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Old 05-12-13, 05:42 AM   #1876
Tonci87
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Well TDW you can easily spot the problems by looking at these screenshots

http://www.subsim.com/radioroom/show...postcount=1718

http://www.subsim.com/radioroom/show...postcount=1719

Screen 3&4 show some serious physic problems.
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Old 05-12-13, 04:14 PM   #1877
TheDarkWraith
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v1.0.92.0 released. See post #1

Starting with v1.0.92.0 Added a new patch to the SH5.exe that randomizes the nearest visual contact's distance returned. This new patch will take your sub's crew veterency level into account.

If you're curious to know how the distance gets randomized:

(1.0 - (sub's crew veterency level / 4)) * random number in range (0.0-1.0) - this is var1

max % error (0.1 or 10%) * random number in range (0.0-1.0) - this is var2

var3 = var1 + var2

nearest contact visual distance * var3 = var4

random number rolled to see if var4 becomes a negative number or not

nearest contact visual distance + var4 = new nearest contact visual distance

As you can see from the formula the greater the distance the contact is away the larger the error in distance that can be reported
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Old 05-12-13, 04:17 PM   #1878
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...seems VERY interesting patch!! Just WOW!
Going to test it with latest OH
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Old 05-12-13, 04:18 PM   #1879
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This games getting harder , i mean more realistic by the day
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Old 05-12-13, 04:24 PM   #1880
TheDarkWraith
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Quote:
Originally Posted by Fifi View Post
...seems VERY interesting patch!! Just WOW!
Going to test it with latest OH
Quote:
Originally Posted by sober View Post
This games getting harder , i mean more realistic by the day
No more precise distances to the hundreds of meter from the crew anymore when you ask for nearest visual contact That annoyed me to no end
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Old 05-12-13, 04:43 PM   #1881
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this game will be very awesome with this patch nice job TDW
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Old 05-12-13, 04:46 PM   #1882
EAF274 Johan
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What is meant precisely by the "kiddy factor" such as in "remove kiddy factor from torpedo premature chances"? It is not clear to me.
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Old 05-12-13, 04:56 PM   #1883
TheDarkWraith
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Quote:
Originally Posted by EAF274 Johan View Post
What is meant precisely by the "kiddy factor" such as in "remove kiddy factor from torpedo premature chances"? It is not clear to me.
I call 'kiddy factors' any code that reduces the chances of failures and/or events from happening. Majority of the time these 'kiddy factors' severely reduce the chances of you encountering any type of failure and/or event. These 'kiddy factors' make the game gamey and take away from the realism


Just had the depth under keel command not work in a career game Now to see why it's not working anymore
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Old 05-12-13, 05:26 PM   #1884
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Quote:
Originally Posted by Sjizzle View Post
this game will be very awesome with this patch nice job TDW
Not yet. Still working on making it awesome

If anyone has any ideas on improving the latest patch (randomize nearest visual contact distance) don't be afraid to speak up. Do I need to make it 'harder'? Like say after a certain distance the crew only reports in 500m increments
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Old 05-12-13, 05:38 PM   #1885
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Quote:
Originally Posted by TheDarkWraith View Post
If anyone has any ideas on improving the latest patch (randomize nearest visual contact distance) don't be afraid to speak up. Do I need to make it 'harder'? Like say after a certain distance the crew only reports in 500m increments
Only thing I can think of at the moment is if somehow fog and stormy weather can make it harder for the crew to give precise distance. I know you mentioned anything with weather being hard coded though and not sure if its feasible.
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Old 05-12-13, 05:40 PM   #1886
TheDarkWraith
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Quote:
Originally Posted by 7thSeal View Post
Only thing I can think of at the moment is if somehow fog and stormy weather can make it harder for the crew to give precise distance. I know you mentioned anything with weather being hard coded though and not sure if its feasible.
That is a great idea! I've seen where EnvSim_act is asked for weather data. Now I just have to remember where I bookmarked that at
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Old 05-12-13, 05:43 PM   #1887
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Quote:
Originally Posted by TheDarkWraith View Post
That is a great idea! I've seen where EnvSim_act is asked for weather data. Now I just have to remember where I bookmarked that at
Let 'er rip...
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Old 05-12-13, 06:21 PM   #1888
TheDarkWraith
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Quote:
Originally Posted by 7thSeal View Post
Let 'er rip...
ok, I know how to get all the data related to fog, precipitation, clouds, wind heading, and wind speed. Now we need to define what conditions means crew cannot report nearest visual contact.

Fog - a certain fog level means no reporting? or different fog levels correspond to % error added? or ??

Precipitation - same as above

Clouds - same as above

Let's have a discussion
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Old 05-12-13, 06:29 PM   #1889
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Quote:
Originally Posted by TheDarkWraith View Post
ok, I know how to get all the data related to fog, precipitation, clouds, wind heading, and wind speed. Now we need to define what conditions means crew cannot report nearest visual contact.

Fog - a certain fog level means no reporting? or different fog levels correspond to % error added? or ??

Precipitation - same as above

Clouds - same as above

Let's have a discussion
Well with sobers heavy fog you can't see crap in front of you and I believe it would add to the realism if crew responded the same. With stormy weather you still have slight distance of visibility but with heavy fog none really. Another thing to consider is night visibility.
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Old 05-12-13, 07:12 PM   #1890
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Quote:
Originally Posted by TheDarkWraith View Post
ok, I know how to get all the data related to fog...
Really?? Would it be possible to patch game for fog very ponctual happening, because days and days of same fog overcast isn't realistic at all

Quote:
Originally Posted by TheDarkWraith
Fog - a certain fog level means no reporting? or different fog levels correspond to % error added? or ??
No reporting? ---> no please!
Furthermore, all players aren't using Sober best ever fog mod!
% error added? why not!
Precipitations? ---> maybe like for light fog, but anyway it's often precipitations + fog, ingame...don't even recall precipitations alone.
Clouds? I don't see why reducing visi for clouds
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