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03-29-18, 04:37 AM | #106 | |
Navy Seal
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That's a lame bug. GWX has represented a standard and the state-of-art of SHIII modding for quite a long time. I am surprised that after all these years no one attempted to fix that error. Do you have any idea on its causes? That's true. Editing all those eqp files one by one can be a PITA. Not to mention the fact that some ASW vessels might need their equipment nodes moved or new ones added |
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03-29-18, 05:05 AM | #107 | ||
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Real ASW Mod
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The cause is a error in the mission editor, you have to fix it manually in the files. Quote:
Thats right, for example the Fletcher need to have two more K-Guns added...
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03-29-18, 05:39 AM | #108 | |
Navy Seal
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I am going by memory here: there is a series of parameters applying to each unit in campaign (i.e. camoufflage, equipment and sensors) whose value can be set to "early", "mid" and "late" within Mission Editor. In practice, these parameters overseed start/end dates in units' .cfg, .eqp and .sns files and they make the game to look for the 1st, 2nd or 3rd item in the sequence of upgrades applying to the same node/unit, regardless of date settings of that item. If I rememeber correctly, "early", "mid" and "late" visible in ME, translate to values of 0, 1 and 2 in the campaign/mission files, as we see them in notepad. I have no proof of what I am going to say, but I think that for making date settings to be applied as supposed, those numbers must be set to -1. This is something that must be done manually, as ME doesn't allow this kind of setting. |
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03-29-18, 11:59 AM | #109 | |
Lieutenant
Join Date: Jun 2010
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In the past i was not able to see red rwr-lines (even if i doubled them) from an rwr-group on the NavigationMap with zoom 25 or greater, when only one ship in the group has a wrong CfgDate. Above i called this also intention, never will i forget these horrible moments came out of TC and WO tells something like "We are under attack, Sir", and a Destroyer around 1km behind me. So for my own installation i have created a Tool wich is able to copy all GameEntryDate= to CfgDate= (in .RndUnit only) and these shocking moments are gone. If this is not the Bug you guys talking about, please talk a bit more. Greetings. [Edit] Have found old threads. and 2 links in post 7 about "Cfg-Bug". http://www.subsim.com/radioroom/show....php?p=2084630 Thanks. Last edited by Hebe Vollmaus; 03-29-18 at 01:48 PM. |
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03-29-18, 02:52 PM | #110 | |
Sea Lord
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So most of the units should not have the problem. |
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03-29-18, 04:50 PM | #111 |
Navy Seal
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Hi HanSolo, do you know what is causing the problem?
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03-29-18, 10:55 PM | #112 |
Sonar Guy
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So, I have been following a couple of mods here, and I just thought I should go ahead and post. I am not going to claim to be an expert modder, but I (think I) have done some modding to make this work. I am willing to accept that I could be completely wrong.
The mods I have been following are the Real ASW mod, the Depth Charge noise mod, and, to a lesser extent, the Torpedo Alarm Mod. Basically, I play a heavily mod-souped version of GWX. I have managed to mod the Real ASW Mod into it. I went through and modified all of the .cfg files (at least some of the time working with MFM 3.3 .cfg files) and all of the .eqp files (at least some of the time working with RCB's SH4 effects for SH3 mod). I basically powered through the PITA and edited all the files to incorporate padi's mod, and, well, I think it works. Later in the war, the depth charges seem more powerful and reach depth to explode a lot sooner, as it should (this is not empirically determined, tho, it just seems that way). It is also stable, considering the soupyness of my mod list. Now, I have been working(-ish) with schlechter pfennig on his Depth Charge noise mod. I haven't been doing near as much as he. It seems also he has started running into a CTD problem that I was experiencing too (and I also experienced it with TDW's Depth charge water disturbances). I am going to let that play out a little bit, since he seems to be focused on getting it to work with WAC as opposed to GWX. What I would like to see, is not only this mod working, but also working with the Depth Charge noise mod (and also the Torpedo Alarm Mod, since it generates DC's, which would in turn generate Bold decoys). It would be nice to see this combination of mods such that more powerful DC's exist later in the war, but you can still escape escorts that are DC only (obviously, with hedgehogs, it can get really bad). As a side note, I think it would be nice to have your torpedoes create disturbances too ala the Torpedo Alarm Mod, but that doesn't absolutely have to happen. Ultimately, I don't know if this information will help anyone. But it seems to me that:
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03-30-18, 02:29 AM | #113 |
Navy Seal
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Thank you for your report rudewarrior.
Hopefully, when each new DC / DC dropping mechanism will have its own model, it will be a lot easier for us telling wether a certain upgrade has been applied when supposed. Talking about start/end dates though, we should keep in mind that the ones set in eqp and sns files seem to be randomized in game, as discussed in this thread: http://www.subsim.com/radioroom/show...11#post2468211 |
03-30-18, 02:40 AM | #114 | |
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Interesting, never realized that... I have only checked the year and not the exact date...
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03-30-18, 03:33 AM | #115 | |
Navy Seal
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In other words, if you equip Fletcher-class destroyers with Mark 9 depth charges starting from March 1st, 1943, and then you run a mission with a little fleet of them taking place on the same date, it is possible that only a small number of vessels, or none at all, will have those DC's aboard. As in real life, it takes some time for upgrades to be fully adopted. If you change mission's date to mid March, you will see that an higher percent of destroyers will have the new DC model. I have not exact figures, but probably the game will require a few weeks, or maybe 2-3 months from its start date, for a new equipment to have a 100% chance of having been actually implemented |
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03-30-18, 03:36 AM | #116 | |
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03-30-18, 03:46 AM | #117 |
Navy Seal
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Yes, it is, at least for the purposes of this mod. Yet, it is not so realistic (but still not too bad) for those refits that are knows to have taken place within a certain timeframe, like gun refits aboard capital ships for instance. In those cases maybe it can be convenient anticipating the new equipments by 2-3 weeks compared to their historical appearance
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03-30-18, 05:02 AM | #118 | ||
Navy Seal
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I don't quite get you here: what is an "rwr-group"? To me and in the context of WWII, RWR only has two meanings: "Radar Warning Receiver" and "Russian War Relief", but neither of them seems to apply to your sentence |
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03-30-18, 09:04 AM | #119 | |
Lieutenant
Join Date: Jun 2010
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What i mean is an [Goup X] of Warships in Campaigne_RND.mis with one ship which have CfgDate less then GameEntryDate. Normaly, on Navigation-Map you get RWR Radar Warning Receiver lines from the whole group regardless of the zoom. But in this special case on zoom 25km and up i was not able see these lines. Greetings. |
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03-30-18, 11:08 AM | #120 | |
Navy Seal
Join Date: Jan 2011
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Tags |
asw, depth charge, mod, real, realismn |
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