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Old 09-07-12, 03:32 PM   #1
Rubini
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Default Crash dive randomization ...

Hi guys,

I added a code to the SH3 long patrol script (see here: http://www.subsim.com/radioroom/showthread.php?t=193794 ) that randomize the crash dive behaviour.

All we feel that Sh3 is sometimes too previsible in it´s behaviour (in truth it don´t have almost nothing randomizible on it to we work on). The air attacks are that boring exactly because you will hit the C key to crash dive all tthe time and it will be almost always the same final attack result...

But no more! As said above, i added a code that made the crash dive suscetible to problems as it must be in real life as it was a emergency manouver that sometimes catch the crew outside the boat, engines in maintenance, open hatchs , etc. This is exactly what this code do.
Below a tease of it:

c::
Suspend, Permit
Send %_TC_1%
Random, rand, 0, 9
if rand <= 2
{
Send %_Crash_dive%
}
if (rand >= 3 and rand <= 8)
{
Soundplay, %A_ScriptDir%\data\Sound\SOUND1_.wav
Sleep, ((4000)*(rand-2)+6000)
Send %_Crash_dive%
Sleep, 30000
Random, prob, 0, 9
If prob > 7
{
Send %_Ahead_third%
Sleep, 10000
Send %_Maintain_depth%
Sleep, 5000
}
SoundBeep, 750, 150
;BlockInput, off
}
if rand = 9
{
Soundplay, %A_ScriptDir%\data\Sound\SOUND1_.wav
Sleep, 10000
Send %_Ahead_third%
Send %_Dive%
Sleep, 70000
Random, prob, 0, 9
If prob > 6
Send %_Hard_to_port%
If prob < 3
Send %_Hard_to_starboard%
Send %_Maintain_depth%
SoundBeep, 750, 150
}
return

This reduces the normal crash dive routine only to a propability of 30% chance. Then a trouble crash dive with dive or engine problems at 60% with variable delay in time to dive and finally at 10% that a crash dive could be not possible at all and just a messy and slow dive routine could be done.

I played the game a bit with it and it´s much more interesting because you never know what really await you over there.

If someone is interested i can update the Sh3 Long patrol script (it´s possible to only runs this crash dive routine from it if you want, etc)

Cheers!

Rubini.
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Last edited by Rubini; 09-08-12 at 08:19 AM.
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Old 09-08-12, 02:05 AM   #2
sublynx
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The randomization of crash diving would be a major boost in the realism of the game. I remember reading once that during a crash dive of Teddy Suhren's U-564 a rag of oily cloth dropped on the engine, got fire and they had to suppress a fire during the escorts approach. I'm not quite sure if I want my game to be that realistic but I would definitely try your mod. It would be good though, if the random effect could be controlled, so that playing would not become too difficult.
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Old 09-08-12, 03:54 AM   #3
VONHARRIS
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Just to make sure but I don't think this little add-on can be used without the SH3 long patrol script, right?

Thank you.
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Old 09-08-12, 08:15 AM   #4
Rubini
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Quote:
Originally Posted by VONHARRIS View Post
Just to make sure but I don't think this little add-on can be used without the SH3 long patrol script, right?

Thank you.
It´s possible to make it alone but not necessary. If you start the game using Sh3 long patrol script the sound for snorkel up and down (absent on sh3 and impossible to mod until now) and the crash dive randomization are available without run it, i mean the main script can stay paused but these features works anyway. This way they are "independent" from each other.

Note that this crash dive feature isn´t on the SH3 LP script version that is available for download. I need to upload a updated version with it.

Yesterday I played the game for 8 hours (it was independence day here in Brazil), was found by torpedos bombers or rockets planes 4 or 5 times. Also some hunt killers groups. This crash dive feature is a must, the game is really much better with it. And not more difficult, but much less bored. It was late 1943 and in one campaign i lose my propellers by a FIDO, tried the Stieblers Surrender mod and was "rescue by a axis vessel" and my carrer could continue. In another one was very bad damaged by rockets and then cacth by 2 allied destroyers. If not the crash dive randomization my carrer should be only stoped by depth charges ... if it was.

These were the very bad damaged encounters, but the crash dive randomization please me with a lot of other tenses moments where I needed to fight for the life of my crew and the integrit of my uboat!

In truth isn´t only it, I also run my game with much more random planes detection adjusting the RWR sensibility (and put on it a probability, absent on the game) and also my visual planes detection (Note: just for planes) is now much less accurate as it was in RL. So no more difficult game, but really a more challenge and enjoyable one. Stiebler´s and Hsie´s weather fix also are important for the above results.
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Old 09-08-12, 08:48 AM   #5
andqui
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Quote:
Originally Posted by Rubini View Post
In truth isn´t only it, I also run my game with much more random planes detection adjusting the RWR sensibility (and put on it a probability, absent on the game) and also my visual planes detection (Note: just for planes) is now much less accurate as it was in RL. So no more difficult game, but really a more challenge and enjoyable one. Stiebler´s and Hsie´s weather fix also are important for the above results.
Will the visual sensors randomization, that you mentioned here and a few days ago, be available for others? If so, I'd love to have it.

thanks
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Old 09-08-12, 09:06 AM   #6
Rubini
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Quote:
Originally Posted by andqui View Post
Will the visual sensors randomization, that you mentioned here and a few days ago, be available for others? If so, I'd love to have it.

thanks
Thanks andqui by the interest!

No, yet not released. But is so easy to make it that I will explain how you can get a instant mod that to have different visual sensors for ships ansd for planes in few seconds!:

1. Open your Sensors.dat with S3D (make a backup of it first!)
2. Goes to Visual sensor and changes this entry:

MaxHeight=15000(may vary between mods) to MaxHeight=5

3. Also make sure that on zones.cfg your Observation or Attack periscope is indestrutible (they can take damage but will be not destructed). One of them is enough.

How it works:

The MaxHeight=5 on player main Visual Sensors is enough to you detect any surfaced vessel normally, but you will not more detect planes with it. The planes are now detected by the periscopes visual sensors (it work in paralell with the main Visual sensor). So, the planes visual detection is now much more short. I also added probability to my Visual periscope, no side effects for periscopes but the planes detection is yet more challange. This one needs some more changes on the files, so needs official release. But the above already make your game much better. Try it and see!
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Old 09-08-12, 09:33 AM   #7
Myxale
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A nifty idea, Rubini!

You never stop being amazing_!
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Old 09-08-12, 10:00 AM   #8
Rubini
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Quote:
Originally Posted by Myxale View Post
A nifty idea, Rubini!

You never stop being amazing_!
Thanks Myxale,

It´s obviously also possible to add an entirely new Visual sensors just for planes (the player uboats can have infinite Visual sensors). But to do this is also necessary add a new node entry on each uboat .dat, then adds a new entry for it in each uboat .sns, etc. The above explained solution is just the best and simple, and disposable for all in a second!
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Old 09-08-12, 10:04 AM   #9
messageboy101
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how to add this to your long patrol script
or will it be updated
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Old 09-08-12, 10:24 AM   #10
Rubini
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Quote:
Originally Posted by messageboy101 View Post
how to add this to your long patrol script
or will it be updated

Thanks messageboy for the interest!

I guess that the SH3 Long patrol Script potential were never correctly understood by the community because I never had any feedback, any third part idea, (positive or negative) about it´s real use on game by users. It´s very powerfull and simple to use and opens infinity possiblities for new (almost impossible) modifications on SH3.

SH5 have it made by TDW, and as SH5 structure allows, it is yet much more powerfull. TDW modified the entire game with it, from GUI to game behaviour. And people uses it obviously.

Now returning to your question, this update is ready, I´m using it. The unique necessary comment about the Crash Dive randomization is that to it really makes the difference is necessary the above explained adjusts on planes detection. If not, even with more delay to give a crash dive it is yet not enough to change your game. Well, abviously I can make a code yet more agressive in change the Crash dive time. For now, before any release, I shoud like to know comments, suggestions on the matter. It´s very easy for code anything on SH3 script. So, let´s start a debate with Crash Dive Randomization and any other good idea that could be done for now.
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Old 09-08-12, 10:58 AM   #11
messageboy101
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So i can just enable your mod
And this is in it

Greets
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Old 09-08-12, 11:09 AM   #12
Rubini
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Quote:
Originally Posted by messageboy101 View Post
So i can just enable your mod
And this is in it

Greets
No, the Crash dive randomization is not yet released, it is not yet into the Sh3 Long patrol script that is available to download. Some days ahead after few discussion on the matter i will release it, ok?
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Old 09-08-12, 11:11 AM   #13
Obltn Strand
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Just spend awful patrol circumnavigating british isles and crash diving about three times a day. I'll give it a try tommorow.
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Old 09-08-12, 12:55 PM   #14
messageboy101
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Quote:
No, the Crash dive randomization is not yet released, it is not yet into the Sh3 Long patrol script that is available to download. Some days ahead after few discussion on the matter i will release it, ok?
great i will be looking forward to it
your SH3 LP mod is great to
superb work
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Old 09-09-12, 05:46 PM   #15
HEMISENT
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Hi Rubini
It sounds like you have another great mod in work. I would love to try it out once you release it.

I love the randomization concept going way back to the days of the sabotage and malfunctions mod we worked on.

Cheers!
H
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