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Old 09-10-16, 01:18 PM   #1801
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Default re-do of a re-do

I'm back to looking at the Animgraphs dat files, since I "re-found" CapnScurvy talking about them while I was doing my review of the thread... I'm looking in Son.dat. Who understands what happens in that file? I'm guessing it's like a look-up table for the game, to decide what ogg file to play with which animation, dependent upon values in the game, that the user influences with his keypresses, or failure to...

Right off the back, in Item 1, stock does sonar stuff, while FotRS U is doing UboatState - whatever that is...
Code:
 Son.dat
       ==Stock==                                       ==FotRS U== 
 ----------------------------------------------------------------------
1 = Stalker_Idle
    Name = Stalker_Idle
    - Conditions [15]                            - Conditions [14]
      + [0] = (xxx)                                    blah blah  
      + [1] = etc...
      .....
      - [8] = Order                                -[8] = UboatState
              Type = 2                                    Type = 2
              Expression = Order                          Expression = UboatState 
              Value = AnySonar                            Value = Prey
              GoToEntry = 6                               GoToEntry = 21
            - Actions [1]                               - Actions [x]     
                 - [0] = Playmsg                              blah blah blah
                        Name = Playmsg
                        Value = SoM_K_Yes_Sir
If the "GoToEntry" pertains to this file, FotRS #21 goes to an idle loop, that looks for things to happen (I think). Stock goes to a "Hydrophone normal sweep" routine, plays appropriate animgraph cartoons, and plays ogg files for the Sonar station...

Seems to be quite a difference in the early going. Stock v1.5 stays in "Stalker" mode, while FotRS drops into "Prey" mode. However, it looks like maybe they "cut" the original #8, because #9 in Stock is the UboatState stuff, and FotRS has the same stuff there... just a mistake?... or the elimination of some help from the Sonar station?

btw, the code box formats how it wants to also...
.
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Last edited by propbeanie; 09-10-16 at 01:27 PM.
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Old 09-10-16, 02:17 PM   #1802
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I've encountered one of the famous FOTRS DD Flotilla of a 100 ships (well, really not sure how many there were). The number was quite high. Right after this the gameplay went to pot. Here are a few screenies of what I'm talking about.





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Old 09-10-16, 03:35 PM   #1803
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I can't tell, but are they all going the same direction cdr, or are some Northbound and some Southbound?...

Question, have you encountered weather that won't quit/change for long periods of time since we did the beta?...

Have you encountered that alternate version of "The Sound" since the beta, where you get a hissing sound, or excessive ocean sound after "Radar contact", always an air contact for me?
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Old 09-10-16, 03:42 PM   #1804
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Quote:
Originally Posted by Propbeanie
CapnScurvy, the SSBalao.cfg in FotRS UvAlpha.1 is different...


Quote:
[UnitClass]
ClassName=SSBalao
UnitType=200
AppearanceDate=19430204
DisappearanceDate=19750612
DisplayName=US Balao
... all that and the texture maps are the same. The two texture maps switch between 05/04-05/1944.
Without looking it up (I will when I go to my other computer) that 1943 start date is what's on the "Property" page for the Balao in the Mission Editor. So, starting a test mission in 1945 with a Balao sub should produce a Balao sub in-game......not a Gar. I realize a Gar, Gato, and Balao use the same interior, and some other "community" things, but not getting a Balao in-game, after having one saved in a mission isn't right.

Quote:
btw, that experience above with the Gar, I was on the surface... getting hydraphone contact - while doing Full & Flank...
Getting an hydrophone contact while on the surface in a Gar is fine....the sensor is on the bottom of the hull.....nothing wrong there. What should be looked at is the Hydrophone working while the subs speed is as high as your speed. It shouldn't be doing that. There are parameters and modifiers that control those kinds of things. I'll be looking at that too.

BUT, my first concern is to see why the sonar doesn't pick up a contact when all other sensors are turned off...including the hydrophone??? For those interested, I've got a test mission with 20 BB's and CV's positioned in front of a Balao (Gar) sub. All stationary, and staggered to allow each to be seen if the environment and sensors are working. The closest is positioned about 1500yds from the sub, the farthest is 32nm from the sub. My tests are run with an additional mod that eliminates all other sensor activity except for the one I'm testing. For instance, if I'm looking at the Visual sensor of the Watchcrew, all other sensors are eliminated except for the Watchcrew. This way I know what the capabilities are in practice, not just what the written parameters are in the .sim or cfg files.

For the sub, there are two different visual sensors used. One when surfaced (the Watchcrew), the other when submerged (the three different periscope visuals....... Attack Scope, Observation Scope, and the Radar Scope when used). Sonar and Hydrophone are two others, that are somewhat the same yet should still be different in their capabilities. The Radar has two different systems also.....Surface Search SJ, and Air Search SD. Each one will be tested individually for working as expected. It should be noted that both Sonar/Hydrophone, and SJ/SD Radar have an early war and late war component which increases their capabilities later in the war. Those will be tested too.
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Old 09-10-16, 03:51 PM   #1805
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Quote:
Originally Posted by propbeanie View Post
I can't tell, but are they all going the same direction cdr, or are some Northbound and some Southbound?...
You get that feeling mainly because I was moving around using the free camera trying to give a view of as many of the Akizuki DDs as possible.

Quote:
Question, have you encountered weather that won't quit/change for long periods of time since we did the beta?...
Cant say that I have.

Quote:
Have you encountered that alternate version of "The Sound" since the beta, where you get a hissing sound, or excessive ocean sound after "Radar contact", always an air contact for me?
No.


Of Note: I've spent some time checking through the mission files for any indication of some place where these many ships would spawn and can find nothing in the '43 files. This is not the first time I've had this happen to me with FOTRS. It would behoove us to find and correct this problem if possible. I guess that means that I've elected myself for the job. Will report back if I find anything.
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Old 09-10-16, 04:07 PM   #1806
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Have a quick question. Maybe CapnScurvy or Jeff_Groves could answer this one for me.

Is there any other way to view the mis.files besides the ME?
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Old 09-10-16, 04:18 PM   #1807
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Default Missing names from Roster cfg:

Missing names from main roster:

In orange
https://www.dropbox.com/s/do32osec1z...ames.xlsx?dl=0
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Old 09-10-16, 04:31 PM   #1808
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Quote:
Originally Posted by cdrsubron7 View Post
Have a quick question. Maybe CapnScurvy or Jeff_Groves could answer this one for me.

Is there any other way to view the mis.files besides the ME?
cdrsubron7,

Wordpad or notepad will open this and many other files, I only found out by trial and error last night.

Regards,
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Old 09-10-16, 04:43 PM   #1809
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Quote:
Originally Posted by s7rikeback View Post
cdrsubron7,

Wordpad or notepad will open this and many other files, I only found out by trial and error last night.

Regards,
s7rikeback
Thanks, I'll check that out.
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Old 09-10-16, 06:45 PM   #1810
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Yes the Mis files are a text format.
So you could actually do a spread sheet thing to do them if you wanted.
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Old 09-10-16, 06:45 PM   #1811
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Well, I've gone through the mis.files for '43 and found nothing. This thing with the Akizuli DDs occurred in October, '43. I've looked in the '42 mis files and '44 and also found nothing where a huge mass of ships is set to spawn.

I'm not really sure where to go from here. Any suggestions?
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Old 09-10-16, 06:53 PM   #1812
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The massive fleet issue has been documented from the start of SH4.
It's a Game Engine problem.
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Old 09-10-16, 08:24 PM   #1813
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Quote:
Originally Posted by Jeff-Groves View Post
The massive fleet issue has been documented from the start of SH4.
It's a Game Engine problem.
Thanks for mentioning this to me. I can't say that I ever had this happen in TMO or wtw. The only place I've ever run in to it is FOTRS. If it's the game engine problem that means it's non-fixable. Bummer........

Thanks for straightening me out on this, Jeff.
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Old 09-10-16, 08:40 PM   #1814
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It's been a while since I played it, but I had that in TMO before. Were you a little South on Honshu, West of Sofu Gan, getting toward Section 6?

I think it's where they pull the ASW H/K groups from... the devil himself created it...
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Old 09-10-16, 09:13 PM   #1815
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Quote:
Originally Posted by propbeanie View Post
It's been a while since I played it, but I had that in TMO before. Were you a little South on Honshu, West of Sofu Gan, getting toward Section 6?

I think it's where they pull the ASW H/K groups from... the devil himself created it...
Nope, I was in the East China Sea west of Okinawa. I was just heading home after creaming the area south of Tokyo Bay ahen I ran ito your H/K groups. Shades of Bungo Pete
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