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-   -   Realism- and gameplay-related hardcode fixes for SH3.EXE (https://www.subsim.com/radioroom/showthread.php?t=174225)

Magic1111 01-17-11 03:40 AM

Quote:

Originally Posted by Myxale (Post 1575026)
The Crash-Dive Blues

Hi !

Can someone me explain please, what the "Crash-Dive-Blues" exactly is ? :hmmm: I´ve never heard about it....

And what is now all fixed in the forthcoming V15E ??? :06:

I follow this Thread every day, but my english is not soooo good, that I understand each post here ! :oops:

Thanks in forward,
Magic:salute:

h.sie 01-17-11 04:07 AM

@Magic1111 & Makman:

If you interrupt a crash dive (by setting a new depth) before the sub reaches his crash dive depth (70m?), you may lose the control over the sub - the sub is hanging there aslope with an angle of about 10 degrees. This bug mainly occurs in NYGM, I assume, because of the negative bouyancy used in that supermod. Search the NYGM thread for details.

The reason for this bug is, that the quick-diving-tank is not emptied correctly when you interrupt a crash-dive. The positive buoyancy in GWX seems to hide/compensate this effect, but it will be visible e.g. when compartments are flooded.

The fix from Stiebler and me empties the quick-diving-tank in this situation.

If V15E is done, I'll tell more details about the changes.

h.sie

Stiebler 01-17-11 04:08 AM

What is the Crash-Dive Blues?
 
Evidently Makman and Magic do not use NYGM. Allow me to recommend that you both try it.

The crash-dive blues occurs when you order a crash-dive; then, *before the crash-dive has completed*, you order a new depth. For example, if your crash-depth depth is 80m, you click on the depth gauge for 150m before the U-boat reaches about 60-70 m.

This causes the U-boat to dive to 150m at an angle. We know now that this angle is caused because the quick-dive tank has not emptied. The quick-dive tank only returns to its normal level when the crash-dive is complete.

It is very hard to control the U-boat at any depth at slow speed, when it floats at an angle.

This is especially noticeable with NYGM, because of its anti-hover mod (no U-boat can hover underwater, it needs forward speed to maintain depth on the hydroplanes.) However, it is also noticeable with stock SH3.

The situation is different with GWX, which has a deliberate buoyancy - the U-boat tries to rise at slow speeds. This is not accurate, though.

Before H.sie's fix, the only way to stop the crash-dive blues was to rise to above the crash-dive depth (for example, rise from 150m to 50m), then crash-dive again, in order to empty the tank. Probably all players of NYGM (and perhaps of stock SH3, Rub, Aces, LivingSH3 etc) have learned this fact the hard way!

[Edit: Ooops. I see that my post has clashed with that of H.sie, who made his post just one minute before mine.]

Stiebler.

h.sie 01-17-11 04:20 AM

There is a compatibility problem between the Type XXIII sub in NYGM and the periscope mod of V15D, which automatically moves down the periscopes when speed is above 7knots.

Trying to fix this incompatibility only makes sense, if someome of you uses/likes this periscopes mod. So please give some feedback. Do you use/like it?

I e.g. perfer the blur effect and came to the conclusion that it's not necessary that the scopes are moved down automatically.

h.sie

NGT 01-17-11 09:19 AM

Yes for periscope down in NYGM
 
[QUOTE=h.sie;1575900]

Trying to fix this incompatibility only makes sense, if someone of you uses/likes this periscopes mod. So please give some feedback. Do you use/like it?

I e.g. prefer the blur effect and came to the conclusion that it's not necessary that the scopes are moved down automatically.

h.sie[/QUOTE]

Yes, please

I play NYGM mod and I like this periscopes mod. I don't use the blur effect.

With periscope tweaked to go down, the game-play is harder for old people like me, using automatic targeting. Because with automatic targeting I can take down any destroyer coming close to me IF THE PERISCOPE IS UP. Even with blur effect, the target can be fixed and the torpedo goes straight to the target.

So, this mod change all the game-play for automatic targeting people, and we are oblige to dive instead of play always successful duels with destroyers.


Nice change after 5 years, thanks to you h.sie :yeah: :rock:

h.sie 01-17-11 12:17 PM

Ok, NGT, I'll try my best to fix that bug. If I'm unable to do, I'll try the second-best solution: Disable periscopes mod only for type XXIII.

h.sie 01-17-11 03:16 PM

I already found the reason for the problems with my V15D4 patch and NYGM type XXIII: It has only one (active) periscope, but my mod assumes that there are always two peris. trying to lower both peris when there is only one active will cause a CTD. this will be fixed in the next version.

Fader_Berg 01-17-11 03:22 PM

Quote:

Originally Posted by h.sie (Post 1576152)
Ok, NGT, I'll try my best to fix that bug. If I'm unable to do, I'll try the second-best solution: Disable periscopes mod only for type XXIII.

Stay away from the second best solution... That's my five cents. Either the sub changes or it was just not ment to be.

EDIT:
Quote:

Originally Posted by h.sie (Post 1576326)
I already found the reason for the problems with my V15D4 patch and NYGM type XXIII: It has only one (active) periscope, but my mod assumes that there are always two peris. trying to lower both peris when there is only one active will cause a CTD. this will be fixed in the next version.

Nevermind...

Stiebler 01-18-11 03:20 AM

@H.sie:
Quote:

I already found the reason for the problems with my V15D4 patch and NYGM type XXIII:
That was quick. Good work!

Stiebler.

Magic1111 01-18-11 06:46 AM

Quote:

Originally Posted by h.sie (Post 1575894)
@Magic1111 & Makman:

If you interrupt a crash dive (by setting a new depth) before the sub reaches his crash dive depth (70m?), you may lose the control over the sub - the sub is hanging there aslope with an angle of about 10 degrees. This bug mainly occurs in NYGM, I assume, because of the negative bouyancy used in that supermod. Search the NYGM thread for details.

The reason for this bug is, that the quick-diving-tank is not emptied correctly when you interrupt a crash-dive. The positive buoyancy in GWX seems to hide/compensate this effect, but it will be visible e.g. when compartments are flooded.

The fix from Stiebler and me empties the quick-diving-tank in this situation.

If V15E is done, I'll tell more details about the changes.

h.sie

Quote:

Originally Posted by Stiebler (Post 1575895)
Evidently Makman and Magic do not use NYGM. Allow me to recommend that you both try it.

The crash-dive blues occurs when you order a crash-dive; then, *before the crash-dive has completed*, you order a new depth. For example, if your crash-depth depth is 80m, you click on the depth gauge for 150m before the U-boat reaches about 60-70 m.

This causes the U-boat to dive to 150m at an angle. We know now that this angle is caused because the quick-dive tank has not emptied. The quick-dive tank only returns to its normal level when the crash-dive is complete.

It is very hard to control the U-boat at any depth at slow speed, when it floats at an angle.

This is especially noticeable with NYGM, because of its anti-hover mod (no U-boat can hover underwater, it needs forward speed to maintain depth on the hydroplanes.) However, it is also noticeable with stock SH3.

The situation is different with GWX, which has a deliberate buoyancy - the U-boat tries to rise at slow speeds. This is not accurate, though.

Before H.sie's fix, the only way to stop the crash-dive blues was to rise to above the crash-dive depth (for example, rise from 150m to 50m), then crash-dive again, in order to empty the tank. Probably all players of NYGM (and perhaps of stock SH3, Rub, Aces, LivingSH3 etc) have learned this fact the hard way!

[Edit: Ooops. I see that my post has clashed with that of H.sie, who made his post just one minute before mine.]

Stiebler.

@ h.sie and Stiebler: Many thanks for clearify ! :salute:

Best regards,
Magic

NGT 01-18-11 09:59 AM

Thanks h.sie
 
Quote:

Originally Posted by h.sie (Post 1576326)
I already found the reason for the problems with my V15D4 patch and NYGM type XXIII............................................. .. this will be fixed in the next version.


Thank you very much h.sie :up:

h.sie 01-21-11 03:29 PM

Little Bugfix V15D5 available. This update is worth downloading only for NYGM players, because it only fixes an incompatibility with the NYGM type XXIII (CTD when periscope is moved down automatically). But there will be a new Version available soon:

Current work: V15E
  • Bugfix for crash dive blues
  • "Realistic" restrictions for reload of external / internal torpedoes.

Magic1111 01-21-11 06:15 PM

Quote:

Originally Posted by h.sie (Post 1579391)
This update is worth downloading only for NYGM players,

...but you have two versions on you MediaFire Page, one with (NYGM) in clamp and one without this...?:hmmm:

Are now both Versions for NYGM Players or do I need as not NYGM-Player the version without the (NYGM) in clamp ?:hmmm:

Best regards,
Magic

fitzcarraldo 01-21-11 07:35 PM

Great job, and waiting the "E" update.:yeah:

A dream: independence of port-starboard motors (diesel and electric). Is there some possibility from the perspective of modifiy the SH3.exe?

Many thanks and best regards.

Fitzcarraldo :salute:

Silent Ace 01-22-11 02:09 AM

Quote:

Originally Posted by fitzcarraldo (Post 1579550)
Great job, and waiting the "E" update.

A dream: independence of port-starboard motors (diesel and electric). Is there some possibility from the perspective of modifiy the SH3.exe?

oh yes, as it is carried on a ship simulator series.

h.sie 01-22-11 02:17 PM

@Magic: This was only to have 2 equal versions.

@fitzcarraldo: The engines can be controlled independently from each other in principle, but the main problem are the missing interaction elements for the user. GUI elements, system commands and so on are designed for controlling both machines together. I think this will remain a dream, as long as I do this kind of modding. But maybe a more experienced and talented modder will be able to fulfill your dream.

h.sie

h.sie 01-22-11 02:29 PM

Currently programming the reload process of INTERNAL TORPEDOES and I need some details.

My plan:

When surfaced, internal torpedoes can only be reloaded for
windspeeds between 0m/s and W1.

For windspeed between W1 and W2 boat has to dive below D1 meters.

For windspeed between W2 and 15m/s boat has to dive below D2 meters.

What values W1, W2, D1, D2 should be used?

Some historical info available?

Silent Ace 01-22-11 03:05 PM

Quote:

Originally Posted by h.sie (Post 1579986)
Currently programming the reload process of INTERNAL TORPEDOES and I need some details.

Some historical info available?

I will try to find something.

Magic1111 01-22-11 03:25 PM

Quote:

Originally Posted by h.sie (Post 1579981)
@Magic: This was only to have 2 equal versions.

h.sie

Okay, thanks !

LGN1 01-23-11 06:51 AM

Hi h.sie,

I guess there is no historical data. Commanders just dived until the boat stopped rolling and pitching too much. Given the wind speeds in SH3 and the corresponding wave heights, I would guess that 20m should be fine. Since diving 10-20m deeper does not matter much, I think one single depth for all wind speeds would be fine. The two depths depending on wind speed seems to me more complex than necessary.

Cheers, LGN1


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