Log in

View Full Version : [REL] SH4 - Flavored to Taste (Updated 12 Apr. 07)


Ducimus
03-23-07, 05:51 AM
edit:12Apr07

WARNING: After patch 1.2, DO NOT use this version of this mod. I will be coming out with a new version, in a new thread.

New version 1.7
http://www.ducimus.net/sh4/release/REL_Flavored_to_taste_1-7a.7z ( 3.82 mb )

----------------------------------------------------------
Recommended additional mods to run with this one:
http://www.subsim.com/radioroom/showthread.php?t=108359
http://www.subsim.com/radioroom/showthread.php?t=108555
http://www.subsim.com/radioroom/showthread.php?t=110064
http://www.subsim.com/radioroom/showthread.php?t=110655
http://www.subsim.com/radioroom/showthread.php?t=110756
http://www.subsim.com/radioroom/showthread.php?t=108917
----------------------------------------------------------
New to version 1.7

- Radar adjustments. (the max elevation =181 fix)

- enhanced watchcrew visual.

- new fanfare music fo that rare occasion you acutally see a band at the dock

- renabled radar station access, cause im not sure if physicially using the radar caused buggy behavior or not anymore.

- toned down 20MM HE a little more




What is this mod?
It's just a personal project, and for me is acutally a source of enjoyment. I can't just play this game, i have to get into its inner workings too. When i really get into a game like this, i tend to hone it around the edges to make the game more to my liking. Hence the name "flavored to taste", for want of a better term. This mod represents modfications to refine the game to how *I* would like to play. I document what changes i make as best i can and provide the package as sort of a gesture of good will if it will help make the game more enjoyable for you. You can change, edit, and remove whatever you don't like to flavor the game more to your own taste.

Scope of mod
This is not meant to be a "super mod", nor will i intentionally go down that road. My overall intent is to make the game more pleasing to play, and to provide a challenge to the player . In the course of those two primary goals, there WILL be (and already has) been some deviation from historical accuracy. This is not a mod for a "rivet counter", nor is this a mod for someone looking for "quake3 in subs". SImply put, i've always felt that sometimes one must compromise on historical accuracy for various reasons. Either for reasons of gameplay, or by limitations imposed by the game itself.

Why did you remove the next/ previous camera?
This modification is the most frequently asked and is testiment that this mod is not intended to make things easy despite some compromises to historical accuracy. I have always felt that the external camera gives the player too much info, and is something of a cheat given that the player can obtain info a real sub captain never could. Yet, its silly to deny oneself the eyecandy. Hence the "compromised realism camera". you can still look about your sub, but can't look at sound/radar contacts taht you otherwise couldnt see. Now, when you get a sonar/radar contact, you really have to wonder what you have there.


List of features:

- increased hitpoints for compartments, watchtower, and bullkhead. Intent is to reduce the likleyhood of fatal damage. Also doubled the time it takes for a compartment to flood.

- doubled crew hitpoints. Intent is so they don't die as fast.

- adjusted AI to present a little more of a challenge.

- adjusted depthcharges to be be semi "realistic" and not pin point drops.

- first early version of SJ radar now available at war's onset.

- moved conning tower change's forward in date a ilttle bit. (IE, I hate that bathtub around the AA gun with a fervant passion)

- SD radar should pick up less surface contacts. After extensive testing i've come to the conclusion that its nearly impossible to eliminate surface contacts entirely. Only to reduce their frequency.

- "snorkel depth" (the ; key) has been re-enabled and is now "radar depth".

- Remapped "R" key to toggle radar on and off

- lowered frequency of night air attacks, and reduced number of aircraft at JP airbases.

- lowered contacts report radius, hopefully reducing the number of messages you get which lags the hell out of the clipboard in game. (bugfix)

- Compromised realism cam. As in gwx flavored to taste, the next/previous ship cam has been removed, but the F12 free cam remains. Realism values adjusted accordingly.

- updated help menu, alot more helpful now. Now has speed/range chart in attack section. (metric version available on support directory)

- sligthly lowered volume on some klaxon sounds.

- sub tweaks galore. CCIP's battery fix, adjusted crash dive depth, adjusted crash dive speed, and slightly increased crush depths.

- removed annoying clicking noise when rotating periscope and UZO.

- removed the A key, (Bugfix)

- Added missing commands that were hotkeyed onto the UI order bar itself. Such as Identify target, max range at current speed, nearest visual contact, weather report, etc etc.

couple screenshots:

http://www.ducimus.net/sh4/release/help_range_chart.jpg

http://www.ducimus.net/sh4/release/new_buttons.jpg


KNOWN ISSUES:
- It's been long reported that some users have trouble with the 0 kb movie files that disable the intro movies. If your game crash's after enabeling this mod when first starting sh4, then just delete the movie files from this mod and your good to go.

Readme:

//format wordwrap


Flavored to taste ver 1.7 By Ducimus


DISCALIMER:
This mod is freeware, and is not to be used for commerical purposes in any way, shape, or form. All ideas herein are considered intellectual property that may not be used for any commerical and/or monetary gain. This means you X1 software, or any of your associates! Buzz off freeloaders!


ADDITIONAL CREDITS:

- CCIP for his orginal work on the commands.cfg and sub battery fix.


changlog:
****************************

/DATA/ZONES.CFG
-----------------------
- changed various sub compartment hitpoints from 200 to 400.
- increased sub flooding time from 120 to 240
- increased toughness of aircraft by applying GWX settings to them.


/DATA/LIBRARY/DEPTHCHARGES.*
-----------------------
- changed max damage radius from 40 to 15
- changed depth percision from 5 to 18
- changed explosion range from 40 to 50


/DATA/LIBRARY/BOMBS.SIM
-----------------------
- depth percision from 5 to 10 on all bombs
- explosion range from 30 to 40, 50, and 60

/DATA/LIBRARY/SENSORS.DAT
-----------------------
- Visual->Precise range from 6,000 to 8,000


/DATA/LIBRARY/USSUBPARTS/Sensors_sub_US.sim
-----------------------
- SD radar -> minheight from 6 to 8.3
- SD Radar -> Precise range from 12,000 to 13,000
- SD Radar ->MaxRange from 55,560 to 18,000
- SD radarLate -> Surface from 100 to 75

- SD radarLate -> minheight from 6 to 8.3
- SD radarLate -> Surface from 100 to 20
- SD RadarLate -> precise range from 23,000 to 15,000
- SD RadarLate ->MaxRange from 111,120 to 19,000
- SD RadarLate -> ProbInsideArc from 0.95 to 0

- SJ radar -> sweep period from 20 to 15

- NSS_SS, reversed precise/max range from 23,000/12,000 to 12,000/23,000

- All radar max Elevation now 181

/DATA/LIBRARY/USSUBPARTS/DECK_GUN_*.*
-----------------------
(5/25 deck gun not part of these changes)

- changed reload time from 4 to 6

/DATA/LIBRARY/SHELLS.ZON
-----------------------
88MM->HE from 10/25 to 8/20
88MM->AP fom 8/16 to 6/14

105MM->HE from 14/24 to 12/20
105MM->AP from 10/20 to 10/18

20MM->AP maxEF from 2 to 1.5
20MM->AA maxEF from 4 to 3

20MM->HE MinEF from 3 20 2
20MM->HE MaxEF from 5 to 3


/DATA/LIBRARY/AI_SENSORS.DAT
-----------------------
- Type93_1A -> Max elevation from 100 to 100
- Type93_3A -> Max Elevation from 100 to 108
- Type93_5A -> Max Elevation from 100 to 116



/DATA/CAMPAIGNS/CAMPAIGN/*.MIS
------------------------------
- crew rating 4 changed to 3
- crew rating 2 changed to 3
- crew rating 1 changed to 2
- crew rating 0 changed to 1
**exception to this rule is task forces. They may still contain elites.


/DATA/UPCDATA/UPCAMPAIGNDATA/CAREERSTART.UPC
-----------------------
-can now start career game in 12/41, 1/42, 6/42, 1/43, 6/43, and 1/44

/DATA/UPCDATA/UPCAMPAIGNDATA/FLOTILLAS.UPC
-----------------------
-changed gato availability date to 1942-01-01 for Pearl Harbor, AND 1942-06-01 for the Asiatic fleet.


/DATA/UPCDATA/UPCUNITSDATA/UNITPARTS*.UPC
-----------------------
- increased main pump hps from 100, to 200
- increased bulkhead hps from 100 to 200
- increased conning tower bridge from 200 hps to 400 hps

- Midwar tower availablity changed from 6/42 to 1/42.
(Porpoise,Tambor, Gar, & Gato only)
- Late war tower changed from 8/43 to 1/43
(Porpoise,Tambor, Gar, & Gato only)

/DATA/UPCDATA/UPCUNITSDATA/UPGRADEPACKS*.UPC
-----------------------
- first version of SJ radar available 6 months earlier then normal. (IE start of war)

/DATA/UPCDATA/UPCCREWDATA/CREWMEMBERS*.UPC
-----------------------
- changed hitpoints from 5 to 10


DATA/CFG/COMMANDS.CFG
---------------------------
- added goback to navigation map view, and a few other stations
- changed torpedo inventory screen to "I"
- reconfigured torpedo doors and cycling to sh3 settings.
- disabled the "a" key to maintain current depth as it causes a CTD
- disabled "r" key to view radar, beleived possible cause of radar ceasing to work. Now turns on radar unit only
- disabled next/previous cam
- re-enabled snorkel depth command.

/DATA/CFG/CONTACTS.CFG
------------------------
- lowered opportune contacts from 1500 to 300
- lowered important contacts from 3500 to 600
- contact range -> medium from 3000 to 4,000
- contact range -> from 20,000 to 8,000

/DATA/CFG/SIM.CFG
------------------------

- ai cannons max fire range from 6K to 9K
- Ai cannons / Max error angle from 3 to 4
- lost contact time from 15 to 30 mins

- visual / enemy surface factor from 400 to 150
- visual / enemy speed factor from 15 to 9
- Visual / light factor from 1.0 to 2.0


- hydrophone / sensitivity from 0.03 to 0.04
- hyrophone / waves factor from 0.5 to 0.95
- hydrophone / noise factor from 1 to 0.35
- hydrophone / thermal layer attun from 3.0 to 2.0

- sonar / detecton time from 20 to 10
- sonar / thermal layer attun from 5.0 to 4.0


/DATA/CFG/SENSORS.CFG
------------------------
Visual->RangeFactor from 0.5 to 0.2
Visual->FogFactor from 1 to 0.5
Visual->LightFactor from 0.8 to 0.4
Visual->WavesFactor from 0.8 to 0.2


/DATA/CFG/GAMEPLAYSETTINGS.CFG
------------------------
- No external view setting changed from 8 to 0
- realistic fuel changed from 8 to 16.
- changed default realism settings
- reversed listing order of starting renown drp dwn list box

/DATA/CFG/AIRSTRIKE.CFG
------------------------
- max aircraft range from 2500 to 2000
- night modifier from 0.5 to 0.2

/DATA/LAND/LAB_*AIRBASEJP
-------------------------
-changed 24 squadrons to 12
-changed 12 squadrons to 9
-changed 9 squadrons to 6
-changed 6 squadrons to 4
-changed 3 squadrons to 2

/DATA/AIR/*.*
-------------------------
- ADB_B5N2_Kate max speed from 166 to 125
- ADB_D3A1_VAL max speed from 275 to 206
- ADB_Kyushu_Q1W1 max speed from 275 to 206
- AFB_A6M2_Zero max speed from 275 to 206
- AFS_F1M_Pete max speed from 185 to 139
- ALBS_G4M_Betty max speed from 275 to 206
- ALBS_H6K max speed from 185 to 139
- ALBS_H8K max speed from 290 to 218

- Reduced top speed by 25% in all sim files.


DATA/MOVIES/INTRO
---------------------
-disables intro moies

DATA/CAPTAINPICTURE/PICTURE.TGA
---------------------
- Now what captain really keeps a picture of himself on his desk?


/DATA/SOUND/MUSIC/MUSIC.CFG
--------------------------
- disabled all normal ingame music. (battle, tension, stalker)

/DATA/MENU/HELP.TXT
--------------------
-New and improved


/DATA/MENU/MENU.TXT
--------------------
- added tooltip info to support new commands added to orders bar.
- changed "snorkel depth" to "Radar depth"
- changed default player name
- changed "quick mission" to "single mission"


/DATA/MENU/CFG/DIALS.CFG
---------------------------------------
- disabled clickng noise when using perisope and TBT

/DATA/MENU/CFG/ORDERSBAR.CFG
---------------------------------------
- added missing functions to the UI command bar.
- renabled commands to go to radar station.


DATA/SOUND/
----------------
- added quieter internal ambience for sub
- reduced background whitenoise on hydropones
- improved sound for AA guns.
- sonar ping from das boot
- changed dive and crash dive alarm klaxon's so it sounds like "arrooga, arroga, dive, dive".
- new engine sound
- torpedo launch
- improved creaks
- periscope up down
- decreased volume on crashdive, divealarm, and surface kalxon's.
- replaced fanfaire music. (band at dock)


DATA/SUBMARINE/NSS_*/NSS_*.cfg
-------------------
-changed engine throttle settings. Ahead slow adjusted for silent running, ahead 1/3rd is like the old ahead slow.

- changed storm conditions from 7 kt winds and 0.1 rain to 15 kt winds and 0.2 rain.

- changed crash dive depth to 160 feet (48.8 meters)

- changed snorkel depth to 40 feet (12.2 meters), intent is radar depth.

DATA/SUBMARINE/NSS_*/NSS_*.eqp
(Porpoise,Tambor, Gar, & Gato only)
-------------------
- Midwar tower availablity changed from 6/42 to 1/42.
- Late war changed from 8/43 to 1/43


DATA/SUBMARINE/NSS_*/NSS_*.upc
(Porpoise,Tambor, Gar, & Gato only)
-------------------
- Midwar tower availablity changed from 6/42 to 1/42.
- Late war changed from 8/43 to 1/43
- Moved crewmember stationed at xmas tree to occupy empty planesman station (gato only)


DATA/SUBMARINE/NSS_*/NSS_*.sim
------------------------------
- ccip's battery fix

- ManBT_flood_speed on Tambor/gar/gato from 20,000 to 35,000
(crash dive speed from 1min 10 seconds to 46 seconds)

- ManBT_flood_speed on Salmon/Sargo from 20,000 to 29,000
(crash dive speed now 45-48 seconds)




DATA/SUBMARINE/NSS_*/NSS_*.zon
------------------------------
- Slowed the rate at which sub hulls will crush when below crush depth (crash speed) from 2, to 1.

- *slighly* increased maximum crush depth (dont expect much, you'll just have to find out what it is the hard way)

P_Funk
03-23-07, 06:44 AM
I knew it wouldn't take you long. You've barely said good bye to SH3 and already you're trying to change your new mistress. You crazy man.

Barkhorn1x
03-23-07, 06:49 AM
Sounds good.

Ducimus
03-23-07, 11:37 AM
I knew it wouldn't take you long. You've barely said good bye to SH3 and already you're trying to change your new mistress. You crazy man.

I can't help it. I startinng messing around in the submarine school and my first thought on one item was.. "Well, i just HAVE to change that...... ummm and that...... and that...... and... oh damn, here we go again".

Respenus
03-23-07, 11:55 AM
With you, NvDrifter and the devs working hard to be fixing the game, we "might" get a decent version of SH4 much sonner then some people thought.

Great work!

Ducimus
03-23-07, 02:26 PM
First version up. I have no time table for this little work in progress. STuff will come up as the itch to scratch annoyances occurs. :88) And glossing over the mod forum, i can see some stuff that ill want to include later. Im thinking ill have to again toss up that catch all discalmer, "nothing here is orginal work, all credit to mod community at large" Less i inadvertantly step on someone's toes.

Sailor Steve
03-23-07, 04:38 PM
A major sound mod based on Pacific Aces and other sources has just been done. I don't have my computer handy so I can't listen to it, but it looks pretty good. PA used several different submarine movies to good effect.
http://www.subsim.com/radioroom/showthread.php?t=108512

Ducimus, did you edit the U-571 file at all? The annoying thing is that he sounds the klaxon three times instead of two.

Ducimus
03-23-07, 07:53 PM
Ducimus, did you edit the U-571 file at all? The annoying thing is that he sounds the klaxon three times instead of two.

What i did was take that soundbite, delete everything before he says "dive", and everything after the second time he says "dive".

THen i spliced that, onto the end of the SHIV dive kalxon. So you have, "Arroooggaahh, Aroooghha, Dive dive".

Tigrone
03-24-07, 12:05 AM
I sort of deconstructed your last SH3 flavors a bit, an used my favorite bits. I'm a bit of a minimalist too. We're going to go a long way with this game, and it's practical user friendly mods like this that make it possible.

Thanks a lot, and I'll put up extra lookouts for it.

I finally got my game copy Long Beach.

Ducimus
03-24-07, 01:13 AM
I ended up doing the digital d/l. bah.

Ducimus
03-24-07, 12:34 PM
Ok new version is up if anyones interested. I think ive adjusted it enough to were i can acutally play it and not get upset over something minor now . :88)

raymond6751
03-24-07, 12:47 PM
Ducimus! God Bless!

Ducimus
03-24-07, 05:59 PM
New version. Dammit.

All i can say is, i didnt get very far into the game before i had a "you gotta be kidding me" itch i just had to scratch. Torpedo tube controls were just simply JACKED. Drove me nuts. I HAD to fix it.

Sorry if the text is hard to read, but im sure you get the drit. (Again, thanks to CCIP for the orginal commands.cfg work, ive taken his mod and built up on a wee bit )

http://www.ducimus.net/sh4/release/help_1.jpg
This entire menu was changed to reflect what has been changed in the controls, and what was added back.

http://www.ducimus.net/sh4/release/help_2.jpg
How Ubi left those out is beyond me.


http://www.ducimus.net/sh4/release/help_3.jpg
Tube operation fixed.

http://www.ducimus.net/sh4/release/help_4.jpg
Note, it says TEST depth. You can go deeper. A pourpoise crushs around 110 meters :roll:

Tigrone
03-24-07, 06:24 PM
You mean those important commands (max range at speed, etc.) where there and just not mapped to keys? I actually can believe that, as unbelievable as it is, after seeing some of the things they went to the trouble of putting in.

Thanks Ducimus.

Ducimus
03-26-07, 03:02 AM
Bumpity. New version, good stuff, games getting more tolerable by the day.

Reece
03-26-07, 05:01 AM
Very good Ducimus,:up: now get back to the SH3 forum!:lol:;) I can't do much playing till I get a new video card!:cry:
Cheers.

LZ_Baker
03-26-07, 06:08 PM
I like this mod, but I also like being able to switch the camera to ships using the two hot keys. How can I reenable them?

Ducimus
03-26-07, 08:25 PM
In the commands.cfg, find "cmd52". Its located there abouts, just remove the semicolon before the key assignments and it will work again.





-------
Notes to self:
- airstrike.cfg
- sim.cfg
- fix follow warship tooltip.
- add in sub equipment changes

LZ_Baker
03-26-07, 08:36 PM
It looks like its commands 50 and 51. Thanks Mate :up:

Ducimus
03-27-07, 04:03 AM
Sleep? what's that?

New version up. Mostly stuff i decided to adjust based on complaints ive seen on the forums coupled with past experience with what needed modding in sh3.

Oh ya, you should return to port before using a new version of this mod.

Respenus
03-27-07, 08:51 AM
Ducimus! We love you! No, really!

Can we take it, that you'll be a part of the team to do the first mega mod on SH4?

Lungy1
03-27-07, 11:05 AM
Thanks Ducimus for the Mod it works great
I had trouble with a ctd with this part on load on a clean install of 1.1 once removed from the pack all was well.
Once again thanks for the work you put in.
edit: 27mar07

DATA/MOVIES/INTRO
---------------------
-disables intro moies

Loaf
03-27-07, 11:38 AM
Ducimus, I would like to add my thanks for this great (and timely) mod!

Hilarious that Ubi rushed the game out the door before the user interface was even finished... Typical.

A quick question: Did you happen to notice if there is a working "radar depth" command that can be mapped? Seems to me that this would be a far more useful feature in SHIV than SHIII, and I can't seem to find a key to make it work...

Ducimus
03-27-07, 12:21 PM
Ducimus! We love you! No, really!

Can we take it, that you'll be a part of the team to do the first mega mod on SH4?

Oh god no. Three reasons. One, i don't want to get involved in any forum/mod poltiics. Two, i like to work at my own pace, not under a deadline. Three, i like to be able to tweak according to my own creativity, not be bound by restrictions imposed upon me.


Did you happen to notice if there is a working "radar depth" command that can be mapped?

Next version im bascially going to renable snorkel depth and set it at a depth to where just the radar masts sticks out. I was experimenting with this last night, seems like it will work. You can do this yourself though, its pretty easy. Just unremark out the keyboard command in the cmmands.cfg, then go the the subs config file and edit the snorkel depth. 40 feet seems to be about right, since the cfg file uses metric, you'll have to set it to around 12.2 meters

RickC Sniper
03-27-07, 01:41 PM
Could I get info on how to add the "maximum range at current speed" hotkey added if I for now, don't want this entire mod. I really miss that range information.

I can edit it manually ..should not need a mod just for that one tidbit.

..thanks
Rick

Ducimus
03-27-07, 01:53 PM
One reason i include the readme that i do, is so that you can see what files do what, and delete what you don't like. Just becareful though a couple files might inter relate in subtle ways. But that i've annotated what changes support what.

Im giving this reply, because i don't want to get bombarded with questions about how do remove this, that or the other thing.


As an aside, the name of the mod is "flavored to taste". Who's taste is this mod cooked up for? Well, mine :88) Im usually doing something to improve my game, and in the past, ive usually kept it to myself. I started changing that behavior a few month ago, and now post what ive been doing incase others wanted it. But in doing so, i acknowlege that everyones "taste" is different, hence i try to keep what i do documented so you can remove or change what you don't like to flavor this mod to your taste.

bclaw2004
03-28-07, 02:07 AM
Hi Ducimus,

Great work on the mod, just wondering if it's possible to incorporate nvdrifter's Depth charge shake into yours.

As I beleive I can only run one or the other, because of the editing of the *.sim files for the boats.

Please correct me if I'm wrong

Brett

Ducimus
03-28-07, 03:01 AM
Hi Ducimus,

Great work on the mod, just wondering if it's possible to incorporate nvdrifter's Depth charge shake into yours.

As I beleive I can only run one or the other, because of the editing of the *.sim files for the boats.

Please correct me if I'm wrong

Brett


I'll look into it later. Ive had bigger fish in the fryingpan lately so i havent really gotten a chance to look at what other people are doing. One item of note that i did do in this mod that *might* give a similar effect to NVdrifers mod is the explosion radius tweak i did on depth charges. All that seems to be, is the radius at which you feel the depth charges. I might have to adjust that upward. as i beleive SH3's radius was 30, and i made it 50. Sh4's radius is 40.. so i may have to up it to 60. I think how much shaking you get might depend on the displacement of the boat. One item that you really have to watch out for when you tweak with that variable is not going overboard with it. On a whim i put in a number like 100 (or was it 1000?) in the explosion radius to see what it would do when experimenting. What happened was the force of the depth charges exploding acutally propelled the boat in speed. Very ludicrious speeds at that. Not to mention alot of shaking .


NEXT VERSION :
At any rate, i just got done looking at Increasing the rate at which flood water is pumped out of the boat. That looks like a dead end. After looking at the sub damage model again, im of the opinion that Ubi did some fundamental changes to the realism setting "realistic damage". The reality is if your pressure hull was punctured while submerged - your screwed. If punctured on the surface, you couldnt dive. It looks like how they accomplished this was a bulkhead piece of equipment, and making the floods fill in faster then you could pump them out. The more damaged your bulkhead is, the more water you take in. Im gong to stop looking at the sub damage variables.


I also got done looking at SD and SJ radar, and i *THINK* ive fixed the inconsistancy in their behavior. (IE not working, or working too well.) im going to restart a new carerr and test it out for a patrol and see if the squirly behavior is fixed. If it is, i'll include this file in the next update to this mod.

In addtion i have "radar depth" (acutally snorkel depth) renabled.

And sincei m on the subject of radar, it touches on one important subject that alot of players are having trouble with. AIRCRAFT! I think what's going on is the max visual distance is 9K in this game. Considering the speed of aircraft, this is a major handicap on the player because without a working SD radar because there is absolutly no way you can dive in time if you've visually spotted the plane in your 9KM max range. All it takes is one good aircraft bomb and you've lost the boat. So radar is CRUCIAL. Why not up the max visual range?

Two reasons.
1. If radar is working, no need to. SH4 seems to very radarcentric, and i have no problem with that.

2. more importantly, increasing the max visual distance also increases lag and degrades system performance.

This is why ive spent time on radar. If it turns out i havent fixed the radar, then what ill have to do then is go back and lower the speed on aircraft so they don't travel as bloody fast so you can acutally have time to dive if you see them at 8KM distance. Sort of a workaround for a broken function. But this is a worse case scenario. Im very hopeful that i just fixed the radar.

Engel
03-28-07, 03:07 AM
HI there....

i just want to let you know that the game wont load up with your Mod installed for me. It gets to like 75% of the initial loading screen and then BTD. (Vanilla SH4 1.1)

€dit: It has nothing to do with the Intro Movies ^_^

Errorcode:
AppName: sh4.exe AppVer: 1.0.0.0 ModName: utils.dll
ModVer: 0.0.0.0 Offset: 000103bc

thanks anyway for all the work !

Ducimus
03-28-07, 05:04 AM
Thats just weird.

Try deleting all the *.wav files in the sound directory. Sometimes all it takes is a soundfile or two your system's not liking. Particuarlly if your using an onboard soundcard. Other then that, not sure what to tell you.

Engel
03-28-07, 05:25 AM
Thats just weird.

Try deleting all the *.wav files in the sound directory. Sometimes all it takes is a soundfile or two your system's not liking. Particuarlly if your using an onboard soundcard. Other then that, not sure what to tell you.
I just uninstalled and reinstalled the game and applied the patch. After that, the Mod just worked fine. Dunno what happend though...I used JSGME each time. *shrug*
The only difference is, that i installed it in english language now..had german language first. I just could not stand it anymore to be addressed as "Herr Kaleun"

But now everything is Imperial...I ordered Periscope depth by clicking on like 12 (meters) on the dial and wondered why my Sub surfaced right in front of a smiling DD while pressing "p" made me dive to 45 (meters) hehehe

I like your Mod very much ^_^
Greets form germany...

Torpex752
03-28-07, 05:38 AM
I dont know if anyone has noticed but the "=" key works in SH4 as in SH3.

Frank
:cool:

bruschi sauro
03-28-07, 09:40 AM
I all , this mod work with jsgme?:D

Ducimus
03-28-07, 11:51 AM
The only difference is, that i installed it in english language now.
Thats probably why. The files im using are from the english install. Theres an option to change the measurements from imperial to metric btw. The scale of the depth gauages changes too when you go back to metric.


I all , this mod work with jsgme?:D

It woudlnt be a mod if it didn't :88)

Ducimus
03-29-07, 02:26 AM
OK, what i just posted is quite possibly the last version ill be posting until theres a patch from Ubi.

I mainly focused on the radar.

Radar depth is in, but i can't say the radar will function 100% of the time. WHen on the surface and going to radar depth it works fine. Its when your submerged and goign to radar depth it doesnt. Normally you can't turn the radar on when submerged, even if the mast is out of the water. TO that end Ive remapped the R key to be able to turn it on, but again, i can't say that it will work if going from Submerged to Radardepth. But from surfaced to radardepth, it does work.


The SD radar fix, im confident it will work, but i leave room for doubt. Radar has a min height and a max height.

By default,
SD radar has a min height of 6 meters and a max height of 2500 meters. I made it 40 meters which should clear the masts all but the largest capital ships. Thats about 160 feet. Most planes ive seen in the mission editor are at an altitude of 85 meters or higher. Hence im confident that this will have fixed the super duber SD radar taht see's everything.


On another note, i felt compelled to disable all means of manually working the radar, and only letting the crew do it. My reasons are in this thread:
http://www.subsim.com/radioroom/showthread.php?t=109650

Am i 100% positive this is a workaround so one doesnt accidently do something that kills the radar usage in a career game? No im not, but i decided to err on the side of caution.

At any rate, i hope this makes the game more enjoyable, as it contains bugfixes as well as minor enhancements. So i think im done for now until next patch. Time to get back to playing!

PeriscopeDepth
03-29-07, 03:45 AM
Hence im confident that this will have fixed the super duber SD radar taht see's everything.

:up::up::up:

Thanks,
PD

Ducimus
03-29-07, 03:50 AM
I have to say.. i really overkilled the visual sensor. Id change that Enemy surface factor=35 to like.. 200. When i made that change , i forgot that the waves in SH4 arent quite like SH3, so theres not as much to hide behind.
edit:
infact im reuploading the file with the visual sensors not so hyperactive. :roll: I can see ppl screaming at me already.

brought visual detection time back up to stock. enemy surface factor to 200. Thats it. I could tell ppl to edit that in, but im guessing most wouldnt.

PeriscopeDepth
03-29-07, 04:00 AM
I have to say.. i really overkilled the visual sensor. Id change that Enemy surface factor=35 to like.. 200. When i made that change , i forgot that the waves in SH4 arent quite like SH3, so theres not as much to hide behind.
edit:
infact im reuploading the file with the visual sensors not so hyperactive. :roll: I can see ppl screaming at me already.

brought visual detection time back up to stock. enemy surface factor to 200. Thats it. I could tell ppl to edit that in, but im guessing most wouldnt.

Thanks Ducimus. Is there an intro to Silent Hunter modding? I'd like to start tinkering, but these variables and numbers aren't very self explanatory.

PD

Respenus
03-29-07, 09:12 AM
You have again outdone yourself Ducimus!

Ducimus
03-29-07, 10:10 AM
Just FYI i put the link up for the other version (1F2). The only difference is i changed two variables in the visual section in the sim.cfg. I uploaded it last night, but for some reason i couldnt connect to subsim, so i couldnt update my post tell now.

Is there an intro to Silent Hunter modding? I'd like to start tinkering, but these variables and numbers aren't very self explanatory.

Unfortunatly there really isn't as far as i know. Alot of what i, and others learned was pretty much the hardway through alot of trial and error testing in sh3 over the last couple years. Ive thought about writing sort of a moddign primer but it would be a tremendous undertaking i think. It would be alot easier if one was to ask a specific question, then a specific answer could be provided. But by no means am i the guru. No matter how much time you spend mucking around with the game files, There's always something someone else knows that you don't.

Snuffy
03-29-07, 10:34 AM
What is this 7z file format?

I can't seem to examine the file as either a txt or a zip. Any help would be appreciated.

U-Bones
03-29-07, 11:24 AM
An indespensible tool for handling compressed files.
www.7-zip.org

fredbass
03-29-07, 11:32 AM
An indespensible tool for handling compressed files.
www.7-zip.org (http://www.7-zip.org)

For anyone interested, if I remember correctly, once you've installed 7-zip, you should open up "Options" and put a checkmark to all the other file extensions available so it can open the others as well. :up:

Ducimus
03-29-07, 11:48 AM
I love 7zip. Can make a 78MB file into 30. Winzip sucks by comparision, but it has its uses for modding tool.

Engel
03-29-07, 05:06 PM
WinRar can unpack it too. :smug:

Sgian Dubh
03-29-07, 10:14 PM
THank you, Ducimus!

Ducimus
03-29-07, 11:50 PM
One thousand aplogies!

I GOOFED! Well.. sorta :88)

I discovered two problems with the SD radar. One was my fault, the other, isnt'.

The problem that was my fault.
I raised the min height too high. Im not sure if it was allowing planes to fly below your radar (quite literally), but i didnt need to raise it to 40 meters. Logic would dictate that judging by the rec manual one should. but this just isnt how things work out.

The problem that wasn't my fault.
The radar, (even before my min height goof) was/is totally unreliable. There are some adjustments i originaly didnt want to make, but after having lots of greif that only an airplane can give, with no warning other then "aircraft spotted" i decided that i needed to get more heavy handed in my apporach with this.

To that end, i changed my philosphy from "minimal tweaking, leaving most of waht the devs intended intact" to "time to just rethink this Mo'Fo into something else". So what i did was i took the view of the SD radar being nothing more then a Metox/Naxos Radar warning detector, only in in reverse - and just for planes. So i borrowed some settings from SH3's metox/naxos.


So here's what i changed.

- SD radar -> minheight from 6 to 12

Self explantiory i think. at 12 meters height a cruised around two different harbors and didnt detect anything on radar. (lowering it to 10 meters however would result in some radar detection against ground targets). I think its possible you may still get a ground target on occasion, but not very often. (all bets are off in stormy seas given how much ships can pitch and roll, both high and low in the waves)

- SD radar -> Surface from 100 to 0

What this, is the minimum surface that must be present for the radar to get a signal off of. If this number was 400, then a minimum of 400 units of surface area must be present to get signal to bounce off and give a return. 0 means, there is no surface area requirment

- SD Radar -> ProbInsideArc from 0.95 to 0
This is basically the part that gives the radar a sense of randomness, and probaly when combined with enviormental variables.. too random. By setting this to 0, you have reliablity. if theres a plane, in your radar you will be notified.

- SD Radar -> Precise range from 12,000 to 15,000
- SD Radar ->MaxRange from 55,560 to 23,000
- SD RadarLate ->MaxRange from 111,120 to 31,000

Radar has a precise range, and a max range. Meaning from 0 to 15,000 meters, the instant a plane is in that area your radar will pick him up. From 15,000 to 23,000 meters, you'll pick him up, but not right away. You may get a warning at 23,000 meters, you may get a warning at 18,000 meters. By 15,000 meters you WILL get warning.

Because i removed the randomness (or so i hope) from the SD radar, i felt compelled to lower the max range, and as you can tell, the max range on the radar was orginaly fairly large. 55,560 for early war, and 111,120 for late war. Not a big deal considering the random element involved.


so heres the file (also linked in the original post)
http://www.ducimus.net/sh4/release/SD_Radar_Fix.zip

You should be able to install it mid patrol without a probem. Now if it will take effect right away or not, i don't know. In SH3 it would, in SH4 im not sure.

shad43
03-30-07, 02:53 AM
In version 1F2 you say you've re-enabled the snorkel depth command and renamed it Radar Depth, and changed the depth from 15 to 12.2 I assume this is a command to take the sub to that depth, similar to periscope depth so that the sub is submerged but the radar mast is sticking out so it will function. Am I correct so far? If so how do I use it? I see no commands in game for this function. What am I missing here?

BTW
I like this mod alot, good work!

Ducimus
03-30-07, 04:08 AM
It's the semicolon key.

shad43
03-30-07, 04:42 AM
Thanks
was wondering why you dident add that to the help menu.

Sorry to bombard you with questions but Im trying to learn the file structure.

quadraspleen
03-30-07, 05:47 AM
This is awesome Ducimus, thanks. It's prompted a post from me, whcih is a rare event :) God bless you modders who don't sleep.

It might be just me, but after installing this, I now get CTD when using ext. cam to go underwater. Might this have something to do with the underwater viz fix and me trying to force settings with the card drivers? I don't want to uninstall it. It makes waiting for 1.x patches bearable :)

PC SPECS:

Intel Core2Duo 6700
4Gb DDR2-667 RAM
ABIT AW9D-MAX
2x250Gb SATA2 in RAID0
Vista Ultimate (yes, it works fine, thanks :))
Nvidia 8800GTS 640Mb DDR3

Harly
03-30-07, 05:51 AM
please help me to get the captains bunk to find, after i instal this mod
it seems i have only one camera point in the command room

PeriscopeDepth
03-30-07, 07:35 AM
Hi Ducimus,

First patrol with latest version of your mod install. I think something's out of wack with the SD fix, I had an SD installed on my boat and the first warning I got of several (3) aircraft was visual contact. Not one radar call. Does the SJ need to be installed for the SD to work? IIRC, in stock the crew would still call out aircraft (and ships of course) with just SD. I have other mods installed, but yours is the only one that alters the sensor settings.

PD

Ducimus
03-30-07, 11:08 AM
Thanks
was wondering why you dident add that to the help menu.
.

It was late, and for some reason i just assumed everyone knew the command from SH3.


please help me to get the captains bunk to find, after i instal this mod
it seems i have only one camera point in the command room

There is no captains bunk in SH4. What you see in the files is leftover from SH3. You can use Shfit +F2 to look around the sub though. Works in the command room and the conning tower.



It might be just me, but after installing this, I now get CTD when using ext. cam to go underwater. Might this have something to do with the underwater viz fix and me trying to force settings with the card drivers?


Im thinking it's one of the two you mentioned. I havent been running any underwater fix, nor forcing any settings on my card drivers and havent had any crash's.



First patrol with latest version of your mod install. I think something's out of wack with the SD fix, I had an SD installed on my boat and the first warning I got of several (3) aircraft was visual contact. Not one radar call.

Using this file?
http://www.ducimus.net/sh4/release/SD_Radar_Fix.zip

Or the one that was orginally packed in the mod that i goofed on?

Ducimus
03-30-07, 12:52 PM
Just FYI, i am following up on the SD radar again. I found a better way to test what im donig and im getting better results. I beleive ive found one problem with the height of the radar (it scales a bit differently then the SJ), and im trying to gauge its behavior. For example, i *think* the SD shuts off when you turn off the SJ radar. Im testing that now to be sure thats what im seeing (primarly by temporaraly nerfing the hell out of the SJ radar so the only radar results im getting are from the SD)

I'll have more info in a bit.

Strikor
03-30-07, 01:22 PM
Yeah, something is definitely off. I had both SD-I and normal SJ in my Gato class (June 1942) and was not getting aircraft contact reports. I then started a test campaign with just the SD-I and no SJ with the same results. Probably nothing you don't already know but I thought I'd throw it in just the same.

Oh, and this was with the SD fix you linked a few posts up.

quadraspleen
03-30-07, 01:50 PM
It might be just me, but after installing this, I now get CTD when using ext. cam to go underwater. Might this have something to do with the underwater viz fix and me trying to force settings with the card drivers?


Im thinking it's one of the two you mentioned. I havent been running any underwater fix, nor forcing any settings on my card drivers and havent had any crash's.



That's weird. My bad for thinking it was in your mod. I hadn't installed any underwater fix, then. How odd. I only installed your mod and the two you recommend using with it; straight back into the game, and bang. CTD when going underwater.

Probably one of the hard coded CTD's *cough* :dead:

Ducimus
03-30-07, 01:53 PM
Ok heres an update, i tink i gota handle on it now.

This bugger has defied all logic and reasoning.

I mean, ok. min height of 6 meters (stock). If you look at the rec manual, ships are alot higher then that. Putting two and two together, you figure,.. ok whats the average maximum ship height? Enter some abitrary figure, and you think problem solved.
That was my first attempt. WRONG.

What ive learned is that the min height variable on this radar is SUPER.. and i mean SUPER sensitive. If you enter 6 meters min height, your right back where you started. If you enter 9 meters min height, you get no contacts. So back it off to 8 meters and its as if it were the 6 meters min height. SOme ships you pick up, some you don't.

Ok.. so 6 is too low, and 8 it still works, but 9 it doesnt. So the figure lays in between 8 and 9 right? I make the min height 8.5... guess what.. radar doesnt work.

So this is my new working theory (IE,im guessing and pulling this out of my ass, its the only explantion i can come up with)
http://www.ducimus.net/sh4/sd_radar_theory.jpg

Im thinking theres a small incline of an unknown degree that radiates outward. (think in terms of geometric shapes) The farther you are away from the center of the radar transmission (your sub) the higher the space between that incline and the surface of the ocean. The min height etablish's itself from the top of that incline, not the surface of the ocean. So your blind spot at say, at 30,000 meters is going to be ALOT higher in altitude then say 15,000 meters. WHen your talking large distances, a single degree from the source, can make a huge difference when at the end of its path of travel.

In our case since were talking fairly long distances, were talking about a fractions of meters. 8 meters too low, 8.5 meters too high. So my next stab at this is 8.25 and ill go from there.

Ducimus
03-30-07, 02:45 PM
Ok. try the file again, and tell me what happends. You can enable it at sea, i just don't know if it will take effect right away or not.

http://www.ducimus.net/sh4/release/SD_Radar_Fix.zip

Same D/L link, just an updated file.

I was unable to totally remove surface contacts.

It came down to this.

Min height of 8.3025. I only detected half of the planes that were present, and what contacts i did get were MOSTLY intermittant.

Min height of 8.3 , i detected all of the planes present, and later on picked up a couple surface objects as well.

WIth a Min height of 8.35, it pretty much stopped working.

It's THAT sensitive.

DDog
03-30-07, 02:58 PM
Can you make another post for us technically challenged telling us which files to download and in what order to install... THANKS!!

modisch
03-30-07, 03:17 PM
great work Ducimus.... Been watching this grow... (and I've been using it since the first).

I also appreciate the documentation. Makes it easier for me to go in and flavor to my taste ;)

Cheers!

-m

Ducimus
03-30-07, 03:48 PM
Enable FTT first. Then the SD radar fix over that. When JSGME tells you the file conflicts with the FTT mod, it's ok, click yes and enable it.

When disabeling these mods, remember to disable the SD fix first, then FTT after that. Inverse operation basically.

Ducimus
03-30-07, 03:53 PM
Thanks.

I just hope i really got the radar fixed (as best as possible) this time. It's fooled me twice. The problem laying in i coudlnt figure out how to create a useable single mission for a test bed (my normal practice), so i created campaign games and just ran the sub out of port on different radar settings to see when i stopped getting surface contacts.

What i ended up doing was using the sub school artillery mission. I moved the starting point 25KM away, and having done that, it made a great test bed. Quick loading too, much to my releif. I must have restarted SH4 25 times this morning doing trial and error testing.

Gatlin01
03-30-07, 04:36 PM
Excellent job Ducimus!
I`ve been playing the reg vanilla version and started to hate it, do to the fact the japanese DD woudnt attack nor depth charge me, the Jap planes bugged me more that there ships. Well after installing your version started new campaign and was depth charged on first mission, well I get a new sub. I attacked a jap task force with about 6 dd, 2 heavy cruisers and about 8 passengers ships. I got to remember this moto Run Silent, Run Deep!
Keep up the good work!

PeriscopeDepth
03-30-07, 04:42 PM
Ok heres an update, i tink i gota handle on it now.

This bugger has defied all logic and reasoning.

I mean, ok. min height of 6 meters (stock). If you look at the rec manual, ships are alot higher then that. Putting two and two together, you figure,.. ok whats the average maximum ship height? Enter some abitrary figure, and you think problem solved.
That was my first attempt. WRONG.

What ive learned is that the min height variable on this radar is SUPER.. and i mean SUPER sensitive. If you enter 6 meters min height, your right back where you started. If you enter 9 meters min height, you get no contacts. So back it off to 8 meters and its as if it were the 6 meters min height. SOme ships you pick up, some you don't.

Ok.. so 6 is too low, and 8 it still works, but 9 it doesnt. So the figure lays in between 8 and 9 right? I make the min height 8.5... guess what.. radar doesnt work.

So this is my new working theory (IE,im guessing and pulling this out of my ass, its the only explantion i can come up with)
http://www.ducimus.net/sh4/sd_radar_theory.jpg

Im thinking theres a small incline of an unknown degree that radiates outward. (think in terms of geometric shapes) The farther you are away from the center of the radar transmission (your sub) the higher the space between that incline and the surface of the ocean. The min height etablish's itself from the top of that incline, not the surface of the ocean. So your blind spot at say, at 30,000 meters is going to be ALOT higher in altitude then say 15,000 meters. WHen your talking large distances, a single degree from the source, can make a huge difference when at the end of its path of travel.

In our case since were talking fairly long distances, were talking about a fractions of meters. 8 meters too low, 8.5 meters too high. So my next stab at this is 8.25 and ill go from there.

Thanks for all your hard work Ducimus, you make playing this game tolerable while waiting for the patch. And yes, when I posted earlier I had the SD radar fix applied over FTT. I'll try this new fix out tonight.

PD

Ducimus
03-30-07, 05:43 PM
And yes, when I posted earlier I had the SD radar fix applied over FTT.
yeah, i realized that after i got buzzed by a plane :88) My test methods were rotton, so i had to change the way i was testing it. After this morning, i don't think its possible to totally eliminate surface contacts on SD radar; but i think you can minimize them.

Ducimus
03-31-07, 02:43 PM
Whenever i say "this is my last version for awhile", automatically assume im full of schite.


New version.

Some changes

- I decided remove the gramaphone tracks to make the D/L smaller. This one file has been getting alot of D/L's and my allowed bandwidth meter on my server has been going up in percentages every day. I guess it got popular or something. :smug: Its not that i dont have alot of bandwidth, its that im being stingy with it. :88)


- i redid the sub "toughness". I only increased the hitpoints on compartments, watchtower, mainpump and bulkhead to reduce the likelyhood of fatal damage. With double the equipment hitpoints, something seemed odd in repairs that i can't quite put my finger on.

- increased sub dive time by im guessing 10 seconds tops. It needed to be a little faster, but not too fast. These arent type7' uboats after all.

- pretty sure i got the SD radar to be as good as its going to get in terms of not picking up (alot) of surface contacts. I dont think its posible to remove surface contacts entirely. Fishing boats are really odd, i think they're acutally taller then they look because whle a destroyer wont get picked up on the SD radar, a FISHING BOAT will. Go figure. On a side note, there is another bug with radar in general, and i can't figure it out.

Works fine going to your patrol area, and while patrolling, but i swear, the instant i shoot the last torpedo out of the boat and head for home, it stops working and i get buzzed by planes. With the slow diving time, it feels like im back in a type9c off the US east coast- submerge by day, surface only at night in order to survive. I figure with a bit faster dive time, i might have more of a chance if surprised.

I think thats about it. I was going to start dabbeling in the flotilla files, but decided id rather mess with that later.

One thing i REALLY want to do, is increase the time it takes for the torpedo tube doors to open. It takes a full 7 seconds. Theres some delay in when you issue the command and when the command acutally executes. Perhaps its a function of crew effeciency, i don't know. What i do know is when firing salvo's, its AGGRIVATING when you feel like your waiting damn near 10 seconds before the next tube is ready. 10 seconds is ALOT when your at the firinng point and must shoot.

PeriscopeDepth
03-31-07, 03:15 PM
Thanks. Why's it so much smaller of a download this time?

PD

Ducimus
03-31-07, 03:42 PM
Thanks. Why's it so much smaller of a download this time?

PD


I removed the gramaphone files to save on bandwidth.

Loaf
04-01-07, 06:43 PM
Hi Ducimus,

I'm curious... When you reduced the sub dive times, were you using real-world stats or just going for better "feel?"

Cheers!

Ducimus
04-01-07, 07:34 PM
Hi Ducimus,

I'm curious... When you reduced the sub dive times, were you using real-world stats or just going for better "feel?"

Cheers!

The reduction of the time to dive was based on the following:

- SD radar doesnt always work for some reason.

- Visual range is limited, given the planes rate of travel, if you detected it on the very edge of your visual range you *might* get under far enough to have water cover the periscope shears, but thats about it. If the aircraft was detected later (as often the case) you simply did not have time to dive.

When you combine those two points, it made for what i felt was bad gameplay.

So i had several options.

a.) Try and fix SD radar from quiting like it does. (not really an option since this is a game coding thing)

b.) Decrease the speed of aircraft so they don't come at you as fast.

c.) Increase the speed of the subs diving time.

I opted for C. Running a stopwatch, it took 1min and 10 seconds from the start of the klaxon, to when the sub had its stern fully underwater. After some experimentation, i decided that 58 to 60 seconds sounded like a good figure. All i did was shave that extra 10 seconds off. Now i dont have historical figures, but a 60 second dive was a number that stuck in my mind may hhaving happened historically. I really don't know for sure. But i didnt want to go overboard with it as well. It could be entirely possible that they took 47 seconds to dive.

But overall, considering the limiations placed upon the player, i dont think getting the dive time to be exact to historical records is what will work. Now if you want to increase the visual range to say, 16KM as in SH3 (i woudlnt recommend it, would be bog your system down probably), or fix the SD radar so it doesnt up and quit for no apparent reason for the remainder of a patrol, then there would be no need to speed up the dive time.



as an aside.. figrues. as i type this, a nice horizontal line just appeared on my monitor. Looks like im going to be looking for a new video card soon. :cry:

Ducimus
04-02-07, 01:22 PM
New version.
I had to make a few changes to the bulkhead HPs. From as near as i can tell, 200 is as high as youd want to raise that. Ill have to experiment with it again, later but with a 400 hp bulkhead, a ciruclar running torpedo that hit my engine room didnt sink me, (infact while it damged the engines fairly well, the pressurehull barely even regestered a scratch, and no flooding occured), so.. well yah.. THAT had to change.

I also moved forward in time when youd get conning tower changes. This was based primarly on, "I really hate that dam bathtub around my AA gun and these huge periscope shears" and less on historical accuracy. That said, i only moved them forward in the timeline by about 6 months to be available at the beginning of the year rather then the middle of it.

Gameplay/ personal annoyance changes aside, i think im going to start looking at the campaign layers soon. Too much traffic in general.

Deep Six
04-02-07, 01:33 PM
So the new version...we do not need the radar fix anymore correct?

Deep six

Ducimus
04-02-07, 01:42 PM
So the new version...we do not need the radar fix anymore correct?

Deep six

It's included.

But its not really a fix, at least not the improved SD radar. The First SD radar, the occurance of surface contacts was less, but using the same settings with a farther range on the improved SD radar, well, now im back to square one with a super radar. Ill have to come up with a new setting for that one.

What im thinking i might do, is make them both the same in range, but reintroduce the random probablity of getting contacts on the first SD radar, and then keeping the random probablilty OFF on the I-SD radar. That way, they shouldn't be uber, with the first version being a little flaky and the improved version not so flakey, both being the same range, and yet having a reason to use one over the other.

But this is all based on the assumption that its the improved range of the improved SD radar that is making it pick up surface contacts. While the first verson of the SD radar does pick up ground contacts, its does nowhere near as often as the improved version. So im going to have to do something about that.

Deep Six
04-03-07, 06:58 AM
Oh yeah ......This works..Now I'm getting my assed kicked by DD's as soon as they see me/detect me....Its not safe anymore folks.....

Way to Go Duc!!!!


Deep six

DURUK
04-03-07, 11:24 AM
ducimus thank your for all the efforts had been appreciated.. did not have the chance to check the outcome yet but am certainly looking forward to.. however have to say i'm a bit new on the modding thing and have seen that you mention to enable the ftt first and do the sd radar thing next.. can you pls advise what ftt stands for? and do we have to download these seperately or are they both included on your original edited post..

one other thing was about the usage of the radar.. i kind of figured out that i can not deactivate the radar altough i tried a lot.. now will we be able to acctually shut it off?

thnx in advance

Ducimus
04-03-07, 02:18 PM
You no longer have to install the SD radar modlet over the Flavored To Taste mod (I call it FTT for short). The SD radar modlet was sort of a patch on that version of the mod. I didnt want you to have to D/L the entire mod again, just to get access to one file.

This modlet has since been pulled down from the server since its no longe required. The Radar adjustments are now included in the main mod. But again, i have to reiterate that while i beleive ive reduced the number of surface on the first version of SD radar, using the same settings on the Improved SD radar only results in an uber super radar that i hope ive just fixed (not yet posted).

As for the usage of radar, you can't shut off the SD radar. I was wondering if you could, but after testing, ive concluded that its always on while surfaced. On the subject of radar i have two additionl bits i'd like to say.

1.) To better support "radar Depth" i remapped the R key to turn on/off the SJ radar. Ordinarly the game won't let you do this because its saying, "hey, your not surfaced!" even thoguh your radar mast is high and dry above the water.

2.) This is very important and a major bug i hope is addressed by ubi, and ive been able to reproduce this bug at least three times, so im going to emphasize this.

SD/SJ RADAR NO LONGER WORKS AFTER YOU ACCOMPLISH YOUR PRIMARY OBJECTIVE IN A CAREER GAME

Say for example your primary objective was to drop off an agent on the manchurian coast in the yellow sea. Radar worked fine, up until i dropped him off. The instant my primary objective was flagged as completed, the radar contacts went POOF.. Gone.. no more. Or another example, your primary objective is to sink ships. This objective isnt flagged as complete until your last torpedo has left the boat. As soon as you shoot your last fish, and the objective is flagged as complete, you're radar will cease to work. Period.

Now.. the lack of radar, espeically when your deep into empire water's, is a SERIOUS ISSUE. Here's what you have working against you:

- Max visual range of 9KM. You typically wont detect aircraft tell about 4KM. Even if you detected them at 8KM and crash dived you still have something protruding on the surface for them to bomb.

- Stock dive times, it takes 1 min and 10 seconds to crash dive. In the last version of FTT, i shortend it to about 58 seconds, and even this isnt enough time to dive.

- Aircraft can cover that 9KM distance Really damn fast.


Now, while the tweak file exists to adjust the AI's max visual range, it doesnt exist for the players visual sensor. SO i can't do anything with this just yet.

So this leaves me three choices.

a.) Increase the crash dive time on the subs
b.) lower the aircraft's top speed
c.) some combination of all of the above.

Now what im trying to do, is avoid making it too easy (and why further reduction of aircraft i dont even consider as an option), but as it is currently, its just ridiculous.

So in the next version, im trying to shorten crash dive times to about 45 seconds and see how that does. I may or may not reduce the top speed of aircraft by about 30%, im undecided on this yet.


Also in the next version ive made these adjustments to the players radar:

/DATA/LIBRARY/Sensors_sub_US.sim
-----------------------
- SD radar -> minheight from 6 to 8.3
- SD Radar -> Precise range from 12,000 to 15,000
- SD Radar ->MaxRange from 55,560 to 23,000

- SD radarLate -> minheight from 6 to 8.3
- SD radarLate -> Surface from 100 to 20
- SD RadarLate -> precise range from 23,000 to 15,000
- SD RadarLate ->MaxRange from 111,120 to 23,000
- SD RadarLate -> ProbInsideArc from 0.95 to 0

- SJ radar -> sweep period from 20 to 15


Ive also adjsuted the start dates so you can start at the beginning and the middle of the years 1942, and 1943.

So your start dates are now
12/41
1/42
6/42
1/43
6/43
1/44


One more item on my agenda is to change the crew configuration on the gato sub. If you start a game in a tambor or gar, and then in a gato you'll notice the crew are positioned differently. What i detest, is how one of the planesman is NOT there unless you call battle stations, while the guy at the valve intakes/christmast tree, while being a nice touch, doesnt really do anything. Im going to move the guy at the xmass tree, to the planes. Ive figured out how to do this, i just have to go through and do it "right".


Ive also reduced the number of contact reports yet again. In a multi objective mission, over time you just get too many reports. So it needs to be reduced again.

I might also go in the campaign layers and reduce spawn frequency. Depending on how ambitious i get with the next release. I tend to kick them out fairly quickly :roll:

digitizedsoul
04-03-07, 02:55 PM
Ducimus, just for your records

I just finished reading "silent running" by calvert and he stated that his goal as an XO when taking on a "green" crew was to get them down to the goal of 35second emergency dive time.

When a crew was green this time was much closer to 50 or 60, but 35 seconds was the desired and ultimately achieved crash drive time.

This is from a reliable source obviously so use at your discretion, oh and good call on the radar research. Very good stuff

Ducimus
04-03-07, 04:23 PM
digitizedsoul, thanks for the info.

I'd have no problems going down to say a 37 second crash dive, but i honestly don't know if a seaonsed crew will influence the time or not. So im hesitant to bring it down that low. Starting, and restarting career games, regardless of year they all dive at the same time. Maybe a single mission will have a seasoned crew scripted. :hmm:

U-Bones
04-03-07, 04:36 PM
digitizedsoul, thanks for the info.

I'd have no problems going down to say a 37 second crash dive, but i honestly don't know if a seaonsed crew will influence the time or not. So im hesitant to bring it down that low. Starting, and restarting career games, regardless of year they all dive at the same time. Maybe a single mission will have a seasoned crew scripted. :hmm:

The other variable that isn't addressed is speed at the time you start the test timer. I can imagine the 37 dive second was from fairly high speed. I can just as easily imagine it taking 2 minutes if you happen to be at steerage speed. IMO ~60 seconds is a fair compromise given what we have to work with.

Jams79
04-03-07, 06:18 PM
Having just got booted from my latest career (underacheiving my foot) i must say that even with a seasoned crew the dive takes (with your 1G mod) about a minute.

Ducimus
04-03-07, 06:42 PM
The other variable that isn't addressed is speed at the time you start the test timer.

Ive already thoguht about that. I ran a test my normal method (cruising at 8 kts in a 5kt wind then crash diving) and at 20 kts in a 5kt wind, then crash diving. Didnt seem to make any difference.

Having just got booted from my latest career (underacheiving my foot) i must say that even with a seasoned crew the dive takes (with your 1G mod) about a minute.

Thanks, someone else was posting crew didnt seem to make much of a difference as well. I guess im going to make the dive time shorter. 45 seconds sound right to me, but i may go for 40, no lower then 37 however. Havent made up my mind yet.

Ducimus
04-04-07, 03:55 AM
New version up. Ive decided to name this version 1.5

A number of the changes ive made are primarly to address the scenario when the radar is no longer working after completing your primary objective.

ive made crash dive time to 45 seconds. Ive decreased airplanes maximum speed by 25%. This shoould buy you just enough time to get under. I havent really tested it yet, hopefully its not an overkill solution and make planes a non factor. I also increased planes toughness since i was making them slower. So they should be harder to kill now, and not be swatted so easily.

Other changes are noted in the orginal post and readme.

shad43
04-04-07, 05:01 AM
Nice...Im always watching to see what you add/change, I don't use your mod as a whole but rather I use elements from it in my own personal mod.
Thanks for all your hard work!

hmatthias
04-05-07, 09:17 AM
Will this "fix" the issue I am having on the current patrol with tons of aircraft attacking me, but always missing by a mile with their bombs? I mean, they aren't even close! I can't dive, so I really should be dead right now. If so, I am gonna return to base and load up this mod!

RedHammer
04-05-07, 09:56 AM
About the GWX plane damage, Japanese planes, unlike German planes, had just about no armor (Hence the speed.) So I dont know if it would be historically accurate to increase their armor. (Ofcourse, I could be wrong, so feel free to correct.)


S! To all

Your friend in the Pacific

RH

DURUK
04-05-07, 10:03 AM
Ducimus i had my first couple of single missions with your mode yesterday.. thanks again, it felt great..

only thing i think i've noticed was that the visiual detection range of the DD's might have also be improved.. for example on convoy tutorial mission you start on surface and before you dive you can see the DD rushing fast towards you (not sure but about from 7km's)
is there any change at this at FTT? or do anyone know the visual detection range during day and night adopted at sh4? (sh3 was abt 5km/day - 2km/night)

or might this also be caused from the radar that we can not manage to disable:-??

p.s. pls note no offence or rudness is bein meant here.. in case it seems like that it might be from my lack of using a non-native language here (i've seen some modders quite upset about some people so just to be on the safe side ;))

modisch
04-05-07, 10:15 AM
Looks great, Ducimus. Looking forward to trying the newest version over the weekend.

-m

Ducimus
04-05-07, 11:17 AM
About the GWX plane damage, Japanese planes, unlike German planes, had just about no armor (Hence the speed.) So I dont know if it would be historically accurate to increase their armor. (Ofcourse, I could be wrong, so feel free to correct.)



Acutally it doesnt increase their armor at all. All it does is increase their hitpoints. By default, planes in SH4 have a ridiculously small amount of hitpoints. Some plane components have like 5 hitpoints.

When you consider all the variables:
- Strong AA shells
- accurate AA fire
- Small hitpoints

It all equates out to planes that are too easy to kill. I dare say, at an unrealistic level. All i did was up the hitpoints and add some special effects. I used GWX's settings because they've been well tested and work - and its acutally STILL easier to shoot down aircraft in SH4 then in any SH3 supermod. Again, owing to strong AA shells, and accurate fire. If your not feeling warm and fuzzy about it, load up the submarine school artilery course and start shoot down the planes. You'll notice their a little tougher, but not by much.







only thing i think i've noticed was that the visiual detection range of the DD's might have also be improved..


I agree. Ive been thinking about upping their visual detection variables to increase their ablities a little bit. Although not by "too" much, but they definatly need a little more work.

How's their sonar and hydrophones working anyway? i think im going to see if i need to increase how deep their active sonar cone can search for you. Ive a feeling its too easy to get under the active sonar cone and lose them. Havent looked at the Sonars geometry just yet so i cant say for sure.

DURUK
04-06-07, 02:28 AM
well.. they didn't give me a chance to breathe if that's what you are asking:up: :rock:.. however i dont belive that i also had properly tested their sonars and hydrophones because due to the visiual detection at the start of the mission they always knew that i was there.. i know that this has been flavored to your taste but, maybe redecreasing the visiual detection range of the surface units a bit can help to reflect the fact that while surfaced the submarines should have some advantage on showing a smaller silhouette for visual and radar detection.. i mean in the single missions i've tested (with all daytime and clear weather nothing particular to limit the visual range) my crew have spotted the enemy DD's rushing down on me later than the DD's have spotted me :o

On the other hand altough all their sensors seemed to work strongly their DC's were quite inefective.. have easliy get rid of their first couple of DC runs with some evasive manuever.. after that realised that i realy did not have to make much evasive manuever to survive.. at last i have ordered ahead flank and increased the TC as much as possible with the 4 DD's on top of me (depth about 45-50meter).. unfortunatelly still survived.. in fact the only dammage that i've suffered was when being rammed from the back when i was at PD.. however i've read from many people here saying that the Jap DC were quite inefective..maybe they meant to keep you down instead of destroying your boat..? what'd you think?

Ducimus
04-06-07, 02:42 AM
what'd you think?

I think you might want to D/L the new version i just posted. :88)


One major factor here is i upped the crew ratings for JP units in a BIG way. They'll be more sensitive to detecting you, and if things from SH3 remain unchanged, they'll be more persistant and accurate in their depth charging. ;)


Side note, if you feel your beign detected on the surface too easily, go in the sim.cfg file of this mod and in the visual section, increase the enemy surface factor . Default is 400. Past version of this mod was 200, i just made it 150 :arrgh!:

DURUK
04-06-07, 02:51 AM
what'd you think?
I think you might want to D/L the new version i just posted. :88)


i'm on it :stare:
thnx also for the side note and good luck with the surface factor of 150stuff.. they'll be like tracking you from a satellite.. :smug:

will be looking forward to share how this new one feels tomorrow..
thnx again

CaptainKobuk
04-06-07, 02:54 AM
Used 1.5

Here's somew feedback.

Don't know if it's a SH4 bug or what.

Saw the largest jap oil tanker in port at dock. Got in close and fired 6 MK14 fish into it's middle at a great angle. No damage on the ship. Just 6 direct hits with fish each set to direct contact. Had to have been a bug related to "docked ships in port" is my guess. I think the port was Saipan. The one just up north from Guam.

I've switched the RFB 1.1 for now. To try other mods out. I liked the idea of starting a career from Dutch Harbor, Alaska, my favorite state.

Look forward to your future mods. (kobuk)

Ducimus
04-06-07, 02:57 AM
Thanks again, i appreciate the input.

The visual's im not too worried about. I guess where subsims are concerned im probably more in the realm of the hardcore player.

Just keep your speed to at or below 8 kts and dont let them see your broadsides and you'll be fine. When approaching, always do and end-around outside of the visual range, and then approach their track, bows on to minimize your silloutte.

(The intercept chart i put in the help menu helps greatly with end-around attacks , my assumption is everyone knows what it is and how to use it.)

DURUK
04-06-07, 03:57 AM
(The intercept chart i put in the help menu helps greatly with end-around attacks , my assumption is everyone knows what it is and how to use it.)

well.. there is at least 1 who does not really know how to use it.. :oops:
but will figure out somehow..

Ducimus
04-06-07, 04:43 AM
(The intercept chart i put in the help menu helps greatly with end-around attacks , my assumption is everyone knows what it is and how to use it.)

well.. there is at least 1 who does not really know how to use it.. :oops:
but will figure out somehow..


It's easy. I'll make a post with pictures sometime tommrrow if its needed.

First, get your targets speed. Often the game will say slow, medium or fast on the contact report. Slow tends tobe around 7 kts or less. Medium around 8 to 9 kts. Fast tends to be aroudn 12 kts or more. So, take a stab at it. You eventually get a feel for it by experience. or if you already know your targets speed from a previous encounter, then your alot better off.

Anyway, so you know your targets speed. Lets say hes moving at 7 kts.

Then you come to your handy dandy little chart:

http://www.ducimus.net/sh4/release/help_range_chart.jpg

What this chart denotes, is how far something will move, in a given amount of time, at a given speed. So, in your map view, get out your compass. Put the compass drecily on your targets current and last known position. Then draw a circle with your compass tell the radius is 7, 14, 28, or 42 NM. (refer to chart)

Now draw another circle centered on your current position until it intercects your targets.

ugh, its late.. basically lets put it this way.

a 7kt target can travel roughly 42 NM in 6 hours. (refer to chart)

You, at flank speed can almost cover that same distance in about 2 hour. So you'd arrive at a firing point ahead of him. You could even slow down and take your time to save fuel.

You can use this to see if you can acutally catch a contract report. IE, to check and see if you can cover the same distance, in less time then your target. If your target can cover more distance in teh same time period, your probably not going to get ahead of him, and pursing him would be a waste of fuel.

If this isnt making any sense, ill try and post some pictures tommrrow. Lot of newcomers with Sh4 who might not get it. Its easy stuff, im just having difficulty explaing cause my brain shutdown about 2 hours ago :roll:

DURUK
04-06-07, 05:06 AM
(The intercept chart i put in the help menu helps greatly with end-around attacks , my assumption is everyone knows what it is and how to use it.)
well.. there is at least 1 who does not really know how to use it.. :oops:
but will figure out somehow..

It's easy. I'll make a post with pictures sometime tommrrow if its needed.

First, get your targets speed. Often the game will say slow, medium or fast on the contact report. Slow tends tobe around 7 kts or less. Medium around 8 to 9 kts. Fast tends to be aroudn 12 kts or more. So, take a stab at it. You eventually get a feel for it by experience. or if you already know your targets speed from a previous encounter, then your alot better off.

Anyway, so you know your targets speed. Lets say hes moving at 7 kts.

Then you come to your handy dandy little chart:

http://www.ducimus.net/sh4/release/help_range_chart.jpg

What this chart denotes, is how far something will move, in a given amount of time, at a given speed. So, in your map view, get out your compass. Put the compass drecily on your targets current and last known position. Then draw a circle with your compass tell the radius is 7, 14, 28, or 42 NM. (refer to chart)

Now draw another circle centered on your current position until it intercects your targets.

ugh, its late.. basically lets put it this way.

a 7kt target can travel roughly 42 NM in 6 hours. (refer to chart)

You, at flank speed can almost cover that same distance in about 2 hour. So you'd arrive at a firing point ahead of him. You could even slow down and take your time to save fuel.

You can use this to see if you can acutally catch a contract report. IE, to check and see if you can cover the same distance, in less time then your target. If your target can cover more distance in teh same time period, your probably not going to get ahead of him, and pursing him would be a waste of fuel.

If this isnt making any sense, ill try and post some pictures tommrrow. Lot of newcomers with Sh4 who might not get it. Its easy stuff, im just having difficulty explaing cause my brain shutdown about 2 hours ago :roll:

it does make sense for sure.. however i really enjoy making fancy map drawings and therefore will look forward tomorrow (or anytime you'll be ok with it) to continue from "drawing another circle centred from my boat until it intersects my target".. it should be late out there now.. have a good rest.. :smug:

Ducimus
04-07-07, 03:15 AM
New version.


Im debating to put the waves back to SH3 stock settings. (larger waves, much cooler, subs dont ride out of the water.)

It involves a few things.

1.) Applying a few tweaks the the sub *.sim files
2.) Adjusting the sim.cfg (duh)


But what im worried about is

a.) Ships sinking. Not all ships can handle the larger waves. (san pans, fishing boats, elco's and the like.


b.) effects it will have on the AI visuals. Could be nothing, could be profound, I really don't know yet.

The plus side would be more lifelike wave/rocking action, and subs woudlnt ride out of the water like they do now. Not sure if its worth the trouble or not.

shad43
04-07-07, 07:55 AM
I very seldom use the external view so the sub riding out of the water don't really bother me.
I guess I must not understand the physics because wouldent larger waves just push the sub up even higher?
I assume that larger waves must "cover" the sub more and its position on the water does not change.
Why can't the sub just sit a little lower in the water to avoid the problem?
Hmmm, I suppose that would cause problems with waves over the bridge.
Im rambling again :)

I'll be curious to see what you find out.

I don't know if you realize it...but your the best beta tester we got :up:

Jams79
04-07-07, 10:36 AM
The waves going over the top aren't that big a deal, its when your boat (and others) hit the trough between big waves and just appear to hang there. I wouldn't worry too much about a change maybe causing some of the smaller stuff to sink, when big storms hit in stock they bury a lot of small ships and even some mediums.

Jace11
04-10-07, 09:14 AM
In another thread, you mentioned you'd changed bucket towers..

2 Questions..

Does this remove the conning towers that cause viewing problems with AA guns from all subs? Does it remove them completely?

Ducimus
04-10-07, 10:16 AM
Theres three towers.
- Early war (with bathtub)

- middle war, the bathtub is removed, and on the gato the shroud on the periscope shears is removed.

- Late war, the front shrouding with the portals is removed and an AA deck is made out of it.


What i did, from the readme:

- Midwar tower availablity changed from 6/42 to 1/42.
(Porpoise,Tambor, Gar, & Gato only)
- Late war tower changed from 8/43 to 1/43
(Porpoise,Tambor, Gar, & Gato only)

CaptainKobuk
04-10-07, 11:56 AM
AA Gun view being blocked is one of the few major unrefinements of the current SH4 patched game. It's a slight boo-boo in game design that's requires running a sub away from an attacking airplane to get a clean shot.

I did notice the Sargo in your MOD has a raised AA Gun. High enough to eliminate most of the pesky obstructions.

I wish in your next version you would put the "next unit, previous unite" camera buttons in the menu interface with the other camera button. I like to click on one of those buttons to get a TRACKING view of my own sub underwater. And i like looking at the great looking battleships in fleets.

Is there an easy way to mod this feature over from Real Fleet 1.12 to your MOD?

I'll be using your mod because i like the added challenge. The ability of the Jap subs to detect a very deep USA Sub that running silently is possible to high. By a factor of 25% perhaps. And the accuracy of the depth chargies are also perhaps 25% too precise to be 100% realistic. There needs to be some (but not too much) more "success" put into the escape.

The computer perhaps models an "elite crew' on board a Destroyer as being able to drop depth charges with godlike accuracy. When the reality is of course that dropping them in real life during WWII was always a guestimate even under the best of circumstances.

I also noticed that even with 12 Jap navy warships circling me i was still being heard at 375 feet deep, 1/3 speed and silent running in a Sargo. Perhaps increasing the possibility of sound interferance from other nearby ships is a way to add some fun to escaping.

But overall, your MOD is quite a lot of fun as is. There's just some trimming to do, to restore the natural submarine ability to sneak into a fleet and sneak out. Within natural parameters. Still not making the game easy. Just more logical i guess. By WWII standards of technology. I think today's sonar could pinpoint a WWII sub perfectly.

Ducimus
04-10-07, 12:55 PM
I wish in your next version you would put the "next unit, previous unite" camera buttons in the menu interface with the other camera button.

Its easy to do, just go in the commands.cfg file in this mod.

Find "cmd50"

[Cmd50]
Name=Camera_on_next_unit
Ctxt=1
;Key0=0xBE,,">"
Page=0x34000000,3714

[Cmd51]
Name=Camera_on_prev_unit
Ctxt=1
;Key0=0xBC,,"<"
Page=0x34000000,3714

Remove semicolons infront of key assigments. Next /previous cam is now restored.



As to the AI, i agree, it needs more refinement. Which ive done, and am about to compress and upload the next verson of this modpack.


edit:

new versions up.

LZ_Baker
04-10-07, 05:37 PM
Thanks Ducimus :up:

DimDoms
04-12-07, 05:04 AM
Well I thought I'd wait out for the next Patch, but decided I couldn't - so promptly modded. Torpedos are still hardly working but I gather they didn't until 43 anyway. At least the air attacks have subsided....

But, one thing has made a difference, and that is the mods: they have certainly made a difference.

So, thanks! :up:

clayton
04-12-07, 07:31 AM
Thanks man. Now I can enjoy the late war Gato's a little earlier!

CruiseTorpedo
04-12-07, 09:59 PM
Just a request for ya, in another thread someone found a fix to the radar. Can you implement that in your next version of this mod? Love what you've done so far!

Ducimus
04-12-07, 10:25 PM
Ya i guess. Will probably be the last version of this mod pre patch 1.2 though. After that ill need to do a through overhaul of this modpack due to patch changes.

Ducimus
04-13-07, 01:42 AM
Ok, just posted what i tink will be the last version of this mod until the next patch. Impleneted the fix for SD/SJ radar as described in this thread:

http://www.subsim.com/radioroom/showthread.php?t=111562


I also renabled radar station access on the orders bar, and increased the players visual sensors. Its the sensor your watch crew uses. By default its a percise range of 6,000 and a max visual range of 10,000. Just FYI. All i did was increase the percise range to 8,000. Combine that with the sensor.cfg changes and you probably have an eagle eyed watchcrew from hell. This change i would have made earlier, but i learned something new today. TT's tweaker is a bit more robust then i gave it credit for, as it can search for what you want without having the exact hex address. . Pretty cool, i never realized that. I suspect in a future revision after the next patch, that ill will be restoring aircraft back to their stock speeds. I reduced their top speeds by 25%. Combine that with the increased crash dive speed and watch crew visuals, you should be able to spot planes quick enough to dive. THe aim is to allow *JUST* enough time.. i mean barely. But not so much time as to make aircraft a nonfactor. Anyway, the idea behind all of this is when the SD radar decides it doesnt want to work anymore, but if the 181 degree fix is what the problem was, then all this balance tuning is a moot point.

anyway, .. i think thats a wrap until next patch. Then ill have my work cut out for me again. :88)

U56
04-13-07, 05:12 AM
Thanks Ducimus!, the balance is getting better and better. Yesterday on patrol I was able to get close enough to an escorted convoy to send off a contact report without xray vision escorts swooping down on me from unrealistic distances. (previously they, and merchants, were spotting me before I spotted them). Also the aircraft spotting while the radar was nerfed worked very well, enough time to crash dive, but without making the aircraft a non factor. Well done on your mod, I look forward to all new versions!:D

Regards

U-Bones
04-13-07, 08:00 AM
Good work with this whole thing. Now spend some time playing before 1.2 is released !

CruiseTorpedo
04-13-07, 08:01 AM
Thanks a lot Ducimus, I just dont have the time to be programing and tweaking. I've barely finished a single patrol in a career since I bought this! The radar working now will be a big help, lets hope they include this in the up coming patch.

Ducimus
04-14-07, 12:11 AM
Just FYI, be really afraid of calm waters when conducting a submerged attack on a well escorted convoy :88) I did just that at the start of 43, and one of those buggers got lucky. I had my gato down to 375 feet, and didnt want to push it any deeper.

Sooo, I suspect that under calm conditions, your going to have hell shaking loose the escorts once they start pinging you. Right now im slighly tunning back the AI a tinsy bit.

If you want, in the sim.cfg, in the sonar section, change the detection time from 5 to 10, and the thermal layer attune from 3, to 4... or even 5 if you wish.

So it should look like this when your done:



[Sonar]
Detection time=10
Sensitivity=0.03
Waves factor=0.5
Speed factor=20
Enemy surface factor=200
Lose time=30
Thermal Layer Signal Attenuation=4.0 ;or 5.0 if you want

You should be able to make these changes mid patrol and not have it effect your game.

EDIT:

I went ahead and tossed up a quick version fix of the mod (ver 1.7a, see orginal post for link) . In addition to the above listed sim.cfg file changes, i also made the following changes to the AI_sensor.dat

- Type93_1A -> Max elevation from 100 to 100
- Type93_3A -> Max Elevation from 100 to 108
- Type93_5A -> Max Elevation from 100 to 116

The max elevation was a bit much before. I may later increase it another couple degrees, but not until the overhaul after patch 1.2.

You can install this new version while on patrol if you feel the AI is too hard.. The changes are subtle, so the game won't mind. Infact, its no different then running SH3 commander in the middle of a patrol - quite harmless. So Disable FTT 1.7, and then enable FTT 1.7a. I just did this in my own game and it worked fine.

CruiseTorpedo
04-14-07, 11:51 AM
I was going to post something about this, I have a patrol saved where I'm ahead of a convoy with 85m deep water. I attacked the convoy and went down to 84m and the escorts keep finding me. I enable silent running going at 2knots but after 3 hours of pinging and turning they're still on top of me. There's a thermal layer around 50m so I'm well below that but they have no trouble keeping up with me no matter what I do. The convoy is long gone and the escorts are staying on me. I may try knocking back the suggested settings to see if it helps. I attacked the convoy from periscope depth just after dusk, it's dark now but I can't surface with three destoyers circling above! They detected me from about 1500m away when I was down as deep as I could go running silent at 2 knots. Pretty tough! It's like being in the atlantic in SH3

CruiseTorpedo
04-14-07, 02:36 PM
Out of frustration I tried the old slicing and dicing periscope out! Went up to PD and raised scope and back 2/3! They didnt have a chance, cut those suckers in two! One was a destroyer and she managed to drop her charges as I was cutting and tore me up pretty bad.

I'll change those settings and try to continue from my save point next time

cdrake66
04-14-07, 05:16 PM
Ducimus,

I've created icons for the buttons you have added to the orders bar;

Max range at current speed
Range to course end
Id Target
Report nearest visual target
Report weather
Follow nearest warship
Normal Sweep

It simply requires a new hud.dds, hud.tga, and a minor change to your ordersbar.cfg. The change to ordersbar is simply because I made a Time to turn icon and then had to go back and make a max range icon. I kept both rather than replace the Time to turn icon so I had to change the index in your ordersbar.cfg to point to the correct Max range icon.

At the moment I am unable to upload the files to my FileFront account. I keep getting a malformed request error when it tries to send the file. If you'd like to PM me I'd be happy to send you the files for your review. If you like the changes you are welcome to include them in your future releases.

Regards,
Chris

edit: Finally got the file to upload properly. You can download it here: http://hosted.filefront.com/cdrake66/1929340

bruschi sauro
04-15-07, 02:10 PM
THANK FOR THE MOD.. SOUND GOOD:yep:
BUT WHERE IS THE PATCH 1.20 OF DEV TEAM?:shifty:

Ducimus
04-15-07, 04:00 PM
Many Thanks cdrake66, Gonna d/l it now and take a look at what im sure is excellant work. :up:



Ducimus,

I've created icons for the buttons you have added to the orders bar;

Max range at current speed
Range to course end
Id Target
Report nearest visual target
Report weather
Follow nearest warship
Normal Sweep

It simply requires a new hud.dds, hud.tga, and a minor change to your ordersbar.cfg. The change to ordersbar is simply because I made a Time to turn icon and then had to go back and make a max range icon. I kept both rather than replace the Time to turn icon so I had to change the index in your ordersbar.cfg to point to the correct Max range icon.

At the moment I am unable to upload the files to my FileFront account. I keep getting a malformed request error when it tries to send the file. If you'd like to PM me I'd be happy to send you the files for your review. If you like the changes you are welcome to include them in your future releases.

Regards,
Chris

edit: Finally got the file to upload properly. You can download it here: http://hosted.filefront.com/cdrake66/1929340

Mraah
04-15-07, 06:30 PM
Ducimus,

Considering the wealth of info on the web, have you had the chance to view the Wahoo's Patrol Report .... A must read! Aug 23-Oct 17, 1942

http://www.warfish.com/warpatrolfrm1.html (http://www.warfish.com/warpatrolfrm1.html)

It makes me wonder if SH4 radar problems are bugs or features :doh:.
Might explain why the radar breaks after completing the first mission!
Or, why the radar switches on/off !!!! :damn:

After 1.2 is released, I'm wondering if you'd consider lowering the ProbInsideArc.
I'm going to play with the radar some more after it's released...
Perhaps this change ??? :
Radar uses crew efficiency=false [change to true]
ProbInsideArc = 0.75

Here's a snipet about the SD/SJ radar :


October 15- 0945(X) Sighted U.S.N. PBY at about 10 miles. He
passed within about 3 miles without registering on
the Radar. Perhaps the SD Radar is not functioning.

October 16- 1500(WX) Sighted U.S.N. PBY and exchanged
recognition. Radar inoperative.

9. MAJOR DEFECTS EXPERIENCED

5. SJ Radar caused considerable difficulty. The turning gear is
of faulty design and becomes almost impossible to turn. The antenna
tuning was thrown out of adjustment early in the patrol and without a
willing target it is impossible to re-tune. Probably the major source
of trouble came from improper operation by unskilled personnel, the
whole unit will require checking and tuning. A small turning motor
would be a distinct asset.

From: The Commander Submarine Squadron Ten

6. It is regretted that so much difficulty was encountered in
the operation of the SJ Radar. This has greatly handicapped the WAHOO
since valuable training in the use of this equipment has been missed.
During the current refit period, Radar personnel should receive
special instruction in its use. A training motor will be installed if
available.

From: The Commander Submarine Division ONE HUNDRED TWO.

4. S.J. Radar. It is regretted that so much difficulty was
experienced with the S.J. Radar. Had the radar been kept in operation
condition it might well have made the desired contact with RYUJO at
noon on October 5th. No effect should be spared to keep this valuable
instrument in perfect operating condition throughout a patrol. In
regard to the tuning of the system it is suggested that the proximity
of any high land in the patrol area at night will provide the
"willing" target required for this purpose. The urgent need for
trained radar maintenance men in submarines is again noted.


Rob

Ducimus
04-16-07, 11:08 AM
It makes me wonder if SH4 radar problems are bugs or features .
Might explain why the radar breaks after completing the first mission!
Or, why the radar switches on/off !!!!

After 1.2 is released, I'm wondering if you'd consider lowering the ProbInsideArc.
I'm going to play with the radar some more after it's released...
Perhaps this change ??? :
Radar uses crew efficiency=false [change to true]
ProbInsideArc = 0.75

I was thinking about it. Only reason i don't right now is because, well, no reason to make flakey an already flakey radar. When its 100% nailed down as to how to make it work 100%, tip top shape without error - thats when its time to see about adding back some random variations in its performance i would think. The best way to do that is to lower the percise range, and then play with the ProbInsideArc variable as you've cited. Increasing the surface factor would help too.

Alot of things all tie in together if you consider the whole experience. Depending on how radar and visual sightings work out, im struggling with myself right now to keep, or remove the aircraft speed reduction. Im also wondering if i should change the variables in aircraft bombs again so they go deeper before exploding. (right now they only expode randomly down to 10 meters)

Ducimus
04-16-07, 07:18 PM
Note to self:
Convert SJ radar to these ranges:
http://www.hnsa.org/doc/radar/part4.htm#pgSJ-9

CruiseTorpedo
04-16-07, 07:27 PM
What you've done for the rest of us so far is great, I was getting frustrated with SH4 especially with the radar, now that it's getting better, the AI isnt so dumb and blind, yet they're not super human, it's a great improvement! Keep it up and thank you!!

LZ_Baker
04-16-07, 09:15 PM
Could you add in the fix so you can open all the torpedo tubes at once? Would be an excilent feature to have.

http://www.subsim.com/radioroom/showthread.php?t=111616

Ducimus
04-17-07, 03:03 AM
Could you add in the fix so you can open all the torpedo tubes at once? Would be an excilent feature to have.

http://www.subsim.com/radioroom/showthread.php?t=111616

Good idea. I keep forgetting about that.

Engel
04-17-07, 01:49 PM
After Patch 1.2 it seems the buttons you made for "Identify Target" and the other custom buttons are no longer available since 1.2 added some more buttons to the attack Periscope button bar.
Can you confirm that?

BTW: I found some interessting stuff in the commands.cfg
[Cmd344]
Name=WP_Solution_to_target
Ctxt=1
MnID=0x3F130003
Str=1074

[Cmd346]
Name=WP_Compute_solution
Ctxt=1
Str=1076

[Cmd347]
Name=WP_Report_tubes_status
Ctxt=1
MnID=0x3F150002


I assigend a key to CMD344 but it seems it does nothing. It gives you a feedback in the textbox though.

Ducimus
04-17-07, 02:33 PM
Thanks, ill look into it. Ive reworking the mod now. Hopefully ill have a new version up sometime late tonight or tommrrow.

Barkhorn1x
04-17-07, 02:54 PM
Thanks, ill look into it. Ive reworking the mod now. Hopefully ill have a new version up sometime late tonight or tommrrow.

You are fast my man!! :rock:

Ducimus
04-17-07, 03:28 PM
Operative word being "hopefully".

Thankfully some aspects remain unchanged, unfortuntly most of aspects ARE changed.
The plus side is since i documented most everything, reapplying changes (as necessary) to the updated files shouldnt be as much of a chore as the first time around.

Alot of changed i made previously in regard to sub damage ill be tossing out for the time being.

LZ_Baker
04-17-07, 04:30 PM
Can't wait mate! :up:

Mraah
04-17-07, 04:39 PM
Thanks, ill look into it. Ive reworking the mod now. Hopefully ill have a new version up sometime late tonight or tommrrow.

Ducimus,

I made a new Sensors_sub_US Tweakfile if you haven't already. Pasted to end of this post. Appears you have to go back and "search" for everything again for 1.2 SIM file.

Noted changes to SD and SJ :

Early_SD
PreciseRange = 10000
MinHeight = 100
MaxHeight = 5000
ProbInsideArc = 0.85

Late_SD
MinHeight = 80
MaxHeight = 5000
ProbInsideArc = 0.9

ALL SJ
MaxHeight = 80

This new change almost fits the min_height data of aircraft SIM files.

AFB_A6M2_Zero
min_height = 50

ALBS_G4M_Betty
min_height = 5

ALBS_H6K
min_height = 50

ALBS_H8K
min_height = 100


Without doing any tests, in theory, using default 1.2 data, you should be able to detect an H8k beyond 10,000 m, the remaining aircraft at precise range. Also note, they never changed the ElevationMax data ... radar contacts still lost when sub heading south.

Also note, the Max_Height change. Back in my earlier tests (1.1) I played with max height for the SD without changes any other data except ProbInsideArc = 0... my findings :

1. MaxHeight=2500 the A6M2 was detected at 21,100m +/- 400m
2. MaxHeight=50 the A6M2 was detected at 14,600m +/- 100m

My conclusion was that MaxHeight determined the sensitivity (ie range) with a constant Surface=100. When I tested the SD using ONLY a change to the Surface value I got the same result ...

1. Surface=100 then A6M2 detected at 21,100m +/- 400m
2. Surface=200 then A6M2 detected at 14,600m +/- 100m

So, perhaps MIN and MAX height (if not related to actual distance above/below a certain point in space [changing the aircraft min-height may prove me wrong]) is actually a sensitivity adjustment or in radar terms RESOLUTION against some constant variable that has yet to determined.

:damn: <---- lump #1

Here's my new Sensors_sub_US file :

changes :

1. DropDownName from ref's original file added
2. More searches added for BearingMin/Max to reflect 2 entries in sonar sensors 13, 14 and 15.
3. Changed SensorType search from integer to byte. Ref's original file was integer. Since we're not changing the sensortype it hasn't caused me any problems. If you want to change the sensortype be sure to change it back to read integer.



EDIT NOTE : Be sure after pasting below that there isn't a space between the "h" and "t" at end of MinSensorHeight and MaxSensorHeight for sensors # 10-20.


Edit note : I deleted the paste below, it was broken and wrong. Sorry for bad post.

Ducimus
04-17-07, 04:56 PM
Well, heres where im at with the mod.

Things added to mod prior to patch 1.2:

- more percise bearing indicators for periscope/tbt/bino's (1.2 compatible
- medal fixes (1.2 compatible having reworked menu.txt)
- reworked gui bar with new button labels (status pendiing)


things removed after patch 1.2
- entire data/air directory
- all UPC files
- all career/flotilla files (*career start pending further examinatinon)
- all sub zon files
- US_sub_sensor file

things reworked so far:
- menu.txt
- zones.cfg

Items checked for compatiablity that are ok:
- contents of data/libary directory except sub sensor file.
- all sub cfg and sim files
- contents of data/cfg directory excepting commands.cfg

---------TODO:

HIGH priority:
- rework sub zon file
- compare commands.cfg with patch 1.2 version, rework as neccessary
- compare ordersbar.cfg with patch 1.2 version, rework as neccessary
- compare hud.tga with patch 1.2 version, rework as neccessary
- rework tweak file, and readjust radar.


MED priority
- bathtub removal
- careerstart.cfg
- move crewman at xmas tree to empty planesman position.

LOW priority
- any upgrade at an earlier date then normal. radar, ct, etc.

Ducimus
04-17-07, 04:57 PM
Mraah,

From the bottom of my heart, thank you, you just saved me a ton of time tonight.

Frenssen
04-17-07, 05:08 PM
Thank you for your efforts:up: That radar bug was driving me crazy.

Mraah
04-17-07, 05:28 PM
Mraah,

From the bottom of my heart, thank you, you just saved me a ton of time tonight.

Quite welcome!!!

Check for ERROR in my pasting :
Note that starting with sensor # 10 - that these lines moved the "t" at the end - one space ... could cause problem. from original post (note the t moved);

search,MinSensorHeight,18,single,>2,MinSensorHeigh t
search,MaxSensorHeight,18,single,>2,MaxSensorHeigh t

I tried to edit my post but it appears normal. So, you need to fix it after you paste to notepad to read :
MinSensorHeight
MaxSensorHeight

Rob

Mraah
04-17-07, 06:08 PM
I editted my original post but couldn't fix the "t" problem.

Also, I added a 3rd line to "changes" :

3. Changed SensorType search from integer to byte. Ref's original file was integer. Since we're not changing the sensortype it hasn't caused me any problems. If you want to change the sensortype be sure to change it back to read integer.

letterboy1
04-17-07, 07:02 PM
So, to make the changes with MiniTweaker is it still all lines with SJ and SD in them?

Ducimus
04-17-07, 07:06 PM
Question to anyone who's reading this.

Have you ever had your conning tower upgraded in a career game? Using, or not using this mod i don't care, i just suspect theres a bug in this regard where it never automatically upgrades.

If thats the case im going to have subs use the late war conning but date the guns so you can upgrade your firepower as the war progresses. Rather then have all guns available at once. Sort of a compromise there. Im half tempted to do it anyway cause i really dislike the early war towers.

Mraah
04-17-07, 07:16 PM
So, to make the changes with MiniTweaker is it still all lines with SJ and SD in them?

I don't understand the change you want to make. You mean to fix the ElevationMax setting to read 181 so the radar contacts appear when boat heading 90-270 ??? I haven't tested it yet, but feel free to change it. Make sure to back up original file of course ;) .

letterboy1
04-17-07, 07:19 PM
Yes, Mraah, I wanted to post that file but I guess I'd better hold off if you're not sure that this fix would work the same as in 1.1. I have it in a JSGME format so backing up is no problem.

Mraah
04-17-07, 08:15 PM
Yes, Mraah, I wanted to post that file but I guess I'd better hold off if you're not sure that this fix would work the same as in 1.1. I have it in a JSGME format so backing up is no problem.

Please hold off!!! Yes, My file was WRONG. See next for correct file pasting. Apparently they moved a few sensors throwing off the search.

Mraah
04-17-07, 08:24 PM
My new Sensors_sub_US search.
Corrected since they moved a few sensors around.

Changed :
1. DropDownName to read generic sensor since I'm not sure which sensor goes with which boat.
2. Reworked search for BearingMax/Min
3. SensorType searches for integer

WARNING : Work still in progress
WARNING : When pasting this, make sure the "h" and "t" text on sensors #10-20 have no space : example , MinSensorHeigh t (note space bewtween h and t). Should read MinSensorHeight

// Game version for these changes.
Version=1.2
// Path to the file we are changing.
Path=data\Library\USSubParts\Sensors_sub_US.sim

[1]
DropDownName=NSS_EarlySD
search,SensorType,1,integer,>2,SensorType
search,PreciseRange,1,single,>2,PreciseRange
search,MaxRange,1,single,>2,MaxRange
search,MinHeight,1,single,>2,MinHeight
search,MaxHeight,1,single,>2,MaxHeight
search,MinSensorHeight,1,single,>2,MinSensorHeight
search,MaxSensorHeight,1,single,>2,MaxSensorHeight
search,Surface,1,single,>2,Surface
search,RPMDetLevel,1,single,>2,RPMDetLevel
search,SweepPeriod,1,single,>2,SweepPeriod
search,SweepArc,1,single,>2,SweepArc
search,ProbInsideArc,1,single,>2,ProbInsideArc
search,Revolving,1,byte,>2,Revolving
search,SkipSweep,1,byte,>2,SkipSweep
search,BearingMin,1,single,>2,BearingMin
search,BearingMax,1,single,>2,BearingMax
search,ElevationMin,1,single,>2,ElevationMin
search,ElevationMax,1,single,>2,ElevationMax
[2]
DropDownName=NSS_EarlySJ 1
search,SensorType,2,integer,>2,SensorType
search,PreciseRange,2,single,>2,PreciseRange
search,MaxRange,2,single,>2,MaxRange
search,MinHeight,2,single,>2,MinHeight
search,MaxHeight,2,single,>2,MaxHeight
search,MinSensorHeight,2,single,>2,MinSensorHeight
search,MaxSensorHeight,2,single,>2,MaxSensorHeight
search,Surface,2,single,>2,Surface
search,RPMDetLevel,2,single,>2,RPMDetLevel
search,SweepPeriod,2,single,>2,SweepPeriod
search,SweepArc,2,single,>2,SweepArc
search,ProbInsideArc,2,single,>2,ProbInsideArc
search,Revolving,2,byte,>2,Revolving
search,SkipSweep,2,byte,>2,SkipSweep
search,BearingMin,2,single,>2,BearingMin
search,BearingMax,2,single,>2,BearingMax
search,ElevationMin,2,single,>2,ElevationMin
search,ElevationMax,2,single,>2,ElevationMax
[3]
DropDownName=NSS_LateSD
search,SensorType,3,integer,>2,SensorType
search,PreciseRange,3,single,>2,PreciseRange
search,MaxRange,3,single,>2,MaxRange
search,MinHeight,3,single,>2,MinHeight
search,MaxHeight,3,single,>2,MaxHeight
search,MinSensorHeight,3,single,>2,MinSensorHeight
search,MaxSensorHeight,3,single,>2,MaxSensorHeight
search,Surface,3,single,>2,Surface
search,RPMDetLevel,3,single,>2,RPMDetLevel
search,SweepPeriod,3,single,>2,SweepPeriod
search,SweepArc,3,single,>2,SweepArc
search,ProbInsideArc,3,single,>2,ProbInsideArc
search,Revolving,3,byte,>2,Revolving
search,SkipSweep,3,byte,>2,SkipSweep
search,BearingMin,3,single,>2,BearingMin
search,BearingMax,3,single,>2,BearingMax
search,ElevationMin,3,single,>2,ElevationMin
search,ElevationMax,3,single,>2,ElevationMax
[4]
DropDownName=NSS_LateSJ 1
search,SensorType,4,integer,>2,SensorType
search,PreciseRange,4,single,>2,PreciseRange
search,MaxRange,4,single,>2,MaxRange
search,MinHeight,4,single,>2,MinHeight
search,MaxHeight,4,single,>2,MaxHeight
search,MinSensorHeight,4,single,>2,MinSensorHeight
search,MaxSensorHeight,4,single,>2,MaxSensorHeight
search,Surface,4,single,>2,Surface
search,RPMDetLevel,4,single,>2,RPMDetLevel
search,SweepPeriod,4,single,>2,SweepPeriod
search,SweepArc,4,single,>2,SweepArc
search,ProbInsideArc,4,single,>2,ProbInsideArc
search,Revolving,4,byte,>2,Revolving
search,SkipSweep,4,byte,>2,SkipSweep
search,BearingMin,4,single,>2,BearingMin
search,BearingMax,4,single,>2,BearingMax
search,ElevationMin,4,single,>2,ElevationMin
search,ElevationMax,4,single,>2,ElevationMax
[5]
DropDownName=NSS_atack_periscope
search,SensorType,5,integer,>2,SensorType
search,PreciseRange,5,single,>2,PreciseRange
search,MaxRange,5,single,>2,MaxRange
search,MinHeight,5,single,>2,MinHeight
search,MaxHeight,5,single,>2,MaxHeight
search,MinSensorHeight,5,single,>2,MinSensorHeight
search,MaxSensorHeight,5,single,>2,MaxSensorHeight
search,Surface,5,single,>2,Surface
search,RPMDetLevel,5,single,>2,RPMDetLevel
search,SweepPeriod,5,single,>2,SweepPeriod
search,SweepArc,5,single,>2,SweepArc
search,ProbInsideArc,5,single,>2,ProbInsideArc
search,Revolving,5,byte,>2,Revolving
search,SkipSweep,5,byte,>2,SkipSweep
search,BearingMin,5,single,>2,BearingMin
search,BearingMax,5,single,>2,BearingMax
search,ElevationMin,5,single,>2,ElevationMin
search,ElevationMax,5,single,>2,ElevationMax
[6]
DropDownName=NSS_obs_periscop
search,SensorType,6,integer,>2,SensorType
search,PreciseRange,6,single,>2,PreciseRange
search,MaxRange,6,single,>2,MaxRange
search,MinHeight,6,single,>2,MinHeight
search,MaxHeight,6,single,>2,MaxHeight
search,MinSensorHeight,6,single,>2,MinSensorHeight
search,MaxSensorHeight,6,single,>2,MaxSensorHeight
search,Surface,6,single,>2,Surface
search,RPMDetLevel,6,single,>2,RPMDetLevel
search,SweepPeriod,6,single,>2,SweepPeriod
search,SweepArc,6,single,>2,SweepArc
search,ProbInsideArc,6,single,>2,ProbInsideArc
search,Revolving,6,byte,>2,Revolving
search,SkipSweep,6,byte,>2,SkipSweep
search,BearingMin,6,single,>2,BearingMin
search,BearingMax,6,single,>2,BearingMax
search,ElevationMin,6,single,>2,ElevationMin
search,ElevationMax,6,single,>2,ElevationMax
[7]
DropDownName=periscop_radar
search,SensorType,7,integer,>2,SensorType
search,PreciseRange,7,single,>2,PreciseRange
search,MaxRange,7,single,>2,MaxRange
search,MinHeight,7,single,>2,MinHeight
search,MaxHeight,7,single,>2,MaxHeight
search,MinSensorHeight,7,single,>2,MinSensorHeight
search,MaxSensorHeight,7,single,>2,MaxSensorHeight
search,Surface,7,single,>2,Surface
search,RPMDetLevel,7,single,>2,RPMDetLevel
search,SweepPeriod,7,single,>2,SweepPeriod
search,SweepArc,7,single,>2,SweepArc
search,ProbInsideArc,7,single,>2,ProbInsideArc
search,Revolving,7,byte,>2,Revolving
search,SkipSweep,7,byte,>2,SkipSweep
search,BearingMin,7,single,>2,BearingMin
search,BearingMax,7,single,>2,BearingMax
search,ElevationMin,7,single,>2,ElevationMin
search,ElevationMax,7,single,>2,ElevationMax
[8]
DropDownName=NSS_SS ????
search,SensorType,8,integer,>2,SensorType
search,PreciseRange,8,single,>2,PreciseRange
search,MaxRange,8,single,>2,MaxRange
search,MinHeight,8,single,>2,MinHeight
search,MaxHeight,8,single,>2,MaxHeight
search,MinSensorHeight,8,single,>2,MinSensorHeight
search,MaxSensorHeight,8,single,>2,MaxSensorHeight
search,Surface,8,single,>2,Surface
search,RPMDetLevel,8,single,>2,RPMDetLevel
search,SweepPeriod,8,single,>2,SweepPeriod
search,SweepArc,8,single,>2,SweepArc
search,ProbInsideArc,8,single,>2,ProbInsideArc
search,Revolving,8,byte,>2,Revolving
search,SkipSweep,8,byte,>2,SkipSweep
search,BearingMin,8,single,>2,BearingMin
search,BearingMax,8,single,>2,BearingMax
search,ElevationMin,8,single,>2,ElevationMin
search,ElevationMax,8,single,>2,ElevationMax
[9]
DropDownName=NSS_SV ????
search,SensorType,9,integer,>2,SensorType
search,PreciseRange,9,single,>2,PreciseRange
search,MaxRange,9,single,>2,MaxRange
search,MinHeight,9,single,>2,MinHeight
search,MaxHeight,9,single,>2,MaxHeight
search,MinSensorHeight,9,single,>2,MinSensorHeight
search,MaxSensorHeight,9,single,>2,MaxSensorHeight
search,Surface,9,single,>2,Surface
search,RPMDetLevel,9,single,>2,RPMDetLevel
search,SweepPeriod,9,single,>2,SweepPeriod
search,SweepArc,9,single,>2,SweepArc
search,ProbInsideArc,9,single,>2,ProbInsideArc
search,Revolving,9,byte,>2,Revolving
search,SkipSweep,9,byte,>2,SkipSweep
search,BearingMin,9,single,>2,BearingMin
search,BearingMax,9,single,>2,BearingMax
search,ElevationMin,9,single,>2,ElevationMin
search,ElevationMax,9,single,>2,ElevationMax
[10]
DropDownName=NSS_EarlySJ 2
search,SensorType,10,integer,>2,SensorType
search,PreciseRange,10,single,>2,PreciseRange
search,MaxRange,10,single,>2,MaxRange
search,MinHeight,10,single,>2,MinHeight
search,MaxHeight,10,single,>2,MaxHeight
search,MinSensorHeight,10,single,>2,MinSensorHeight
search,MaxSensorHeight,10,single,>2,MaxSensorHeight
search,Surface,10,single,>2,Surface
search,RPMDetLevel,10,single,>2,RPMDetLevel
search,SweepPeriod,10,single,>2,SweepPeriod
search,SweepArc,10,single,>2,SweepArc
search,ProbInsideArc,10,single,>2,ProbInsideArc
search,Revolving,10,byte,>2,Revolving
search,SkipSweep,10,byte,>2,SkipSweep
search,BearingMin,10,single,>2,BearingMin
search,BearingMax,10,single,>2,BearingMax
search,ElevationMin,10,single,>2,ElevationMin
search,ElevationMax,10,single,>2,ElevationMax
[11]
DropDownName=NSS_EarlySJ 3
search,SensorType,11,integer,>2,SensorType
search,PreciseRange,11,single,>2,PreciseRange
search,MaxRange,11,single,>2,MaxRange
search,MinHeight,11,single,>2,MinHeight
search,MaxHeight,11,single,>2,MaxHeight
search,MinSensorHeight,11,single,>2,MinSensorHeight
search,MaxSensorHeight,11,single,>2,MaxSensorHeight
search,Surface,11,single,>2,Surface
search,RPMDetLevel,11,single,>2,RPMDetLevel
search,SweepPeriod,11,single,>2,SweepPeriod
search,SweepArc,11,single,>2,SweepArc
search,ProbInsideArc,11,single,>2,ProbInsideArc
search,Revolving,11,byte,>2,Revolving
search,SkipSweep,11,byte,>2,SkipSweep
search,BearingMin,11,single,>2,BearingMin
search,BearingMax,11,single,>2,BearingMax
search,ElevationMin,11,single,>2,ElevationMin
search,ElevationMax,11,single,>2,ElevationMax
[12]
DropDownName=NSS_EarlySJ 4
search,SensorType,12,integer,>2,SensorType
search,PreciseRange,12,single,>2,PreciseRange
search,MaxRange,12,single,>2,MaxRange
search,MinHeight,12,single,>2,MinHeight
search,MaxHeight,12,single,>2,MaxHeight
search,MinSensorHeight,12,single,>2,MinSensorHeight
search,MaxSensorHeight,12,single,>2,MaxSensorHeight
search,Surface,12,single,>2,Surface
search,RPMDetLevel,12,single,>2,RPMDetLevel
search,SweepPeriod,12,single,>2,SweepPeriod
search,SweepArc,12,single,>2,SweepArc
search,ProbInsideArc,12,single,>2,ProbInsideArc
search,Revolving,12,byte,>2,Revolving
search,SkipSweep,12,byte,>2,SkipSweep
search,BearingMin,12,single,>2,BearingMin
search,BearingMax,12,single,>2,BearingMax
search,ElevationMin,12,single,>2,ElevationMin
search,ElevationMax,12,single,>2,ElevationMax
[13]
DropDownName=NSS_EarlySJ 5
search,SensorType,13,integer,>2,SensorType
search,PreciseRange,13,single,>2,PreciseRange
search,MaxRange,13,single,>2,MaxRange
search,MinHeight,13,single,>2,MinHeight
search,MaxHeight,13,single,>2,MaxHeight
search,MinSensorHeight,13,single,>2,MinSensorHeight
search,MaxSensorHeight,13,single,>2,MaxSensorHeight
search,Surface,13,single,>2,Surface
search,RPMDetLevel,13,single,>2,RPMDetLevel
search,SweepPeriod,13,single,>2,SweepPeriod
search,SweepArc,13,single,>2,SweepArc
search,ProbInsideArc,13,single,>2,ProbInsideArc
search,Revolving,13,byte,>2,Revolving
search,SkipSweep,13,byte,>2,SkipSweep
search,BearingMin,13,single,>2,BearingMin
search,BearingMax,13,single,>2,BearingMax
search,ElevationMin,13,single,>2,ElevationMin
search,ElevationMax,13,single,>2,ElevationMax
[14]
DropDownName=NSS_Hydrophone 1
search,SensorType,14,integer,>2,SensorType
search,PreciseRange,14,single,>2,PreciseRange
search,MaxRange,14,single,>2,MaxRange
search,MinHeight,14,single,>2,MinHeight
search,MaxHeight,14,single,>2,MaxHeight
search,MinSensorHeight,14,single,>2,MinSensorHeight
search,MaxSensorHeight,14,single,>2,MaxSensorHeight
search,Surface,14,single,>2,Surface
search,RPMDetLevel,14,single,>2,RPMDetLevel
search,SweepPeriod,14,single,>2,SweepPeriod
search,SweepArc,14,single,>2,SweepArc
search,ProbInsideArc,14,single,>2,ProbInsideArc
search,Revolving,14,byte,>2,Revolving
search,SkipSweep,14,byte,>2,SkipSweep
search,BearingMin,14,single,>2,BearingMin
search,BearingMax,14,single,>2,BearingMax
search,BearingMin,15,single,>2,BearingMin
search,BearingMax,15,single,>2,BearingMax
search,ElevationMin,14,single,>2,ElevationMin
search,ElevationMax,14,single,>2,ElevationMax
[15]
DropDownName=NSS_Hydrophone 2
search,SensorType,15,integer,>2,SensorType
search,PreciseRange,15,single,>2,PreciseRange
search,MaxRange,15,single,>2,MaxRange
search,MinHeight,15,single,>2,MinHeight
search,MaxHeight,15,single,>2,MaxHeight
search,MinSensorHeight,15,single,>2,MinSensorHeight
search,MaxSensorHeight,15,single,>2,MaxSensorHeight
search,Surface,15,single,>2,Surface
search,RPMDetLevel,15,single,>2,RPMDetLevel
search,SweepPeriod,15,single,>2,SweepPeriod
search,SweepArc,15,single,>2,SweepArc
search,ProbInsideArc,15,single,>2,ProbInsideArc
search,Revolving,15,byte,>2,Revolving
search,SkipSweep,15,byte,>2,SkipSweep
search,BearingMin,16,single,>2,BearingMin
search,BearingMax,16,single,>2,BearingMax
search,BearingMin,17,single,>2,BearingMin
search,BearingMax,17,single,>2,BearingMax
search,ElevationMin,15,single,>2,ElevationMin
search,ElevationMax,15,single,>2,ElevationMax
[16]
DropDownName=NSS_Hydrophone 3
search,SensorType,16,integer,>2,SensorType
search,PreciseRange,16,single,>2,PreciseRange
search,MaxRange,16,single,>2,MaxRange
search,MinHeight,16,single,>2,MinHeight
search,MaxHeight,16,single,>2,MaxHeight
search,MinSensorHeight,16,single,>2,MinSensorHeight
search,MaxSensorHeight,16,single,>2,MaxSensorHeight
search,Surface,16,single,>2,Surface
search,RPMDetLevel,16,single,>2,RPMDetLevel
search,SweepPeriod,16,single,>2,SweepPeriod
search,SweepArc,16,single,>2,SweepArc
search,ProbInsideArc,16,single,>2,ProbInsideArc
search,Revolving,16,byte,>2,Revolving
search,SkipSweep,16,byte,>2,SkipSweep
search,BearingMin,18,single,>2,BearingMin
search,BearingMax,18,single,>2,BearingMax
search,BearingMin,19,single,>2,BearingMin
search,BearingMax,19,single,>2,BearingMax
search,ElevationMin,16,single,>2,ElevationMin
search,ElevationMax,16,single,>2,ElevationMax
[17]
DropDownName=NSS_LateSJ 2
search,SensorType,17,integer,>2,SensorType
search,PreciseRange,17,single,>2,PreciseRange
search,MaxRange,17,single,>2,MaxRange
search,MinHeight,17,single,>2,MinHeight
search,MaxHeight,17,single,>2,MaxHeight
search,MinSensorHeight,17,single,>2,MinSensorHeight
search,MaxSensorHeight,17,single,>2,MaxSensorHeight
search,Surface,17,single,>2,Surface
search,RPMDetLevel,17,single,>2,RPMDetLevel
search,SweepPeriod,17,single,>2,SweepPeriod
search,SweepArc,17,single,>2,SweepArc
search,ProbInsideArc,17,single,>2,ProbInsideArc
search,Revolving,17,byte,>2,Revolving
search,SkipSweep,17,byte,>2,SkipSweep
search,BearingMin,20,single,>2,BearingMin
search,BearingMax,20,single,>2,BearingMax
search,ElevationMin,17,single,>2,ElevationMin
search,ElevationMax,17,single,>2,ElevationMax
[18]
DropDownName=NSS_LateSJ 3
search,SensorType,18,integer,>2,SensorType
search,PreciseRange,18,single,>2,PreciseRange
search,MaxRange,18,single,>2,MaxRange
search,MinHeight,18,single,>2,MinHeight
search,MaxHeight,18,single,>2,MaxHeight
search,MinSensorHeight,18,single,>2,MinSensorHeight
search,MaxSensorHeight,18,single,>2,MaxSensorHeight
search,Surface,18,single,>2,Surface
search,RPMDetLevel,18,single,>2,RPMDetLevel
search,SweepPeriod,18,single,>2,SweepPeriod
search,SweepArc,18,single,>2,SweepArc
search,ProbInsideArc,18,single,>2,ProbInsideArc
search,Revolving,18,byte,>2,Revolving
search,SkipSweep,18,byte,>2,SkipSweep
search,BearingMin,21,single,>2,BearingMin
search,BearingMax,21,single,>2,BearingMax
search,ElevationMin,18,single,>2,ElevationMin
search,ElevationMax,18,single,>2,ElevationMax
[19]
DropDownName=NSS_LateSJ 4
search,SensorType,19,integer,>2,SensorType
search,PreciseRange,19,single,>2,PreciseRange
search,MaxRange,19,single,>2,MaxRange
search,MinHeight,19,single,>2,MinHeight
search,MaxHeight,19,single,>2,MaxHeight
search,MinSensorHeight,19,single,>2,MinSensorHeight
search,MaxSensorHeight,19,single,>2,MaxSensorHeight
search,Surface,19,single,>2,Surface
search,RPMDetLevel,19,single,>2,RPMDetLevel
search,SweepPeriod,19,single,>2,SweepPeriod
search,SweepArc,19,single,>2,SweepArc
search,ProbInsideArc,19,single,>2,ProbInsideArc
search,Revolving,19,byte,>2,Revolving
search,SkipSweep,19,byte,>2,SkipSweep
search,BearingMin,22,single,>2,BearingMin
search,BearingMax,22,single,>2,BearingMax
search,ElevationMin,19,single,>2,ElevationMin
search,ElevationMax,19,single,>2,ElevationMax
[20]
DropDownName=NSS_LateSJ 5
search,SensorType,20,integer,>2,SensorType
search,PreciseRange,20,single,>2,PreciseRange
search,MaxRange,20,single,>2,MaxRange
search,MinHeight,20,single,>2,MinHeight
search,MaxHeight,20,single,>2,MaxHeight
search,MinSensorHeight,20,single,>2,MinSensorHeight
search,MaxSensorHeight,20,single,>2,MaxSensorHeight
search,Surface,20,single,>2,Surface
search,RPMDetLevel,20,single,>2,RPMDetLevel
search,SweepPeriod,20,single,>2,SweepPeriod
search,SweepArc,20,single,>2,SweepArc
search,ProbInsideArc,20,single,>2,ProbInsideArc
search,Revolving,20,byte,>2,Revolving
search,SkipSweep,20,byte,>2,SkipSweep
search,BearingMin,23,single,>2,BearingMin
search,BearingMax,23,single,>2,BearingMax
search,ElevationMin,20,single,>2,ElevationMin
search,ElevationMax,20,single,>2,ElevationMax

CruiseTorpedo
04-17-07, 10:02 PM
Looking forward to your update Ducimus! Thanks a thousand! Without your mod I dont think I'd enjoy SH4 so much

Ducimus
04-18-07, 05:00 AM
Question to anyone who's reading this.

Have you ever had your conning tower upgraded in a career game? Using, or not using this mod i don't care, i just suspect theres a bug in this regard where it never automatically upgrades.

If thats the case im going to have subs use the late war conning but date the guns so you can upgrade your firepower as the war progresses. Rather then have all guns available at once. Sort of a compromise there. Im half tempted to do it anyway cause i really dislike the early war towers.

Well, i was about to release the new version, but for the life of me, i can't get the game to change towers automatically in 43. Im a hairs breath away from using just ONE tower the entire war, but parse out the gun upgrades based on year. I really dont want to do that, its a bit gamey, but i am refuse to be stuck with a the middle conning tower the entire war, because that bridge fairing really bugs me.

Engel
04-18-07, 09:26 AM
FYI: If you run the game at 1024x768, the attack Periscope button bar is 100% occupied. Please take that into consideration ^_^

Here is a Screeny.

http://home.arcor.de/xxerzengel/SH4Img@18-4-2007_16.16.42_734.jpg

Is it possible to rework the Buttons? I would like to have the "Go to Attack map" next to the "go to Attack persicope" button.

Ducimus
04-18-07, 11:23 AM
FYI: If you run the game at 1024x768, the attack Periscope button bar is 100% occupied. Please take that into consideration ^_^

Here is a Screeny.

http://home.arcor.de/xxerzengel/SH4Img@18-4-2007_16.16.42_734.jpg

Is it possible to rework the Buttons? I would like to have the "Go to Attack map" next to the "go to Attack persicope" button.

I decided to nix the patch 1.2 command bar changes just for that reason. I wouldnt mind having those two buttons together as well, but F3 and F6 do the exact same thing. That, and i thought the functionality to ID the target was more valuable, then something i can already do on a hotkey.




In other news, after sleeping on it, i think im just going to release the new version despite not being able to force the tower upgrade in 43. Maybe its renown based, i don't know. But in test career games in dec 42, and then returning to base a couple times to advance the game in to 43, i got no tower upgrades. My hope is theres something else involved here. If its pretty much proven that the towers arent upgrading then ill take more drastic measures.

Gizzmoe
04-18-07, 12:45 PM
Flavored to Taste v2.0 is available now:
http://www.subsim.com/radioroom/showthread.php?t=112367

Thread closed.