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05-02-12, 12:17 PM | #346 | |
Mate
Join Date: Nov 2011
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But, yes, UN-BE-LIEVABLE work, TDW! You are a one man army |
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05-02-12, 06:35 PM | #347 | |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
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it would be nice having magnetic torps premature explosions rate affected by the distance from the magnetic north, as well as duds rate connected with the tonnage of the target ship. Features that probably, as far as SH5 is concerned, have to be dismissed as "sci-fi" Anyway, brilliant job TDW! |
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05-02-12, 07:28 PM | #348 | |
Black Magic
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I really like the idea of magnetic torpedoes dud rate controlled by tonnage of unit...I'm going to concentrate on tracking this one down. Seems very logical that this would influence the magnetic detonator on the torp in real life. I can make a controlled experiment where I know what ship is being attacked and I'll know it's tonnage from it's .sim file. Then when game tells me impact imminent I can search for this tonnage value. If I can find the value and one of the CPU registers is pointing to the object that contains this value then this will be possible to do. One of the registers has to be pointing to the object because the game is constantly computing distance to impact. The only way it can compute distance is if it knows where the torp is and where the object being collided with is located. |
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05-02-12, 08:43 PM | #349 |
Black Magic
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Been looking into the KGrid CTD problem and found out why it causes the game to CTD: it's trying to dereference a null pointer Great work devs, tell me how in the hell this passed quality control?
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05-03-12, 07:48 AM | #350 | |
Navy Seal
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by the way of magnetic torpedoes dud chance, I've read somewhere that magnetic detonators were reliable only on ships weighting 2,000 tonnes or more. Another common problem plaguing german torps from the outbreak of the conflict up to spring '41 was depth keeping related. Premature explosions and impact pistol dud rates too changed in the course of the war. I wonder if the extent of these problems could be made variable also in game, depending on current date. Some references to known german torps reliability problems: http://www.uboataces.com/weapon-torpedo.shtml http://uboat.net:8080/history/torpedo_crisis.htm http://www.feldgrau.net/forum/viewtopic.php?f=41&t=3261 http://forum.axishistory.com/viewtop...?f=110&t=83029 http://forum.kickinbak.com/viewtopic...tart=10#p10369 |
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05-03-12, 07:55 AM | #351 |
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05-03-12, 09:09 AM | #352 | |
Black Magic
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Nearly impossible to fix. This is the main pointer for the KGrid map. Everything else related to the KGrid map is based on it. I have no idea what it's actual memory address should be |
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05-03-12, 09:18 PM | #353 | |
Navy Seal
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some more remarks: - afaik magnetic detonators were more prone than impact pistols to premature detonations; - magnetic detonators were generally not as sensible as impact pistols to the angle of approach of the torpedo to the target. According to one of your previous posts, this is correctly modelled in game. Nevertheless, due to the fact that magnetic detonators were sensible to the change of magnetic fileld over time, rather than to its absolute value, torpedoes aimed to the stern of target ships had an higher probability to fail detonating, because of the reduced differential speed. In order to model it in game you should compare the vector of the torpedo with the one of its target. Okay, we will live with it, but shame on ubisoft for it |
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05-03-12, 10:01 PM | #354 |
Lieutenant
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05-04-12, 12:13 AM | #355 | |
Black Magic
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Finally found the initializer function that's called when the toredo is launched. This function sets up the torpedo with all the data it needs (values from .sim file, current depth, etc.). There is a conversion factor being used on the speed settings that I can't figure out: 0.05149993 Every speed setting specified in .sim file is multiplied by the value above. Does this value mean anything to anybody? |
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05-04-12, 06:37 AM | #356 | |
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1/10 knot = 0.051(4) m/s Last edited by gap; 05-04-12 at 07:31 AM. |
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05-04-12, 06:43 AM | #357 |
Ace of the deep .
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The large grid map squares on the navmap are exactly 10 times larger than the smaller ones .
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05-04-12, 07:30 AM | #358 |
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05-04-12, 09:57 AM | #359 |
Black Magic
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Ok, but why 1/10 knot? Why the 10 knots? Why not 20 knots? Understand where I'm coming from? Maybe Sober has the best explanation with the large squares being 10 times larger but it still doesn't make sense to me
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05-04-12, 10:22 AM | #360 |
Stowaway
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The SH Worlds are 1/10 scale.
.1 meters = roughly 1 meter when you check 3D models So you'd need to scale the speed settings since they are usually close to real life speeds. This figure you found would scale and convert real knots to scaled (1/10th ) meters per second. That's my thought. Last edited by Madox58; 05-04-12 at 10:35 AM. |
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