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12-06-15, 08:12 PM | #3301 | |
Argentinian Skipper
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Best regards. Fitzcarraldo
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My subject is War, and the pity of War. The Poetry is in the pity - Wilfred Owen. |
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12-07-15, 12:19 AM | #3302 |
Samurai Navy
Join Date: Jan 2004
Posts: 571
Downloads: 77
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The only thing I've see about Destroyed marks in OFEV is enabling them via the TAI and Nav map tabs. I've Enabled them for the Nav map but not the TAI (don't really use it).
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Intel i7-2700K-3.50GHz, 16 GB RAM, 2 xGTX 560,2GB,SLI,2 TB HD The Wolves of Steel 1.06 The Wolves of Steel 1.06 Update 05c |
12-07-15, 12:08 PM | #3303 | |
Navy Seal
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And? İs there any change?
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Best regards... Vecko The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update PDF Install Instructions How to report an issue If You wish to support my work... |
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12-07-15, 12:49 PM | #3304 |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
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I have imported the new platforms in game but, likewise dat units imported in SH5, they don't cast reflections on water, their submerged part is not visible from above the water level, and they don't trigger the foam effect around them.
Unlike the first series of platforms which didn't show any of the problems above, the new platforms have a normal map, and I had to import them in a different GR2 file, because the one I had used previously didn't support normal maps. I am gonna check now what is the culprit... On a side note: as expected, the bunkers are now shown in museum as elite coastal patrol craft. Maybe we could move them in the Land roster (keeping the AI_ship controller though). Who knows, maybe the game will let us doing that |
12-07-15, 01:05 PM | #3305 | |
Navy Seal
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I think I tried something like that but I run in some troubles doing so, can't remember which one though... Tell me if you find the opposite...
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Best regards... Vecko The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update PDF Install Instructions How to report an issue If You wish to support my work... |
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12-07-15, 01:23 PM | #3306 |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
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Okay, I will carry out some tests after I track down the problem with the new platforms
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12-07-15, 01:36 PM | #3307 | |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
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Quote:
Problem solved, giving the last touch-ups to the diffuse/reflection/normal textures now |
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12-07-15, 06:26 PM | #3308 |
Samurai Navy
Join Date: Jan 2004
Posts: 571
Downloads: 77
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As in...I've already had them enabled the whole time...lol (minus the TAI option since I don't use the TAI). Yes and no...like I described. Last night...yes....destroyed marks for the 4 ships I sank in my session. But only those 4 ships....not the other 7 I'd already sunk from previous sessions. Sometimes I see no marks real time....sometimes it's only the session i'm on.....some times it does both the current session and ones from the last save. I guess my question is.....do you see all the ships you've sunk on the entire patrol the whole time....or more or less what I've described? Edit: I've added an attached picture....and as you can see...the destroyed marks are numbered correctly....8,9,10,11. These were from my last save.
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Intel i7-2700K-3.50GHz, 16 GB RAM, 2 xGTX 560,2GB,SLI,2 TB HD The Wolves of Steel 1.06 The Wolves of Steel 1.06 Update 05c Last edited by finchOU; 12-13-15 at 05:00 PM. |
12-08-15, 02:33 AM | #3309 | |
Count Dracula
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TDW's destroyed marks are bugged from very long time sometime they show up and sometimes they don't show that doesn't matter if u have enabled the patch from the patcher ..... i think that fifi found this bug 2 years ago
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12-08-15, 10:17 AM | #3310 |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
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@ Vecko
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12-08-15, 11:01 AM | #3311 |
Count Dracula
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nice job gap u never stop to surprise us
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12-08-15, 11:15 AM | #3312 |
Navy Seal
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Very nice Gap!
Although, my "enthusiasm" is now somewhat subsided because last night I confirmed that even our FW kicking ass defenses, under certain circumstances, could also become "stuck", just like infamous harbor protection warships... But, it's too late to stop now, isn't it?
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Best regards... Vecko The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update PDF Install Instructions How to report an issue If You wish to support my work... |
12-08-15, 11:32 AM | #3313 | |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
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I am even tempted to springle the dummy beach with a few hundred simple czech hedgehog models, but I am afraid it would entail too much work for a purely cosmetic feature like that
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Adding them to TWoS campaign is on you. At this point I will complete my part of work anyway |
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12-09-15, 01:25 PM | #3314 |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
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Floating bunkers as land units
It works!
I have moved bunker folder as well as its roster entry into the data/Land and data/Roster/Biritish/Land folders respectively, and changed bunker's unit type from 16 (elite patrol craft) to 403 (coastal artillery) in unit and roster cfg files, as well as in your testing mission. Now the bunker is reported as "coastal defenses" without need of placing stock coastal defenses near it, indeed it is not longer shown in museum, and what matters more, it uses its guns/sensors as before. Tested in stock game, without IRAI. What I want to test now is switching the unit_Ship controller with the unit_CostalDefense one (some changes to model meshes and collision controllers might be required too). Going by my previous experience when I messed with unit controllers, I should get an instant CTD (probably cmdr_AI* and unit_* must be matched), but worth a second try anyway. If it works, we might be able placing working coastal artillery directly on land. Maybe. EDIT: Tested with IRAI. It likes my latest changes to our bunkers Last edited by gap; 12-09-15 at 02:27 PM. |
12-10-15, 06:08 AM | #3315 |
Grey Wolf
Join Date: Jan 2014
Location: 50.1° N, 14.4° E
Posts: 834
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Newbie questions
Gutten tag Kaleunen, i am new to SH5 (formal SH4 captain for some years at trigger maru)
.. And i have some questions for wolves of steel: - do i have sonar available from the start of campaign? I suppose its not there yet.. - can i return original sailor icons to menus? I cannot remember who is who if there are looking different - Where are the files to copy back over the mod? - can i use hydrophone RPM charts from RPM hydrophone mod? Do the sounds respect this logic? Please guys, i am hydrophone adict i need this as a essential part of u-boat hunt!! - is there a possibility there are some mods in wolves of steel which are not listed here? I've seen some features from realistic hydrophone mod here in talks (dead angles and so), but its not really listed.. Anyway, thanks for work of all of yours, i hated SH5 before years, but this what came out of it with your mods is totally awesome! Love it and will by playing all of my christmass vacation which already started Ende der Mitteilung Kaleunen |
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