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Old 07-13-13, 08:51 PM   #2341
TheDarkWraith
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Quote:
Originally Posted by volodya61 View Post
Thank you sir

EDIT: As I can see, there aren't new 'Change' folders in the Carriers patch.. am I correct?
Nothing new/removed. Just code revised and shuffled around
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Old 07-13-13, 08:54 PM   #2342
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Next patch that will be coming out here soon will deal with units taking damage and radioing for assistance (when they have no contact). This is needed for harbor raiding as currently you may torpedo a unit and all the escorts and warships around the unit do nothing This upcoming patch will make them react and come over to the unit that took damage and investigate. The patch will be very experimental and I will be releasing test versions of it for testing before final release. Expect a test version tomorrow
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Old 07-13-13, 08:58 PM   #2343
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Applied the TDW_GenericPatcher_v_1_0_127_0 and enabled the electric engine ratios . Dived and then went to flank speed . Surfaced and then went to all stop but the sub keeps going at flank . Full reverse or other speeds only decrease speed by 1 knot . Do i have to enable some cfg file or something ?
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Old 07-14-13, 05:29 AM   #2344
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maybe dont use independend engine control it was working for me
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Old 07-14-13, 05:36 AM   #2345
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Quote:
Originally Posted by TheDarkWraith View Post
1) yes
2) small box has to be in min/max radius
3) yes - small box will incur no damage (if patch enabled for reducing AP value then the box will suffer AP damage)
Excellent, I see that SH5's impact/damage model is quite accurate.

The only thing I am missing (not related to the patch we are currently working on though), is ballistic range and impact angle to be taken into account for shell damage calculations.
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Old 07-14-13, 10:58 AM   #2346
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Originally Posted by gap View Post
Excellent, I see that SH5's impact/damage model is quite accurate.

The only thing I am missing (not related to the patch we are currently working on though), is ballistic range and impact angle to be taken into account for shell damage calculations.
The game is not that sophisticated. Ballistic range and impact angle are not taken into account when calculating damage. All that matters is point of impact, AP of zone, AP of object hitting the zone, min/max radius, and MinEF and MaxEF.
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Old 07-14-13, 11:03 AM   #2347
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Quote:
Originally Posted by sober View Post
Applied the TDW_GenericPatcher_v_1_0_127_0 and enabled the electric engine ratios . Dived and then went to flank speed . Surfaced and then went to all stop but the sub keeps going at flank . Full reverse or other speeds only decrease speed by 1 knot . Do i have to enable some cfg file or something ?
No you don't have to do anything to the cfg file. I tried every possible combination of diving/surfacing/changing bells and I couldn't reproduce your problem. Sounds like you have a corrupt sh5.exe somehow
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Old 07-14-13, 11:37 AM   #2348
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Quote:
Originally Posted by TheDarkWraith View Post
The game is not that sophisticated. Ballistic range and impact angle are not taken into account when calculating damage. All that matters is point of impact, AP of zone, AP of object hitting the zone, min/max radius, and MinEF and MaxEF.
Nevermind, the damage model sucks

I had just a moment of euphoria due to your answer to my last question (AP and possibility of a zone to protect a lesser armored zone behind it), as it suited an idea I had about gun shields
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Old 07-14-13, 12:44 PM   #2349
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Quote:
Originally Posted by gap View Post
Nevermind, the damage model sucks

I had just a moment of euphoria due to your answer to my last question (AP and possibility of a zone to protect a lesser armored zone behind it), as it suited an idea I had about gun shields
  • If Penetration is successful: (else skip to 5)
4. Apply ED at point of impact, and skip to end; armor is ignored for penetrated object and all compartments inside it.
5. penetration was not successful:
6. apply explosion blast damage in impact point. Armor is considered as follows – for all objects in MaxRange, ED (corrected for range) is compared to 4 * A. If ED is greater, it is applied, to the object.

Came from a document I got from Dan
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Old 07-14-13, 12:49 PM   #2350
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A small tidbit of info: the function that calculates the signal strength of where the hydrophone needle is does not let it calculate signal strength for type 104 units. Wonder why
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Old 07-14-13, 01:21 PM   #2351
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Quote:
Originally Posted by TheDarkWraith View Post
  • If Penetration is successful: (else skip to 5)
4. Apply ED at point of impact, and skip to end; armor is ignored for penetrated object and all compartments inside it.
5. penetration was not successful:
6. apply explosion blast damage in impact point. Armor is considered as follows – for all objects in MaxRange, ED (corrected for range) is compared to 4 * A. If ED is greater, it is applied, to the object.

Came from a document I got from Dan
How is ED calcuated? And what is the "A" parameter (the one multiplied by 4 and compared with ED)?
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Old 07-14-13, 02:36 PM   #2352
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Quote:
Originally Posted by gap View Post
How is ED calcuated? And what is the "A" parameter (the one multiplied by 4 and compared with ED)?
Instead of the currently four values governing damages (AmmoDamageInfo – Hitpoints, ArmorLevel, MinRadius, MaxRadius) we need a little more
  • AP – Armor Penetration
  • MinEF – Explosive Damage Factor – the HitPoints of old
  • MaxEF -
  • MinRange – as before, for calculating the damage done through explosion
  • MaxRange – as before, for calculating the damage done through explosion
In the calculus below, we may also use the value “A”, being the armor value of the considered object.

A projectile will deal damage:
  • Explosive damage (ED) – damage done by the explosion

ED = random (MinEF, MaxEF); will be modified for range as before.

Steps to check damage dealt by a projectile
  • projectile hits object O in part P
  • Penetration check
    • Penetration roll:
k = 0.2 – subject to change
x = random (-k;+k)
Pen = AP * [1 + x]
Pen > = A results in penetration
  • If Penetration is successful: (else skip to 5)
4. Apply ED at point of impact, and skip to end; armor is ignored for penetrated object and all compartments inside it.
5. penetration was not successful:
6. apply explosion blast damage in impact point. Armor is considered as follows – for all objects in MaxRange, ED (corrected for range) is compared to 4 * A. If ED is greater, it is applied, to the object.
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Old 07-14-13, 04:15 PM   #2353
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hello

I use the latest TDW patcher it works fine for now
bud i cant go surface after dive i order my boot to 50 meters bud he is sinking deeper and deeper even i order to flank ahead
what can be the problem my mod list is this

NewUIs_TDC_7_4_0_ByTheDarkWraith
AI_Crew_Damage_Control_Revised_Zones_cfg_Based_On_ FX_Update_By_TheDarkWraith
FX Update torpedoes - MagDet range 3m (modified for torpedoes failure patches)
FX_Update_0_0_21_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_Inertia_Damage
OPEN HORIZONS II_full v2.2
OH II Minefield map for TDWs Ui
Sobers Terrain fix for OH2 V2.2
TDW_Mines_Subnets_Detectable_in_hydro (OH II )
All sounds included
Harbour_Mod_by_HanSolo78_reworked_for_OHIIv2.2_by_ Trevally
d3d_antilag101
Real Environment - Revision_3
Krupp leveling + moral fix + torp fix
SM_Carrier_Aircraft_Testing
Generic Patcher v1.0.128.0
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Old 07-14-13, 04:28 PM   #2354
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Quote:
Originally Posted by SU-33UB View Post
hello

I use the latest TDW patcher it works fine for now
bud i cant go surface after dive i order my boot to 50 meters bud he is sinking deeper and deeper even i order to flank ahead
what can be the problem my mod list is this

NewUIs_TDC_7_4_0_ByTheDarkWraith
AI_Crew_Damage_Control_Revised_Zones_cfg_Based_On_ FX_Update_By_TheDarkWraith
FX Update torpedoes - MagDet range 3m (modified for torpedoes failure patches)
FX_Update_0_0_21_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_Inertia_Damage
OPEN HORIZONS II_full v2.2
OH II Minefield map for TDWs Ui
Sobers Terrain fix for OH2 V2.2
TDW_Mines_Subnets_Detectable_in_hydro (OH II )
All sounds included
Harbour_Mod_by_HanSolo78_reworked_for_OHIIv2.2_by_ Trevally
d3d_antilag101
Real Environment - Revision_3
Krupp leveling + moral fix + torp fix
SM_Carrier_Aircraft_Testing
Generic Patcher v1.0.128.0
first of all d3d_antilag101 and Generic Patcher v1.0.128.0 arent a mod
copy the all files from d3d_antilag in SH5 main folder.
Use TDW generic patcher als stand alone cos the genericpatcher it's a application not a mod.
now your mod list isnt in right order.
take a look on this thread for mod list order
http://www.subsim.com/radioroom/showthread.php?t=190656
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Old 07-14-13, 08:45 PM   #2355
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would there be any use/benefit from running electric engines instead of the diesels on the surface
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