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-   -   Allied ships steaming on land (https://www.subsim.com/radioroom/showthread.php?t=238431)

KaleunMarco 08-25-18 11:34 AM

Allied ships steaming on land
 
hey guys,


how do i fix these? i know there will be a dotMIS file in SH4\Campaigns\CampaignGE\ but how can i quickly find the offending vessels? there has to be a trick to it.
https://preview.ibb.co/fvQP3U/SH4_Im..._25_47_994.png
https://preview.ibb.co/hxLDxp/SH4_Im..._24_19_067.png

cdrsubron7 08-25-18 06:37 PM

Quote:

Originally Posted by mark bonamer (Post 2566416)
hey guys,


how do i fix these? i know there will be a dotMIS file in SH4\Campaigns\CampaignGE\ but how can i quickly find the offending vessels? there has to be a trick to it.
https://preview.ibb.co/fvQP3U/SH4_Im..._25_47_994.png
https://preview.ibb.co/hxLDxp/SH4_Im..._24_19_067.png


Just wondering is this with RSRDC added or just Op Monsun? Also, what is the game date of these two screenies?

KaleunMarco 08-26-18 10:11 AM

Quote:

Originally Posted by cdrsubron7 (Post 2566440)
Just wondering is this with RSRDC added or just Op Monsun? Also, what is the game date of these two screenies?


cdrsubron7:


Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\SilentHunter4\MODS]

1OpsMonsun_V705
2OMv705_to_V720
3OMv720_Patch5
6OM_Med_Env


the gap in numbers of the Mods is due to two OMEGU mods which i originally included and then backed off when i began this career. turns out they made everything German and mein vokabular ist klein, nicht war?:haha:



the african ship appeared 8/10/43 approx 2100
the spanish ship appeared 8/11/43 approx 1000
thanks for looking into this.
:Kaleun_Salute:on my own i took a look at several dotMIS files in C:\Ubisoft\SilentHunter4\Data\Campaigns\CampaignGE \CampaignData
and found nothing that i could put a finger on. intuitively, it should be the MIS file where the single, rogue DD's or CL's reside, but i could not find that file before i ran out of energy.

cdrsubron7 08-26-18 11:29 AM

Ok, I spent an hour this morning looking through the GE Campaign files related to the Mediterranean area where the ships grounded. I could find nothing specific that would indicate a possible cause for the ships being where they are. Do the ships cause any problems with the game play when you noticed them? propbeanie might be able to find something as he is the campaign file whiz right now, for myself I can't locate any problems. Sorry. :06:

KaleunMarco 08-26-18 11:55 AM

Quote:

Originally Posted by cdrsubron7 (Post 2566547)
Ok, I spent an hour this morning looking through the GE Campaign files related to the Mediterranean area where the ships grounded. I could find nothing specific that would indicate a possible cause for the ships being where they are. Do the ships cause any problems with the game play when you noticed them? propbeanie might be able to find something as he is the campaign file whiz right now, for myself I can't locate any problems. Sorry. :06:

if pb has the time, why not?
as far your work on this is concerned, i thank you for spending the hour.:Kaleun_Applaud:
to answer your question, no, these two ships are not important...it's just me. i see something broken and i want to figure out what's wrong and fix it. this link will give you an idea of what it is like to be me. i am the guy...
https://www.youtube.com/watch?v=-4EDhdAHrOg


thanks, again.
:Kaleun_Salute:

cdrsubron7 08-26-18 01:01 PM

I understand. I get that way about somethings myself. :yep: :haha:

propbeanie 08-26-18 02:55 PM

I don't have the time right now, but the way to find them faster is to use a 'Search" in a text editor, and look for a generic Type=4 (DD) (whatever is specific for the problem ship) from the particular country. It could be in any of the files. Lurker, Ducimus and others over the years, all used "automatic" RGG building and zig-zag routing of those groups, and sometimes that routing failed them. They would have to get in real close on each individual group and watch them as the 'simulator' in the ME 'played' their files. It is entirely too difficult to do that with this game, which is another reason we're still finding issues in the base Stock game...

Anyway, what happens is the escorts of the group are doing their 'escort' duties and escorting the groups. Now, remember, the game doesn't draw anything until it has to, so the group is just traveling along in the digital world, invisible, if you will. It doesn't worry about spacing, land masses or collisions until it comes time to render. Along comes your submarine, and the game has to start drawing things. If you've ever traveled very far in the game with the external camera, it's easier to visualize what transpires, because if you ever turn around and look behind you, or go far enough ahead, you'll see that the land masses are not drawn 'complete', but only the front faces... Until your sub gets closer. So here's this group, only in the computer memory, and as you get closer, the game draws more and more of it, and some of the land features on the facing side... The outside escort decides, with the help of computer logic, to do an outside sixes knuckle check, thereby carrying it over 2000m further away from the group, and right into the middle of the landmass face that just got drawn... Collision detection takes over, and land rock beats ship every time...

That is the trouble with Random Generated Groups, especially if you're dealing with three or more columns of ships. It's difficult to visualize what they'll look like once they render in the game. Let's say they are set to be 700m apart. Three columns would be over 1400m wide with just the group. Add another 1400 for the escorts on either side, and then another 1400m minimum for those escorts to do their twisty-twirly knuckles for ASW, and next thing you know, that group is now over 4800m across. Then you make them come into a harbor, near land and ~turn~... It's a wonder you only see two that have run aground like that... :salute:

cdrsubron7 08-26-18 04:51 PM

Quote:

Originally Posted by propbeanie (Post 2566564)
I don't have the time right now, but the way to find them faster is to use a 'Search" in a text editor, and look for a generic Type=4 (DD) (whatever is specific for the problem ship) from the particular country. It could be in any of the files. Lurker, Ducimus and others over the years, all used "automatic" RGG building and zig-zag routing of those groups, and sometimes that routing failed them. They would have to get in real close on each individual group and watch them as the 'simulator' in the ME 'played' their files. It is entirely too difficult to do that with this game, which is another reason we're still finding issues in the base Stock game...

Anyway, what happens is the escorts of the group are doing their 'escort' duties and escorting the groups. Now, remember, the game doesn't draw anything until it has to, so the group is just traveling along in the digital world, invisible, if you will. It doesn't worry about spacing, land masses or collisions until it comes time to render. Along comes your submarine, and the game has to start drawing things. If you've ever traveled very far in the game with the external camera, it's easier to visualize what transpires, because if you ever turn around and look behind you, or go far enough ahead, you'll see that the land masses are not drawn 'complete', but only the front faces... Until your sub gets closer. So here's this group, only in the computer memory, and as you get closer, the game draws more and more of it, and some of the land features on the facing side... The outside escort decides, with the help of computer logic, to do an outside sixes knuckle check, thereby carrying it over 2000m further away from the group, and right into the middle of the landmass face that just got drawn... Collision detection takes over, and land rock beats ship every time...

That is the trouble with Random Generated Groups, especially if you're dealing with three or more columns of ships. It's difficult to visualize what they'll look like once they render in the game. Let's say they are set to be 700m apart. Three columns would be over 1400m wide with just the group. Add another 1400 for the escorts on either side, and then another 1400m minimum for those escorts to do their twisty-twirly knuckles for ASW, and next thing you know, that group is now over 4800m across. Then you make them come into a harbor, near land and ~turn~... It's a wonder you only see two that have run aground like that... :salute:


Like I said, pb knows his stuff. Still rambles on a bit though. :o :har:

propbeanie 08-26-18 07:51 PM

Why... I thought that was rather short & sweet... succinct even...



:har: :har: :har: :har:


cough-cough... sorry 'bout that, inhaled a dust bunny while rolling on the floor... :timeout:

:salute:

KaleunMarco 08-26-18 10:03 PM

Quote:

Originally Posted by cdrsubron7 (Post 2566574)
Like I said, pb knows his stuff. Still rambles on a bit though. :o :har:


what? did he say something?:o:wah:
what did he say?:hmmm:


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