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Old 07-26-13, 10:45 AM   #2611
TheDarkWraith
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Interesting tidbit of info:

If player's crew spots a surface contact and:
distance to contact < 9000.0 then game will report ship sighted, submarine sighted, etc.
if distance to contact >= 9000.0 then game will report smoke on the horizon bearing x. Always wondered what the criteria was for smoke on the horizon

Crew is also capable of spotting survivors and liferafts. Wonder why I never hear them say Liferaft spotted or Friendly aviator spotted
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Old 07-26-13, 11:15 AM   #2612
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Originally Posted by TheDarkWraith View Post

Crew is also capable of spotting survivors and liferafts.
Interesting
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Old 07-26-13, 04:57 PM   #2613
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Mines spotted , icebergs spotted is what we need .
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Old 07-26-13, 04:58 PM   #2614
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Don´t forget Subnets
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Old 07-26-13, 10:37 PM   #2615
TheDarkWraith
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Quote:
Originally Posted by Captain73 View Post
This is the right decision!

It is possible in the next patch to disable the command gunners - to open fire on the nearest ship?
And thus allow the player (captain) to determine which country the ship and take a decision on its destruction!
At night, the ship will not be easy to identify!


Finally, I would never see this yellow triangle!
See below

Quote:
Originally Posted by gap View Post
@ TDW

... and here are the ship damage zone tweaks required by the upcoming radio damage patch:

http://www.mediafire.com/?qj37aa1fak7w39d

All the files based on the latest version of Fx Updates. Tweaks featured:


Zones.cfg
  • Added three new zonde definitions: 235=RadioRoom, 236=RadioTransmitAntenna, and 237=RadioReceiverAntenna (the latter added just in case of possible future developments of your radio damage patch); please note that included in the file are some other new zones, not pertinent to the said patch and not affecting FX update's normal functionalities, but required by the ship cargo mod proposed by Rongel which I started working on.
New zone settings (if needed, feel free to adjust them):

Code:
[RadioRoom]
Multiplier=1.000000
Flotability=0.000000
HitPoints=30
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
Effect1=#sink_bubbles, 1
Effect2=BAZA_FX_FocFum_mic, 50
Effect3=BAZA_FX_Explozie_mica, 100
Effect4=BAZA_FX_Splinter_fire, 100
Effect5=BAZA_FX_scantei_explozie,100
FloodingTime=59.999996
CargoType=None
 
[RadioTransmitAntenna]
Multiplier=1.000000
Flotability=0.000000
HitPoints=8
Destructible=No
Armor Level=3
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None
 
[RadioReceiverAntenna]
Multiplier=1.000000
Flotability=0.000000
HitPoints=8
Destructible=No
Armor Level=3
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None

Ship *.zon files:
  • Added one RadioRoom damage box to each stock ship, and one RadioTransmitAntenna to some ships.
  • Some of the existing boxes of few ships slightly moved/resized, in order to make better space for the new boxes.
  • Added additional collision spheres to some ships, when required for the new damage boxes to take damge.
  • Added collision spheres and damage boxes to the masts of several battleships which were missing them, for making their masts destructible.
  • For most ships, mast boxes linked to the appropriate non-parent wire objects, so to make wires to be destroyed when masts are destroyed.
If you agree with the above changes, I suggest you to include them into the next FX Update's version, so to keep full compatibility among your mod and my tweaks of it.

Once your patch is ready and tested, I will start adding the needed boxes to OH's ships
v1.0.145.0 released. See post #1

Starting with v1.0.145.0 Finished the radio portion of the Carriers/Airbases spawning aircraft patch. The patch will look for 2 zones: 235 (Radio Room) and 236 (Transmit antenna). It will then check the damage to each one. If the damage is greater than the damage in the patch file (0.5 for both) then the unit was unable to radio for support (air support). This makes it paramount to place your deck gun shells on the radio room and/or it's transmit antenna! The patch also has the 237 zone enabled: receive radio antenna (max damage of 0.5). It's coded to be able to use it but currently nothing is using this feature (to be added here soon!). Added 2 new patches to the sh5.exe: remove yellow designation triangle for deck gun and disable automatic deck gun firing/man the deck gun when target designated for deck gun

@gap - I noticed that the NLL didn't have a transmit antenna zone. I know this because I was watching the code iterate over all the zones and this one never showed up. The radio room one did. I coded this radio feature in that if the zone is not found it defaults to it's ok and is undamaged. If either of the zones (radio room or transmit antenna/receive antenna) is damaged greater than the damage level in the patch file then unit was unable to transmit/receive radio. The receive part of the radio patch isn't operational yet (it's coded in but nothing is using it currently).

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Old 07-27-13, 02:29 AM   #2616
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For some reason, last patch won't let me use my new UZO (TBT_1024.dds)
Each time i load it (even directly remplacing in sh5 data!) i get old stock one
Is it again me, or?
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Old 07-27-13, 04:30 AM   #2617
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Quote:
Originally Posted by TheDarkWraith View Post
v1.0.145.0 released. See post #1
Thank you

Generic Patcher manual RUS (1.0.134 test - 1.0.145) - http://www.4sync.com/archive/kpIKKAs...l_RUS__10.html

Just one suggestion if I may, maybe the better place for /No yellow triangle designation on unit when designated for attack with deck gun/ patch is Render patches (Advanced users group).. and one more , maybe better to move /New hydro contact types/ to the Hydrophone group folder?

What do you think?
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Old 07-27-13, 08:54 AM   #2618
TheDarkWraith
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Quote:
Originally Posted by Fifi View Post
For some reason, last patch won't let me use my new UZO (TBT_1024.dds)
Each time i load it (even directly remplacing in sh5 data!) i get old stock one
Is it again me, or?
That would be correct. Trying to use the stock name won't work anymore with my UIs mod. You have to call it:

TBT_1024_backup.dds

if you want to see it in game
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Old 07-27-13, 08:56 AM   #2619
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Quote:
Originally Posted by volodya61 View Post
Thank you

Generic Patcher manual RUS (1.0.134 test - 1.0.145) - http://www.4sync.com/archive/kpIKKAs...l_RUS__10.html

Just one suggestion if I may, maybe the better place for /No yellow triangle designation on unit when designated for attack with deck gun/ patch is Render patches (Advanced users group).. and one more , maybe better to move /New hydro contact types/ to the Hydrophone group folder?

What do you think?
Good ideas I'm going to revise most of the render patches so as to remove the CTDs. I found a better way to 'not' render them.
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Old 07-27-13, 11:30 AM   #2620
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Quote:
Originally Posted by TheDarkWraith View Post
That would be correct. Trying to use the stock name won't work anymore with my UIs mod. You have to call it:

TBT_1024_backup.dds

if you want to see it in game
Many thanks!
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Old 07-27-13, 12:10 PM   #2621
gap
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Quote:
Originally Posted by TheDarkWraith View Post
Starting with v1.0.145.0 Finished the radio portion of the Carriers/Airbases spawning aircraft patch. The patch will look for 2 zones: 235 (Radio Room) and 236 (Transmit antenna). It will then check the damage to each one. If the damage is greater than the damage in the patch file (0.5 for both) then the unit was unable to radio for support (air support).
I also see some uses of this patch with ship-to-ship communications, esp. merchant to escorts or destroyer-destroyer

Quote:
Originally Posted by TheDarkWraith View Post
This makes it paramount to place your deck gun shells on the radio room and/or it's transmit antenna!


I have made radio room and antenna damage boxes small enough that it won't be very easy to disable them, unless we are very close to the target. Yet, in some cases they are pretty close to fire boxes, so there's a chance that they will get damage from explosion blasts of from spreading fires. There's probably space for some zone settings and box placing adjustements, but final finetuning will be possible after the first test reports

Quote:
Originally Posted by TheDarkWraith View Post
The patch also has the 237 zone enabled: receive radio antenna (max damage of 0.5). It's coded to be able to use it but currently nothing is using this feature (to be added here soon!).
I have not placed receiver antenna boxes yet. But adding them won't be that difficult. In most cases, duplicating the transmit antenna box will be enough I think.

Quote:
Originally Posted by TheDarkWraith View Post
@gap - I noticed that the NLL didn't have a transmit antenna zone. I know this because I was watching the code iterate over all the zones and this one never showed up. The radio room one did. I coded this radio feature in that if the zone is not found it defaults to it's ok and is undamaged. If either of the zones (radio room or transmit antenna/receive antenna) is damaged greater than the damage level in the patch file then unit was unable to transmit/receive radio.
yep, part because of my laziness, part because in some cases I din't know where to place the antenna box, not all the ships got one. After all I knew you were going to patch up the flaws of my work

A couple of questions:

- since we are at it, what do you think about extending you radio damage patch to airplanes?

- could you do a new patch that will look for a "cockpit" and "pilot" boxes aboard planes? The cockpit box could be placed directly on plane models, whereas the pilot one would be better placed on the 3D model of the aviator. If either the cockpit or all the pilots aboard the plane are destroyed, the plane loses control... what do you think?
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Old 07-27-13, 08:35 PM   #2622
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Quote:
Originally Posted by gap View Post
I also see some uses of this patch with ship-to-ship communications, esp. merchant to escorts or destroyer-destroyer

I am already venturing down that route

I have made radio room and antenna damage boxes small enough that it won't be very easy to disable them, unless we are very close to the target. Yet, in some cases they are pretty close to fire boxes, so there's a chance that they will get damage from explosion blasts of from spreading fires. There's probably space for some zone settings and box placing adjustements, but final finetuning will be possible after the first test reports

A torpedo hit should take them out if it's located in the right spot

I have not placed receiver antenna boxes yet. But adding them won't be that difficult. In most cases, duplicating the transmit antenna box will be enough I think.

That will work. You are not limited to only one radio room and/or antenna. You can define up to 15 (0xF) of each (that's how I coded it). What I did was every time I encountered a radio room and it's damage level was less than the damage level defined in the patch file I incremented a memory address by 0x1. Every time I encountered a transmit/receive antenna I incremented that same memory address by 0x10. Then at the end of the function I checked the value in that memory address for at least 0x11. If the value was at least 0x11 then unit was able to transmit/receive radio. A value is passed to the function that tells it whether unit is trying to transmit or receive radio (that way function knows what to look for and uses correct zones/memory addresses). Pretty brilliant if I do say so myself

yep, part because of my laziness, part because in some cases I din't know where to place the antenna box, not all the ships got one. After all I knew you were going to patch up the flaws of my work

Too busy writing code. I'll just report what I find and let you all fix it. I'll do the 'hard' stuff

A couple of questions:

- since we are at it, what do you think about extending you radio damage patch to airplanes?

I can expand it to anything. I can write code to do anything (within my limits). My level of knowledge of the game is increasing exponentially now since I have a good majority of the game deciphered/mapped out.

- could you do a new patch that will look for a "cockpit" and "pilot" boxes aboard planes? The cockpit box could be placed directly on plane models, whereas the pilot one would be better placed on the 3D model of the aviator. If either the cockpit or all the pilots aboard the plane are destroyed, the plane loses control... what do you think?

The only loss of control I can do is cut the engine. I don't know how to rotate them yet. By cutting the engine it should induce a loss of control because the game will try to maintain altitude by pitching the nose up. Eventually the speed will die off and the unit should lose control on it's own.

The other things I was thinking about was specifying zones where all the sensors are located (hydro/sonar/etc.). That way I can check to see if those zones are damaged to a certain level and if so render that sensor useless (I'll have to figure out sensors yet but I already know where they are located in the code).
See above in yellow.
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Old 07-27-13, 09:55 PM   #2623
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Quote:
Originally Posted by TheDarkWraith View Post
I am already venturing down that route


Quote:
Originally Posted by TheDarkWraith View Post
A torpedo hit should take them out if it's located in the right spot
Let's see what happens in game. Ideally, disabling foe's radio equipment before our position is radioed, should be a matter of wise aiming mixed with a little dose of luck

Quote:
Originally Posted by TheDarkWraith View Post
That will work. You are not limited to only one radio room and/or antenna. You can define up to 15 (0xF) of each (that's how I coded it). What I did was every time I encountered a radio room and it's damage level was less than the damage level defined in the patch file I incremented a memory address by 0x1. Every time I encountered a transmit/receive antenna I incremented that same memory address by 0x10. Then at the end of the function I checked the value in that memory address for at least 0x11. If the value was at least 0x11 then unit was able to transmit/receive radio. A value is passed to the function that tells it whether unit is trying to transmit or receive radio (that way function knows what to look for and uses correct zones/memory addresses). Pretty brilliant if I do say so myself
I am sure I would agree with you, if only I could understand what you are saying

Do you mean by any chance that we can have more than one radio room and/or antenna of the same type, and that they all need to be destroyed before the radio transmission/reception abilities of the parent unit are disabled?

Quote:
Originally Posted by TheDarkWraith View Post
Too busy writing code. I'll just report what I find and let you all fix it. I'll do the 'hard' stuff
You misunderstood me; I meant that you have addressed in advance the possible lack of antenna/radio room zones. Prevention is better than cure

Quote:
Originally Posted by TheDarkWraith View Post
I can expand it to anything. I can write code to do anything (within my limits). My level of knowledge of the game is increasing exponentially now since I have a good majority of the game deciphered/mapped out.
I like when you talk like this Now to know which are "your limits"

Quote:
Originally Posted by TheDarkWraith View Post
The only loss of control I can do is cut the engine. I don't know how to rotate them yet. By cutting the engine it should induce a loss of control because the game will try to maintain altitude by pitching the nose up. Eventually the speed will die off and the unit should lose control on it's own.
Sounds good enough. Another way to do it could be by marking aircraft as destroyed once cockpit/pilot zones are destroyed or damaged beyond a certain level (sort of critical damage for planes). Thanks to your other patch, pilotless planes wouldn't wanish in the air but they would start falling down.

By the way of killed pilots, would you be able to track down the damage of a zone placed directly on them rather than on aircraft's model? This would make box editing much faster (only one box on the pilot shared by many aircrfat, rather than 1-2 boxes for each aircraft)

Quote:
Originally Posted by TheDarkWraith View Post
The other things I was thinking about was specifying zones where all the sensors are located (hydro/sonar/etc.). That way I can check to see if those zones are damaged to a certain level and if so render that sensor useless (I'll have to figure out sensors yet but I already know where they are located in the code).
Good idea.

I guess that in vanilla game sensors are destroyed when their parent object is destroyed, but as their bones are normally placed directly on the hull, it is unlikely that they will be disabled before the unit is fatally damaged. Likewise radio equipment, we could set an hydrophone zone and an hydrophone room zone, a sonar zone and a sonar room zone, etc.

The only problem would be if a ship had more than one sensor of the same type. How could we tell your patch which one was destroyed? Maybe by assigning a damage box to each of the sensor linking bones or, better, directly to the GR2 sensors? Being dummy adimentional objects, I wonder if linking bones or sensors can take damage when given a damage box

Last edited by gap; 07-27-13 at 10:12 PM.
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Old 07-28-13, 02:53 AM   #2624
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Quote:
Originally Posted by TheDarkWraith View Post
v1.0.144.0 released. See post #1
Hi Dark
Thank you for your work! Thank Volodya61 for the translation!
Yellow triangle more I can not see!

But ....
My gunners continue to independently identify targets?! You can make a player (captain), he pointed at the target, and thus gave the command to destroy the ship? (Eg I looked through the binoculars and pressed the space bar!) ....
In other words .... We need to remove all the initiative in the actions of people with 88mm guns!

You can get to 20mm Flak on orders Player (binoculars and space) opened fire on the enemy ship?

P.S. Like the idea ....
You can fix in the next version, to prohibit access to the 88mm gun in stormy weather (with the wind of 12 m/s)?

Inability torpedo attack in stormy weather? (with the wind 12 m/s or 15m/s)


Forgive me for my English!

From Russia with love!

Last edited by Captain73; 07-28-13 at 03:11 AM.
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Old 07-28-13, 03:17 AM   #2625
Fifi
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Quote:
Originally Posted by Captain73 View Post
Inability torpedo attack in stormy weather? (with the wind 12 m/s or 15m/s)
?? And what for please?
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