SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
08-05-13, 10:28 PM | #2701 |
Black Magic
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v1.0.147.0 released. See post #1
Starting with v1.0.147.0 fixed bug of new radio room and antenna zones not enabled in AI crew damage control patch. Now the AI crew is able to repair these zones (if they aren't damaged too much and/or flooded too much) Tomorrow I will add code so that unit is able to signal other units if radio is disabled and other units are within visual/signaling range. |
08-05-13, 11:29 PM | #2702 |
Navy Seal
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Would be nice to have the light signal code a la SH4
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08-06-13, 01:30 AM | #2703 |
Ocean Warrior
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Generic Patcher manual Ru (1.0.134 test - 1.0.147) - http://www.4sync.com/archive/xhH4LnG...l_Ru__101.html
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. Where does human stupidity end? . El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
08-06-13, 09:29 AM | #2704 |
Stowaway
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08-06-13, 09:46 AM | #2705 | |
Stowaway
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Quote:
Guys have guns 88 mm themselves choose whom to shoot! I cannot specify the ship, which must be destroyed! |
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08-06-13, 04:20 PM | #2706 | |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
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Quote:
AP shell's MinEF is set to 8. How do you get a damage which is lesser than the set minimum? There is more: going by my settings and by the explosion damage formula posted by you here (explosive damage applied only if random (MinEF, MaxEF) > 4 * ArmorLevel), the NLL shouldn't have incurred in any blast damage, since 16 (i.e. AP shell's MaxEF) is lesser than 4 * 15 (i.e. NLL's radio room ArmorLevel, taken from ship's collisionable object controller) |
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08-06-13, 05:29 PM | #2707 |
Ocean Warrior
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Gabriele, are you going to edit OHII ships also? I ask because OHII convoys mostly contain imported .dat ships..
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. Where does human stupidity end? . El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
08-06-13, 06:07 PM | #2708 | |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
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Quote:
But before working on them, I want to finetune stock ship settings according to TDW's remarks. Right now I am going post a couple of adjusted zon files that I worked on today, just for testing purposes |
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08-06-13, 06:30 PM | #2709 |
Ocean Warrior
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You think so?? I don't.. NewUIs + MTNS together are too hard for any machine.. I guess nobody use NASA computers here.. yet..
Unfortunately, Fifi and Sjizzle are the only testers here at the moment
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. Where does human stupidity end? . El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
08-06-13, 06:56 PM | #2710 | ||
Navy Seal
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Quote:
Quote:
Unfortunately in this case I need for TDW, because using holly debug he can see what is actually going on in game whereas we should judge the results of our tests empirically, from (not so clear) game outcomes... |
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08-07-13, 07:19 PM | #2711 |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
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Following the report by TDW, about the new radio patch, I have reworked RadioRooms's zone settings and rearranged the damage boxes of a couple of ships. Download link below:
Ship Radio Damage Patch Test 1 What I have done: - RadioRoom zone settings: based on the formulas that a while ago TDW has posted in this thread, I have created a spreadsheet for previewing the effect of different Armor Level and HitPoint settings on the damage made by U-boat's ordnance on different ship types. This is what we had so far: Game settings on the right (RadioRoom settings marked in yellow), espected results on the left: Legend:
As you can see, with previous settings (Armor Level: -1, HitPoints: 30) the only possible damage was from direct impact, with various piercing chances depending on the shell used (AP 88mm shell more advantageous) and on the armor level of the target ship; battleships and some destroyers invulnerable, no matter the ordnance used against them. In theory, disabling the radio equipment of the vunerable ships would have taken 1-2 88mm shells, but since their radio room was surrounded by other zones, a direct impact was impossible and their radio room practically indestructible. The new settings now (Armor Level: -0.25, HitPoints: 50): As you can see, for most ships a direct impact has a 100% chace of penetrating radio room's armor, no matter the ordnance used. The one exception are battleships which would require AP 88mm shells with only a 27% chance of success. For other ships the best ordnance selection is 88mm HE, due to their ability to cause blast damage on most ships. Another advantage of HE over AP shells, is that a smaller number of them is going to be required (1-3 vs. 2-4). The only minus I can see, is that in my opinion 20mm shells are a bit too overpowered now, but addressing this flaw would require editing some other parameters which are not the focus of this mod. If someone else wants to play with diffrent parameters, I can upload my spreadsheet here. - Damage boxes For testing purposes, I have worked on only two ships at the moment: the Appalachian, and the NLL that TDW had been playing with the last night. I have made just minor changes to their radio room boxes, but I have made space around them, scaling down and/or moving other surrounding boxes. Now nothing is on the way between our muzzles and the radio rooms, so direct hits should be finally possible. Moreover, I have added to both ships all the missing radio antennas. The Appalachian has now 2 transmitting radio antennas (one on each side of the horizontal element below the huge radar antenna), and 8 receiving antennas (i.e. one for each of the wires connecting the radar mast with the fore and the aft masts). As for the NLL, she got 1 transmit antenna (the horizontal element on the aft mast, just below the flag pole) and 2 receiving antennas (1 for each of the two halves composing the wire which connects the two masts). Getting rid of them in 1-2 shots is obviously impossible, but you can aim to the masts which they are linked to in order to remove them permanently I am waiting for feed back, before applying the above changes to other ships Last edited by gap; 10-06-13 at 12:07 PM. |
08-08-13, 07:59 AM | #2712 |
Engineer
Join Date: Mar 2012
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Thedarkwraith
Can you put the link to download v 1.0.121. genericpatcher. i need it. thanks. greetings to all.
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. . . . . . my mod: RPM Hydrophone 2.2 (updated July/06/2013) http://www.subsim.com/radioroom/showthread.php?t=205625 . |
08-08-13, 08:31 AM | #2713 |
Ocean Warrior
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I have v128 (the last version before rewriting/recoding the app) if you need it..
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. Where does human stupidity end? . El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
08-08-13, 08:56 AM | #2714 | |
Engineer
Join Date: Mar 2012
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Quote:
v.1.0.121 ---> Used version to make "24flotilla UnterseebootMOD 3.01" sub-mod: 24parches If I use later version to access, I have error.
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. . . . . . my mod: RPM Hydrophone 2.2 (updated July/06/2013) http://www.subsim.com/radioroom/showthread.php?t=205625 . |
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08-08-13, 03:45 PM | #2715 |
Navy Seal
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Unfortunately, i used to have very old versions of patcher...untill yesterday when i cleaned my hard drive...oldest i still have is .125 if needed.
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