SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
05-13-13, 08:54 AM | #1906 | |
Captain
|
Quote:
|
|
05-13-13, 09:09 AM | #1907 |
Sea Lord
|
That sounds like an elegant solution - simple but effective.
|
05-13-13, 09:29 AM | #1908 | |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
|
Quote:
P.S: can you do the same with the range to closest target estimated by the hydrophone operator? |
|
05-13-13, 11:17 AM | #1909 | |
Black Magic
|
Quote:
I'm going to run out of variable space in my TDWData section soon I thought 0x2000 bytes would be plenty New command strings are taking up much of the space. |
|
05-13-13, 11:21 AM | #1910 |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
|
Can you set a bigger variable space, or it would eat too much memory? |
05-13-13, 11:38 AM | #1911 |
Black Magic
|
It's not a question of setting a bigger variable space but rather how many sections can one define in a exe (PE file)? I've added 3 additional sections to the SH5.exe: TDWData, TDWCode, and Updates. I'll need to add another section here soon just for strings but I'm not sure how many sections you are allowed to define in the PE format. I'll have to research that...If I can't add more sections then I'm forced to increase the size of my existing sections which means recalculating offsets for all the new functions I've added I don't have the luxury of the relocations section doing this for me because my code came after the source code was compiled. Kinda makes me want to learn how the relocations section works and how to add/manipulate it
|
05-13-13, 03:05 PM | #1912 | |
Samurai Navy
Join Date: Jan 2004
Posts: 571
Downloads: 77
Uploads: 0
|
Quote:
you might as well be speaking Klingon .....all this shows is how utterly clueless I am when it comes to computers. Are the files IN the computer?
__________________
Intel i7-2700K-3.50GHz, 16 GB RAM, 2 xGTX 560,2GB,SLI,2 TB HD The Wolves of Steel 1.06 The Wolves of Steel 1.06 Update 05c |
|
05-13-13, 03:23 PM | #1913 |
Black Magic
|
You should learn about computers. You can't get away from the fact that there's a computer (embedded CPU) in almost anything you use in society today. The more knowledge you have about them the better prepared you are for anything dealing with them
|
05-13-13, 04:24 PM | #1914 |
Samurai Navy
Join Date: Jan 2004
Posts: 571
Downloads: 77
Uploads: 0
|
I'm learning slowly.....then faster when stuff breaks/ is not working as advertised.
__________________
Intel i7-2700K-3.50GHz, 16 GB RAM, 2 xGTX 560,2GB,SLI,2 TB HD The Wolves of Steel 1.06 The Wolves of Steel 1.06 Update 05c |
05-13-13, 04:45 PM | #1915 | |
Lieutenant
Join Date: Mar 2010
Location: South Atlantic
Posts: 262
Downloads: 673
Uploads: 2
|
Quote:
Thanks for all your work fixing the game! |
|
05-13-13, 05:10 PM | #1916 | |
Samurai Navy
Join Date: Jan 2004
Posts: 571
Downloads: 77
Uploads: 0
|
Quote:
The only problem of that I would think would be a higher probability of collisions. I don't mind the harbor sequence as much....I actually take my time to enjoy the scenery while it lasts. Ships spotted does in/near port doesn't annoy me as it keeps my SA a bit higher in that critical phase of seamanship. Now seeing through walls? that has been a problem as long as I can remember (or DD's trying to sail through walls. Or Lights shining through walls/buildings.
__________________
Intel i7-2700K-3.50GHz, 16 GB RAM, 2 xGTX 560,2GB,SLI,2 TB HD The Wolves of Steel 1.06 The Wolves of Steel 1.06 Update 05c |
|
05-13-13, 11:27 PM | #1917 | |
Black Magic
|
Quote:
Starting with v1.0.94.0 Revised the randomize nearest visual contact patch again. Now the patch remembers the last unit it used for the command. If the unit is the same unit as last time and difference between distance to contact now and before < 500m (a variable in the patch file) then it returns last randomized distance else returns new randomized distance. If the unit is different than last unit then it returns a new random distance. Now I'll look to see if I can do the same thing to the sonarman's command that's similar to this. Last edited by TheDarkWraith; 05-13-13 at 11:42 PM. |
|
05-13-13, 11:37 PM | #1918 | |
Black Magic
|
Quote:
|
|
05-14-13, 05:19 AM | #1919 |
Watch
Join Date: Sep 2010
Posts: 20
Downloads: 12
Uploads: 0
|
Question regarding patching.
Is it advisable to first disable al my mods, before patching, and then after patching enable all my mods again? Or doesn't it really matter? Also do I still have to edit the menu.txt manually with the follwing: Code:
Required menu.txt entries for versions >= v1.0.74.0: Edit this line in your menu.txt file: MaxStrings=11100 Add these to the end of your menu.txt file: ; Independent engine controls patch 10025=Shafts 10026=Click to enable/disable speed commands for the port shaft 10027=Click to enable/disable speed commands for the starboard shaft ; Contact report wolfpack patch 11000=Dispatching available submarines to your patrol area|Remain undetected and in a favorable position|Send status reports| |Bdu 11001=All available submarines have been dispatched to your patrol area 11002=Submarines in your area have received instructions to join your attack|Stay in front of contact/convoy, remain undetected, and send regular status reports| | |B.d.u 11003=Remain undetected and continue following contact/convoy|Available submarines are heading to your patrol area 11004=Attain favorable position and shadow contact/convoy until reinforcements arrive ; possible messages from Bdu when can not dispatch subs 11010=No boats are within your patrol area|Act as lone boat| |Bdu 11011=No support within range|Be more aggressive| |Bdu 11012=Contact report received|Act on own data| |BdU 11013=Be more aggressive!| |Bdu 11014=Attack contact| |Bdu ; Reports from dispatched subs 11020=Contact keeper continue to send bearing signals|Group act on own data|Take every opportunity to attack 11021=Convoy in sight|Signal bearing sent|Moving to attack port side 11022=I believe to have made contact with the convoy|Sending bearing signals|Act according to own data|Attacking at full speed 11023=Requesting bearing signal from contact keeper 11024=Beacon signals lie in the line of approach according to dead reckoning.|Attacking far side of convoy |
05-14-13, 05:20 AM | #1920 | |
Ocean Warrior
|
Quote:
Sorry, I don't want to annoy you but.. what about Gap's question - can we hope to get rid of the perfect automatic ship recognition every time we asked our WO even at the night or with the heavy fog? Please
__________________
. Where does human stupidity end? . El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
|
|
|