View Full Version : [WIP] Depth charge noise; a few brave alpha testers wanted
Albrecht Von Hesse
03-31-08, 09:03 PM
Ok, I'm at the point where this works . . . kinda. As you can see here:
http://www.youtube.com/watch?v=ZrO0xEGWNLg
It's not perfect; there are still things I want to add or adjust (a sound bite associated with the bubbles, taken from a real WWII recording of an underwater explosion; adjusting the bubble cloud to look more spherical and 'churning', for example) and one bug that's kicking my butt.
For whatever reason I can't get the visible depth charge explosion to appear, no matter what I've tried, without it breaking the 'link' to the bubble cloud. If I have the visible explosion appear the bubble cloud only lasts ten seconds; without the visible explosion it lasts as long as I program it to last. --mutters--
Anyway, I'd like to have several people play with this and test it out. I'm looking for several things: 1) Are there any frame-rate hits/degradation? 2) How do single attacking warships behave? 3) How do multiple attacking warships behave? Especially over time and repeated depth charge attacks.
One of my concerns is that this doesn't really mask a warship's hydrophone hearing as much as it creates a 'sound target'. I'm concerned that after one attack warships will just fixate on their prior attack zone and completely ignore a U-boat creeping away. Not that that's a bad thing, exactly! :p :rotfl: :yep: But it's also not terribly realistic.
Philipp_Thomsen
03-31-08, 09:23 PM
Ok, I'm at the point where this works . . . kinda. As you can see here:
http://www.youtube.com/watch?v=ZrO0xEGWNLg
It's not perfect; there are still things I want to add or adjust (a sound bite associated with the bubbles, taken from a real WWII recording of an underwater explosion; adjusting the bubble cloud to look more spherical and 'churning', for example) and one bug that's kicking my butt.
For whatever reason I can't get the visible depth charge explosion to appear, no matter what I've tried, without it breaking the 'link' to the bubble cloud. If I have the visible explosion appear the bubble cloud only lasts ten seconds; without the visible explosion it lasts as long as I program it to last. --mutters--
Anyway, I'd like to have several people play with this and test it out. I'm looking for several things: 1) Are there any frame-rate hits/degradation? 2) How do single attacking warships behave? 3) How do multiple attacking warships behave? Especially over time and repeated depth charge attacks.
One of my concerns is that this doesn't really mask a warship's hydrophone hearing as much as it creates a 'sound target'. I'm concerned that after one attack warships will just fixate on their prior attack zone and completely ignore a U-boat creeping away. Not that that's a bad thing, exactly! :p :rotfl: :yep: But it's also not terribly realistic.
BRING IT ON!!! :rock:
Where do I sign?
dertien
04-01-08, 12:55 AM
Na dann kommt !!!!
Wolfehunter
04-01-08, 01:12 AM
I might be asking too much but is it possible to add like a shock wave?:hmm: Sorta like a expanding wave bubble that slowly vanishes? :up:
What do you think?
TY
WH
Albrecht Von Hesse
04-01-08, 10:25 AM
I might be asking too much but is it possible to add like a shock wave?:hmm: Sorta like a expanding wave bubble that slowly vanishes? :up:
What do you think?
TY
WH
I'm not sure. I like the idea, yes. But I've having a damn-all hard time trying to get the visible flash explosion to appear without that breaking the Bold link. If I figure out what's screwy there and get that to work I don't see why an expanding, slowly-vanishing shock wave bubble couldn't be added as well.
@dertien: Ummm . . . I have no idea what that means! :oops:
Wolfehunter
04-01-08, 10:33 AM
I might be asking too much but is it possible to add like a shock wave?:hmm: Sorta like a expanding wave bubble that slowly vanishes? :up:
What do you think?
TY
WH
I'm not sure. I like the idea, yes. But I've having a damn-all hard time trying to get the visible flash explosion to appear without that breaking the Bold link. If I figure out what's screwy there and get that to work I don't see why an expanding, slowly-vanishing shock wave bubble couldn't be added as well.
@dertien: Ummm . . . I have no idea what that means! :oops:
Well it was a cool idea.:hmm: Wheres RB when you need him hay.;)
Albrecht Von Hesse
04-01-08, 11:04 AM
The alpha test version is up on filefront. PM me for instructions and password if you'd like to help alpha test this.
http://hosted.filefront.com/vonHesse
http://files.filefront.com/depth+charge+noise+disrupazip/;9931277;/fileinfo.html
Albrecht Von Hesse
04-01-08, 12:48 PM
Ok, just ran the GWX single mission "Alarm!" a couple of times. This is what I've noticed (so far):
1) If you creep away from being depth charged (RPM<100 and running silent) the escorts seem to circle around the area of the first depth charging. They'll re-attack that area several times, although they circle wider and wider and can pick you up on active sonar if they happen to get lucky.
2) If your RPMs are higher than 100, and/or if you're not at silent running . . . they'll start actively looking for you and pay less attention to the area(s) they've already depth charged.
Keeping my fingers crossed but so far this is looking pretty good!
LordNeuro"Serbia"
04-01-08, 12:56 PM
Wery good news. I hope u will make it how u wold like it too work. But from theat short movie it looks good.:up:
Graf Paper
04-01-08, 06:13 PM
I've had a thought on this, AvH.
Instead of worrying about linking the explosion effect of the DC with the bubble cloud of the BOLD...
...why not just change the .tga textures for the DC so it transitions from an explosion to a bubble cloud then tweak the patricle settings to match?
That way you still have your bubbles without worrying about the BOLD's visual effects.
Forgive me if I'm wrong about this. It's just an idea that popped into my head with very little understanding of how these technical matters actually work on paper.
P.S. I would be honored to test your alpha version, good sir! I'll load it up as soon as I'm back in port from my 11th patrol. :up:
msalama
04-02-08, 12:03 AM
Graf,
I thought he said it's the other way around, i.e. either there's no explosion showing and the bold effect works as expected for a set time, or there's a visible explosion and the bold effect lasts only for 10 seconds or so. But how about making a new bold .tga having an explosion followed by a bubble cloud, instead of messing about with the DC graphic file(s)? Just a thought, mind.
Yep, I'll also help in testing this baby out after finishing my current patrol! Stellar work altogether, and a mod that's extremely important realism-wise too :up:
dertien
04-02-08, 01:20 AM
Na dann kommt !!!!
This is what the old man says in 'das boot' in the passage when they're depthcarched over and over again.
It means,
well, come on then !!! or Bring it on !!!
Would like to test it, whats the pw ?
schnorchel
04-02-08, 02:51 AM
wow! great news!:up:
pls enlist me!!!
gimpy117
04-02-08, 11:47 PM
i at least want the sound for sh4 but ill put it in both...
danurve
04-03-08, 07:45 AM
I am wondering about the use of BOLD.
If this is being used then which version of BOLD is modled?
And, does this change given the progress of time in the game or is it a fixed version?
Graf Paper
04-03-08, 09:33 AM
But how about making a new bold .tga having an explosion followed by a bubble cloud, instead of messing about with the DC graphic file(s)? Just a thought, mind.
That's exactly the opposite of what I suggested, msalama.
My thought was, that since it is the depth charge that spawns the BOLD, changing the textures for the DC effects so the last few frames of the explosion gradually changed into a bubble cloud would make using the bubble effect of the BOLD unnecessary, thereby solving the problem of having both effects triggered together.
Altering the effects textures for the BOLD, by your reasoning, would replace the explosion effects of the depth charge but that would again mean altering the DC effects anyways.
Since the BOLD is spawned by the depth charge, it just seems to follow that you'd want the explosion to come with the depth charge and not with the BOLD.
danurve, you do raise a point here with your questions.
With Albrecht's Improved ASW mod adding larger and more powerful depth charges as the war progresses, would a stronger and more effective BOLD be needed to reflect the greater disturbances generated by the explosions?
What about hedgehogs? Does each shell spawn a BOLD or just a single one that is longer lasting and influences a larger sphere?
It will certainly be interesting to see what AvH has in store. :yep:
Albrecht Von Hesse
04-03-08, 11:25 AM
That's exactly the opposite of what I suggested, msalama.
My thought was, that since it is the depth charge that spawns the BOLD, changing the textures for the DC effects so the last few frames of the explosion gradually changed into a bubble cloud would make using the bubble effect of the BOLD unnecessary, thereby solving the problem of having both effects triggered together.
Altering the effects textures for the BOLD, by your reasoning, would replace the explosion effects of the depth charge but that would again mean altering the DC effects anyways.
Since the BOLD is spawned by the depth charge, it just seems to follow that you'd want the explosion to come with the depth charge and not with the BOLD.
danurve, you do raise a point here with your questions.
With Albrecht's Improved ASW mod adding larger and more powerful depth charges as the war progresses, would a stronger and more effective BOLD be needed to reflect the greater disturbances generated by the explosions?
What about hedgehogs? Does each shell spawn a BOLD or just a single one that is longer lasting and influences a larger sphere?
It will certainly be interesting to see what AvH has in store. :yep:
Ok, Lord only knows I'm new at this so I might be incorrect in some of my observations but, here goes . . .
The Bolds are hard-coded controlled just as the depth charges, torpedoes and hedgehogs, to name a few. Those controllers affect how each of the ammunition types act and function. For the Bolds, it controls how long they last, how 'big' the bubble cloud (sonar target) is and how it visually appears. From what I can see the particle it uses has a lifetime of 10 seconds. Normally that means the effect lasts until the generator is 'destroyed' or the particle effect ends. With a lifetime of 10 seconds that should mean the Bold cloud would only last 10 seconds.
Obviously it doesn't. So I can only conclude that the amun_Bold controller keeps regenerating the particle effect throughout the lifetime of the Bold. I haven't experimented with it (yet) but it seems to me that if I modified the bubble cloud to show, first, the visible depth charge explosion then, as time passes, having that fade as it is replaced with the bubble cloud . . . that that cycle would continually repeat throughout the lifetime of the Bold. (Wiser and more learned heads here might know better).
So I don't think I can change the textures or particles for the depth charge explosion/bubble cloud creation that way. Unfortunately, I've tried twelve different ways of spawning this effect by starting off with seeing the visible depth charge explosion then having that spawn a Bold. And they all do work . . .
. . . except that, in doing so, they seem to break the amun_Bold controller function. The bubble cloud only lasts approximately 10 seconds, which is (not-so-coincidentally, I'm sure) the lifetime of the particle effect itself.
I could probably mess around with the particle effect and make it last for minutes, but the problem is that it's not the particle effect that influences how escorts 'hear' the bubble cloud: it's the amun_Bold controller that does so. It's not enough to just have things look right . . . they have to act right, too.
As to the ASW mod, they don't add larger and/or more powerful depth charges. The British Mark VII heavy and the US Mark 9 'fast-sinker' depth charges were designed to sink faster, not explode harder. In fact, the Mark 9 contained less explosive, not more. However, because they were exploding much deeper (we do dive deep to evade, don't we? ;) ) their shock was greater due to the increased pressure at those depths.
I'm not planning on having hedgehogs spawn a disruption bubble for several reasons. The reasons hedgehogs were so devastating were because if they didn't hit they didn't explode. And when they did hit . . . it usually only took one or two hits to cripple and sink a U-boat. They also contained one-fifth to one-sixth the amount of explosive that a standard DC did, which means they didn't create anywhere near as much a sound disruption. As well, hedgehogs were a 'look-ahead, throw-ahead' weapon: warships never lost sonar/sound contact when attacking. If they missed, they could still hear you. If they hit, well . . . they definitely knew where you were.
AvH
msalama
04-03-08, 10:14 PM
Hmmm...
A couple of suggestions - and yes, I've no SH3 modding knowledge whatsoever so if I'm being more of a hindrance than help here then please say so and I'll STFU straight away!
But anyway here goes while I'm still welcomed ;)
1) How about making a wrapper of some kind that just runs the effects sequentially so that they're not actually connected to each other?
2) How about somehow introducing a small delay between the effects?
PS. Rgt Graf.
Albrecht Von Hesse
04-04-08, 09:05 AM
Ok, so far this is looking pretty promising.
There doesn't seem to be any frame rate hit due to the bubble cloud effects resulting from the depth charges. I didn't think there would be, but it was nice to confirm! :p
While the escorts do have a tendency to 'work over' areas they've already depth charged, they also do not remain permanently fixated on that area, especially if there is more than one escort involved. They do keep searching for you and, quite often, will pick you back up again, especially if you aren't careful with your manuevering and speed. However . . .
It is much much easier to make an evasive manuever and creep away at silent running than before. Escorts have a much more difficult time picking you back up right after a DC attack, even with active sonar. Not impossible, mind you, just a lot more difficult.
You still have to be careful. You can't just go charging off into the sunset. But now at least you have a much better chance to wriggle free and creep off.
If anyone else is interested in giving this a whirl you can download the alpha test version of this on filefront. The password for the file is Bold.
AvH
http://files.filefront.com/depth+charge+noise+disrupazip/;9939847;/fileinfo.html
msalama
04-04-08, 11:28 AM
Thanks Albrecht, got it. Can I enable this mid-patrol?
Albrecht Von Hesse
04-05-08, 12:55 PM
Thanks Albrecht, got it. Can I enable this mid-patrol?
Oops! Didn't see this. :oops:
Hmmmm . . . I think you could enable it mid-patrol, just not mid-game. You'd have to save then exit SHIII completely before enabling it. However, I'd strongly recommend enabling it between patrols, just in case.
msalama
04-05-08, 11:11 PM
Thanks Albrecht. Yah, I'll play it safe and only enable it after the patrol then... S!
msalama
04-07-08, 02:40 AM
OK, tried it once(!) so this is very very preliminary, but at least in the test mission included the Tribals _didn't_ stay and bomb their own explosions but went after me instead. They got scoobied, however, by the bubble clouds, and thus gave me an opportunity to slip away! So maybe this actually - *GASP* - works as intended, or at least something approaching that?
I have the mod enabled now during my fresh just-started Black Sea career & will report back when I've something more to tell.
S!
Albrecht Von Hesse
04-07-08, 11:10 AM
OK, tried it once(!) so this is very very preliminary, but at least in the test mission included the Tribals _didn't_ stay and bomb their own explosions but went after me instead. They got scoobied, however, by the bubble clouds, and thus gave me an opportunity to slip away! So maybe this actually - *GASP* - works as intended, or at least something approaching that?
I have the mod enabled now during my fresh just-started Black Sea career & will report back when I've something more to tell.
S!
Thanks for the feedback!
So far (*knock on wood*) what you've observed seems to be universal: the noise disruption doesn't terminally 'lock-up' the escorts into fixating on a prior depth charged area, yet the noise disruption is usually enough to give you a good opportunity to sneak-and-creep away. You need to be silent running and at under 100 RPM to do that; then again, wasn't that what they had to do?
Unless anyone comes up with a negative performance report I think by the end of this week I'm going to move into beta development. I'll be adjusting the bubble cloud to resemble more of a spherical disturbance zone rather than the current Bold bubble cloud. I also hope to figger out how to get the visible explosion to appear, plus attach a sound file to the disruption zone. You'll actually be able to hear the churning bubbles from the hydrophones. Then again, if the noise disruption makes it hard for the escorts to hear you . . . that'll also make it hard for you to hear them! :p
msalama
04-07-08, 12:49 PM
Hmmm...
DCN has a conflict with the GWX Black Sea campaign files mod it seems. I had to enable the GWX mod last because otherwise there were no ships at all anywhere, and now I'm not sure if DCN works anymore :-? More testing is needed though - I've run only one patrol with it so far, so my impressions are anything but conclusive really!
But anyway, I bumped into this big convoy and sunk a troop transport and a tramp steamer. That for some incomprehensible reason got the escorts pretty badly pissed off :lol: and a game of cat-and-mouse w/ some DCing then ensued. I managed to slip away, but still seemed that the buggers got a reading on me as soon as I revved the engines even for a second or so...
Could be it's just me though? I'll anyway test some more and report back again later. S!
Albrecht Von Hesse
04-07-08, 07:54 PM
Hmmm...
DCN has a conflict with the GWX Black Sea campaign files mod it seems. I had to enable the GWX mod last because otherwise there were no ships at all anywhere, and now I'm not sure if DCN works anymore :-? More testing is needed though - I've run only one patrol with it so far, so my impressions are anything but conclusive really!
But anyway, I bumped into this big convoy and sunk a troop transport and a tramp steamer. That for some incomprehensible reason got the escorts pretty badly pissed off :lol: and a game of cat-and-mouse w/ some DCing then ensued. I managed to slip away, but still seemed that the buggers got a reading on me as soon as I revved the engines even for a second or so...
Could be it's just me though? I'll anyway test some more and report back again later. S!
I don't understand why the DCN mod should have any conflicts with the GWX Black Sea campaign mod. It doesn't make any changes to campaign files. However, enabling the DCN mod before the Black Sea campaign shouldn't adversely affect the DCN mod . . . (*fingers crossed*)
msalama
04-07-08, 10:06 PM
Hiya Albrecht again!
OK, good to know. And yeah, those conclusions of mine were a bit hasty anyway, because now that I think of it a bit more there're a couple of things to note:
1) The destroyer was VERY near when he got those readings on me revving my engines after the explosions, so it's very much possible (and indeed plausible) that he still heard me!
2) He lost me later on when I went quiet again, and stayed where the last bubble clouds were. He didn't try to bomb them to smithereens however, but dropped one or two charges and stayed stationary and listened. Alas (for him) he never found us again, and thus promptly dashed away after the convoy he was supposed to be looking after in an hour or so...
So yep, I think I was a bit hasty with those impressions yesterday. The masking effect seems to be pretty subtle, though - but then again, isn't that the way it's supposed to be?
S!
msalama
04-07-08, 10:21 PM
PS: And yes, could very well be that those JSGME complaints (plus the missing boats in-game) actually stemmed from something else altogether, because they went away after disabling some _other_ mods and re-loading some of them in a different order. So this is what I've got loaded now:
(...assorted GWX option mods...)
RealWeatherFixMod
depth charge noise distruption_alpha
GWX - Black Sea Campaign Files Only
JSGME also complains of a file conflict between DCN and Increased ASW, BTW, but this I presume is something you're aware of ;)
S!
msalama
04-08-08, 02:05 AM
Nah, works as it should actually, I'm pretty sure of that now.
Thing is I intercepted another convoy just this morning, and the escorts actually did what they did in the test mission too, i.e. got a hunch of my whereabouts and threw some DCs - but the bubble cloud then fooled them a bit again and thus presented me with a chance of creeping away! Mind that they DO find you again if you push the pedal to the metal, bang kettles, loudly sing derogatory songs about Stalin / Churchill, etc. so not too much noise is still a must (as it should be).
So yeah, looking good indeed :)
PS. Do I spam too much here??? I've a habit of slipping pretty easily into a ramble mode and that sometimes shows :lol:
Albrecht Von Hesse
04-08-08, 01:12 PM
Nah, works as it should actually, I'm pretty sure of that now.
Thing is I intercepted another convoy just this morning, and the escorts actually did what they did in the test mission too, i.e. got a hunch of my whereabouts and threw some DCs - but the bubble cloud then fooled them a bit again and thus presented me with a chance of creeping away! Mind that they DO find you again if you push the pedal to the metal, bang kettles, loudly sing derogatory songs about Stalin / Churchill, etc. so not too much noise is still a must (as it should be).
So yeah, looking good indeed :)
PS. Do I spam too much here??? I've a habit of slipping pretty easily into a ramble mode and that sometimes shows :lol:
I don't think anyone would consider you as spamming. I certainly don't. (Then again, Doenitz only knows I have a tendancy to ramble myself! :oops: )
I do know about the file conflict between DCN and Increased ASW. That's because DCN replaces the depth charge effects of the ASW mod (then again, I'm pretty sure you'd get the same message whether ASW was enabled or not, as DCN still replaces the depth charge effects). The way to properly enable the full effects is to enable ASW before DCN, and with those being the last two mods you enable.
Good hunting! (and creeping away! :D )
msalama
04-09-08, 12:07 AM
Thank you Albrecht :up:
I enabled the mods as per your instructions and everything seems to work just fine now, though I had to replace the ASW mod's campaign files with the GWX Black Sea ones in order to get just the shipping for the area and nothing else. I probably lost some weapon characteristics because of that as well, but if I've understood correctly those don't apply to Russian ASW anyway so I presume this is OK? But anyway, thanks for this important and much-needed mod... and I hope I've been of assistance with these incoherent rants of mine here :lol:
As before, I'll report back again if I notice anything strange. S!
Albrecht Von Hesse
04-13-08, 03:09 PM
I'm working on the beta release, but that's not going very smoothly at the moment. :damn:
I've changed the visible bubble cloud so that it is a very faint, but large, cloud of micro-bubbles. This is supposed to be a water turbulence disturbance for the most part, and I didn't think having a huge visible cloud of bubbles looked right.
Unfortunately I still haven't figured out how to get the initial visible depth charge explosion to appear without breaking the Bold functionality. :damn: Which means, at the moment, when the depth charge goes off it just seems to disappear, leaving behind that barely-visible turbulence cloud. :nope:
Adding to my frustration is that I can't get the sound effect I have to work, either. If I pull out any more hair I'll be Patrick Stewart's double. :yep: :roll:
So, at the moment the depth charge noise mod is stalled. Based upon all the input and reports I've received from my alpha testers this works rather well. But I also want it to look and sound good, and not just work. And I'm afraid my skill level at modding isn't quite up to the task at this point in time.
Philipp_Thomsen
04-13-08, 07:58 PM
Ok, send me a PM, I'll help you out to finish this mod! :up:
silentwayIII
04-23-08, 04:10 PM
Finally had a chance to try your test version on a mission using several different scenarios. After I was pinged by escorts and they dropped DC's I dropped my speed to 2 knots (in silent running mode) and tried to creep away. It seemed to work. The escorts were more interested in the area they had just dropped their DC's and hung around for a while. When they begun to ping me again (I raised my speed to 3knots) I was reacquired
Same mission: the escorts dropped their DC's, when the dc's went off I deployed a bold and dropped my speed to 2 knots (in silent running mode). This seemed to have, in combination with the dc's, really interested them and they remained in that area for a few runs and then took off.
Hope some of this helps.
SilentwayIII
msalama
04-24-08, 11:39 PM
S! AVH et. al.
Is this mod still being developed, if you don't mind my asking? And even if the visuals are too tough a nut to crack, are you still adjusting the functionality somehow? FWIW it seems to work pretty well as it is; I've been using it from the get-go myself and it indeed does what it's supposed to, at least as far as I can tell...
S! again guys, and keep up the sterling work :up:
Newbytoo
04-28-08, 04:01 PM
What msalama said. I too was following this thread with interest, but it seems to have gone quiet. Shame because I also think it's an important and much needed mod.
Uber Gruber
05-04-08, 04:12 PM
BUMP.....sorry
Hartmann
05-04-08, 05:37 PM
A very good idea is test the mod with depth charge shake enabled. and not use the external camera.
:hmm:
Archive1
05-13-08, 05:31 PM
von Hesse: Any progress to finality here? Seems well done, but wonder if it's ready to release finally.
sabretwo
05-13-08, 05:37 PM
Has anyone tested this yet with the new mods (GWX 2.1, OLCE Ubermod, and LRT 2.0) for compatibility? I was using this with GWX 2.0 and it was great. I am getting ready to upgrade to GWX 2.1 and was curious if anyone has tested all these mods with it yet and if so, does anyone have arecommendation for order to avoid a conflict.
Thanks!
msalama
05-13-08, 10:28 PM
I'm using it with GWX 2.1 and it seems to work just fine.
AvH, BTW, had some problems with his HD (corrupted files, etc.) a while ago, so no wonder he's been kind of absent lately... well, let's just hope he gets them sorted without too much grief - and lost data :-?
sabretwo
05-14-08, 05:06 PM
Thanks. Do you know if it is compatible also with LRT 2.0.? (with depth charge shake)?
msalama
05-14-08, 11:25 PM
Hmm...
Both LRT and DCN Alpha seem to use their own modified versions of the DC simulation files (DepthCharges.sim & DepthCharges_SB.sim), so I'd suspect they're not compatible right off the bat. You can of course try and activate the DCN mod last and thus get the masking effects, but who knows what that'll break as regards LRT? Ergo, caveat emptor as the Romans would say... at least if their command of Latin was as bad as mine :hmm: :p
Maybe someone more knowledgeable than myself can shed some light on this?
sabretwo
05-15-08, 07:24 AM
The LRT features are fantastic and the depth charge shake is a great enhancement to emersion, but it would also be great if the realistic masking effect of AVH's mod were provided as well. I could care less about the visual effects of the bold bubble versus the visual explosion (I don't play with event camera activated).
I'll give it a try and post my results.
msalama
05-15-08, 05:47 PM
S! Sabre2. All ears. Please do post back.
sabretwo
05-17-08, 09:23 AM
I tested it out last night, loading the depth charge noise mod at the end in JSMGE after LRT and the LRT OLCE patches. Although I was depth charged a few times and escaped each time, its hard to tell yet if the "bold" effect aided in that. I can tell you that LRT sems to be just fine and all the LRT features seem to be working, including the depth charge shake.
It was stable...no strange behaviors or ctds.
I'll post additional comments after more testing.
msalama
05-17-08, 02:17 PM
I'll post additional comments after more testing.
Thanks! Please do, because this combo is definitely interesting if it works without hiccups...
S!
sabretwo
05-19-08, 01:50 PM
After another night of testing, the combo still seems to be working fine. I watched the behavior of the DDs this time, and they seem to be distracted by the 'bold' effect just like the mod is intended. As for LRT, the depth charge shake is working, so are the effects of longer repair time and damage vulnerability. The only thing that I am not sure of yet are the variable sounds for depth charge attacks.
Surprisingly, it looks like these two mods are compatible!
PS: I am having some savegame crash issues, but I have been having those intermittently since I started playing the game last year. I doubt they have anything to do with incompatibility of these two mods.
msalama
05-19-08, 11:49 PM
Thanks mate, your reports are certainly appreciated! Now that the two seem compatible I'll also go and enable LRT before my next patrol. I'll report back, too, if I notice anything strange...
I doubt they have anything to do with incompatibility of these two mods.
Most likely not. Those things mostly seem to happen with savegames having some AI units in your boat's vicinity, and AFAIK it's a stock game bug.
S! again m8 and thanks for the reports.
Archive1
05-20-08, 01:20 AM
Just tried to open this using the given password of "Bold" and it would not open. Has it been changed or...what?
And does anyone know where in development this stands...still at the alpha stage?
sabretwo
05-20-08, 06:13 AM
S! again m8 and thanks for the reports.
Afwan.
sabretwo
05-20-08, 06:18 AM
Just tried to open this using the given password of "Bold" and it would not open. Has it been changed or...what?
And does anyone know where in development this stands...still at the alpha stage?
I think further development is currently on hold until AVH has his computer back up and running. The mod is doing what it was intended to do, simulate the temporary disruption of passive and active sonar after a depth charge attack, but it does this through the creation of a bold effect. AVH wanted to refine this further by eliminating the visual efects of the bold and restore the proper appearance of explosions under water. Personally, this doesn't matter to me as I virtually never see the explosions any way (No event camera).
Archive1
05-20-08, 10:34 PM
sabretwo:
Whoa, guess I did not know that the Event Camera needed to be on...well, of course it would need to be wouldn't it...and I also do not use it, but the effect of the DC "explosion sound" temporarily "deafening" the DD sonar (as replicated by the Bold decoy) would add an enhancement of reality not currently present. As I think of it, one could still get the explosive visuals by pressing the "." (period) key, no?
I still do not know why I could not open the file using the "Bold" password as VH stated one could.
Laffertytig
08-12-08, 06:06 PM
any news on this? would be certainly be a great addition.
Aleksandar the Great
06-18-09, 07:13 AM
Wheres the new version?
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