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05-20-2012, 05:14 PM
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#136 | |
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Black Magic
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The only 'problem' is my FX_Update and any mod that does some things like FX_Update does. When a shell hits something I spawn off debris - metal shards. Doesn't matter what the shells impacts into these are always spawned. So if you shell the lifeboats and you have FX_Update installed you will see metal shards flying in the air and landing in the water as debris. |
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05-20-2012, 05:17 PM
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#137 |
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Black Magic
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It's not a matter of equipping a radio to them or not...it's a matter of what kind of cmdr_ AI type they are. You'll find that in it's .sim file. What kind of cmd_x are the lifeboats?
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05-20-2012, 06:15 PM
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#138 | |||
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Ocean Warrior
![]() Join Date: Jan 2011
Location: CJ8937
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I guess they would still get damage and sink by flooding. Isn't it? Quote:
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but I am aware that there are several limitations on what aircraft AI can do in SH5, and I am a perfect ignorant on this (an many more) matter(s), so probably what I am suggesting is simply impossible.
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05-20-2012, 07:10 PM
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#139 | |
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Black Magic
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05-20-2012, 09:16 PM
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#140 | ||
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Ocean Warrior
![]() Join Date: Jan 2011
Location: CJ8937
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But there are two flaws in this trick: one was evidenced by Rongel (see quote), the other one is that if we are out of the range of lifeboat's sensors, they stop "drawing the attection" of nearby aircraft, while in real life they wouldn't. I guess the latter inconvenience could be ironed out by increasing unrealistically rafts sensors range. Still, there's the problem that they would start calling for reinforcements too early, while in real life it would have taken many hours or several days -depending on air traffic- before a plane transiting accidentally could spot the raft and start patroling the area... ![]() The only solutions I see are: - making aircraft to get alerted when they spot lifeboats, with no need to be radioed. Provided that this is going to be possible, IRAI should take care of it, or... - keeping the radio on lifeboats, but decreasing its range to the average visual range of an aircraft. I hope I made myself clear now |
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05-20-2012, 09:22 PM
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#141 |
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Black Magic
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I don't understand where you are getting that adding a radio is going to get the lifeboats to call for reinforcements? Where do you see a radio in a ship's or airplane's .eqp or .sns file? I'd love to look at one of these and see what's going on.
It's the sensors of the unit (mainly the visual, hydro, and sonar) in conjunction with the cmdr_ type that causes the game engine to react. |
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05-21-2012, 05:40 AM
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#142 | |
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Ocean Warrior
![]() Join Date: Jan 2011
Location: CJ8937
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forgive me for my immense ignorance! So the ability of an unit to communicate with other units resides in its cmdr_xx. I wasn't aware of it, thanks. Still, I see that we didn't understand each other yet. In short points, this is what I've in mind:
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05-21-2012, 06:47 AM
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#143 | |
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Black Magic
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See above in yellow.Everything is setup correctly in the lifeboats for this to be working already from what I've seen of the files. To truely verify one should make a single mission with a single unit, player's sub submerged, and an airplane 10-12kms away from the sub heading parallel to the subs course. Have sub torpedo unit and once lifeboats spawn surface the sub. The lifeboats should detect the sub and the airplane should vector to the area
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05-21-2012, 08:41 AM
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#144 |
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Black Magic
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I've been playing around with this idea of sinking the lifeboats and the lifeboats being able to call in reinforcements. I have something working
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05-21-2012, 08:46 AM
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#145 | ||||||
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Ocean Warrior
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 3,172
Downloads: 510
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Moreover, they should get in alert status even if you are submerged or very far from the sailboat. I think we can mimic this fact by equipping sailboats with unrealistically advanced sensors (ASDIC, or RADAR?) and possibly by increasing their range. Thus they should be able to detect you anyway and to alert other units. Yet, I see some flaws in this method: for a start, I wonder if it would be possible to increase the range of a sensor oinly for a given kind of unit (sailboats in this case), without affecting also the range of the same sensor for other units? As far as I know, there is not such a kind of unit-related setting for sensors range. And also, we don't want to hear that a sailboat is pinging us... Hence there are some limits on how far sailboats will be able to detect us, unless you or someone else can suggest another solution. Quote:
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is there a way to predict within wich radius from the "spotting unit" they will be searching for enemy activity? I guess it has to be different depending on the kind of unit. And also: will they keep searching you until someone is detecting you? No, I don't think it at all I am sorry if a gave you this impression, but I can't resist to a witty remark, whenever I am given the chance of using it! ![]() Moreover I am really aware to know little or nothing on many SH related issues. Quote:
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05-21-2012, 08:47 AM
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#146 | |
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Ocean Warrior
![]() Join Date: Jan 2011
Location: CJ8937
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05-21-2012, 08:55 AM
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#147 |
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Black Magic
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05-21-2012, 09:03 AM
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#148 | |
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Ocean Warrior
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![]() After all it makes little sense to spend so much time in a game that you aren't actually playing
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05-21-2012, 09:13 AM
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#149 | |
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Ocean Warrior
![]() Join Date: Jan 2011
Location: CJ8937
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erm...
a minor specification, just to make sure that we are talking about the same thing: Quote:
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05-21-2012, 09:25 AM
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#150 | |
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Black Magic
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