-17-13, 03:08 PM | #104 |
Navy Seal
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Thank's... Actually , i'm very much interested in this and your work with historical guns specification is very important for realistic submarine damage modeling. Merging those two mods in one large would be great thing for SH5...
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09-17-13, 03:19 PM | #105 |
Navy Seal
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Sure, most of the time , simple entering historically accurate data into controllers wont give us accurate behavior in the game...Simple example is U-boat diesel and electric engine power settings in unitsubmarine contr.,which are historically correct, but in game then we have sub with enormously overpowered acceleration capabilities... That's why i have tuned down engines power to 50% , for my own use...
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