SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SHIII Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 10-11-10, 02:12 AM   #286
h.sie
Admiral
 
Join Date: Jul 2008
Posts: 2,192
Downloads: 131
Uploads: 0


Default

Quote:
Originally Posted by makman94 View Post
H.Sie....you are reminding me a whisky....it says....''KEEP WALKING'' !!

Seriously, the most awesome and interesting thread of the last months (say year or it is too much ? )

this modding is just at the start....but i am sure that amazing things will come out...really amazing
Hi makman,

thank you for your words. for you and a few other people (me included) this might be true, but looking on the download counters for V15C (20 downloads) we are a minority. but I don't care about that. the intention of my work is not downloads or tribute (I am too old for that kind of intention), it's only to have a good game. and I would even continue if there were 1 download (initiated by myself).

By the way: I promised you a DIY for tweaking WP/WO range estimation.
I didn't forget that. Until the DIY is ready, contact me via PM regarding that.



h.sie
__________________
My Mediafire page: http://www.mediafire.com/hsie
h.sie is offline   Reply With Quote
Old 10-11-10, 03:12 AM   #287
Magic1111
Silent Hunter
 
Join Date: Sep 2008
Location: Germany - Sailing on U-552 in North Atlantic
Posts: 4,429
Downloads: 783
Uploads: 0


Default

Quote:
Originally Posted by h.sie View Post
Hi makman,

thank you for your words. for you and a few other people (me included) this might be true, but looking on the download counters for V15C (20 downloads) we are a minority. but I don't care about that. the intention of my work is not downloads or tribute (I am too old for that kind of intention), it's only to have a good game. and I would even continue if there were 1 download (initiated by myself).

By the way: I promised you a DIY for tweaking WP/WO range estimation.
I didn't forget that. Until the DIY is ready, contact me via PM regarding that.



h.sie
Hi h.sie!

I agree totally with makman´s words, you´re doing a wonderful job and I like your MODs very much !!!!!!

Best regards,
Magic
__________________
Magic1111 is offline   Reply With Quote
Old 10-11-10, 04:23 AM   #288
Volk2
Medic
 
Join Date: Sep 2010
Posts: 160
Downloads: 25
Uploads: 0
Default

Quote:
Originally Posted by makman94 View Post
Seriously, the most awesome and interesting thread of the last months (say year or it is too much ? )
No, it isn't too much. H.sie work here is groundbreaking for realism enthusiasts. Certainly not one person was dreaming about disassemling the game to make it better (but you must be an Einstein or H.sie to know how to use assembler).

Because of H.sie and Hans mods, yesterday I've ordered a second-hand motherboard and processor (Athlon 64 3600), to have a better sh3 experience (well, there is a probability that it will not work, but I can always hope that it will, hehe)
__________________
Volk2 is offline   Reply With Quote
Old 10-11-10, 04:41 AM   #289
h.sie
Admiral
 
Join Date: Jul 2008
Posts: 2,192
Downloads: 131
Uploads: 0


Default

fishing for compliments was not my intention. sorry for misunderstanding.
__________________
My Mediafire page: http://www.mediafire.com/hsie
h.sie is offline   Reply With Quote
Old 10-11-10, 04:52 AM   #290
Volk2
Medic
 
Join Date: Sep 2010
Posts: 160
Downloads: 25
Uploads: 0
Default

Quote:
Originally Posted by h.sie View Post
fishing for compliments was not my intention. sorry for misunderstanding.
Hehe, you don't need to fish for them, really
__________________
Volk2 is offline   Reply With Quote
Old 10-11-10, 05:30 AM   #291
Magic1111
Silent Hunter
 
Join Date: Sep 2008
Location: Germany - Sailing on U-552 in North Atlantic
Posts: 4,429
Downloads: 783
Uploads: 0


Default

Quote:
Originally Posted by h.sie View Post
fishing for compliments was not my intention. sorry for misunderstanding.
...nevertheless, the compliments must to be said...
__________________
Magic1111 is offline   Reply With Quote
Old 10-12-10, 04:01 AM   #292
h.sie
Admiral
 
Join Date: Jul 2008
Posts: 2,192
Downloads: 131
Uploads: 0


Default

Yesterday I made some tests in order to become familiar with compressed air (CA) and related problems and bugs. Somewhere I read that you cannot run out of CA, which in fact would be a big bug.

So I stopped the boat at 150m depth (with 0 knots) and ordered "blow ballast". I heared the according blowing sound and the boat began to move up. it needed about 320 seconds to surface.

Then I completely emptied the CA and stopped the boat again at the same depth with 0 knots and ordered again "blow ballast". I again heard the sound and now the boat needed 4 times longer to surface. at the first moment I thought this was a bug, because I expected: no CA - no moving up.

but then I remembered the little positive buoyancy the GWX-team gave the U-boats by setting mass a little bit lower than displacement. so I installed the Anti-hummingbird mod for GWX which I found somewhere, and which gives uboats a little negative buoyancy instead.

I ordered again "blow ballast" at the same situation with no CA available. I again heard the sound, but......the boat did not move up. It slowly sank instead. So you in fact CAN get out of compressed air!!!

People using the Anti-hummingbird mod can diretly see that. People using the GWX positive buoyancy will surely see that, too, if a compartment is floodded a little bit because of a leakage.

the only "bug" is, that you still hear the blowing sound. this sound in conjunction with the positive buoyancy gives the impression that blowing ballast still works a little bit even without any compressed air.

to be honest, I don't know what to fix.

Hitman stated that CA is not used when changing depth. but when you press "S" to surface, a little amount of CA is used short before surfacing.

the remaining question is: is it gameplay relevant and worth the effort to make a fix that makes the Uboat consume some CA everytime you change depth? I never read about a situation where they ran out of CA and thus couldn't change depth. if the answer is YES: I need to know, how much CA is consumed per depth-change operation? is it only consumed for lowering depth or for rising depth, too?

Maybe I could make a fix that mutes the sound when no CA is available or I could disable the blow-ballast button and "E" key. but I think there are more important things to fix.

?????
__________________
My Mediafire page: http://www.mediafire.com/hsie

Last edited by h.sie; 10-12-10 at 04:19 AM.
h.sie is offline   Reply With Quote
Old 10-12-10, 04:17 AM   #293
SquareSteelBar
Sea Lord
 
Join Date: May 2006
Location: U-73
Posts: 1,638
Downloads: 618
Uploads: 0
Default

Quote:
Originally Posted by h.sie View Post
...Maybe I could make a fix that mutes the sound when no CA is available or I could disable the blow-ballast button...
IMHO that could be the best solution...
SquareSteelBar is offline   Reply With Quote
Old 10-12-10, 04:19 AM   #294
Hitman
Pacific Aces Dev Team
 
Hitman's Avatar
 
Join Date: Sep 2002
Location: Spain
Posts: 6,099
Downloads: 109
Uploads: 2


Default

Quote:
Hitman stated that CA is not used when changing depth. but when you press "S" to surface, a little amount of CA is used short before surfacing.
It seems weird that when you click on the depth gauge you are taken to that depth without any use of compressed air (as far as I can tell) but when you use the S key it does!

There is a reasoning behind that, though: To change depth you use the diving planes, so you can theoretically do it without using compressed air as long as your speed is >2 Knots. However, for surfacing you always must use compressed air to empty ballast tanks and have the uboat be permanently buoyant (Otherwise it would dive again).

But as I said before, the thing is that most upwards depth changing maneuvers should actually need a bit of compressed air.
__________________
One day I will return to sea ...
Hitman is offline   Reply With Quote
Old 10-12-10, 02:13 PM   #295
CherryHarbey
Engineer
 
Join Date: Jul 2010
Location: Derby, UK
Posts: 200
Downloads: 86
Uploads: 0
Default

Quote:
Originally Posted by h.sie View Post
Hi makman,

thank you for your words. for you and a few other people (me included) this might be true, but looking on the download counters for V15C (20 downloads) we are a minority. but I don't care about that. the intention of my work is not downloads or tribute (I am too old for that kind of intention), it's only to have a good game. and I would even continue if there were 1 download (initiated by myself).

By the way: I promised you a DIY for tweaking WP/WO range estimation.
I didn't forget that. Until the DIY is ready, contact me via PM regarding that.



h.sie
h.sie,
I haven't downloaded a later version since I downloaded your first version, simply because being a technophobe, I would rather do the patch once.
I am very happy with the version I am running, (took me 6 hours game time to repair a damaged propeller once! awesome.) but I am waiting until you say, that's it I can do no more, then I will download that final version straight away.
CherryHarbey is offline   Reply With Quote
Old 10-12-10, 03:00 PM   #296
h.sie
Admiral
 
Join Date: Jul 2008
Posts: 2,192
Downloads: 131
Uploads: 0


Default

Since I am still not totally sure how a compressed air (CA) fix could work, I want to discuss the algorithm BEFORE starting to program. This prevents me from wasting a lot of time: My idea for the fix (correct me if I am wrong):

Definition: dCA is the little amount of CA that is consumed for every depth change into surface direction.

1) The only affected dial is the depth gauge.

2) When a depth change via the depth gauge is ordered, do the following:

Check if ordered depth < current depth.

If no: Change depth
If yes:

Ckeck if speed <= 2kt

If no: Change depth
If yes:

Check if CA > dCA (is CA supply enough?)

If no: Ignore the change depth command.
If yes:

Calculate CA := CA - dCA (Subtract little amount dCA amount from CA supply)
AND
Change depth.


Is this okay?
__________________
My Mediafire page: http://www.mediafire.com/hsie
h.sie is offline   Reply With Quote
Old 10-12-10, 03:41 PM   #297
h.sie
Admiral
 
Join Date: Jul 2008
Posts: 2,192
Downloads: 131
Uploads: 0


Default

Hi CherryHarbey: Nice to know that your life is harder now with the longer repairs. With the new patch-kit patching is easy and takes about 1 minute. but if you don't like that, just wait and update only if important fixes have been added. I could stop working now, but the more I work on this, the more ideas I get (from LGN1 ).

Thank you for the reply.
h.sie
__________________
My Mediafire page: http://www.mediafire.com/hsie
h.sie is offline   Reply With Quote
Old 10-12-10, 09:24 PM   #298
Rubini
Ocean Warrior
 
Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
Default

Quote:
Originally Posted by h.sie View Post
Since I am still not totally sure how a compressed air (CA) fix could work, I want to discuss the algorithm BEFORE starting to program. This prevents me from wasting a lot of time: My idea for the fix (correct me if I am wrong):

Definition: dCA is the little amount of CA that is consumed for every depth change into surface direction.

1) The only affected dial is the depth gauge.

2) When a depth change via the depth gauge is ordered, do the following:

Check if ordered depth < current depth.

If no: Change depth
If yes:

Ckeck if speed <= 2kt

If no: Change depth
If yes:

Check if CA > dCA (is CA supply enough?)

If no: Ignore the change depth command.
If yes:

Calculate CA := CA - dCA (Subtract little amount dCA amount from CA supply)
AND
Change depth.

Is this okay?
Hi h.sie,

How are you mate?
I´m a bit out of Sh3 game lately..this is why i´m a bit absent from this discussion.

First, for me is a surprise that sh3 consumes CA when we hit "S"...I never noted this behaviour, in true I always thinked that it was a feature totally absent on sh3..(well, perhaps I never payed a real full attention on it)...so, are you sure about this?

If so, then the problem is already half way fixed (for me). Perhaps we could also raise the consume a little bit when hit "S", to make it more clear and the game more challenge on this matter?

And I fully agree with Hitman: "But as I said before, the thing is that most upwards depth changing maneuvers should actually need a bit of compressed air. "... for this particular issue seems that your algorithm is very good!

Cheers!
__________________
One gamer's must-have mod is another gamer's waste of time.
-Sailor Steve
Rubini is offline   Reply With Quote
Old 10-12-10, 11:32 PM   #299
ryanwigginton
Weps
 
Join Date: Apr 2007
Location: Nottinghamshire
Posts: 368
Downloads: 68
Uploads: 0
Default

Quote:
Originally Posted by CherryHarbey View Post
I am waiting until you say, that's it I can do no more, then I will download that final version
Likewise. I visit this thread almost daily but have not downloaded yet.
__________________
Windows 8 Pro 64-bit, Intel Core i7-2760QM @ 2.40GHz, 8GB RAM, AMD Radeon HD 6990M
ryanwigginton is offline   Reply With Quote
Old 10-13-10, 08:19 AM   #300
h.sie
Admiral
 
Join Date: Jul 2008
Posts: 2,192
Downloads: 131
Uploads: 0


Default

@Rubini: Hi there. I am fine. But "unfortunately" () I have a job and so there is only a little free time in the evening for programming. I will try to realise and implement the CA algorithm/fix. But I don't want to spend too much time for it, because other ideas seem to be more important for me.

@ryanwigginton & CherryHarbey: I don't know if this can ever be finished. There will always be something to optimize. At the moment many new ideas arise and I like very much this type of modding, because (theoretically) there are no (hardcoded) restrictions anymore. . So I don't know if there will be an end in the next months?? (In reality, of course, there are restrictions: my time, my brain, the complexity of assembler code and, interconnected with that, the risks of making errors -> CTD).

Using the Patch-Kit, patching is easy. You are not forced to update to every new version I publish. V15A and V15B are stable. V15C is stable, too, but will be optimised in V15D in the next days.

For me it's much easier to publish patches step-by-step with "little" enhancements / additions instead of working 2 years for my own in silence and then publish the final version V17Z, simply because I need some resonance and dialog to locate errors and so on.

h.sie
__________________
My Mediafire page: http://www.mediafire.com/hsie

Last edited by h.sie; 10-13-10 at 08:35 AM.
h.sie is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 07:14 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.