SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH5 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 05-24-13, 02:24 AM   #1951
volodya61
Ocean Warrior
 
volodya61's Avatar
 
Join Date: Feb 2012
Location: Rostov-on-Don, local time GMT+4
Posts: 3,300
Downloads: 374
Uploads: 0


Default

Quote:
Originally Posted by Husksubsky View Post
A bit back to torpedo duds .I just updated to newest patch.
Fun with depth and gyro ..3 of 4 hit (august 1940) but 100 percent duds until I tested like 15 torps at perfect 90 degrees. Then I got an impact. Took away kiddy factor and no duds. enabled kiddy factor patch and took away topedo dud fixes, then 2 of 3 exploded. (one deep) perfect for me, but what did I do? I would think remove kiddy factor and dud fixes were linked somehow?
is there a link to what changes lies in the patches?
And would the rounded lower part of the merch have some effect on impact angle? I hit at 90 degree but since this was a small merch it went 3 metres deep and was round shaped.
If you want the torpedoes patches to be enabled in the GenericPatcher then you need this - http://www.subsim.com/radioroom/show...&postcount=832
__________________
.
Where does human stupidity end?

.


El sueño de la razón produce monstruos © - and for some people awakening will be cruel
volodya61 is offline   Reply With Quote
Old 05-24-13, 06:39 AM   #1952
BigWalleye
Sea Lord
 
Join Date: Jul 2012
Location: On the Eye-lond, mon!
Posts: 1,987
Downloads: 465
Uploads: 0


Default

volodya61, I confess that I'm confused! What does this mod do? What do TDW's torpedo patches lack? Why are both needed? And would you and TDW consider getting together and including your files in the Patcher, if they are essential to its use?
BigWalleye is offline   Reply With Quote
Old 05-24-13, 06:59 AM   #1953
volodya61
Ocean Warrior
 
volodya61's Avatar
 
Join Date: Feb 2012
Location: Rostov-on-Don, local time GMT+4
Posts: 3,300
Downloads: 374
Uploads: 0


Default

Quote:
Originally Posted by BigWalleye View Post
volodya61, I confess that I'm confused! What does this mod do? What do TDW's torpedo patches lack? Why are both needed?
Start from this post and further - http://www.subsim.com/radioroom/show...postcount=1746

Quote:
Originally Posted by BigWalleye View Post
And would you and TDW consider getting together and including your files in the Patcher, if they are essential to its use?
This question is not to me.. TDW asked for, I did it.. how to include my fixes to the Patcher's archive I don't know.. I'm not the author..
__________________
.
Where does human stupidity end?

.


El sueño de la razón produce monstruos © - and for some people awakening will be cruel
volodya61 is offline   Reply With Quote
Old 05-24-13, 09:47 AM   #1954
BigWalleye
Sea Lord
 
Join Date: Jul 2012
Location: On the Eye-lond, mon!
Posts: 1,987
Downloads: 465
Uploads: 0


Default

Thank you for the clarification. This information needs to be disseminated. I'd guess a lot of people are using TDW's torpedo patches. I wonder how many know that they have to change the .sim file as well to get the correct behavior.
BigWalleye is offline   Reply With Quote
Old 05-24-13, 03:00 PM   #1955
sidslotm
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Quote:
Originally Posted by gap View Post
You don't need to patch the game manually anymore. Just download from post #1 the latest TDW's generic patcher which includes all the patches released so far, and use it for enabling your prefered patches.

See this tutorial by Trevally on how to use the patcher.
Thanks shipmate, I'll try this .
  Reply With Quote
Old 05-25-13, 05:26 AM   #1956
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by sidslotm View Post
Thanks shipmate, I'll try this .
my pleasure
gap is offline   Reply With Quote
Old 05-25-13, 09:25 AM   #1957
Macardigan
Engineer
 
Join Date: Mar 2012
Posts: 219
Downloads: 198
Uploads: 0
Default

Gap,

Con los parches activados del generic patcher, tú ves normal que de 6 torpedos.. 3 de impacto y 3 magneticos:

3 impactan contra el buque y no detonan, y los otros 3 detonen a medio camino.

?¿???¿?¿?¿?

tengo el ultimo generic patcher activado.
---------------------------------------------------------------------
to all:

I have a doubt:

I launched 3 magnetic torpedoes against ships and the 3 have detonated prematurely.
Then I launched three torpedoes impact and 3 do not have detonated.

this is normal?
__________________
.
.
.
.
.
.
my mod:
RPM Hydrophone 2.2 (updated July/06/2013)
http://www.subsim.com/radioroom/showthread.php?t=205625
.
Macardigan is offline   Reply With Quote
Old 05-25-13, 09:36 AM   #1958
Macardigan
Engineer
 
Join Date: Mar 2012
Posts: 219
Downloads: 198
Uploads: 0
Default

(google translation)

The patch for the distance of eye contact is fine.

an observation:

When you see that a vessel is approaching, the distance should be less every time you order a new distance. Not exact, but less. With the patch returns to report a greater distance than before even if the ship is approaching. It's just an observation to help improve the patch.

Thank you for the patch. Provides realism to the game.



EDIT: Performing a patrol, the observer informs me a contact from the bridge of a submarine sighted 22 km. ... too far away to see, no??

greetings.
__________________
.
.
.
.
.
.
my mod:
RPM Hydrophone 2.2 (updated July/06/2013)
http://www.subsim.com/radioroom/showthread.php?t=205625
.
Macardigan is offline   Reply With Quote
Old 05-25-13, 09:40 AM   #1959
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by Macardigan View Post
Gap,

Con los parches activados del generic patcher, tú ves normal que de 6 torpedos.. 3 de impacto y 3 magneticos:

3 impactan contra el buque y no detonan, y los otros 3 detonen a medio camino.

?¿???¿?¿?¿?

tengo el ultimo generic patcher activado.
---------------------------------------------------------------------
to all:

I have a doubt:

I launched 3 magnetic torpedoes against ships and the 3 have detonated prematurely.
Then I launched three torpedoes impact and 3 do not have detonated.

this is normal?
No, me parece "un pelín" demasiado. Tienes que preguntarle a Volodya...

No, it seems a bit too much. You should ask Volodya on it
gap is offline   Reply With Quote
Old 05-25-13, 09:55 AM   #1960
Macardigan
Engineer
 
Join Date: Mar 2012
Posts: 219
Downloads: 198
Uploads: 0
Default

hi volodya,

I have a doubt:

I launched 3 magnetic torpedoes against ships and the 3 have detonated prematurely.
Then I launched three torpedoes impact and 3 do not have detonated.

this is normal?
__________________
.
.
.
.
.
.
my mod:
RPM Hydrophone 2.2 (updated July/06/2013)
http://www.subsim.com/radioroom/showthread.php?t=205625
.
Macardigan is offline   Reply With Quote
Old 05-25-13, 09:56 AM   #1961
Macardigan
Engineer
 
Join Date: Mar 2012
Posts: 219
Downloads: 198
Uploads: 0
Default

gracias gap.
__________________
.
.
.
.
.
.
my mod:
RPM Hydrophone 2.2 (updated July/06/2013)
http://www.subsim.com/radioroom/showthread.php?t=205625
.
Macardigan is offline   Reply With Quote
Old 05-25-13, 11:07 AM   #1962
Macardigan
Engineer
 
Join Date: Mar 2012
Posts: 219
Downloads: 198
Uploads: 0
Default

I'm testing and all magnetic torpedoes detonated prematurely.

All Impact torpedoes fail. (not detonate)


?¿?¿?¿ i do not understand
__________________
.
.
.
.
.
.
my mod:
RPM Hydrophone 2.2 (updated July/06/2013)
http://www.subsim.com/radioroom/showthread.php?t=205625
.
Macardigan is offline   Reply With Quote
Old 05-25-13, 11:41 AM   #1963
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by Macardigan View Post
I'm testing and all magnetic torpedoes detonated prematurely.

All Impact torpedoes fail. (not detonate)


?¿?¿?¿ i do not understand
You need to revise your torpedoes.sim file so that it's values are all in 0.0-1.0 range. See here: http://www.subsim.com/radioroom/show...postcount=1773
TheDarkWraith is offline   Reply With Quote
Old 05-25-13, 11:46 AM   #1964
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

I've been working on a new version of the Generic Patcher while I've been plane hopping. The new version will load all patch files it finds (.s5p). The tree displayed will then show all patch files at once. This will allow me to code in dependencies into the .s5p files to prevent CTDs from happening because one patch file relies on another patch file's patch to be enabled also.

There will be some other new features also built into the app

@volodya61: can you send me the revised torpedo .sim files you made or post a link to them?
TheDarkWraith is offline   Reply With Quote
Old 05-25-13, 12:28 PM   #1965
volodya61
Ocean Warrior
 
volodya61's Avatar
 
Join Date: Feb 2012
Location: Rostov-on-Don, local time GMT+4
Posts: 3,300
Downloads: 374
Uploads: 0


Default

Quote:
Originally Posted by Macardigan View Post
I have a doubt:
I launched 3 magnetic torpedoes against ships and the 3 have detonated prematurely.
Then I launched three torpedoes impact and 3 do not have detonated.
Have you enabled torpedo's patches in the Patcher?
If so, read this post, just a few posts earlier than yours - http://www.subsim.com/radioroom/show...postcount=1951

Quote:
Originally Posted by TheDarkWraith View Post
@volodya61: can you send me the revised torpedo .sim files you made or post a link to them?
Yes, sure - http://www.mediafire.com/download/d4...r_add-on%29.7z
__________________
.
Where does human stupidity end?

.


El sueño de la razón produce monstruos © - and for some people awakening will be cruel
volodya61 is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 05:54 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.