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09-04-12, 09:50 AM | #46 |
Soundman
Join Date: Sep 2007
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Great mod!
Can you recommend anything about the distance aircraft are spotted at, per your last comment? I'm currently using your unofficial rocket fix for GWX, which (I believe) adjusts the detection probabilities for the RWR, throwing in some late detection and uncertainty. Is there anything similar that can be done to the visual sensors? You are right in that now, as long as you dive immediately, aircraft aren't really a threat, simply because you always spot them at time. I have never been suddenly ambushed by a plane- I have always been able to detect it early through RWR or lookouts. |
09-04-12, 10:46 AM | #47 | |
Ocean Warrior
Join Date: May 2005
Location: São Paulo Brazil
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Quote:
I´m devoloping a new mod to try to fix it (or at least make it work better). As you said and noticed, in RL it was exactly the opposite. The aircrafts were frequently a dangerous thread because their detection were frequently uncertain and sometimes too late. The idea is to add a new separate visual sensor for each uboat just to detect planes (anything more than 10m above water). This way the ship detection will stay as it is, untouched (only that the actual visual sensor will only detect at 10m high max now, so no airplane detection at all). This new Visual_airplane sensor to be added will then detect at high levels but at short distance, we will have freedom to adjust it without interfer with anything more. I´m confident that this will work. I will have more info on it in some days ahead. The RWR sensibility and properties is absolutelly moddable as we want since now. Also the fix for propellers issue with diesel/engines sounds and that propeller wake that didn´t stop even after propellers destruction is going ok with good results. Let´s see on the next days...
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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09-04-12, 12:28 PM | #48 |
Sea Lord
Join Date: Mar 2011
Location: In the conning tower of my VIIC scanning the sea through the periscope
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Thanks a lot for this great addition to the game
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[SIGPIC][/SIGPIC] NYGM+H.sie v16+Stiebler 4C+MaGui WS |
09-08-12, 12:27 PM | #49 |
Hellas
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...essential...amazing......pure....modding !
nothing can stop the clever ...minds ! @Rubini: thank you very much
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Knowledge is the only thing that nobody can ever take from you... Mediafire page:http://www.mediafire.com/folder/da50.../Makman94_Mods |
09-15-12, 01:12 PM | #50 |
Lieutenant
Join Date: Sep 2006
Posts: 259
Downloads: 289
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Air Torpedos and WAC 4.1
Hello Rubini,
Thank you very much for this fantastic mod I would like to report my experience with WAC 4.1 (+ many added units): The mod works, and I forged change the Sim.cfg, even like that works. I implemented the torpedoes on USTorpedoBomber (imported from SH4/5 I think) and Anson. Everything works. The torpedoes hits the U-boot even from 200 m high, but I can not see them in this case. I implemented the torpedo planes inside Naval Artillery in Academy (no the Flak Artillery) at 200 m, and they hit the U-boot. I was with the external camera below the U-boot, and I confirm that it was not any visible torpedo, just the hit and the explosion. . . and game over. I can open the Library files, but I can not understand how to change the in-water running speed of the torpedoes. If I understood well, they are 2: one "normal" and one acoustic - FIDO. Can you, please tell me the chunk number of those 2 values, because my U-boots are tweaked and they crash-dive faster than normal, so I need make the 2 torpedoes faster. Thank you again. You did a great work, again. Hope you understand my English. . . |
09-15-12, 04:39 PM | #51 | |
Ocean Warrior
Join Date: May 2005
Location: São Paulo Brazil
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Quote:
Lets start from the beginning: 1. To all this scene works correctly is important to you adjust your sim.cfg as explained on the first post/readme, 2. Is also important that you make the planes a level bomber to achieve the correct drop torpedo behaviour from the airplanes, 3. They (the airplanes) must be scripted with waypoints only 30m high. 4. As explained on first post/readme, no real torpedos for Air torpedos. In the other hand, he fido is a 3d real one but will be spawn with certain restrictions around the torpedo water hit site. Few seconds after it´s release you will be able to see it running into water, trying to find your uboat. 5. So, try to stay on the above directions to have good results with the mod. 6. And to finish, I´m cooking a new version with better FIDO behaviour, crash dive randomization and better (more realistic) airplanes random detection by crew. All this togheter will make the entire airpower side of the game much more challenge. 7. The node that adjust the FIDO speed is the 288 "amun_AcousticTorpedo", open it and you will find a Speed entry. It´s, by default, setted on 15knts. The air torpedo is a virtual cannon, so no need to adjust it. By what you said you really need to put your airplane detection to down, will be not possible to have any torpedo hit on default game/super mods as they are now, because you will always detect the planes too far way and the crash dive is also always very fast...
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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09-15-12, 07:12 PM | #52 |
Ocean Warrior
Join Date: May 2005
Location: New Castle of Delaware
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Amazing work Rubini.... and a fantastic mod too.
Me thinks you deserve a SubSim Award for doing this and getting it to work. So say I. BTW, any chance of you doing this mod for SH5? Would be awesome in there too.
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Gary No Borders, No Language, No Culture =s No Country I'm a Deplorable, and proud of it. Last edited by GT182; 09-15-12 at 07:24 PM. |
09-15-12, 10:42 PM | #53 | |
Ocean Warrior
Join Date: May 2005
Location: São Paulo Brazil
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Quote:
But...Do not Sh5 already had a stock airtorpedo? Or are you refering to FIDO? This air torpedo mod probably will work easily on SH5 as it is. But Fido can be much better as Sh5 have the necessary controller (I guess). IF SH5 really don´t have anything similar, yes, i guess that is possible to do it.
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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09-20-12, 09:41 AM | #54 |
Lieutenant
Join Date: Sep 2006
Posts: 259
Downloads: 289
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Thanks
Thank you very much for the reply Rubini.
I did not realise that the no-acoustic is not visible. |
10-02-12, 06:48 AM | #55 |
Stowaway
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Hello,
I would use some help dealing with sound and SH3.sdl thing. I'm not following what and how should I do to make sound work. I made one attempt but it end up in CTD due to sound problems. Something like Aces' Combined SH3.SDL Files including your sound would be a relief. |
10-04-12, 09:27 AM | #56 |
Stowaway
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So finnaly I made it.
This is how it was done: Since I'm using "Ace's Combined SH3.SDL Files V2" mod I opened it's sdl via S3D (the SH3.SDL in GWX sounds folder can not be opened with S3D), I did the same with the small sh3.sdl that is in this mod, copy/pasted those three entries into "Ace's Combined SH3.SDL Files V2" SH3.SDL file and saved it. Now I have the torpedo drop sound working. gl |
10-04-12, 10:04 AM | #57 |
Sea Lord
Join Date: Nov 2007
Location: In sight of Stonehenge
Posts: 1,750
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I'm a bit late to this particular party (about six weeks late!) but finally managed to get some time to try your mod last night.
Awesome piece of work Rubini
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All my mods are available at MediaFire: SH3 Mods Other modders SH3 mods SH4 Mods ...you can't please all of the people all of the time... |
10-04-12, 10:32 AM | #58 | |
Ocean Warrior
Join Date: May 2005
Location: São Paulo Brazil
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Quote:
@Wreford-Brown: Thanks to try it! I have a new version of the Air torpedo mod ready, I´m just playing with it a bit before release. BTW, the adjust on sh3.sdl don´t need to be remade, you can use this one that you have now. Cheers! Rubini.
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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11-03-12, 03:12 AM | #59 |
Stowaway
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11-03-12, 04:48 AM | #60 | |
中国水兵
Join Date: Jan 2010
Location: RUSSIA-Siberia
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Quote:
P.S. Thank you for Your labour!
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