View Full Version : Ducimus please entertain these requests.
Start here,http://www.subsim.com/radioroom/showpost.php?p=717107&postcount=1 good form
#2 your previous FAQ,enabled users to remove your modded features,if they did not want them in there FtT. Now that concept,was user friendly,& community oriented for players optional desires. Why you stopped up-dating same is forcing your T_M_ users to make there own mod without your support/help.
I want to say we,but I will say"I" feel you need to be more like your old-self/supportive in your FAQ up-date.
#3 I want to express my distress in being spotted by A/C,& offer a more believable/RL,Adaption to aid this feature.
Leaving your periscope extended could trigger this spotting:huh: ,or this could be an optional mod.These are my requests:sunny:
Having previously explained my RL combat experience in clear sea no chop,Caribbean Cristal. Due to reflection,refraction,bottom biology at a depth of 100 ft.an observer on a ship,or A/C,as slow as 100 Kts.is quite unlikely to spot your sub,even in "Operation Petticoat's" PINK:rotfl: submarine. These are observations of a hedgehog run,sonar had the sub At 100ft it was a simulated kill by the dye marker sent up by the sub.No one on the ship or A/C crew, saw the sub,only the dye marker.
Ducimus
12-10-07, 06:10 PM
RE Optional mods.
I stopped doing things as optional for two reasons.
1.) I don't have the time (while this may sound uppity, its the gods honest truth)
2.) it was distracting me from my primary goal. (with what time i do have, i need to maintain focus)
In short, i cannot please everybody, so i stopped trying to.
RE: visual detection by planes at while deep.
Pre patch 1.4 i had this adjusted to be as nearly perfect as i could. This has changed post patch, and the current depth of detection is not intended. Adjusting this is anything BUT science. It takes alot of time, and trial and error testing. Whats more theres so many variables involved that effect visual detection that consistant results are hard to obtain.
RE:anything related to Ducimus + modding:
http://www1.istockphoto.com/file_thumbview_approve/841836/2/istockphoto_841836_vacation_time.jpg
Currently playing Crysis, and having alot of fun, and my home life is much improved.
I've read several accounts of real fleet boats being attacked by aircraft while cruising underwater (not just after diving). The USN thought it was enough of a threat from prewar exercises that deep, sound bearing attacks were actually the official attack doctrine at the start of the war.
So while I think you could argue the way the game allows it to be modded quantitatively, I think qualitatively it's on the right track.
Regarding all kinds of disassembly instructions, it's frankly a ton of work, I can understand why he stays away from it anymore. Even with explicit FAQs in the past, people still ask "how do I turn off X?" when the answer is "See FAQ answer number 2."
Gotta be frustrating as hell, lol.
He answered this question in the link he pointed at in the other thread I think.
Here it is:
The primary reason i stopped doing various stuff as optional was twofold.
1.) It was distracting me from my vision of the game. (every modder has this picture he tries to paint, the trick is in acheiving that picture)
2.) I simply didn't have the time to make this optional, or that optional.
The above two reasons are why when people complain, "could you make this optional?!", i tend to let it go through one ear and out the other, because i simply don't have the time to please everybody.
The aircraft spotting thing is only in the last patch or so, right? Maybe don't use that patch, or look at the file differences. My guess would be to dump the "Air" folder.
BTW, all I can say about his visual node is that when I get cracking on the new visuals mod, I will use TM's aircraft node, and try adjusting it down some (to my taste, which is probably slightly more forgiving in this respect than ducimus' take ;) )
When I do, like ducimus' thread about the spotting underwater stuff, I will "show my work" so y'all know what I set the value to.
tater
Ducimus
12-10-07, 06:22 PM
All one has to do, is remove the SNS files in the data/air/*.* directory path. Removing the air directory entirely would probably cause a CTD. (P38 lighting that was added and is in the campaign.cfg would be missing)
Doh! of course. I was thinking that your patch might not alter the other files (I mean only dumping them from a patch. I honestly haven't looked.
tater
http://www.subsim.com/radioroom/showpost.php?p=697852&postcount=299
Ducimus
12-10-07, 06:35 PM
As an aside, if one was to experiment with the Minsurface value of the AirS_visual node, id say take whatever i have there, and divide it by half, and experiment with that. I think its currently at -4.35 or somewhere there abouts.
Yes, thats a decimal, and i acutally experimented it so much, that through trial and error testing, i got it down to a freaking decimal, and it still wasn't perfect, but it was close nough. Thats how much time and work this involves. I didnt just stick any random number in there. Where i left it at, a plane was able to visually see you if within 5,000 to 6,000 meters if you were above 160 feet and presenting a favorable aspect, in calm to moderate seas.
Marko_Ramius
12-10-07, 06:39 PM
Hi,
I know this would be again some work for you but :
In the time of FTT, there was a read-me in which we could saw which files was doing this, and other files doing that. It was easy for us ( to me, at last) to remove something we didn't want, or a part to replace with another approch from someone else.
FTT was more simple, tough. If you don't bother with this, not a real big problem.
For exemple, I had tried to remove Tater Campaign Files for trying other things in TM, but i gave up :oops: .. Too complex, and to much risky for me to mess up the whole thing ..
I know we ask a lot, so don't shoot :arrgh!:
I'd add (for anyone who wasn't keeping up with your other thread) that while 5-6000m seems like a lot of horizontal separation for this kind of spotting, don't take it literally.
The game has an arbitrary time limit for detection to occur. Meaning that a target has to be within a set of parameters for some arbitrary amount of time to be detected. If the sensor in question is on a plane, it moves so quickly that it's very easy for the plane to miss the target. More simply put, the plane needs to fly a certain path length within a given range for there to be a detection chance, otherwise it's not overhead long enough to spot.
BTW, in those strategic bombing survey interviews, the ASW pilot said that they'd try and maintain contact on a sub for a couple DAYS. Imagine if being spotted yesterday resulted in an increased airstrike probability within a circle = 15 knots * nighttime hours.
tater
Ducimus
12-10-07, 06:56 PM
The problem i had was that put too high a number in the minsurface, and youd get uber detection. Put too low, and youd get no detection (submerged) at all. The range is what it is, and is strictly coincidental to the depth of detection i was aiming for. You really don't have much control over how far away a detection at X depth occurs.
If this could be node linked to extended periscope up in comands.cfg ? More believable solution:up:
My idea for scope up detection was to add a very short ranged radar to substitute for lack of visual control. The problem there is that it will see in bad weather (or night).
Really, some visual solution would be ideal for that reason.
tater
http://www.subsim.com/radioroom/images/icons/icon5.gif Will this still work allowing SD contacts,& enemy fly overs? >>>Over,& lurking Thxs.
http://www.subsim.com/radioroom/showpost.php?p=697852&postcount=299
All those sns files do is add the new visual node to each plane. delete them and the game uses stock visual (or radar later in the war).
tater
I haven't gone all the way thru a career yet BUT I have never been attacked by enemy planes....
Seadogs
12-11-07, 04:18 AM
RE Optional mods.
I stopped doing things as optional for two reasons.
1.) I don't have the time (while this may sound uppity, its the gods honest truth)
2.) it was distracting me from my primary goal. (with what time i do have, i need to maintain focus)
In short, i cannot please everybody, so i stopped trying to.
RE: visual detection by planes at while deep.
Pre patch 1.4 i had this adjusted to be as nearly perfect as i could. This has changed post patch, and the current depth of detection is not intended. Adjusting this is anything BUT science. It takes alot of time, and trial and error testing. Whats more theres so many variables involved that effect visual detection that consistant results are hard to obtain.
RE:anything related to Ducimus + modding:
http://www1.istockphoto.com/file_thumbview_approve/841836/2/istockphoto_841836_vacation_time.jpg
Currently playing Crysis, and having alot of fun, and my home life is much improved.
MMM yeah... about Crysis.
Just playing through it now as well... and if you could spend the weekend moding in very high textures for DX9 that would be great.
kthx bye!
:rotfl:
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