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

Jaeger 01-28-12 10:33 AM

this sounds good, i hope he will be interested in this step.

Perijones 01-29-12 02:28 PM

I don't know if this question is already answered, but i use SH3 with GWX 3.0 and canīt install the realism fix (V16A3). The message says that the Patch_SH3.bat doesn't find a compatible version of the sh3.exe. Could anyone help me?

h.sie 01-30-12 02:57 AM

@Perijones: It has to be an unpatched sh3.exe. That means: no 4GB patch or similar applied.

jean74 01-30-12 02:46 PM

Quote:

Originally Posted by h.sie (Post 1828879)
@DepthCharger, complutum:

Currently, I am hardcoding all my last Test-Versions (TorpedoFailures, DieselDamage, CollisionDamage, BatteryDischarge, TorpedoPistolSwitchBugFix) and some minor corrections into the sh3.exe V16B. Also, the new VampireNightVisionFix will be added after an appropriate test period. After that, V16B will be released. Estimation: About 1 - 4 weeks.


Hi H.sie :salute:

I Had a test today with your CollisionDamage fix. I just let a T3 tanker ramming my sub and nothing happened.
I use only your v16a patch and your collision damage fix enabled with JSMGE
This fix is down ??? :hmmm:

Best regards


Jean

h.sie 01-30-12 02:53 PM

@jean: please try to produce some sort of collision with a surface ship. can you see a message "Ping" on your console in the moment of collision? if not: something went wrong with the installation.

also, please try again with an escort or destroyer. i did not test with a tanker, since tankers only very seldom hunt Uboats.

jean74 01-30-12 03:57 PM

Hi,

Many thanks for your fast reply :salute:.

I'll try to do another tests, but tonight is late and tomorrow will be hard for me. So i will post result later.

Another time many thanks for all your impressive work !!!

Best regards,

Jean

h.sie 01-30-12 04:51 PM

Hi Jean,

I could reproduce the problem to a certain extent. If the tanker drove 7 knots, the collision damage was low, if he drove 10 knots, the damage was severe.

The attackers speed is strongly affecting the applied damage, and since an Uboat is rammed more likely by fast destroyers than by slow tankers, I optimised the fix for destroyer-Uboat collisions. Please focus on them. This fix is only a compromise and not important enough to spend more time for its optimisation.

But the final fix will have a user-customizeable factor that determines how much the taken damage is boosted compared to unpatched version.

h.sie

erikdell 01-31-12 08:59 AM

:) Excellent work!!! Greetings from Argentina!

jean74 02-02-12 02:29 PM

Quote:

Originally Posted by h.sie (Post 1830278)
Hi Jean,

I could reproduce the problem to a certain extent. If the tanker drove 7 knots, the collision damage was low, if he drove 10 knots, the damage was severe.

The attackers speed is strongly affecting the applied damage, and since an Uboat is rammed more likely by fast destroyers than by slow tankers, I optimised the fix for destroyer-Uboat collisions. Please focus on them. This fix is only a compromise and not important enough to spend more time for its optimisation.

But the final fix will have a user-customizeable factor that determines how much the taken damage is boosted compared to unpatched version.

h.sie

Hi H.sie

I don't have free time this week :doh: and I can't do test.
Perhaps this week end but it's hard at this moment. So excuse me.

I am happy to see that you find the reason for law damage.
I will do too some tests later.

For the user-customizeable factor you are really a MASTER :salute:

Many Thanks

Best Regards from France,


Jean

h.sie 02-02-12 04:28 PM

Greetings back to Argentina and France! :)

dom111 02-03-12 05:19 PM

h.sie, i have patched the .exe following your instructions with no problem at the moment, great work and thanks, keep going. But i have a question, can i use the patched .exe with other mods, specifically LSH5.1???

Best regards.

h.sie 02-03-12 06:54 PM

Numerous people play the hardcode fixes with LSH!

Enjoy!

dom111 02-04-12 01:22 AM

Thank you very much, i will give it a try. :yeah:

jean74 02-04-12 04:17 AM

Quote:

Originally Posted by h.sie (Post 1830278)
Hi Jean,

I could reproduce the problem to a certain extent. If the tanker drove 7 knots, the collision damage was low, if he drove 10 knots, the damage was severe.

The attackers speed is strongly affecting the applied damage, and since an Uboat is rammed more likely by fast destroyers than by slow tankers, I optimised the fix for destroyer-Uboat collisions. Please focus on them. This fix is only a compromise and not important enough to spend more time for its optimisation.

But the final fix will have a user-customizeable factor that determines how much the taken damage is boosted compared to unpatched version.

h.sie

Hi H.sie,

I did tests and of course you are right, the speed increase the damage :rock:

Do your "collision damage rate" integrate the mass of the boat which collide from ?

Best regards,

Jean

h.sie 02-04-12 07:31 AM

@jean: the original Collisions.act code already considers relevant parameters of the collisional objects like:
  • mass
  • armor
  • speed
  • collision impact angle
  • some randomness
So the devs made a good job in principle, but the overall effect on the UBoats pressure hull is too low IMO. So I programmed a factor of 8 (will be customizeable via .ini file) what means that the damage applied to the pressure hull (-> reduction of hitpoints) is boosted by 8. That's all. A simple factor of 8. Nothing more. But only for SurfaceShip-PlayerUboat collisions. All other collisions are not affected.


h.sie


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