SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
05-12-13, 05:42 AM | #1876 |
Captain
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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. |
05-12-13, 04:14 PM | #1877 |
Black Magic
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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 |
05-12-13, 04:17 PM | #1878 |
Navy Seal
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...seems VERY interesting patch!! Just WOW!
Going to test it with latest OH
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05-12-13, 04:18 PM | #1879 |
Ace of the deep .
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This games getting harder , i mean more realistic by the day
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05-12-13, 04:24 PM | #1880 | |
Black Magic
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05-12-13, 04:43 PM | #1881 |
Count Dracula
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this game will be very awesome with this patch nice job TDW
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05-12-13, 04:46 PM | #1882 |
Ensign
Join Date: Mar 2005
Location: Gent, Belgium
Posts: 228
Downloads: 94
Uploads: 0
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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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05-12-13, 04:56 PM | #1883 | |
Black Magic
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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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05-12-13, 05:26 PM | #1884 |
Black Magic
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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 |
05-12-13, 05:38 PM | #1885 |
Samurai Navy
Join Date: Mar 2010
Posts: 592
Downloads: 199
Uploads: 0
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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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05-12-13, 05:40 PM | #1886 |
Black Magic
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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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05-12-13, 05:43 PM | #1887 |
Samurai Navy
Join Date: Mar 2010
Posts: 592
Downloads: 199
Uploads: 0
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05-12-13, 06:21 PM | #1888 |
Black Magic
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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 |
05-12-13, 06:29 PM | #1889 | |
Samurai Navy
Join Date: Mar 2010
Posts: 592
Downloads: 199
Uploads: 0
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05-12-13, 07:12 PM | #1890 | |
Navy Seal
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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
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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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