View Full Version : [TEC] SH5.exe patches to fix bugs and add functionality
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TheDarkWraith
03-15-14, 09:36 PM
v1.0.157.0 released. See post #1
Starting with v1.0.157.0 revised the manual diveplanes control patch to fix the CTD that would happen if you had manual control of any diveplanes enabled and you exited to main menu and then loaded a save game or picked another single mission
Silent Steel
03-16-14, 06:28 AM
It's amazing what you guys are doing and have done.
Therefore I call on Neal, and the powers to be, to give you guys some sort of special award. All of you mod deserve something for your unasked for hard work and dedication to SH5. :salute:
Seconded!!!
DrJones
03-17-14, 07:22 AM
Hey TDW,
thank you very much for your great efforts. It's getting better and better to get more controls of the boat.
Great that you implement it that way that other uis benefit from it :up:
By the way i like to ask you if you found the error why the order compute solution to target still not working to get an autimatic solution to the target?
I don't wanna hurry because i know very well how much work it is to find the needle in the haystack....
Best Regards
DrJones:salute:
DrJones
03-18-14, 04:57 AM
Hey gap,
am i allowed to use this Icons in the Magui Interface?
Thank you for that good work.
Best Regards
DrJones :salute:
http://i519.photobucket.com/albums/u359/taneshikimano/orders04-3.png
Quick update of the diveplane command buttons: for better understanding, the icons were flipped horizontally (boat's silhouettes are now pointing to the right direction relative to diveplane dials) :salute:
tonschk
03-18-14, 05:17 AM
:yeah:
Let's see if TDW and DrJones can include the new graphics into their UI's :)
Silent Steel
03-18-14, 07:45 AM
Hey gap, am i allowed to use this Icons in the Magui Interface?...
Servus Doc
Does this mean that you are going to include the adjustable dive planes in your Parts Magui?
Hey gap,
am i allowed to use this Icons in the Magui Interface?
Thank you for that good work.
Best Regards
DrJones :salute:
Of course you are. Feel free to use any of my UI graphics, and let me know if you need them adjusted to fit better MaGui's style :up:
Extraordinary job this last patch:yeah:
Hey all. I'm having issues with the patch :(... The most important thing I want is the Hydrophone fix. I have tried both using the Hex editor as well as the generic patcher and I receive the same errors.
1) If I try running the game via the edited .exe file I receive error: "The application was unable to start correctly (0xc0000005)."
2) If I try running the game with the copied backup .exe file I receive error "Unable to start application, terrain.dll file missing from computer"... But I can go into the folder and clearly see the file, which is in the same and appropriate place.
It's frustrating because your mods have made this game an incredibly rewarding and enjoyable simulation experience, the only issue is that without a working hydrophone/the sound guy basically having mute headphones, the sub can pass within 8-10 km of an entire bloody convoy and miss it... I.E without the hydro fix I don't see the point :(.... any help would be awesome.
ReallyDedPoet
03-18-14, 08:40 PM
Welcome to SUBSIM dubod, first post since 2012 eh' :yep::up:
Someone will be along to assist you.
Mikemike47
03-18-14, 09:09 PM
If I try running the game via the edited .exe file I receive error: "The application was unable to start correctly (0xc0000005.
IIIRC, this is caused by antivirus program mentioned somewhere in this forum. Norton 360 error (http://www.subsim.com/radioroom/showthread.php?t=208655)
Hey guys! Yes I havn't had to post anything because you are all so smart and so helpful that when I have an issue it is usually already resolved :D...:yeah:
This worked like a charm! I got a free norton trial with my pc-build.... removed it and voila! What a great new hydrophone! Thanks so much for the help guys! Much appreciated! These mods/patches are incredible!
I got a free norton trial with my pc-build.... removed it and voila!
You could as well have added SH5.exe to the list of Norton AV exceptions, but switching to another antivirus was a good idea anyway :up:
TheDarkWraith
03-23-14, 09:30 PM
Let's talk about our crew's ability to see visual targets. I've been looking over the game code for this and figured out how the game determines when our crew 'sees' a visual contact.
As you may or may not know the crew's ability to see is because of the AI_Visual sensor attached to the submarine. If we look at the data\Cfg\Sensors.cfg file we see no parameter for minimum signal strength as is found in \data\Cfg\Sim.cfg. The game does some lengthy computations using all the values in data\Cfg\Sensors.cfg's Visual parameters to come up with a derived minimum signal strength. The last thing the game does is check to see if it's nighttime.
Nighttime is an on/off thing - it's either nighttime or it's not. This does not model real life! The game has a hard coded value of 0.283 as the value for determining it's nighttime. If the current light amount value is < 0.283 then it's nighttime otherwise it's daytime.
The game has a memory address that stores the current light amount value. This value is in the range 0.0-1.0 with 1.0 being all available light is available (very bright daylight). Now here's where things get interesting. I've made some single missions where visually it's nighttime but the game thinks it's still daytime. The current light amount value was 0.385 with 0.283 being the value that the game uses for nighttime.
If it is nighttime then the game takes the derived minimum signal strength and multiplies it by 3. Then the signal strength of the visual sensor is compared to the minimum signal strength. If greater than then the contact is spotted.
You can now see why the crew is able to spot contacts at far away distances at supposedly nighttime.
I'm deriving a fix for this. What I have come up with so far is defining a value that defines start of nighttime. I have this value currently at 0.5. When the game checks to see if it's nighttime for the visual sensor and it reports back that it is daytime (but visually it appears to be nighttime) I have some new code doing the following:
- if game reports back it's daytime:
-- compare game's nighttime value (0.283) to start of nighttime value (0.5) - I do this comparison because it's possible someone may screw up and assign the start of nighttime value <= 0.283 since it's a variable in the patch file
-- if greater than or equal then jump to end of function
-- if less than then subtract game's nighttime value (0.283) from start of nighttime (0.5) - result is 0.217
-- take current light value (say it's 0.385) and subtract game's nighttime value (0.283) - result is 0.102
-- divide 0.102 by 0.217 - result is 0.47
-- subtract 0.47 from 1.0 - result is 0.53
-- multiply 0.53 by game's nighttime multiplier for player's crew (3.0) - result is 1.59
-- multiply 1.59 by derived minimum signal strength (let's say it's 0.1) - result is 0.159 - this is the new minimum signal strength
What this does is instead of making nighttime either an on/off state it makes it a progressive one. This is how it is in real life - as it gets darker out your ability to see objects diminishes.
I might have to change the nighttime multiplier also. This will be another variable in the patch file if I do. I'm thinking it's going to have to be raised to either 3.5 or 4 from it's current value of 3.
I'm also making another patch that will let the searchlights turn on at dusk. Currently the searchlights only turn on if the game says it's nighttime out (< 0.283 for light value). I'm going to raise this value to 0.40 which should have the searchlights turning on at start of dusk.
THE_MASK
03-24-14, 12:15 AM
I really cannot think of anything to type other than WOW .
ReallyDedPoet
03-24-14, 03:38 AM
Was adjusting some of the patch stuff last night. The game has really gotten intricate, but in a good way. The above sounds incredible.
Tonci87
03-24-14, 06:03 AM
Let's talk about our crew's ability to see visual targets. I've been looking over the game code for this and figured out how the game determines when our crew 'sees' a visual contact.
As you may or may not know the crew's ability to see is because of the AI_Visual sensor attached to the submarine. If we look at the data\Cfg\Sensors.cfg file we see no parameter for minimum signal strength as is found in \data\Cfg\Sim.cfg. The game does some lengthy computations using all the values in data\Cfg\Sensors.cfg's Visual parameters to come up with a derived minimum signal strength. The last thing the game does is check to see if it's nighttime.
Nighttime is an on/off thing - it's either nighttime or it's not. This does not model real life! The game has a hard coded value of 0.283 as the value for determining it's nighttime. If the current light amount value is < 0.283 then it's nighttime otherwise it's daytime.
The game has a memory address that stores the current light amount value. This value is in the range 0.0-1.0 with 1.0 being all available light is available (very bright daylight). Now here's where things get interesting. I've made some single missions where visually it's nighttime but the game thinks it's still daytime. The current light amount value was 0.385 with 0.283 being the value that the game uses for nighttime.
If it is nighttime then the game takes the derived minimum signal strength and multiplies it by 3. Then the signal strength of the visual sensor is compared to the minimum signal strength. If greater than then the contact is spotted.
You can now see why the crew is able to spot contacts at far away distances at supposedly nighttime.
I'm deriving a fix for this. What I have come up with so far is defining a value that defines start of nighttime. I have this value currently at 0.5. When the game checks to see if it's nighttime for the visual sensor and it reports back that it is daytime (but visually it appears to be nighttime) I have some new code doing the following:
- if game reports back it's daytime:
-- compare game's nighttime value (0.283) to start of nighttime value (0.5) - I do this comparison because it's possible someone may screw up and assign the start of nighttime value <= 0.283 since it's a variable in the patch file
-- if greater than or equal then jump to end of function
-- if less than then subtract game's nighttime value (0.283) from start of nighttime (0.5) - result is 0.217
-- take current light value (say it's 0.385) and subtract game's nighttime value (0.283) - result is 0.102
-- divide 0.102 by 0.217 - result is 0.47
-- subtract 0.47 from 1.0 - result is 0.53
-- multiply 0.53 by game's nighttime multiplier for player's crew (3.0) - result is 1.59
-- multiply 1.59 by derived minimum signal strength (let's say it's 0.1) - result is 0.159 - this is the new minimum signal strength
What this does is instead of making nighttime either an on/off state it makes it a progressive one. This is how it is in real life - as it gets darker out your ability to see objects diminishes.
I might have to change the nighttime multiplier also. This will be another variable in the patch file if I do. I'm thinking it's going to have to be raised to either 3.5 or 4 from it's current value of 3.
I'm also making another patch that will let the searchlights turn on at dusk. Currently the searchlights only turn on if the game says it's nighttime out (< 0.283 for light value). I'm going to raise this value to 0.40 which should have the searchlights turning on at start of dusk.
Dude that is...that is awesome! How do you do this almighty wizard?
Sartoris
03-24-14, 06:40 AM
Amazing as always, TDW! :woot:
cherbert
03-24-14, 07:09 AM
Just a small request Dark.. could you date stamp your changelog on the first post whenever you release a new version?
I never know when an update has released and because the number of fixes is growing quite vast I easily forget what I have and haven't got patched.
volodya61
03-24-14, 08:32 AM
Just a small request Dark.. could you date stamp your changelog on the first post whenever you release a new version?
Yep.. that's very good idea :up:.. I sometimes get confused also :)..
What I have come up with so far is defining a value that defines start of nighttime. I have this value currently at 0.5. When the game checks to see if it's nighttime for the visual sensor and it reports back that it is daytime (but visually it appears to be nighttime) I have some new code doing the following:
- if game reports back it's daytime:
...
brilliant idea, but let's say that we are at noon of a clear mid-summer day (current light value = 1, all other numbers as per your example):
-- take current light value (1) and subtract game's nighttime value (0.283) - result is 0.717
-- divide 0.717 by 0.217 (start of night time less game's night time value) - result is 3.304
-- subtract 3.304 from 1.0 - result is -2.304
-- multiply -2.304 by game's nighttime multiplier for player's crew (3.0) - result is -6.912
-- multiply -6.912 by derived minimum signal strength (0.1, from your example) - result is -0.691 - this would be the new minimum signal strength.
Do negative numbers make any sense here? Maybe you should add a routine checking if current light value isn't greater than or equal to start of night time :hmmm:
I might have to change the nighttime multiplier also. This will be another variable in the patch file if I do. I'm thinking it's going to have to be raised to either 3.5 or 4 from it's current value of 3.
:up:
I'm also making another patch that will let the searchlights turn on at dusk. Currently the searchlights only turn on if the game says it's nighttime out (< 0.283 for light value). I'm going to raise this value to 0.40 which should have the searchlights turning on at start of dusk.
:up:
Maybe you should add a routine checking if current light value isn't greater than or equal to start of night time :hmmm:
this wouldn't be enough to prevent odd results yet :-?
Let's say that current light value is 0.49
-- take current light value (0.49) and subtract game's nighttime value (0.283) - result is 0.207
-- divide 0.207 by 0.217 - result is 0.954
-- subtract 0.954 from 1.0 - result is 0.046
-- multiply 0.046 by game's nighttime multiplier for player's crew (3.0) - result is 0.138 (makes no sense, we should make sure that this number is always greater than or equal to 1)
-- multiply 0.138 by derived minimum signal strength (0.1, from your example) - result is 0.014 - this would be the new minimum signal strength (which is obviously smaller than day-time derived minimum signal strength, whereas it should be bigger). :yep:
tonschk
03-24-14, 11:13 AM
WOW :woot:
I really cannot think of anything to type other than WOW .
TheDarkWraith
03-24-14, 11:42 AM
brilliant idea, but let's say that we are at noon of a clear mid-summer day (current light value = 1, all other numbers as per your example):
During testing I noticed that I wasn't checking to see if current light amount was > start of nighttime value. I have this check now in the code and if current light amount > start of nighttime value then minimum signal strength isn't adjusted :up:
TheDarkWraith
03-24-14, 01:29 PM
I added code so that the same thing was done to units other than the player's unit. Thus units other than the player's unit will have their ability to detect contacts visually impaired as available sunlight fades away :up:
Viktor_Prien
03-24-14, 02:42 PM
I added code so that the same thing was done to units other than the player's unit. Thus units other than the player's unit will have their ability to detect contacts visually impaired as available sunlight fades away
Astonishing!Great work man!Now waiting for the new patch...every day you add great improvements to the game!Thanks for it!
TheDarkWraith
03-24-14, 03:15 PM
Just tested out the Searchlights active at dusk patch and everything working as designed :yeah: Something to keep in mind: the game has a hard coded max distance from contact for the searchlights of 2000m. If the contact is outside of the 2000m then the searchlight will turn off.
During testing I noticed that I wasn't checking to see if current light amount was > start of nighttime value. I have this check now in the code and if current light amount > start of nighttime value then minimum signal strength isn't adjusted :up:
Good, but have you seen my other post (quoted below)? :03:
this wouldn't be enough to prevent odd results yet :-?
Let's say that current light value is 0.49
-- take current light value (0.49) and subtract game's nighttime value (0.283) - result is 0.207
-- divide 0.207 by 0.217 - result is 0.954
-- subtract 0.954 from 1.0 - result is 0.046
-- multiply 0.046 by game's nighttime multiplier for player's crew (3.0) - result is 0.138 (makes no sense, we should make sure that this number is always greater than or equal to 1)
-- multiply 0.138 by derived minimum signal strength (0.1, from your example) - result is 0.014 - this would be the new minimum signal strength (which is obviously smaller than day-time derived minimum signal strength, whereas it should be bigger). :yep:
See, the scheme below please:
http://i519.photobucket.com/albums/u359/taneshikimano/visualdetection.jpg
If I got you correctly stock game applies no nighttime multiplier when current light value is greater than 0.283, and a constant multiplier (3), when current light value is equal or lesser than 0.283. What we want, is a "variable by light multiplier" to be applied when current light value is comprised between start of nighttime (0.5 in your example) and game's nighttime (0.283). The above multiplier should range in value between 1 and nighttime multiplier.
If you agree with the above, the new algorythm should look like this:
-- compare game's nighttime value (0.283) to start of nighttime value (0.5)
-- if greater than or equal then jump to end of function (prevents unmanaged errors due to wrong start of nighttime user settings)
-- check current light value
-- if equal or greater than start of nighttime go to end of function (no multiplier is applied, as per stock code);
-- if equal or lesser than game's nighttime value go to end of function (the full nighttime multiplier is applied, i.e. either the stock 3 value, or the new value patched by you);
-- subtract game's nighttime value (0.283) from start of nighttime (0.5) - result is 0.217
-- take current light value (say it's 0.385, as per your example) and subtract game's nighttime value (0.283) - result is 0.102
-- divide 0.102 by 0.217 - result is 0.47
-- subtract 0.47 from 1.0 - result is 0.53
-- calculate the reciprocal of nighttime multiplier (3.0) - result is 0.33
-- subtract 0.33 from 1.0 - result is 0.77
-- multiply 0.77 by 0.53 - result is 0.35
-- add 0.33 to 0.35 - result is 0.69
-- multiply 0.69 by game's nighttime multiplier for player's crew (3.0) - result is 2.06
-- multiply 2.06 by derived minimum signal strength (let's say it's 0.1) - result is 0.206 - this would be the new minimum signal strength
the part in bold ensures that the variable by light signal strenght multiplier is always within the range 1 - game's nighttime multiplier. The multiplier will increase linearly between the above extremes :up:
I added code so that the same thing was done to units other than the player's unit. Thus units other than the player's unit will have their ability to detect contacts visually impaired as available sunlight fades away :up:
Just tested out the Searchlights active at dusk patch and everything working as designed :yeah: Something to keep in mind: the game has a hard coded max distance from contact for the searchlights of 2000m. If the contact is outside of the 2000m then the searchlight will turn off.
That's just great :rock:
TheDarkWraith
03-24-14, 04:11 PM
Good, but have you seen my other post (quoted below)? :03:
See, the scheme below please:
http://i519.photobucket.com/albums/u359/taneshikimano/visualdetection.jpg
If I got you correctly stock game applies no nighttime multiplier when current light value is greater than 0.283, and a constant multiplier (3), when current light value is equal or lesser than 0.283. What we want, is a "variable by light multiplier" to be applied when current light value is comprised between start of nighttime (0.5 in your example) and game's nighttime (0.283). The above multiplier should range in value between 1 and nighttime multiplier.
That's exactly what this code is doing:
-- if less than then subtract game's nighttime value (0.283) from start of nighttime (0.5) - result is 0.217
-- take current light value (say it's 0.385) and subtract game's nighttime value (0.283) - result is 0.102
-- divide 0.102 by 0.217 - result is 0.47
-- subtract 0.47 from 1.0 - result is 0.53
-- multiply 0.53 by game's nighttime multiplier for player's crew (3.0) - result is 1.59
-- multiply 1.59 by derived minimum signal strength (let's say it's 0.1) - result is 0.159 - this is the new minimum signal strength
It first gets the range between start of nighttime and game's nighttime value. Then it gets the current light value in regards to game's nighttime value. Then it divides the current light value in regards to game's nighttime value by the range. Subtract that result from 1.0 to get % of range. Multiply % of range by nighttime multiplier. Multiply that result by minimum signal strength to get adjusted minimum signal strength based on available light :up:
That's exactly what this code is doing:
-- if less than then subtract game's nighttime value (0.283) from start of nighttime (0.5) - result is 0.217
-- take current light value (say it's 0.385) and subtract game's nighttime value (0.283) - result is 0.102
-- divide 0.102 by 0.217 - result is 0.47
-- subtract 0.47 from 1.0 - result is 0.53
-- multiply 0.53 by game's nighttime multiplier for player's crew (3.0) - result is 1.59
-- multiply 1.59 by derived minimum signal strength (let's say it's 0.1) - result is 0.159 - this is the new minimum signal strength
It first gets the range between start of nighttime and game's nighttime value. Then it gets the current light value in regards to game's nighttime value. Then it divides the current light value in regards to game's nighttime value by the range. Subtract that result from 1.0 to get % of range. Multiply % of range by nighttime multiplier. Multiply that result by minimum signal strength to get adjusted minimum signal strength based on available light :up:
yep, I know it, and I have copied your formulas in my proposed algorythm. :yep:
The few extra calculations I have added (in bold in my previous post), ensure that the value that minimum signal strength gets multiplied by, is alway within the range 1-3. Without them, detection during "twilight-almost-night" can be weaker than during night time (i.e. multiplier bigger than 3), which is wrong imo. :salute:
TheDarkWraith
03-24-14, 04:51 PM
yep, I know it, and I have copied your formulas in my proposed algorythm. :yep:
The few extra calculations I have added (in bold in my previous post), ensure that the value that minimum signal strength gets multiplied by, is alway within the range 1-3. Without them, detection during "twilight-almost-night" can be weaker than during night time (i.e. multiplier bigger than 3), which wrong imo. :salute:
Your formula doesn't work. Try it with current light value of 0.5 and 0.283.
Mine has an error also that I just found out when current light = 0.5
Thus I came up with a new algorithm:
- if game reports back it's daytime:
-- compare game's nighttime value (0.283) to start of nighttime value (0.5) - I do this comparison because it's possible someone may screw up and assign the start of nighttime value <= 0.283 since it's a variable in the patch file
-- if greater than or equal then jump to end of function
-- if less than then subtract game's nighttime value (0.283) from start of nighttime (0.5) - result is 0.217
-- take current light value (say it's 0.385) and subtract game's nighttime value (0.283) - result is 0.102
-- divide 0.102 by 0.217 - result is 0.47
-- subtract 0.47 from 1.0 - result is 0.53
-- multiply 0.53 by game's nighttime multiplier for player's crew (3.0) - result is 1.59
-- if result above > 1.0 then subtract 1.0 from result above - result is 0.59
-- load derived minimum signal strength into XMM0 and XMM1 (let's say it's 0.1)
-- multiply XMM1 by 0.59 - XMM1 = 0.059
-- add XMM1 to XMM0 - XMM0 = 0.159 - this is the new minimum derived signal strength
Your formula doesn't work. Try it with current light value of 0.5 and 0.283.
This is exactly what I did, and the extreme values 0.5 and 0.283 gave me the expected results (i.e. 1 and 3) :yep:
You can check yourself: I have entered my formulas in an on-line document (https://docs.google.com/spreadsheet/ccc?key=0Ar__9ltm8QEmdGhKY3FYeFlyTTQyRmxuUlltTkZQa 3c&usp=sharing) (google spreadsheet). Just replace the 'current light value (clv)' figure with whatever you want within the range 0.283-0.5, and read the result in the last row :up:
TheDarkWraith
03-24-14, 05:46 PM
This is exactly what I did, and the extreme values 0.5 and 0.283 gave me the expected results (i.e. 1 and 3) :yep:
You can check yourself: I have entered my formulas in an on-line document (https://docs.google.com/spreadsheet/ccc?key=0Ar__9ltm8QEmdGhKY3FYeFlyTTQyRmxuUlltTkZQa 3c&usp=sharing) (google spreadsheet). Just replace the 'current light value (clv)' figure with whatever you want within the range 0.283-0.5, and read the result in the last row :up:
That's wrong. 0.5 should give 0 - no multiplier (thus the current minimum signal strength should be used)
0.283 should give 3 - max multiplier - thus 3.0 should be multiplied by the minimum signal strength
That's wrong. 0.5 should give 0 - no multiplier (thus the current minimum signal strength should be used)
I don't get you here. :06:
My formulas return 1 for a 0.5 light value. That seems correct to me, as current minimum signal strength x 1 is obvioulsy equal to current minimum signal strength (i.e. that exact value is used). If the multiplier was 0 (or close to 0), it would nullify the effect of other sensor strength modifiers (current minimum signal strength x 0 = 0).
0.283 should give 3 - max multiplier
It does :yep:
Have you checked the spreadsheet with my formulas?
Thus I came up with a new algorithm:
- if game reports back it's daytime:
-- compare game's nighttime value (0.283) to start of nighttime value (0.5) - I do this comparison because it's possible someone may screw up and assign the start of nighttime value <= 0.283 since it's a variable in the patch file
-- if greater than or equal then jump to end of function
-- if less than then subtract game's nighttime value (0.283) from start of nighttime (0.5) - result is 0.217
-- take current light value (say it's 0.385) and subtract game's nighttime value (0.283) - result is 0.102
-- divide 0.102 by 0.217 - result is 0.47
-- subtract 0.47 from 1.0 - result is 0.53
-- multiply 0.53 by game's nighttime multiplier for player's crew (3.0) - result is 1.59
-- if result above > 1.0 then subtract 1.0 from result above - result is 0.59
-- load derived minimum signal strength into XMM0 and XMM1 (let's say it's 0.1)
-- multiply XMM1 by 0.59 - XMM1 = 0.059
-- add XMM1 to XMM0 - XMM0 = 0.159 - this is the new minimum derived signal strength
I have put your new algorithm on graph (using your same constants), and it is not linear. It got a sharp bump at a light value of ca. 0.430 :yep:
http://i519.photobucket.com/albums/u359/taneshikimano/signalstrengthgraph.jpg
If you want, you can check yourself: I have entered your formulas in the second sheet of my on-line spreadsheet (https://docs.google.com/spreadsheet/ccc?key=0Ar__9ltm8QEmdGhKY3FYeFlyTTQyRmxuUlltTkZQa 3c&usp=sharing).
Now compare the graph above with the one of your algorithm with my adjustements (http://www.subsim.com/radioroom/showpost.php?p=2189870&postcount=3032) (same constants as above used): ;)
http://i519.photobucket.com/albums/u359/taneshikimano/signalstrengthgraph-1.jpg
Viktor_Prien
03-24-14, 07:50 PM
thank gentlemen for all your hard work for the community!:up:
TheDarkWraith
03-24-14, 07:51 PM
You have to see the code to understand. It works perfectly and is linear throughout the whole range.
Here are the variables for the searchlights and the player's crew and other units visual sensor signal strength varied by available sunlight (they are located in the SHSim patch file):
[SECTION 1]
...
;
; +0x0 = nighttime value for searchlights active - 0.4
Code3=0x40,CDCCCC3E
;
; +0x0 = the start of nighttime value for other units - 0.5
; +0x4 is the nighttime multiplier addition for other units - 1.0
Code4=0x48,0000003F0000803F
;
; +0x0 = the start of nighttime value for player's unit - 0.6
; +0x4 = the nighttime multiplier addition for player's unit - 2.5
Code5=0x50,9A99193F00002040
If you adjust any of the variables then you need to run the Generic Patcher app again and ensure to open the SHSim patch file so it can be updated with your changes.
v1.0.158.0 released. See post #1
Starting with v1.0.158.0 added 3 new patches to the SHSim.act file: searchlights active at dusk when they have a contact, Player's unit visual sensor affected by available light, and Units visual sensor affected by available light (does not affect player's unit)
You have to see the code to understand. It works perfectly and is linear throughout the whole range.
You beat me on that: I have no idea how to look into your patch file :doh:
Nonetheless, if your code uses the same function you have described at post #3035 , it just can't give a linear output: that's not a matter of code, it is pure mathematics :) :salute:
TheDarkWraith
03-24-14, 08:28 PM
You beat me on that: I have no idea how to look into your patch file :doh:
Nonetheless, if your code uses the same function you have described at post #3035 , it just can't give a linear output: that's not a matter of code, it is pure mathematics :) :salute:
Here's the code for the other units (the code for player's unit is basically the same):
TEST AL,AL ; (Check_Adjust_Nightime_Minimum_Signal_Strength_For _Other_Units_Visual_Sensor) tests whether is daytime (0)
JNE SHSim_act.088A319E ; if already nighttime then jump to end
PUSH EAX ; saves EAX to stack
PUSH ECX ; saves ECX to stack
PUSH ESI ; saves ESI to stack
PUSH 48 ; saves offset needed in TDWData to stack (start of nighttime value for other units)
CALL SHSim_act.Load_TDWData_Address_Into_EAX ; calls Load_TDWData_Address_Into_EAX
FLD DWORD PTR DS:[EAX] ; loads start of nighttime value for other units onto top of floating point stack
MOV ECX,DWORD PTR DS:[EBX+48] ; loads pointer to table of offsets into ECX
MOV ECX,DWORD PTR DS:[ECX+4] ; loads an offset into ECX
FLD DWORD PTR DS:[EBX+ECX+28] ; loads current available light onto top of floating point stack
FCOMIP ST,ST(1) ; compares current available light to start of nighttime value for player's unit
JNB SHORT SHSim_act.088A3194 ; if current available light is greater than or equal to start of nighttime value for
PUSH 0 ; saves 0 to stack (need start of rdata section)
CALL SHSim_act.Load_rdata_Address_Into_EAX ; calls Load_rdata_Address_Into_EAX
MOV ESI,EAX ; saves start of rdata section to ESI
ADD EAX,0FB1C ; adds offset needed to EAX (sunlight value - used to determine if nighttime)
FLD DWORD PTR DS:[EAX] ; loads sunlight value - used to determine if nighttime onto top of floating point stack
FSUBP ST(1),ST ; subtracts ST0 (sunlight value - used to determine if nighttime) from ST1 (start of nighttime value) and stores result in ST1 and pops top of floating point stack (gets range)
FLDZ ; loads 0.0 onto top of floating point stack
FCOMIP ST,ST(1) ; compares ST0 (0.0) to ST1 (range) and pops top of floating point stack
JNB SHORT SHSim_act.088A3194 ; if negative value for range then jump
FLD DWORD PTR DS:[EBX+ECX+28] ; loads current available light onto top of floating point stack
FSUB DWORD PTR DS:[EAX] ; subtracts sunlight value - used to determine if nighttime from ST0 (current available sunlight)
FDIVRP ST(1),ST ; divides ST0 (result) by ST1 (range) and stores result in ST1 and pops top of floating point stack
FLD1 ; loads 1.0 onto top of floating point stack
FSUBRP ST(1),ST ; subtracts ST1 (result) from ST0 (1.0) and stores result in ST1 and pops top of floating point stack
ADD ESI,0FAB4 ; add offset needed to ESI (Constant 3.0)
FLD DWORD PTR DS:[ESI] ; loads constant 3.0 onto top of floating point stack (nighttime multiplier)
PUSH 4C ; saves offset needed in TDWData to stack (nightime multiplier addition for other units)
CALL SHSim_act.Load_TDWData_Address_Into_EAX ; calls Load_TDWData_Address_Into_EAX
FADD DWORD PTR DS:[EAX] ; adds nighttime multiplier addition for other units to nighttime multiplier
FMULP ST(1),ST ; mutiplies % of range by nighttime multiplier for other units and stores result in ST1 and pops top of floating point stack
FLD1 ; loads 1.0 onto top of floating point stack
FSUBP ST(1),ST ; subtracts ST0 (1.0) from ST1 (result) and stores result in ST1 and pops top of floating point stack
FLDZ ; loads 0.0 onto top of floating point stack
FCOMIP ST,ST(1) ; compares ST0 (0.0) to ST1 (result) and pops top of floating point stack
JBE SHORT SHSim_act.088A3177 ; if before or equal then jump
FLD1 ; loads 1.0 onto top of floating point stack
FADDP ST(1),ST ; adds ST0 (1.0) to ST1 (result) and stores result in ST1 and pops top of floating point stack
088A3177:
FLD DWORD PTR SS:[ESP+20] ; loads minimum signal strength onto top of floating point stack
FXCH ST(1) ; swaps ST0 (minimum signal strength) and ST1 (result)
FLD ST(1) ; loads minimum signal strength onto top of floating point stack
FMULP ST(1),ST ; multiplies ST1 (result) by ST0 (minimum signal strength) and stores result in ST1 and pops top of floating point stack
FADDP ST(1),ST ; adds ST0 (result) to ST1 (minimum signal strength) and stores result in ST1 and pops top of floating point stack
PUSH ECX ; creates temp variable
FST DWORD PTR SS:[ESP] ; saves new minimum signal strength to stack
MOVSS XMM0,DWORD PTR SS:[ESP] ; loads new minimum signal strength into XMM0
ADD ESP,4 ; deletes temp variable
ADD DWORD PTR SS:[ESP+0C],10 ; sets new return value
088A3194:
FSTP ST ; pops top of floating point stack
POP ESI ; restores ESI
POP ECX ; restores ECX
POP EAX ; restores EAX
XORPS XMM2,XMM2 ; zeroes out XMM2
TEST AL,AL ; tests whether is daytime (0)
088A319E:
RETN ; returns to caller
Here's the code for the other units (the code for player's unit is basically the same):
...
In short: what is the difference between the concise formulas you had posted before, which I can get almost at first glance, and the leghty (for a profane like me) assembly code that you are pointing me to? :hmm2:
If you wanted to confuse me, you have succeeded :D
TheDarkWraith
03-24-14, 08:52 PM
In short: what is the difference between the concise formulas you had posted before which I can get almost at first glance, and the leghty (for a profane like me) code that you are pointing me to? :hmm2:
If you wanted to confuse me, you have succeeded :D
Before I was using pseudo-code. It's a way to express how the code will probably look like. You wanted to see that it was linear and I gave you a glimpse at the actual code. Follow the notes I have on the code and you'll make sense of it :yep:
Before I was using pseudo-code. It's a way to express how the code will probably look like. You wanted to see that it was linear and I gave you a glimpse at the actual code. Follow the notes I have on the code and you'll make sense of it :yep:
Will do it (deciphering your notes will take me a while though), but I repeat: if your assembly code follows your pseudo-code, its output can't be linear. I think I have demonstrated it in the most straightforward way I am capable of, with the graphs I have posted a few posts back.
If on the contrary your code contains some substantial corrections which were absent from the pseudo-code (and, indeed, if you like me are enjoying our friendly debate), maybe you could put your changes in a way that I can understand/find them more quickly than having to dig for them into your code.
On a more hilarious note: I have the feeling that we were discussing in a language that we both understand, and suddenly you started answering me in ancient aramaic :O: :)
TheDarkWraith
03-24-14, 11:49 PM
Looked into when game decides to add new units to the game (when they are actually rendered) and finally figured out the hows and whys.
First of all everything centers around the player's unit. The game tests every possible unit's distance from the player's unit to see if it >= 40,000m (sometimes 35,000m) and if so then unit is considered a 2D unit and is evolved by the MissionEngine.DLL. If the unit's distance to the player's unit is < 40,000m (sometimes 35,000m) then unit is considered a 3D unit and is rendered and is considered an active unit.
Now I'm playing around with getting units to be 3D units and thus rendered and an active unit when it's distance from player's unit is > 40,000m (sometimes 35,000m)
THE_MASK
03-25-14, 01:52 AM
Using the latest patch in career mode . I will see how it goes :up:
@ TDW
I have finally finished comparing the code of your new patch with the corresponding algorithm that my graph at post #3039 (http://www.subsim.com/radioroom/showpost.php?p=2189974&postcount=3039) is based on. That was a good mental excercise by the way, and an excellent introduction to assembly for an illiterate like me; thank you for pushing me into it. :up:
For better understanding I have grouped your code from post #3043 (http://www.subsim.com/radioroom/showpost.php?p=2189989&postcount=3043). Each group is followed by the corresponding pseudo-code (if any; copied/pasted from post #3035 (http://www.subsim.com/radioroom/showpost.php?p=2189895&postcount=3035)).
Color legend:
Text marked in sea-green bold: parts of code which have a direct correspondence into your pseudo-code
Text marked in lime-green: parts of code which are implicit into your pseudo-code (mostly variable/offsets declaration/loading/saving/unloading)
Text marked in yellow bold: parts of code which have not a direct or implicit correspondence into your pseudo-code
Text marked in italic bold below: pseudo-code which the code above is based on.
My comparison:
================================================== ========
TEST AL,AL ; (Check_Adjust_Nightime_Minimum_Signal_Strength_For _Other_Units_Visual_Sensor) tests whether is daytime (0)
JNE SHSim_act.088A319E ; if already nighttime then jump to end
- if game reports back it's daytime:
PUSH EAX ; saves EAX to stack
PUSH ECX ; saves ECX to stack
PUSH ESI ; saves ESI to stack
PUSH 48 ; saves offset needed in TDWData to stack (start of nighttime value for other units)
CALL SHSim_act.Load_TDWData_Address_Into_EAX ; calls Load_TDWData_Address_Into_EAX
FLD DWORD PTR DS:[EAX] ; loads start of nighttime value for other units onto top of floating point stack
MOV ECX,DWORD PTR DS:[EBX+48] ; loads pointer to table of offsets into ECX
MOV ECX,DWORD PTR DS:[ECX+4] ; loads an offset into ECX
FLD DWORD PTR DS:[EBX+ECX+28] ; loads current available light onto top of floating point stack
FCOMIP ST,ST(1) ; compares current available light to start of nighttime value for player's unit
JNB SHORT SHSim_act.088A3194 ; if current available light is greater than or equal to start of nighttime value for
PUSH 0 ; saves 0 to stack (need start of rdata section)
CALL SHSim_act.Load_rdata_Address_Into_EAX ; calls Load_rdata_Address_Into_EAX
MOV ESI,EAX ; saves start of rdata section to ESI
ADD EAX,0FB1C ; adds offset needed to EAX (sunlight value - used to determine if nighttime)
FLD DWORD PTR DS:[EAX] ; loads sunlight value - used to determine if nighttime onto top of floating point stack
FSUBP ST(1),ST ; subtracts ST0 (sunlight value - used to determine if nighttime) from ST1 (start of nighttime value) and stores result in ST1 and pops top of floating point stack (gets range)
-- (if less than then [see pseudo-code below]) subtract game's nighttime value (0.283) from start of nighttime (0.5) - result is 0.217
FLDZ ; loads 0.0 onto top of floating point stack
FCOMIP ST,ST(1) ; compares ST0 (0.0) to ST1 (range) and pops top of floating point stack
JNB SHORT SHSim_act.088A3194 ; if negative value for range then jump
-- compare game's nighttime value (0.283) to start of nighttime value (0.5) - I do this comparison because it's possible someone may screw up and assign the start of nighttime value <= 0.283 since it's a variable in the patch file (If less than then... [see pseudo-code above])
FLD DWORD PTR DS:[EBX+ECX+28] ; loads current available light onto top of floating point stack
FSUB DWORD PTR DS:[EAX] ; subtracts sunlight value - used to determine if nighttime from ST0 (current available sunlight)
-- take current light value (say it's 0.385) and subtract game's nighttime value (0.283) - result is 0.102
FDIVRP ST(1),ST ; divides ST0 (result) by ST1 (range) and stores result in ST1 and pops top of floating point stack
-- divide 0.102 by 0.217 - result is 0.47
FLD1 ; loads 1.0 onto top of floating point stack
FSUBRP ST(1),ST ; subtracts ST1 (result) from ST0 (1.0) and stores result in ST1 and pops top of floating point stack
-- subtract 0.47 from 1.0 - result is 0.53
ADD ESI,0FAB4 ; add offset needed to ESI (Constant 3.0)
FLD DWORD PTR DS:[ESI] ; loads constant 3.0 onto top of floating point stack (nighttime multiplier)
PUSH 4C ; saves offset needed in TDWData to stack (nightime multiplier addition for other units)
CALL SHSim_act.Load_TDWData_Address_Into_EAX ; calls Load_TDWData_Address_Into_EAX
FADD DWORD PTR DS:[EAX] ; adds nighttime multiplier addition for other units to nighttime multiplier
FMULP ST(1),ST ; mutiplies % of range by nighttime multiplier for other units and stores result in ST1 and pops top of floating point stack
-- multiply 0.53 by game's nighttime multiplier for player's crew (3.0) - result is 1.59
FLD1 ; loads 1.0 onto top of floating point stack
FSUBP ST(1),ST ; subtracts ST0 (1.0) from ST1 (result) and stores result in ST1 and pops top of floating point stack
FLDZ ; loads 0.0 onto top of floating point stack
FCOMIP ST,ST(1) ; compares ST0 (0.0) to ST1 (result) and pops top of floating point stack
JBE SHORT SHSim_act.088A3177 ; if before or equal then jump
FLD1 ; loads 1.0 onto top of floating point stack
FADDP ST(1),ST ; adds ST0 (1.0) to ST1 (result) and stores result in ST1 and pops top of floating point stack
-- if result above > 1.0 then subtract 1.0 from result above - result is 0.59
088A3177:
FLD DWORD PTR SS:[ESP+20] ; loads minimum signal strength onto top of floating point stack
FXCH ST(1) ; swaps ST0 (minimum signal strength) and ST1 (result)
FLD ST(1) ; loads minimum signal strength onto top of floating point stack
FMULP ST(1),ST ; multiplies ST1 (result) by ST0 (minimum signal strength) and stores result in ST1 and pops top of floating point stack
-- load derived minimum signal strength into XMM0 and XMM1 (let's say it's 0.1)
-- multiply XMM1 by 0.59 - XMM1 = 0.059
FADDP ST(1),ST ; adds ST0 (result) to ST1 (minimum signal strength) and stores result in ST1 and pops top of floating point stack
PUSH ECX ; creates temp variable
FST DWORD PTR SS:[ESP] ; saves new minimum signal strength to stack
MOVSS XMM0,DWORD PTR SS:[ESP] ; loads new minimum signal strength into XMM0
ADD ESP,4 ; deletes temp variable
ADD DWORD PTR SS:[ESP+0C],10 ; sets new return value
-- add XMM1 to XMM0 - XMM0 = 0.159 - this is the new minimum derived signal strength
088A3194:
FSTP ST ; pops top of floating point stack
POP ESI ; restores ESI
POP ECX ; restores ECX
POP EAX ; restores EAX
XORPS XMM2,XMM2 ; zeroes out XMM2
TEST AL,AL ; tests whether is daytime (0)
088A319E:
RETN ; returns to caller
================================================== ========
End of code
As you can see, differences between your code and your pseudo-code are trascurable, and they can't affect the output of your function, which -I repeat- is not linear. Today I have double checked the formulas I had entered yesterday in the spreadsheet that my graphs are based on, and I couldn't spot any error on my part.
Trust me or not, the one possible linear function which interpolates the two extremes derived min. signal strength (x1) - derived min signal strength x game's nighttime multiplier, is the one I have suggested at post #3032 (http://www.subsim.com/radioroom/showpost.php?p=2189870&postcount=3032). In an euclidean space, there can't be other correct solutions :know:
gap off:salute:
I'm playing around with getting units to be 3D units and thus rendered and an active unit when it's distance from player's unit is > 40,000m (sometimes 35,000m)
:yeah:
TheDarkWraith
03-25-14, 10:38 AM
Trust me or not, the one possible linear function which interpolates the two extremes derived min. signal strength (x1) - derived min signal strength x game's nighttime multiplier, is the one I have suggested at post #3032 (http://www.subsim.com/radioroom/showpost.php?p=2189870&postcount=3032) :know:
You're hung up on something. The code I posted is a linear function. I tested it in the debugger to ensure it was linear. Giving available light as 0.499999 results in minimum signal strength of original minimum signal strength. Giving available light as 0.283 (game's nighttime value) results in minimum signal strength * 3.0. Giving available light as 0.3915 (half-way point) results in minimum signal strength * 1.5. How is that not linear?
You're hung up on something. The code I posted is a linear function. I tested it in the debugger to ensure it was linear. Giving available light as 0.499999 results in minimum signal strength of original minimum signal strength. Giving available light as 0.283 (game's nighttime value) results in minimum signal strength * 3.0. Giving available light as 0.3915 (half-way point) results in minimum signal strength * 1.5.
At last we are talking again the same (universal) language: numbers :yeah:
How is that not linear?
you forget something:
our extremes are minimum signal strength and minimum signal strength * 3.
Divide both terms by minimum signal strength and you get 1 and 3. The midpoint between 1 and 3 is not 1.5; it is 2 :yep:
Maybe (yet another) graphical comparison between my function (in blue) and your one (in red), can help: :03:
http://i519.photobucket.com/albums/u359/taneshikimano/signalstrengthgraph-2.jpg
TheDarkWraith
03-25-14, 01:13 PM
Looked back over the code for the minimum signal strength adjustment and noticed that I wasn't accounting for 0 based numbers :huh: I rewrote those two functions to take into account 0 based numbers and also to clean it up (original code was fugly!) and to add some error checking into it also (to account for user errors - entering wrong values for variables)
Now it's linear :)
TEST AL,AL ; (Check_Adjust_Nightime_Minimum_Signal_Strength_For _Other_Units_Visual_Sensor) tests whether is daytime (0)
JNE SHSim_act.089431A4 ; if already nighttime then jump
PUSH EAX ; saves EAX to stack
PUSH ECX ; saves ECX to stack
PUSH ESI ; saves ESI to stack
PUSH 48 ; saves offset needed in TDWData to stack (start of nighttime value for other units)
CALL SHSim_act.Load_TDWData_Address_Into_EAX ; calls Load_TDWData_Address_Into_EAX
FLD DWORD PTR DS:[EAX] ; loads start of nighttime value for other units onto top of floating point stack
MOV ECX,DWORD PTR DS:[EBX+48] ; loads pointer to table of offsets into ECX
MOV ECX,DWORD PTR DS:[ECX+4] ; loads an offset into ECX
FLD DWORD PTR DS:[EBX+ECX+28] ; loads current available light onto top of floating point stack
FCOMIP ST,ST(1) ; compares current available light to start of nighttime value for player's unit
JNB SHORT SHSim_act.0894319A ; if current available light is greater than or equal to start of nighttime value for
PUSH 0 ; saves 0 to stack (need start of rdata section)
CALL SHSim_act.Load_rdata_Address_Into_EAX ; calls Load_rdata_Address_Into_EAX
MOV ESI,EAX ; saves start of rdata section to ESI
ADD EAX,0FB1C ; adds offset needed to EAX (sunlight value - used to determine if nighttime)
FLD DWORD PTR DS:[EAX] ; loads sunlight value - used to determine if nighttime onto top of floating point stack
FSUBP ST(1),ST ; subtracts ST0 (sunlight value - used to determine if nighttime) from ST1 (start of nighttime value) and stores result in ST1 and pops top of floating point stack (gets range)
FLDZ ; loads 0.0 onto top of floating point stack
FCOMIP ST,ST(1) ; compares ST0 (0.0) to ST1 (range) and pops top of floating point stack
JNB SHORT SHSim_act.0894319A ; if negative value for range then jump
FLD1 ; loads 1.0 onto top of floating point stack
FXCH ST(1) ; swaps ST0 (1.0) and ST1 (range)
FLD DWORD PTR DS:[EBX+ECX+28] ; loads current available light onto top of floating point stack
FSUB DWORD PTR DS:[EAX] ; subtracts sunlight value - used to determine if nighttime from ST0 (current available sunlight)
FLDZ ; loads 0.0 onto top of floating point stack
FCOMI ST,ST(1) ; compares ST0 (0.0) to ST1 (result) - have to account for possible floating point error
JBE SHORT SHSim_act.0894315C ; if before or equal then jump
FST ST(1) ; saves 0.0 to ST1 (result) - sets new result to 0.0
FSTP ST ; pops top of floating point stack - removes 0.0
FDIVRP ST(1),ST ; divides ST0 (result) by ST1 (range) and stores result in ST1 and pops top of floating point stack
FSUBR ST,ST(1) ; subtracts ST0 (result) from ST1 (1.0) and stores result in ST0 - gets % of range
ADD ESI,0FAB4 ; add offset needed to ESI (Constant 3.0 - nighttime multiplier)
FLD DWORD PTR DS:[ESI] ; loads constant 3.0 onto top of floating point stack (nighttime multiplier)
PUSH 4C ; saves offset needed in TDWData to stack (nightime multiplier addition for other units)
CALL SHSim_act.Load_TDWData_Address_Into_EAX ; calls calls Load_TDWData_Address_Into_EAX
FADD DWORD PTR DS:[EAX] ; adds nighttime multiplier addition for other units to nighttime multiplier
FSUB ST,ST(2) ; subtracts ST2 (1.0) from ST0 (total nighttime multiplier) and stores result in ST0 - this converts to 0 based
FLDZ ; loads 0.0 onto top of floating point stack - is possible that user set multiplier addition to negative value thus adjusted nighttime multiplier could be negative!
FCOMI ST,ST(1) ; compares ST0 (0.0) to ST1 (adjusted nighttime multiplier 0 based)
JBE SHORT SHSim_act.0894317D ; if before or equal then jump
FST ST(1) ; saves 0.0 to ST1 (adjusted nighttime multiplier)
FSTP ST ; pops top of floating point stack - removes 0.0
FMULP ST(1),ST ; mutiplies % of range by nighttime multiplier for other units 0 based and stores result in ST1 and pops top of floating point stack
FADDP ST(1),ST ; adds ST0 (result) to ST1 (1.0) and stores result in ST1 and pops top of floating point stack - this converts back to 1 based
FLD DWORD PTR SS:[ESP+20] ; loads minimum signal strength onto top of floating point stack
FMULP ST(1),ST ; multiplies ST1 (adjusted nighttime multiplier) by ST0 (minimum signal strength) and stores result in ST1 and pops top of floating point stack
PUSH ECX ; creates temp variable
FST DWORD PTR SS:[ESP] ; saves new adjusted minimum signal strength to stack
MOVSS XMM0,DWORD PTR SS:[ESP] ; loads new adjusted minimum signal strength into XMM0
ADD ESP,4 ; deletes temp variables
ADD DWORD PTR SS:[ESP+0C],10 ; sets new return value
0894319A:
FSTP ST ; pops top of floating point stack
POP ESI ; restores ESI
POP ECX ; restores ECX
POP EAX ; restores EAX
XORPS XMM2,XMM2 ; zeroes out XMM2
TEST AL,AL ; tests whether it's daytime (0)
089431A4:
RETN ; returns to caller
tonschk
03-25-14, 01:22 PM
:yeah:
http://i57.tinypic.com/6scebo.jpg
TheDarkWraith
03-25-14, 02:07 PM
v1.0.159.0 released. See post #1
Starting with v1.0.159.0 rewrote the Player's unit visual sensor affected by available light and Units visual sensor affected by available light (does not affect player's unit) patches due to non-linearity found (not accounting for 0 based numbers) and to add some error checking (in case user enters incorrect values for variables in patch file) and because the code was FUGLY!
volodya61
03-25-14, 02:32 PM
v1.0.159.0 released. See post #1
Thank you TDW :salute:
There are three patches for the SHSim.act.. correct?
THE_MASK
03-25-14, 02:45 PM
Thank you TDW :salute:
There are three patches for the SHSim.act.. correct?3 new patches .
Looked back over the code for the minimum signal strength adjustment and noticed that I wasn't accounting for 0 based numbers :huh: I rewrote those two functions to take into account 0 based numbers and also to clean it up (original code was fugly!) and to add some error checking into it also (to account for user errors - entering wrong values for variables)
There are parts of your code I don't fully get. :88)
Can you please express it in a numerical format (or just as pseudo-code)? If you don't mind, I would like to check your new function in excel, just to make sure that everything is in order now. You are an excellent programmer, but I have the feeling that our math skills are more or less at the same level :D
:yeah:
http://i57.tinypic.com/6scebo.jpg
that's it :up:
TheDarkWraith
03-25-14, 04:18 PM
There are parts of your code I don't fully get. :88)
Can you please express it in a numerical format (or just as pseudo-code)?
I read that function just fine and can follow exactly what it's doing :cool:
- checks to see if daytime
- if already nighttime then jump to end
- compare current available light (0.35) to start of nighttime value for player's unit (0.5)
- if current available light is greater than or equal to start of nighttime value for player's unit then jump to end
- subtract sunlight value - used to determine if nighttime (0.238) from start of nighttime value (0.5 - gets range) - result is 0.262
- if the result above is negative then jump to end
- subtract sunlight value - used to determine if nighttime (0.238) from current available sunlight (0.35) - result is 0.112
- if the result above is negative then clamp to 0.0
- divides 0.112 by 0.262 - result is 0.4275
- subtract 0.4275 from 1.0 thus getting % of range - result is 0.5725
- get nighttime multiplier (3.0) and add nighttime multiplier addition to it (1.0) - result is 4.0
- subtract 1.0 from 4.0 - this converts to 0 based - result is 3.0
- if the result above is negative then clamp to 0.0
- multiply 0.5725 by 3.0 - result is 1.7175
- add 1.0 to result above thus converting back to 1 based - result is 2.7175
- multiply minimum signal strength (0.1) by 2.7175 - result is 0.27175
0.27175 is new minimum signal strength
volodya61
03-25-14, 04:21 PM
@ TDW
there is new Ru manual for the new version - http://rghost.ru/53354761
I read that function just fine and can follow exactly what it's doing :cool:
I said it beforehand: you are an excellent programmer, and all I know to 'program' (but I suck at it) is my alarm clock :O:
- get nighttime multiplier (3.0) and add nighttime multiplier addition to it (1.0) - result is 4.0
This is exactly what I didn't get before: what is this 'nighttime multiplier addition' that you are talking about? :hmm2:
TheDarkWraith
03-25-14, 04:36 PM
This is exactly what I didn't get before: what is this 'nighttime multiplier addition' that you are talking about? :hmm2:
This is a variable in the patch file where the user can define an amount to add to the nighttime multiplier. I have this set to 1.0 for units other than player's unit. Player's unit has a value of 2.5.
This is a variable in the patch file where the user can define an amount to add to the nighttime multiplier. I have this set to 1.0 for units other than player's unit. Player's unit has a value of 2.5.
I see, good idea!
Is the same constant (night time multiplier addition) applied at night (i.e. when the daytime test fails)? It should :yep:
- subtract sunlight value - used to determine if nighttime (0.238) from start of nighttime value (0.5 - gets range) - result is 0.262
...
- subtract sunlight value - used to determine if nighttime (0.238) from current available sunlight (0.35) - result is 0.112
wasn't game's nighttime value equal to 0.283? Was that a mistyping by you, or you have added ways to customize that parameter too?
P.S: well done with your new function :up: :salute:
TheDarkWraith
03-25-14, 06:28 PM
Is the same constant (night time multiplier addition) applied at night (i.e. when the daytime test fails)? It should :yep:
wasn't game's nighttime value equal to 0.283? Was that a mistyping by you, or you have added ways to customize that parameter too?
That's what I forgot :huh: That first test at the start of the function to see if it's already nighttime was supposed to be taking care of this. I'll fix it :up:
Yes the game's nighttime value was 0.283. Typo on my part.
I could make this value changeable :hmmm:
Good news! I figured out how to increase the spawn distance from the player's unit :yeah: The game has a default radius of 40000m (sometimes 35000m) from the player's unit for when other units are rendered. I added some new code and a new variable in the patch file that will allow you to define an additional radius amount :D I added an additional 40000m to the existing 40000m (80000m total) and sure enough it worked. Any units within a 80000m radius of my unit were being rendered :rock:
That's what I forgot :huh: That first test at the start of the function to see if it's already nighttime was supposed to be taking care of this. I'll fix it :up:
:up:
Yes the game's nighttime value was 0.283. Typo on my part.
I could make this value changeable :hmmm:
That would be another useful feature :yep:
Good news! I figured out how to increase the spawn distance from the player's unit :yeah: The game has a default radius of 40000m (sometimes 35000m) from the player's unit for when other units are rendered. I added some new code and a new variable in the patch file that will allow you to define an additional radius amount :D I added an additional 40000m to the existing 40000m (80000m total) and sure enough it worked. Any units within a 80000m radius of my unit were being rendered :rock:
That actually rocks!
:Kaleun_Salivating:
Could far away ships be heard through the hydrophone (both for players and for the sonarman)?
Have you noticed any decrease in performance on you high spec system?
Viktor_Prien
03-25-14, 06:58 PM
Any units within a 80000m radius of my unit were being rendered
I don't want to be the crow of turn but 80 Km from your unit it's not a little bit too much?
I'm thinking to users that already now suffer pc slowdown...Immagine 3 large convoys sailing in that range during night with some searchlights on and maybe firing to a group of planes and all rendered...most pc with low specs pc will almost freeze I presume...In addition think also to multiplayer session...already with SH3 when there's a single huge convoy and the ships of it of starts to fire to a plane(for example) most players suffer slowdowns.
I hope to not offend you with this consideration but I think that it's a thing you have to take in mind.
With respect Viktor
TheDarkWraith
03-25-14, 07:16 PM
I don't want to be the crow of turn but 80 Km from your unit it's not a little bit too much?
I'm thinking to users that already now suffer pc slowdown...Immagine 3 large convoys sailing in that range during night with some searchlights on and maybe firing to a group of planes and all rendered...most pc with low specs pc will almost freeze I presume...In addition think also to multiplayer session...already with SH3 when there's a single huge convoy and the ships of it of starts to fire to a plane(for example) most players suffer slowdowns.
I hope to not offend you with this consideration but I think that it's a thing you have to take in mind.
With respect Viktor
It's a variable in my patch file thus you can tailor to taste :up: It will come with default value of 0.0 thus no additional distance will be added to stock game's 40000.0m. If you want to increase the render distance then you can adjust this variable to whatever you want :yeah:
TheDarkWraith
03-25-14, 07:20 PM
That would be another useful feature :yep:
Could far away ships be heard through the hydrophone (both for players and for the sonarman)?
Have you noticed any decrease in performance on you high spec system?
I might add the ability to change the game's nighttime value in the future :up:
Haven't tested the hydrophone on far away units yet. I'll let you all do this :yep: I'm just finishing up the new version of my Generic Patcher currently and testing everything for CTDs.
No decrease in performance on my high-end system. You have to remember that I have an AMD 8 core processor overclocked to 5+GHz on an Asus Crosshair Formula-Z motherboard with 16GB of RAM with the rendering being taken care of by a GTX690. There isn't much that can bring my system to it's knees :D
I might add the ability to change the game's nighttime value in the future :up:
Good to hear. I wonder if the value chosen by devs is just an arbitrary number, or rather based on some speculation by them. I mean: why 0.283 and not just 0.25 or 0.3? :hmm2:
Haven't tested the hydrophone on far away units yet. I'll let you all do this :yep: I'm just finishing up the new version of my Generic Patcher currently and testing everything for CTDs.
Fair enough :up:
Don't forget the 'ship (other than carriers) spawning planes patch', when you get time for it. IIRC you liked the idea, and it should already be in you todo list ;)
No decrease in performance on my high-end system. You have to remember that I have an AMD 8 core processor overclocked to 5+GHz on an Asus Crosshair Formula-Z motherboard with 16GB of RAM with the rendering being taken care of by a GTX690. There isn't much that can bring my system to it's knees :D
Sometimes I forget how cool and super-performant is whatever concerns your life :O: :-j
THE_MASK
03-25-14, 09:24 PM
Good to hear. I wonder if the value chosen by devs is just an arbitrary number, or rather based on some speculation by them. I mean: why 0.283 and not just 0.25 or 0.3? :hmm2:
Fair enough :up:
Don't forget the 'ship (other than carriers) spawning planes patch', when you get time for it. IIRC you liked the idea, and it should already be in you todo list ;)
Sometimes I forget how cool and super-performant is whatever concerns your life :O: :-jIf you have been any where near the Eastern British coast in the latest Open Horizons mod during the Coastal campaign , then you would know that it is the last mod you would want .
TheDarkWraith
03-25-14, 09:49 PM
v1.0.160.0 released. See post #1
Starting with v1.0.160.0:
- added a new patch to the SH5.exe: Increase render distance of units. This new patch will, as it says, increase the render distance of units from the player's unit. Default render distance is 40000.0m. This patch will let you define an additional value to add to this 40000.0m thus increasing the render distance from the player's unit. Default value is an additional 40000.0m. See the Notes= of the new patch to learn how to change the default value.
- revised the Player's unit visual sensor affected by available light and Units visual sensor affected by available light (does not affect player's unit) patches so that if it's nighttime it will use the additional nighttime multiplier specified in the patches.
- Added notes (Notes=) to the Player's unit visual sensor affected by available light, Units visual sensor affected by available light (does not affect player's unit), and searchlights active at dusk when they have a contact patches so that the end-user knows how to adjust the variables for those patches
My high-end system was able to increase the render distance of units an additional 100000.0m (total render distance was then 140000.0m) without a performance hit :D
THE_MASK
03-25-14, 10:16 PM
I enabled the v1.0.160.0 . Left it on the Default value is an additional 40000.0m . Started a new career and left Memel . My computer seems to run better LOL 112 fps . Asus EAH 5870 V2 LOL . Early days . Got close to a port and ships started turning up . 18 fps . Good that its there for when I upgrade my computer .
TheDarkWraith
03-25-14, 10:28 PM
Here's the increase render distance patch in action. I left the default increase value to 40000.0m. Made a single mission where I had a fighter ~70000.0m to the west of my sub. As soon as the game loaded I paused it, drew a distance line, went to external cam and followed the line to the end to find:
http://www.subsim.com/radioroom/picture.php?albumid=468&pictureid=7444
Working just like it should :rock:
Disabled the patch and tried it again. No dice. Plane didn't render till it was ~35000.0m from my sub.
This patch will make campaigns a little more interesting now, especially if the increase render distance is > 80000.0m
:|\\
TheDarkWraith
03-26-14, 12:21 AM
I wonder if the value chosen by devs is just an arbitrary number, or rather based on some speculation by them. I mean: why 0.283 and not just 0.25 or 0.3? :hmm2:
The answer to this is we'll never know unless the programmer who coded this section tells us. What I can infer is this: it's located in SHSim's .rdata section. This tells me it was declared as a constant or global constant in the original C++ code. This is good news because I can modify it - define a variable in the patch file that can add an adjustment amount to it (+ or -) thus letting the end-user decide when nighttime is :up: I'll write this code tomorrow.
Going to have to do a little trickery because of this:
Dump - SHSim_act:06AC0000..06AC0FFF
Address Hex dump Decoded data Comments
06AC023C \. 40000040 DD 40000040 ; Characteristics = INITIALIZED_DATA|READ
SHSim's .rdata section only has read access which is typical of rdata sections (they are usually read-only constants or read-only global constants)
Here's where years and years of hacking comes into play! If you ever want to modify data in a section that is read-only or doesn't have write access just modify the flags in the PE header to give you the access you need/want. Easy as pie!!
Sjizzle
03-26-14, 01:58 AM
all of u have this error with patch 1.0.160.0 ?
http://www.mediafire.com/convkey/5b5a/v371jx3rhght9s5fg.jpg
EDIT:
Problem solved used the backups and patched again and all is ok now thx
THE_MASK
03-26-14, 02:44 AM
all of u have this error with patch 1.0.160.0 ?
http://www.mediafire.com/convkey/5b5a/v371jx3rhght9s5fg.jpgNo .
If you have been any where near the Eastern British coast in the latest Open Horizons mod during the Coastal campaign , then you would know that it is the last mod you would want .
Most battleships and some cruisers and destroyers being equipped with scout planes during WWII is a fact.The Supermarine Walrus, the Arado Ar 196, the Curtiss Seagull and the Vought Kingfisher (all modelled in game, or vailable for importing in game), were mostly flown from ship decks rather than from land. Having this modelled in game would be highly realistic.
If TDW decides to work on such a patch, it is on you deciding wether to enable it or not. :03:
Here's the increase render distance patch in action.
v1.0.160.0 released.
Well done TDW :rock:
Viktor_Prien
03-26-14, 06:16 AM
It's a variable in my patch file thus you can tailor to taste It will come with default value of 0.0 thus no additional distance will be added to stock game's 40000.0m. If you want to increase the render distance then you can adjust this variable to whatever you want
Excellent! Thank you for the new patch and all your work!:cool:
TheDarkWraith
03-26-14, 08:10 AM
v1.0.161.0 released. See post #1
Starting with v1.0.161.0 added a new Update to the SHSim.act file: Amount of available light that determines when it's nighttime in the game for sensors. Updates are found under the Updates node. This allows the end-user to set the amount of available light that determines nighttime for sensors. See the Notes= of the update for how to adjust.
steineib
03-26-14, 08:52 AM
hi there :) so i got a strange question and sorry for my bad english. also normaly if you go with the mouse up to the buttons for the external camera and so you can click on next unit and so. ok normaly airplanes you can see so , but this who start from the CV´s i can see so. and i was this mornig on a feinfahrt south-east of plymouth, it was still dark and i had look around with the periskop and than a task force comes into the port. some destroyers and one CV. also i had fire 2 torpedos the CV was visit the fishes :D but from the destroyers no reaction. is this so in the game that the task force start at waypoint 1 over many other waypoints and than back to the port and on the last waypoint the order to stop and wait time x to go on the next patrol ? and i have see a kind of kamikazee action from british airplains. normaly they fly in a 2 plane formation, but there was 3 planes. 2 in a close fomation and the plane no 3 maybe ~20meters away on the same way. soo than they had make something like a try to land on the CV but more than 1km away , had tough the water and fly up again. this 2-3 times and one othe the planes had than too much damage and had crashed down. the other 2 had try again a kind of landing but the same as the first plane. so the had crash into the destroyers. somehow it was strange this to see.
volodya61
03-26-14, 09:31 AM
Hi TDW :salute:
Thanks for the new version(s) :)..
That's Ru manual for it - http://rghost.ru/53371251
THE_MASK
03-26-14, 06:43 PM
Dumb question . Will the GPS file save the new variables as well ?
TheDarkWraith
03-26-14, 06:48 PM
Dumb question . Will the GPS file save the new variables as well ?
There is no dumb question :yep: The snapshot feature currently only saves the patches enabled/disabled for each patch file loaded in the app.
I've been using variables in the patch files since the second patch made. Noone has ever bothered to look into them to see what is available to tweak. Variables are defined for each patch file in the patch file and do not get saved when a snapshot is taken.
Someday I'll get around to writing the variable editor of the Generic Patcher (it'll be something like my OptionsEditorViewer for my UIs mod when I finally decide to code it).
THE_MASK
03-26-14, 06:56 PM
There is no dumb question :yep: The snapshot feature currently only saves the patches enabled/disabled for each patch file loaded in the app.
I've been using variables in the patch files since the second patch made. Noone has ever bothered to look into them to see what is available to tweak. Variables are defined for each patch file in the patch file and do not get saved when a snapshot is taken.
Someday I'll get around to writing the variable editor of the Generic Patcher (it'll be something like my OptionsEditorViewer for my UIs mod when I finally decide to code it).It does my head in :yep:
TheDarkWraith
03-26-14, 11:59 PM
Another key to the SH5 puzzle was just unlocked :D I've been searching for a long time trying to figure out how to change an object's visibility and thus whether it's rendered or not - tonight I finally figured out how :rock:
Just a couple more big pieces of the puzzle left...
Since this might be related to you current code digging:
Is there a way to get the best detailed textures / effects to show up at a greater distance?
EG: the camo patterns on ships 'pop in' at a certain [close] range, and it would be nice if you could see this camo at a greater distance (or even have only the higher detailed textures used all the way out to when the object first renders)
Trevally.
03-27-14, 04:16 AM
Here's the increase render distance patch in action. I left the default increase value to 40000.0m. Made a single mission where I had a fighter ~70000.0m to the west of my sub. As soon as the game loaded I paused it, drew a distance line, went to external cam and followed the line to the end to find:
Working just like it should :rock:
Disabled the patch and tried it again. No dice. Plane didn't render till it was ~35000.0m from my sub.
This patch will make campaigns a little more interesting now, especially if the increase render distance is > 80000.0m
:|\\
This is fantastic news TDW:yeah:
We will now see much more action on our patrols
Damaged ships will have a harder time getting away
Our sensors (hydro radar etc) will pass the 40km range limit
More wolfpack encounters
More multi unit battles (taskforces meeting)
More air attacks if we are not careful
More dolphins and whales to chase:D
More hunter killer groups chasing us:o
more more more:D
karabaja
03-27-14, 07:46 AM
this is great guys, THANKS!
I'm new to SH series, and I wanted to start playing realistic mode, but I had some troubles setting up mods.. Hope your advices will help!
ReallyDedPoet
03-27-14, 10:41 AM
Welcome to SUBSIM karabaja :yep::up:
There are some great Tutorial Threads here, check out this one:Here (http://www.subsim.com/radioroom/showthread.php?t=211804)
Lot's of helpful stuff there. Also others as well. And yes feel free to ask questions :yep:
TheDarkWraith
03-28-14, 06:58 AM
Since this might be related to you current code digging:
Is there a way to get the best detailed textures / effects to show up at a greater distance?
EG: the camo patterns on ships 'pop in' at a certain [close] range, and it would be nice if you could see this camo at a greater distance (or even have only the higher detailed textures used all the way out to when the object first renders)
That is the LOD controller doing this. I don't understand that controller currently and have it on my 'watch list' so that I can explore it further in the debugger.
Since this might be related to you current code digging:
Is there a way to get the best detailed textures / effects to show up at a greater distance?
EG: the camo patterns on ships 'pop in' at a certain [close] range, and it would be nice if you could see this camo at a greater distance (or even have only the higher detailed textures used all the way out to when the object first renders)
That is the LOD controller doing this. I don't understand that controller currently and have it on my 'watch list' so that I can explore it further in the debugger.
No need to change LOD distances to fix the camo schemes "popping in" at certain ranges. If you want LOD models to use the same AO skins as their main model (i.e. the textures specified in roster cfg files), you should make sure that their material names start with the 'Cfg#TXR' prefix :yep:
THE_MASK
03-28-14, 03:37 PM
The DDs seem to be more realistic in there searchlight behaviour :up:
TheDarkWraith
03-31-14, 06:43 PM
The DDs seem to be more realistic in there searchlight behaviour :up:
Do you notice that they use them much earlier (dusk instead of actually pitch black night out)?
THE_MASK
03-31-14, 07:04 PM
Do you notice that they use them much earlier (dusk instead of actually pitch black night out)?I seen some docked ships in Kiel harbor at dusk with them on . I also seen an enemy DD searching for german planes in the Baltic mission with there searchlight , or was that in a single mission :hmm2: :o How to make the searchlight beam longer :hmm2: I could imagine docked ships in ports searching for overhead enemy planes with there searchlights . The small search beam looks lame atm .
Searchlights look awesome with gap's destructible searchlight mod which includes colour correction and increased range:
Here it is:
http://www.mediafire.com/?3qzxyk71fkjbhe6
It is based on IRAI for compatibility with TDW's mods. Changes done:
guns_radars_01.zon:
-added a SH3ZonesCtrl to reflector_base object, with a box set as WeaponsLight and a collision sphere centered on the reflector (though I am not sure that the latter is actually needed).
This is the core part of the mod.
guns_radars_01.sim:
-changed searchlight's beam color from full white to violet to reflect the spectrum of carbon arc lamps that WWII reflectors were based on;
-changed serchlight range from 200 mt to half a mile (the stock figure seemed a bit too short to me);
-adjusted attenuation parameters to reflect the new range.
Those changes are a bonus by me. You can remove the sim file from the mod if you don't like my settings, or you can give me your suggestions for improving them.
The mod comes with an historical mission based as well on TDW's torpedo tutorial mission. Just surface, get closer to the merchant and start fire for making her to turn on her searchlights. I was able to switch off one of them the hard way :arrgh!:, with one well aimed shot (at close range) :up:
Hello TheDarkWraith,
I've had a throttle problem (explained here (http://www.subsim.com/radioroom/showthread.php?t=212386)) that was caused by the independent engine controls patch. Disabling this patch solved the issue.
I'm not sure if the problem comes up only through a combination of other mods, or if it's solely from that patch, but just wanted to let you know.
At least another user has had a similar problem, commented also in the above linked thread.
If you need any information from my game, mod list, or whatever, please do tell. Also, I had the independent engine controls option in the gui disabled, might have something to do with it...
By the way, your work is awesome!
[EDIT]: My guess is that I had one engine always stuck in 1/3 position, and that I was actually only controlling one engine, although the controls for the separate engines were disabled. Going to the engine rooms, the diesels were both always synchronized in their animations.
Oh, unrelated, but destroyed marks are still a hit and miss for me :-?.
THE_MASK
04-03-14, 05:47 PM
I have that patch enabled and I have nothing wrong . I can go forwards , backwards , stop , 2 shafts . You are changing speeds with 1 shaft disengaged , don't do it . Faster turning and quieter noise signiature afaik with 1 shaft but not to be used when changing speed bell afaik .
The problem might very well be on my side. I had the patches enabled, but the option in the gui disabled as I wasn't using it. Might also conflict with some mod maybe?
Just wanted to inform that this happened. Not that it bugs me, as I'm not using it anyway at the moment.
If anybody has the same problem, they might find this useful to solve it though.
THE_MASK
04-03-14, 05:59 PM
The problem might very well be on my side. I had the patches enabled, but the option in the gui disabled as I wasn't using it. Might also conflict with some mod maybe?
Just wanted to inform that this happened. Not that it bugs me, as I'm not using it anyway at the moment.
If anybody has the same problem, they might find this useful to solve it though.That's just my opinion , but if that is not the way it is suppose to work then TDW will know thru these posts . If no one ever complained about something then nothing would ever get fixed :up:
That's just my opinion , but if that is not the way it is suppose to work then TDW will know thru these posts . If no one ever complained about something then nothing would ever get fixed :up:
Oh, I'm sure the feature works just as he intended! Love his work! :) And yours too by the way! It just might be that I broke something (I'm clumsy), or maybe I pressed the big red button where it says "do not touch!".
There might not even be anything to repair or patch, make something idiot proof, and another better idiot will come along!
But there is another person who had a similar problem already. He wrote about it in the link I posted earlier.
THE_MASK
04-03-14, 06:14 PM
Oh, I'm sure the feature works just as he intended! Love his work! :) And yours too by the way! It just might be that I broke something (I'm clumsy), or maybe I pressed the big red button where it says "do not touch!".
There might not even be anything to repair or patch, make something idiot proof, and another better idiot will come along!
But there is another person who had a similar problem already. He wrote about it in the link I posted earlier.I can make the same thing happen if I change speeds while 1 shaft engaged . Then engage both shafts and try to change speed , it wont work . If this happens engage both shafts and then click on the ALL STOP bell . Then you can change speeds with both shafts :yep:
Thanks sober,
Just tested enabling the patches and dependencies, plus the gui option through the OptionsFileEditorViewer. Now it works as intended.
So, don't enable the patches, but leave the option in the OptionsFileEditorViewer disabled...
Problem solved. Thanks again sober! And also TDW for your great work!
By the way, is it possible to turn the ship by setting one shaft on forward, and the other in reverse? Will have to test this...
THE_MASK
04-03-14, 06:37 PM
Thanks sober,
Just tested enabling the patches and dependencies, plus the gui option through the OptionsFileEditorViewer. Now it works as intended.
So, don't enable the patches, but leave the option in the OptionsFileEditorViewer disabled...
Problem solved. Thanks again sober! And also TDW for your great work!
By the way, is it possible to turn the ship by setting one shaft on forward, and the other in reverse? Will have to test this...No idea .
deathwest
04-03-14, 10:32 PM
I had a bad experience the 1st time I tried the shaft buttons. I had harbor pilot on heading out of Memel I was below and had to run up and see why I was making a left and running aground. At first I though it was the harbor pilot drinking on the job , but them I realized it was me or maybe Berard.
Nice to know I can turn boat with two props if needed.
@TDW
can you please give some easy to understand instruction how to - lets say - double the render distance by changing the number you mentioned here:
-----------------------------
Find this in the \Patches\SH5\TDW_SH5_Patches.S5P file (you can open with NotePad):
; +0x2B0 = Max distance from player's unit addition (DWORD) - Default value is 40000.0 (00401C47)
; this is added to the current max distance value of 40000.0
; this adjusted value determines when units are rendered in game and become 3D units instead of 2D units
Code14=0x2B0,00401C47
-----------------------------
lets say i want my game to render units at 80.000 meters (core -i5 here, lets see)
Please give me the exact numer i habe to write in.
Plese give me the number for 100.000 meters too, ok? :)
I have no problem using your tools and mods, it's everything professional made and well documented
but this whole mathematics is way out of my knowledge. I finally found out how to manually shot torps but thats it for now.
I tried some decimal /hex /binary converter whatever tools on the web but no success - i simple dont know what i'm doing and this leads to nothing :88)
TheDarkWraith
04-05-14, 09:00 AM
@TDW
can you please give some easy to understand instruction how to - lets say - double the render distance by changing the number you mentioned here:
Use this handy little app: http://www.mediafire.com/download/jg4xhr3rlrpbz6t/FloatConvert.zip
When you type in 100000 and press convert to hex it will show you 47C35000. You need to enter that in reverse into the patch file: 0050C347. The reason you have to enter in reverse is because the memory model in X86 processors in little endian style.
so i had to type in
0006A674 to add extra 60.000 meters? :arrgh!:
TheDarkWraith
04-05-14, 09:55 AM
so i had to type in
0006A674 to add extra 60.000 meters? :arrgh!:
Nope. You only reverse the byte order, not the individual nibbles themselves. A byte in this context is two characters: 00, AA, 3A, etc. So 60,000 meters in hex is 476A6000. Let's break that up into bytes:
47 6A 60 00
Now reverse them:
00 60 6A 47
The answer is: 00606A47
TheDarkWraith
04-05-14, 09:59 AM
The SH4 forum just gave me an excellent idea for a new patch: make the flags follow the wind direction :D Thus instead of the flags always facing towards the rear of the unit have them face the direction of the wind. That is my new goal now :rock:
so add 80.000 would be 00409c47 :D
TheDarkWraith
04-05-14, 10:01 AM
so add 80.000 would be 00409c47 :D
Yes :up:
cool, lets have children...
haha your're even in range sometimes. I saw in your posts you went to Osterode/Harz some time? thats not very far. O. is not the best place in DE imho.
Harz mountains is great...
The Converter you recomment is clean afaik, checked with virustotal. Very handy tool
http://www.mediafire.com/download/jg4xhr3rlrpbz6t/FloatConvert.zip
You never know :arrgh!:
TheDarkWraith
04-05-14, 10:13 AM
haha your're even in range sometimes i saw in your posts you went to Osterode/Harz some time? thats not very far. O. is not the best place in DE imho.
Yes I usually make it out to Osterode once or twice a year. Walking the streets of Osterode is like stepping back into the 18th century. It's so peaceful and relaxing compared to the US. Are you familiar with the big Piller plant/factory in Osterode or Bilshausen?
Yes I usually make it out to Osterode once or twice a year. Walking the streets of Osterode is like stepping back into the 18th century. It's so peaceful and relaxing compared to the US. Are you familiar with the big Piller plant/factory in Osterode or Bilshausen?
A very good friend of mine did his job trainig as a toolmaker (that CNC stuff etc.) at Piller.
So yes i know it exists but not from a personal point of view.
No luck with the render patch btw activating mid campaign - CTD
Single mission works with no noticable loss of performace afaik
will have to wait when back in port for campaign testing. This will happen this evenig.
to get fully OT
some of the last and very fierce WW2 battles on the western front were fought out
in that Area beginning with Osterode -> Herberg -> Bad Lauterberg -> Braunlage and finally Blankenburg were the "mighty" 12. Army and General Lucht surrendered to american forces.
American (and German) losses were high in that area in that last day of WW2 in April 1945.
Sad stories but also fascinating i pretend you're interested in that stuff as well.
I was born and grew up in Bad Lauterberg.
Maybe you could do some research for that events in those places when you come again some day.
"Festung" Harz 1945:
http://www.alpha64.de/1945.htm only german
TheDarkWraith
04-05-14, 04:30 PM
Today the SH4 forums gave me a great idea for a new patch: have the flags blow in the wind's direction :D
I fired up OllyDebug and figured out where the object's matrix data is and where it's combined matrix data is (it's matrix data * parent's matrix data). After locating those two key bits of info I then had to figure out the kernel functions for reading angles from the matrix data and storing new angles to the matrix data. Luckily for me, the kernel just happened to have those two functions :rock: After a bit of playing around to figure out which value of the 3 angles returned was the yaw value (of the pitch, yaw, and roll returned) I was able to modify the yaw value returned for the flag. I modified the yaw value to have the flag yaw (rotate around it's Y axis) +45 degrees. I then called the kernel function to set the new angles in the matrix and it worked first try :rock:
What I'm trying to derive currently is how to figure out how much the wind influences the flag's yaw. For instance, if the unit's speed is 8 knots @ 90 degrees, the wind's speed is 5 knots @ 315 degrees, how much should the flag yaw :06:
Tonci87
04-05-14, 05:28 PM
Today the SH4 forums gave me a great idea for a new patch: have the flags blow in the wind's direction :D
I fired up OllyDebug and figured out where the object's matrix data is and where it's combined matrix data is (it's matrix data * parent's matrix data). After locating those two key bits of info I then had to figure out the kernel functions for reading angles from the matrix data and storing new angles to the matrix data. Luckily for me, the kernel just happened to have those two functions :rock: After a bit of playing around to figure out which value of the 3 angles returned was the yaw value (of the pitch, yaw, and roll returned) I was able to modify the yaw value returned for the flag. I modified the yaw value to have the flag yaw (rotate around it's Y axis) +45 degrees. I then called the kernel function to set the new angles in the matrix and it worked first try :rock:
What I'm trying to derive currently is how to figure out how much the wind influences the flag's yaw. For instance, if the unit's speed is 8 knots @ 90 degrees, the wind's speed is 5 knots @ 315 degrees, how much should the flag yaw :06:
I have drawn something to illustrate how it works IRL. http://i1081.photobucket.com/albums/j346/tonci87/Sub_zps33f041ed.png[/URL] Using tangens you should be able to get the correct angle.
TheDarkWraith
04-05-14, 06:29 PM
Actually I think the law of cosines applies here:
ship's heading (90) - winds heading (from 315 or 45 degrees) = 45 degrees
square root of (8^2 + 5^2 + (2*8*5*COS(45))) = 12.065
12.065 is the length of the 3rd side of the triangle.
flag's angle in relation to ship = COS-1((8^2 + 12.065^2 - 5^2) / (2*8*12.065)) = 17.04 degrees
flag's angle = 17.04 + 90 = 107.04 degrees
TheDarkWraith
04-05-14, 09:34 PM
flags affected by wind patch coming along nicely :rock:
http://www.subsim.com/radioroom/picture.php?albumid=468&pictureid=7464
Sjizzle
04-06-14, 12:06 AM
Yes I usually make it out to Osterode once or twice a year. Walking the streets of Osterode is like stepping back into the 18th century. It's so peaceful and relaxing compared to the US. Are you familiar with the big Piller plant/factory in Osterode or Bilshausen?
i live in germany and Osterode is a pretty nice place for a relaxing vacation but
if u wish to go back in time i recomand u a vacation in Sighisoara ( my home town )
sorry for offtopic
http://www.turistintransilvania.com/wp-content/uploads/2012/09/sighisoara_w0043.jpg
Dracula's ( Vlad the impaler ) birth place
http://upload.wikimedia.org/wikipedia/commons/4/4f/Sighisoara_vlad_dracul_birthplace.jpg
Sartoris
04-06-14, 02:56 AM
flags affected by wind patch coming along nicely :rock:
http://www.subsim.com/radioroom/picture.php?albumid=468&pictureid=7464
A great idea for a patch, really looking forward to it!:woot:
Tonci87
04-06-14, 05:50 AM
Actually I think the law of cosines applies here:
ship's heading (90) - winds heading (from 315 or 45 degrees) = 45 degrees
square root of (8^2 + 5^2 + (2*8*5*COS(45))) = 12.065
12.065 is the length of the 3rd side of the triangle.
flag's angle in relation to ship = COS-1((8^2 + 12.065^2 - 5^2) / (2*8*12.065)) = 17.04 degrees
flag's angle = 17.04 + 90 = 107.04 degrees
Maybe I´m wrong (just got up) but why do you need the lenght of the 3rd side of the triangle? It is not needed unless you want to determine how high the flag should wave. I you know the lenghts of the opposite and adjacent sides then you can calculate the angle by using tangent. Right?
TheDarkWraith
04-06-14, 07:49 AM
Maybe I´m wrong (just got up) but why do you need the lenght of the 3rd side of the triangle? It is not needed unless you want to determine how high the flag should wave. I you know the lenghts of the opposite and adjacent sides then you can calculate the angle by using tangent. Right?
I don't see how you can use TAN. There are no right triangles. Unless I'm forgetting some form of math the only way I can see to solve this problem is with law of cosines :hmmm:. If you can show me an eaiser/better/another way I'm all ears :yep:
Tonci87
04-06-14, 07:51 AM
I don't see how you can use TAN. There are no right triangles. Unless I'm forgetting some form of math the only way I can see to solve this problem is with law of cosines :hmmm:. If you can show me an eaiser/better/another way I'm all ears :yep:
Yeah, now that I´m more awake I can see why tangens won´t work. :D
Viktor_Prien
04-06-14, 07:59 AM
flags affected by wind patch coming along nicely
Wow!Every day another piece of the puzzle comes up!Great great work TDW and thank you very much for all your efforts to render the game more realistic and playable!Very well done!
Salute Herr Kaleun!:salute:
Searchlights look awesome with gap's destructible searchlight mod which includes colour correction and increased range:
:up:
Today the SH4 forums gave me a great idea for a new patch: have the flags blow in the wind's direction :D
:sunny:
TheDarkWraith
04-06-14, 02:14 PM
having some trouble with the flags following wind direction patch. The law of cosines doesn't appear to be working correctly. I change wind direction to all different angles and it's not working. If unit's heading is 270 degrees @ 5knots and wind's direction is 45 degrees (blowing from 45 to 225 degrees) with a speed of 5 knots it works fine. Change wind direction to 90,135,180,225,270, and 315 and it's broken. Think I need to walk away from this a bit as my brain hurts :) If you all have any ideas fire away :up:
TheDarkWraith
04-06-14, 03:03 PM
Looks like I figured it out. Needed to account for which quadrant the wind was in (took COS of wind direction). Depending on whether the result of COS(wind direction) was positive or negative decided whether to add or subtract yaw amount based on wind from the flag's current yaw amount.
THE_MASK
04-06-14, 03:16 PM
How do you work out the direction of the flag in relation to the speed of the vessel ?
TheDarkWraith
04-06-14, 03:58 PM
How do you work out the direction of the flag in relation to the speed of the vessel ?
Still have problems :shifty:
For your question see here: http://www.subsim.com/radioroom/showpost.php?p=2194404&postcount=3117
I'm missing something big time and I just can't figure out what it is :/\\!!
Basically what I'm trying to solve is:
flag has yaw value that puts it in line with course of ship (it's always parallel with length of unit)
I'm trying to get wind speed/direction to alter this yaw value
Tonci87
04-06-14, 04:27 PM
Would this also work for flags attached to the submarine by mods? What exactly is the problem?
TheDarkWraith
04-08-14, 06:01 PM
Would this also work for flags attached to the submarine by mods? What exactly is the problem?
Yes this will work with anything that has _FLG in it's name (towards the end of it's name) AND has a GlobalWind controller attached to it. Why the GlobalWind controller? The patch is looking for any object with _FLG towards the end of it's name. If it finds any object with _FLG towards the end of it's name then it checks to see if it has a GlobalWind controller attached to it. If it finds a GlobalWind controller then the patch knows that this object has to take the unit's course and wind direction into consideration for determining it's rotation values. The GlobalWind controller actually does nothing in this case - it's just an 'empty' controller attached to the object that I can quickly scan for :D
Finishing up the patch currently. What a freakin pain in the you-know-what this patch was. There were so many things that I had to discover/figure out first and through trial and error. Those discoveries though are needed for some future patches - I had to do it now or later. These new discoveries will help me in trying to develop a signal light for the player's unit. My idea is to attach a searchlight to the player's unit but have it hidden so it's not rendered. Then when you ask to use the signal light (via a new game command) it shows and you can rotate it and turn it on/off. So it would actually be able to be used as signal light to signal to other players (communicate to other players via light messages) or as a search light at night time :up:
How this new flags affected by wind patch works:
- I use a vector to model ship's heading and speed
- I use a vector to model wind's direction and speed
Then using vector math I add the two vectors together. Convert the resultant vector into polar coordinates. This gives me a magnitude and an angle. The angle is the angle the flag will reside at on the unit. The magnitude is not being used but could be later (scaling of flag - i.e. if magnitude is very small then render flag small thus simulating flag not extended due to wind)
By doing the above the physics of the flag is modeled. This means unit's speed and heading and wind's speed and heading determine the resultant angle of the flag. Let's say unit is heading 270 @ 5 knots. Wind direction is 45 degrees @ 5 knots. The flag will be facing ~112 degrees:
No wind:
<-------unit @ 5 knots ------ flag @ 5 knots------->
With wind at 45 degrees @ 5 knots:
<-------unit @ 5 knots \
--------------------------------\
---------------------------------------\ flag
As in real life the game also uses how wind is defined. If you say wind is 45 degrees @ 5 knots that means it's blowing from 45 degrees to 225 degrees (SW) at 5 knots.
In the example above if the unit slows down then the flag's angle will increase (>112 degrees) or become more out of line with unit. If the unit speeds up the flag's angle will decrease (<112 degrees) or become more in line with the unit.
Because of how this patch works none of the flags defined in the stock flags.dat have GlobalWind controllers attached to them. Those will need to be added in order to see this patch work :yep:
TheDarkWraith
04-08-14, 09:16 PM
Time to add a completely new idea/feature to the Silent Hunter franchise that's never been available before in any of it's titles :rock:
v1.0.162.0 released. See post #1
Starting with v1.0.162.0 added a new game file to the patcher: kernel.dll. Add a new patch to kernel: Objects follow wind direction. This new patch will have any objects that have _FLG in their name (flags for one) AND a GlobalWind controller attached to them take wind direction and speed into consideration. See the Files= and Notes= of the patch for more info.
Sjizzle
04-09-14, 12:42 AM
Time to add a completely new idea/feature to the Silent Hunter franchise that's never been available before in any of it's titles :rock:
v1.0.162.0 released. See post #1
Starting with v1.0.162.0 added a new game file to the patcher: kernel.dll. Add a new patch to kernel: Objects follow wind direction. This new patch will have any objects that have _FLG in their name (flags for one) AND a GlobalWind controller attached to them take wind direction and speed into consideration. See the Files= and Notes= of the patch for more info.
awesome work tdw thx
WOW!......Just WOW!!:woot::D:up:
TheDarkWraith
04-09-14, 08:50 AM
hats off :yeah:
Any chance you can whip up some new icons for a signal lamp? I need icons for enable/disable signal lamp (this would make the 3D signal lamp visible/not visible on the player's unit), turn signal lamp on/off, and transmit message. That's all I can think of currently. If you or anyone else thinks I need some more then post up your ideas :up:
Sjizzle
04-09-14, 08:56 AM
@TDW
any news about the manual flooding balast tanks ?
will be awesome to have also manual flooding blasat tank.
TheDarkWraith
04-09-14, 09:00 AM
@TDW
any news about the manual flooding balast tanks ?
will be awesome to have also manual flooding blasat tank.
Need icons for them :up: I'm not a graphics artist nor do I claim to be. My graphics artist skills are beginner to intermediate at best. I don't like designing graphics art either - to me it's extremely boring and non-interesting work. I like to design and write code - to me that is art :yep:
Any chance you can whip up some new icons for a signal lamp? I need icons for enable/disable signal lamp (this would make the 3D signal lamp visible/not visible on the player's unit), turn signal lamp on/off, and transmit message. That's all I can think of currently. If you or anyone else thinks I need some more then post up your ideas :up:
I will see what I can do :up:
@TDW
any news about the manual flooding balast tanks ?
will be awesome to have also manual flooding blasat tank.
I agree :yep:
TheDarkWraith
04-09-14, 09:39 AM
Also need some icons for the user's flags - hide/show flag 1, hide/show flag 2, icon for accessing the latter icons mentioned (you click this icon to access the other two)
Sjizzle
04-09-14, 04:16 PM
Need icons for them :up: I'm not a graphics artist nor do I claim to be. My graphics artist skills are beginner to intermediate at best. I don't like designing graphics art either - to me it's extremely boring and non-interesting work. I like to design and write code - to me that is art :yep:
we have master gap who can do some nice icons :D
@TDW
any news about the manual flooding balast tanks ?
Need icons for them :up:
Also need some icons for the user's flags - hide/show flag 1, hide/show flag 2, icon for accessing the latter icons mentioned (you click this icon to access the other two)
Let's sum up.
We need icons for the following orders:
signal lamp on
signal lamp off
flood ballast tanks
blow ballast tanks
hoist upper flag
hoist lower flag
hoist both flags
hoist no flag
Is that correct?
we have master gap who can do some nice icons :D
:salute:
What do you think of these: signal lamp lit/unlit
http://i519.photobucket.com/albums/u359/taneshikimano/signallight.png
If need be, I can create different icons for white, green and red lights :03:
flag command icons:
http://i519.photobucket.com/albums/u359/taneshikimano/flags.png
Still waiting for instructions on the ballast tank order icons :salute:
Sjizzle
04-10-14, 09:46 AM
What do you think of these: signal lamp lit/unlit
http://i519.photobucket.com/albums/u359/taneshikimano/signallight.png
If need be, I can create different icons for white, green and red lights :03:
flag command icons:
http://i519.photobucket.com/albums/u359/taneshikimano/flags.png
Still waiting for instructions on the ballast tank order icons :salute:
whoop look awesome ....
idk how will make tdw the balast tank commands...
would be nice if can be flood 25% 50% 100% blow 25% 50% 100% for each balast tank. ( forward, back, and main balast tank ) :D
Mikemike47
04-10-14, 11:57 AM
What do you think of these: signal lamp lit/unlit
http://i519.photobucket.com/albums/u359/taneshikimano/signallight.png
If need be, I can create different icons for white, green and red lights :03:
flag command icons:
http://i519.photobucket.com/albums/u359/taneshikimano/flags.png
Works for me:up:
Silent Steel
04-10-14, 12:12 PM
Time to add a completely new idea/feature to the Silent Hunter franchise that's never been available before in any of it's titles :rock:
Highly revered warlock, please accept my humble thanks for your work, I'm speechless. :doh:
volodya61
04-12-14, 03:09 PM
v1.0.162.0 released. See post #1
Hi TDW :salute:
Incredible work.. really.. :yeah:
That's Ru manual for this (latest) version - http://rghost.ru/54049368
Defiance
04-12-14, 03:38 PM
Hiya's,
Amazing work by all involved :yeah:
Installed sh5 after a few yrs ashore lol
The progress seems amazing to say the least
I took the plunge and have got my head around most of your utils TDW
But one well two things i can't quite figure out :(
Maybe someone can ......
I have just got this error through the debugger .......... which is a first and happened in the last 30mins (only time since messing with patcher/viewer/mods)
[5100] SH_ServerOrbitProtocol.cpp (111): Failed to read packet from client.
[5088] ..\..\..\..\..\..\Jenkins_p4ws\UPLAY-PC-STREAMS\client\release_iron_maiden_patch2-live\shared\libs\services\src\services\UplayCoreFa cadeGetActionsJob.cpp(123) : Expired token was refreshed, but subsequent call also failed, due to to access violation.
[5088] ..\..\..\..\..\..\Jenkins_p4ws\UPLAY-PC-STREAMS\client\release_iron_maiden_patch2-live\shared\libs\services\src\services\UplayCoreFa cadeGetRewardsJob.cpp(128) : Expired token was refreshed, but subsequent call also failed, due to to access violation.
I have for several days been happily trying the amazing ai now and of course the special-singles
In the generic patcher, i adjust etc (even got to page 147 lastnight/today reading for help/hints) snapshot-remove all mods-add new snapshot etc etc, only to find after a enable-disable-all 3 for the damn orbit i get error on entry to game (about can't connect etc)
I have tried this so many times (To use:
Disable ALL Orbit listener patches in the sh5.exe using the OLD version of the app first!
Install new version of app
Enable Disable UPlay browser patch enabling all 3 changes
If you do not enable change 3 then you will NOT be able to load/save/create career games)
Been trying to remove orbit, sods law as i can't i get a damn error lmao
Would it help if i drop all jsgme mods etc / then default patches back to vanilla (1.2) in games dir (with my saved items from game directory 1.2)
Then, now i know what i'm doing option-wise in the patcher try again with this latest version (which i'm using now anyways)
Sorry to waffle :oops: can get my head around a lot of stuff but this orbit got me peeved now hehe
I know it's what i've done or doing, but can't quite grasp the fix lol
Cheers to All
Def
ps : i use the patcher as a standalone from folder on desktop, my optionviewer i have through jsgme (for sticking the snorkel options, but i aint got that far to use snorkel but i live in hope :) )
Def
THE_MASK
04-12-14, 04:19 PM
Only use the obit patch if you are modding and don't need the game syncing with server every time you restart the game . The progress bar wont fill up in your campaign .
sobers snapshot
http://www.subsim.com/radioroom/downloads.php?do=file&id=4331
Sjizzle
04-12-14, 04:22 PM
heya u have read this thread
http://www.subsim.com/radioroom/showthread.php?t=205620
if u have a backup from the files wich one is overwrited by the patcher the is ok ...if no a fresh silent hunter 5 install will help
PS.
NEVER TOUCH Orbit Listener and the advancate option from the patcher and u will be fine ......
Defiance
04-12-14, 04:35 PM
Hiya Sjizzle,
Thanks for the reply :)
I have redone stuff back to 1.2
And i will leave well alone now hehe
The link you did i must of read 10 times before i attempted using the patcher ;)
Ohh, a weird thing, i noticed i had a copy and a copy2 of tdw's TheDarkWraithUserOptions.py
I be damned if i can figure how they got there lmao
Anyways i'm up and running and still working through mods :)
Thanks Again
Ciao
Def
Defiance
04-13-14, 12:35 PM
OMG
I repeat OMG
Just hit bad weather off the east british coast
My 3d deck spray etc is now blowing across with the wind direction woohoo
Cudos to all involved indeed, of course especially to TDW
Amazing, if i had a better rig i would vid it lol
Thanks :rock:
Def
THE_MASK
04-13-14, 04:46 PM
OMG
I repeat OMG
Just hit bad weather off the east british coast
My 3d deck spray etc is now blowing across with the wind direction woohoo
Cudos to all involved indeed, of course especially to TDW
Amazing, if i had a better rig i would vid it lol
Thanks :rock:
DefNothing to do with the patcher .
vdr1981
04-13-14, 04:59 PM
So, what i need to do in order to see flags following wind direction? I have latest patcher and that's it, do I need anything else?:hmmm:
EDIT:
Aaa, now I see...In the patcher archive, SM_Flag_Wind_Patch
THE_MASK
04-13-14, 05:28 PM
I wonder which mod is causing the frozen flags :hmm2: Makes this patch a waste of time .
Sjizzle
04-14-14, 03:14 AM
I wonder which mod is causing the frozen flags :hmm2: Makes this patch a waste of time .
the flag is freez when u add a new mod and u are not in bunker
that happends to me
TheDarkWraith
04-14-14, 08:26 PM
I've isolated the memory address where it's defined the maximum wind speed. I changed it to 50m/s and whoa, there were some serious waves when I set the wind speed in game to 50m/s! :D Waves were about 10 times higher than my sub.
I figured out why you can never get a 'glass' water surface when you set wind speed to 0 - it's because the game sets a minimum wind speed. I'm going to let you override that also so that you can actually get a 0m/s wind speed.
There's all kinds of wonky stuff going on based on whether you have clouds and a certain cloud level, wind speed, rain or not, etc. It'll take some time to figure out all this wonky code they added for the weather :shifty:
THE_MASK
04-14-14, 08:45 PM
Cannot wait for this , the weather is the big let down in SH5 now . 50m/s but stock wave height . I wonder if your sub gets blown off course more with real navigation ?
THE_MASK
04-15-14, 02:52 AM
the flag is freez when u add a new mod and u are not in bunker
that happends to meI just observed returning to Wilhelmshaven all flags are frozen in my campaign except for the larger capitol ship flags :hmm2: I wonder what the difference apart from the size is and why they don't freeze ?
I've isolated the memory address where it's defined the maximum wind speed. I changed it to 50m/s and whoa, there were some serious waves when I set the wind speed in game to 50m/s! :D Waves were about 10 times higher than my sub.
I figured out why you can never get a 'glass' water surface when you set wind speed to 0 - it's because the game sets a minimum wind speed. I'm going to let you override that also so that you can actually get a 0m/s wind speed.
There's all kinds of wonky stuff going on based on whether you have clouds and a certain cloud level, wind speed, rain or not, etc. It'll take some time to figure out all this wonky code they added for the weather :shifty:
Pretty soon I'll need a bucket beside my desk:rotfl2::yeah::salute::woot:Joking aside though, I have noticed that the waves in SHO are very realistic i.e. wave height and motion etc. I know this for a fact as I crewed a flat bottomed dutch barge across the North sea in a force 8 gale (yes I was terrified) but that's another story:arrgh!:
I've isolated the memory address where it's defined the maximum wind speed.
Awesome news indeed :rock:
I changed it to 50m/s and whoa, there were some serious waves when I set the wind speed in game to 50m/s! :D Waves were about 10 times higher than my sub.
I suppose an update to DynEnv's wind speed ranges will be required for it to work together with your upcoming patch.
Besides tweaking max wind speeds in weather cfg files (Env folder), during your test had you also updated SeaParameters.cfg with the new wind speed (50 m/s) parameters?
Tonci87
04-15-14, 06:09 AM
I've isolated the memory address where it's defined the maximum wind speed. I changed it to 50m/s and whoa, there were some serious waves when I set the wind speed in game to 50m/s! :D Waves were about 10 times higher than my sub.
I figured out why you can never get a 'glass' water surface when you set wind speed to 0 - it's because the game sets a minimum wind speed. I'm going to let you override that also so that you can actually get a 0m/s wind speed.
There's all kinds of wonky stuff going on based on whether you have clouds and a certain cloud level, wind speed, rain or not, etc. It'll take some time to figure out all this wonky code they added for the weather :shifty:
Does this mean that you can make large atlantic waves possible? :o
shunter101
04-15-14, 09:25 AM
Hmm....larger waves are great, but will the AI be able to handle it. I remember seeing a destroyer sink due to large wave action :har: with the current settings (can't remember if it was in SH4 or SH5). Making them too large (more realistic) may have unseen side effects - lost convoys, which I prefer to sink them myself:D.
SH
Tonci87
04-15-14, 09:43 AM
Don´t worry about the AI, you wouldn´t go hunting in really bad weather anyway :D.
steineib
04-15-14, 03:47 PM
Sir TDW do you mean there this what is known as freak waves ? :D sounds very cool, and do this makes than demages on vessels and on the u-boot ?
THE_MASK
04-18-14, 05:40 AM
Here are some fixes they did for SH3 , some would be good for SH5 if possible .
''Hardcode-Fixes Overview
This in only a very brief overview about the Hardcode Fixes. Details and installation instructions can be found in the Readme (see above!). Due to Stieblers cool OptionsSelector tool, most of the Fixes can individually switched ON/OFF. Even the 4GB-patch can be applied with his Selector.
4. Periscope-Fix
Periscopes nearly useless for higher speeds, since blur effect simulates periscopes vibrations. At higher speeds, periscopes are moved down automatically.
5. Hydrophone-Fix
Hydrophones useless when diesels are working. When snorkelling, you must stop diesels in order to use hydrophones. Otherwise you'll hear nothing. No sound contact reports when diesels are working.
6. External torpedo reload fix
No reload of external torpedoes possible during bad weather.
Speed restriction to "slow" during external reload.
No diving possible during reload of external torpedoes.
7. Internal torpedo reload fix
No reload of internal torpedoes during storm and when surfaced. During storm one has to dive below 16m in order to reload internal torpedoes.
10. Fog warning
During high time compression (TC) it can happen that suddenly heavy fog occurs (or disappears), but the player doesn't even notice it and so he won't be able to act according to that new situation. This fix reduces TC>16 to TC=16 whenever fog occurs or disappears in order to warn the player. Additionally, the watch officer reports "fog sighted" resp. "fog disappearing".
11. Oxygen-Supply - by LGN1 (idea) and h.sie (programming)
So far, SH3 models a 100% renewable oxygen (O2) supply. That means: After a long period of diving, say 40 hours, it was sufficient to surface and after that the Uboat was able to dive for 40 hours again and again. With this fix, O2 is divided into two parts: A renewable part and a non-renewable part. The renewable part is the O2 in the air of the Uboat. This part is sufficient for a diving period of about 5-7 hours. During this time the LI informs you about the O2 content of the air, starting at the normal value 21% and slowly decreasing to the critical value of 17%. At 17%, the LI automatically starts to add O2 from the oxygen-supply (contained in pressure bottles). This botteled O2 supply is sufficient for a long diving period of about 30 - 100 hours (depending on Uboat type), but that O2-supply is non-renewable! That means: It is not filled up when surfacing. Only the O2 in the air is restored to the normal value of 21% when surfacing. From now on the Player has to act economically regarding O2 supply, what adds a new strategical component to the game.
13. BDU-Messages Mod
Instead of the monotonic 2-3 standard BDU responses to status reports, there are now 28 different messages the BDU will send, depending on your tonnage sunk, fuel supply, hull damage, remaining torpedoes.
19. Diesel Damages Fix
Risk of random diesel damages when agonizing diesels with flank speed.''
vdr1981
04-18-14, 06:47 AM
Those patches are so needed, but I must admit, it looks like a lot of work for one person...:-?
Chromius
04-18-14, 03:38 PM
Been away awhile. Is this .exe patch still not able to be used on the Steam version?
I was ordering a bunch of stuff from Amazon, and I was going to grab a DVD SH5 version if I needed it? Thanks for info.
Edit: Never mind, I see I should grab the DVD or DL non steam version and ditch my steam version, the mods did work ok with it that I was running.
TheDarkWraith
04-18-14, 06:02 PM
v1.0.163.0 released. See post #1
Starting with v1.0.163.0 added a new game file to the patcher: EnvSim.act. Added two new patches to EnvSim: wind speed allowed to be set to 0m/s and max allowable wind speed increased to 60m/s (stock game was 15m/s). NOTE: MissionEditor2 will only allow you to specify 15m/s for wind speed so you'll have to hand edit the file to attain > 15m/s wind speed
Tonci87
04-18-14, 06:06 PM
Can someone make a video of how windspeed 60 looks in the game?
THE_MASK
04-18-14, 07:37 PM
Those patches are so needed, but I must admit, it looks like a lot of work for one person...:-?They are just suggestions , nothing more implied .
Thx for the new Patch @TDW!!
I used the TDW bullet spark mission for a little test with 40m/s
It was no fun for all parties involved.
The speedboats did self-ignite very soon.
This sounds worser as it should be for campaign.
my guess is the'd never shown up in that conditions what sounds reasonable.
Before they would get in visual range they are should be destroyed by the waves.
Esp. in combination with the additional render distance patch. I set mine now to add. 80KM around my submarine, TDW even reportet that this runs fine on his crappy AMD system.
Further I'm using dynamic environment mod with the additional gap wave mechanics.
So my boat does not go much "under the waves" it "rides" them - what i like.
Don't now if this is stock game, stock Dyn. Env. or cause off the wave mechanics addon - i like it how it is.
So thx TDW for this cool update!!
How to make the wind that strong in camapign?
Edit: sorry just saw it's "Wave Mechanics - Gale (Improved)" what i use.
v1.0.163.0 released. See post #1
Starting with v1.0.163.0 added a new game file to the patcher: EnvSim.act. Added two new patches to EnvSim: wind speed allowed to be set to 0m/s and max allowable wind speed increased to 60m/s (stock game was 15m/s). NOTE: MissionEditor2 will only allow you to specify 15m/s for wind speed so you'll have to hand edit the file to attain > 15m/s wind speed
That's great :yeah:
I used the TDW bullet spark mission for a little test with 40m/s
It was no fun for all parties involved.
The speedboats did self-ignite very soon.
This sounds worser as it should be for campaign.
my guess is the'd never shown up in that conditions what sounds reasonable.
Before they would get in visual range they are should be destroyed by the waves.
Esp. in combination with the additional render distance patch. I set mine now to add. 80KM around my submarine, TDW even reportet that this runs fine on his crappy AMD system.
I expected it.
Several sea units will need their physics settings tweaked for them to handle the heavy waves brong in game by the new patch by TDW.
I could also set some new weather zones with wind ranges restricted to max 15 m/s or lesser, and use them for coastal waters, where patrol boats and small cargo vessels are more likely to occurr.
Moreover we can try to play with Waves amplitude and Waves attenuation parameters (Sim.cfg), and with FarWavesScale and FarWavesStrength parameters (SeaParameters.cfg) for avoiding that during storms ships spawning far away from player's sub sink before we could even spot them.
Last, I will have to adjust the current DynEnv weather zones, in order to allow wind speeds higher than 15 m/s in open seas (otherwise TDW's patch won't have any effect in campaign).
We should nonetheless consider that wind speeds in the 40-60 m/s range are extremely unlikely in reality. Going by the Beaufort scale (http://en.wikipedia.org/wiki/Beaufort_scale), Hurricanes (i.e. Beaufrt 12, the top end of the scale) occur at wind speeds of 32.7 m/s or higher, with wave heights ≥ 14 m/s but if you look at the wave charts linked at post #2 of DynEnv's thread (http://www.subsim.com/radioroom/showpost.php?p=2016081&postcount=2), the max averaged seasonal wind speeds hardly exceed 12 m/s, with a max standard deviation of about 5 m/s :yep:
Further I'm using dynamic environment mod with the additional gap wave mechanics.
So my boat does not go much "under the waves" it "rides" them - what i like.
Don't now if this is stock game, stock Dyn. Env. or cause off the wave mechanics addon - i like it how it is.
Dynamic Environment's wave settings might need for some adjustements. I am especially concerned about realistic wave heights, lengths and speed. Wave heights at various wind speeds can be deduced directly from the Beaufort scale, whereas wave lengths and speeds can be calculated from wind speeds, using some well known formulas.
Other than that, DynEnv has little to do with the way AI/playable units ride waves: other parameters which are not affected by DynEnv (i.e. units' drag, mass, center of mass, etc.) come into consideration.
How to make the wind that strong in camapign?
I think I have already answered your question, at least in part, when I discussed weather zones (each got its own wind speed range, varying depending on season).
There is one last aspect that I have not fully clear though: SeaParameters.cfg contains the wave settings for several wind speeds. The game interpolates automatically the settings of two contiguous wind speeds set in the cfg file, when a given wind speed comprised between the two above is not present in the said file.
Indeed, the stock SeaParameters.cfg and the versions of the same file included in Dynamic Environment (in form of different 'Wave Mechanics' submods), have 15 m/s as maximum set wind speed. That is okay for stock game, as 15 m/s is the maximum attainable wind speed anyway.
What I ignore is how the game can handle the new speeds achieved with the patch by TDW, since in the currently available cfg files there are no top end settings that can be interpolated for speeds higher than 15 m/s. In any case, I think we should create a new SeaParameters.cfg with wave settings going from 0 to 60 m/s, in steps of 5 or 10 m/s, so to be sure that the game applies the desired settings. :up:
vdr1981
04-19-14, 12:28 PM
Starting with v1.0.152.0 added a new patch to the SHSim.act file: Artillery (coastal defenses) and anti-aircraft units able to acquire and track contacts
- added a new patch to SHSim.exe: Coastal defense sub loops - Allows coastal defenses to detect subs that are submerged and/or in heavy fog
I'm a bit confused...:hmmm: Will Coastal defenses actually attack me or not? According to my test mission they won't ?
volodya61
04-19-14, 01:12 PM
v1.0.163.0 released. See post #1
Thank you, sir :salute:
Amazing work.. as always..
That's Ru manual for the latest version - http://www.mediafire.com/download/t66lkwoodibp1jh/Generic_Patcher_manual_Ru_(v1.0.134_-_v1.0.163).7z
PS: It seems the game becomes more exciting and fascinating :)
Maybe it's time to get back :hmmm: :06:
:salute:
TheDarkWraith
04-19-14, 11:26 PM
Starting with v1.0.152.0 added a new patch to the SHSim.act file: Artillery (coastal defenses) and anti-aircraft units able to acquire and track contacts
- added a new patch to SHSim.exe: Coastal defense sub loops - Allows coastal defenses to detect subs that are submerged and/or in heavy fog
I'm a bit confused...:hmmm: Will Coastal defenses actually attack me or not? According to my test mission they won't ?
They will not attack you. I haven't been able to get their guns to go active yet. All they will do if they detect you is use their radio and inform other units as to your whereabouts.
Even though you may have this patch enabled it will not 'work' until the coastal defenses are setup to use it. Currently no coastal defenses are setup to use this patch.
TheDarkWraith
04-19-14, 11:28 PM
So, what i need to do in order to see flags following wind direction? I have latest patcher and that's it, do I need anything else?:hmmm:
EDIT:
Aaa, now I see...In the patcher archive, SM_Flag_Wind_Patch
A GlobalWind controller needs to be added to every flag that you want the patch to control. That means you need to edit the Flags.dat file and add this controller to every flag in it :yep: Also any item that has _FLG in it's name that you want the patch to control has to have a GlobalWind controller attached to it.
TheDarkWraith
04-19-14, 11:41 PM
The field of view in sextant seems to be too narrow now.Can't measure the angle of elevation of a celestial body which is above 16 degrees.I really want to make a celestial position fix by myself.Is there any way to fix that in your MOD?
The above was taken from my NewUIs thread. It's better to reply to it here.
Currently you can't use the Sextant at any higher angles of elevation. I have been working on this for the past 3 days and have finally figured out a way to let you measure ANY angles of elevation with the Sextant :D
The way the Sextant is going to work will be changing here soon when I revise the Stadimeter as Sextant patch. What will be changing is you'll be able to pitch the sextant up much higher - all the way to 75 degrees. The patch will keep track of the camera's (Sextant) pitch angle and will add this value to any value you measure (using the Stadimeter as sextant). Confused?
Let's say you have a heavenly body at 68 degrees of elevation from the waterline. You place the sextant just below the heavenly body you want to measure. Let's say that angle is 60 degrees. You then press the Stadimeter button to activate the Sextant measuring. You place the second line on the heavenly body and press the left mouse button to record the measurement and it comes out to be 8 degrees. The navigator will take the base measurement (60 degrees from the waterline) and add it to the Sextant measurement (8 degrees) thus giving the true angle from the waterline (68 degrees) :D
Now theoretically you could just move the sextant right onto the heavenly body and read the measurement. The only problem with doing this is you lose precision. By pressing the stadimeter button you can press and hold Ctrl while moving the sextant to get better precision :yep:
If this still doesn't make sense then it will when you go to use the Sextant with the revised Stadimeter as Sextant patch.
Sjizzle
04-20-14, 05:24 AM
The above was taken from my NewUIs thread. It's better to reply to it here.
Currently you can't use the Sextant at any higher angles of elevation. I have been working on this for the past 3 days and have finally figured out a way to let you measure ANY angles of elevation with the Sextant :D
The way the Sextant is going to work will be changing here soon when I revise the Stadimeter as Sextant patch. What will be changing is you'll be able to pitch the sextant up much higher - all the way to 75 degrees. The patch will keep track of the camera's (Sextant) pitch angle and will add this value to any value you measure (using the Stadimeter as sextant). Confused?
Let's say you have a heavenly body at 68 degrees of elevation from the waterline. You place the sextant just below the heavenly body you want to measure. Let's say that angle is 60 degrees. You then press the Stadimeter button to activate the Sextant measuring. You place the second line on the heavenly body and press the left mouse button to record the measurement and it comes out to be 8 degrees. The navigator will take the base measurement (60 degrees from the waterline) and add it to the Sextant measurement (8 degrees) thus giving the true angle from the waterline (68 degrees) :D
Now theoretically you could just move the sextant right onto the heavenly body and read the measurement. The only problem with doing this is you lose precision. By pressing the stadimeter button you can press and hold Ctrl while moving the sextant to get better precision :yep:
If this still doesn't make sense then it will when you go to use the Sextant with the revised Stadimeter as Sextant patch.
thx TDW
Frank2013
04-20-14, 06:24 AM
The above was taken from my NewUIs thread. It's better to reply to it here.
Currently you can't use the Sextant at any higher angles of elevation. I have been working on this for the past 3 days and have finally figured out a way to let you measure ANY angles of elevation with the Sextant :D
The way the Sextant is going to work will be changing here soon when I revise the Stadimeter as Sextant patch. What will be changing is you'll be able to pitch the sextant up much higher - all the way to 75 degrees. The patch will keep track of the camera's (Sextant) pitch angle and will add this value to any value you measure (using the Stadimeter as sextant). Confused?
Let's say you have a heavenly body at 68 degrees of elevation from the waterline. You place the sextant just below the heavenly body you want to measure. Let's say that angle is 60 degrees. You then press the Stadimeter button to activate the Sextant measuring. You place the second line on the heavenly body and press the left mouse button to record the measurement and it comes out to be 8 degrees. The navigator will take the base measurement (60 degrees from the waterline) and add it to the Sextant measurement (8 degrees) thus giving the true angle from the waterline (68 degrees) :D
Now theoretically you could just move the sextant right onto the heavenly body and read the measurement. The only problem with doing this is you lose precision. By pressing the stadimeter button you can press and hold Ctrl while moving the sextant to get better precision :yep:
If this still doesn't make sense then it will when you go to use the Sextant with the revised Stadimeter as Sextant patch.
That would be great.Thanks for your hard work!:salute:
Silent Steel
04-20-14, 07:02 AM
Maybe it's time to get back :hmmm: :06:
:salute:
Please do! :yep:
vdr1981
04-20-14, 09:38 AM
The above was taken from my NewUIs thread. It's better to reply to it here.
Currently you can't use the Sextant at any higher angles of elevation. I have been working on this for the past 3 days and have finally figured out a way to let you measure ANY angles of elevation with the Sextant :D
The way the Sextant is going to work will be changing here soon when I revise the Stadimeter as Sextant patch. What will be changing is you'll be able to pitch the sextant up much higher - all the way to 75 degrees. The patch will keep track of the camera's (Sextant) pitch angle and will add this value to any value you measure (using the Stadimeter as sextant). Confused?
Let's say you have a heavenly body at 68 degrees of elevation from the waterline. You place the sextant just below the heavenly body you want to measure. Let's say that angle is 60 degrees. You then press the Stadimeter button to activate the Sextant measuring. You place the second line on the heavenly body and press the left mouse button to record the measurement and it comes out to be 8 degrees. The navigator will take the base measurement (60 degrees from the waterline) and add it to the Sextant measurement (8 degrees) thus giving the true angle from the waterline (68 degrees) :D
Now theoretically you could just move the sextant right onto the heavenly body and read the measurement. The only problem with doing this is you lose precision. By pressing the stadimeter button you can press and hold Ctrl while moving the sextant to get better precision :yep:
If this still doesn't make sense then it will when you go to use the Sextant with the revised Stadimeter as Sextant patch.
You're transforming this game into real simulation...
vdr1981
04-20-14, 09:57 AM
4. Periscope-Fix
Periscopes nearly useless for higher speeds, since blur effect simulates periscopes vibrations. At higher speeds, periscopes are moved down automatically.
One idea...
TDW, you developed before similar patch which will prevent high underwater speed with raised snorkel...
Could you apply same principle for periscopes and limit submarine speed to something like 3-4 knots, without much to work on ? That would be rally cool, I've been waiting this fix for ages now...:D
TheDarkWraith
04-20-14, 08:00 PM
You're transforming this game into real simulation...
What it should've been from the start :shifty:
Just finished up the code for the stadimeter as sextant revision. Everything working exactly as it should :rock: When the sextant is enabled you will be able to take readings on heavenly bodies from +75 degrees to -15 degrees from the waterline. The neat thing about how I coded this is that you can use the sextant to determine range from a known object :D You place the sextant at the bottom of the known object and record the angle reading. You move the sextant to the top of the known object and record the angle reading. Now with a little trig you can determine your distance from that object :woot:
Let's say known object is lighthouse. It's known height is 15m
Placing stadimeter at bottom of lighthouse yields an angle of 9.3. Placing stadimeter at top of lighthouse yields an angle of 10.1. Difference between angle readings is 0.8 degrees.
tan 0.8 degrees = 15m/x
0.01396 = 15m / x
x = 15m / 0.01396
x = 1074.5m
Distance from lighthouse would be 1074.5m :D
You can do many things with the sextant now (gotta love math!) :yep:
New version of patcher and new test version of my UIs mod coming soon :up:
TheDarkWraith
04-20-14, 08:31 PM
An unintentional feature was added with my revised stadimeter as sextant patch :yeah: You can set an offset to the angle reported (it'll make more sense when you use the sextant).
You press the Activate sextant button to start using the sextant.
You'll notice that no angle is being reported. This is because you first have to 'zero' the sextant. Press the stadimeter button to start 'using' the sextant (you're already using the sextant but this enables the other part of the sextant). Move the mouse down until the second line is on the first line (thus zeroing the sextant). Press the left mouse button to set the 'zero'. Now you'll see continuous angle values being reported :rock:
Let's say you want to induce an offset into the sextant. First zero the sextant as above. Note the angle value. Press the stadimeter button again and move the second line until the desired angle is attained. Press the left mouse button to lock in the offset :D
This will all make much more sense when you use the revised sextant :yep: It's quite the tool now :yeah:
TheDarkWraith
04-20-14, 09:11 PM
v1.0.164.0 released. See post #1
Starting with v1.0.164.0 revised the SH5.exe stadimeter as sextant patch. Now you can take readings on heavenly bodies from +75 to -15 from the waterline.
It's very critical that you disable every single patch of every single file with old version of patcher first. It's also very critical that you open EVERY file the app asks to open so that all support functions are updated.
TheDarkWraith
04-20-14, 10:20 PM
One idea...
TDW, you developed before similar patch which will prevent high underwater speed with raised snorkel...
Could you apply same principle for periscopes and limit submarine speed to something like 3-4 knots, without much to work on ? That would be rally cool, I've been waiting this fix for ages now...:D
I'll try and work on that on my plane flight to Queretaro, Mexico :up:
@ TDW
Is the 'current wind speed' variable treated in game as an integer or as a decimal? In other words, can I use decimal WindSpeed settings in SeaParameters.cfg, or they would be rounded anyway to the nearest integer?
TheDarkWraith
04-21-14, 07:41 AM
@ TDW
Is the 'current wind speed' variable treated in game as an integer or as a decimal? In other words, can I use decimal WindSpeed settings in SeaParameters.cfg, or they would be rounded anyway to the nearest integer?
The game reads and stores the WindSpeed as a float value
steineib
04-21-14, 07:52 AM
soo today i have see the differents between windspeed 60m and 0m. well done :)
The game reads and stores the WindSpeed as a float value
Thank you for you answer :salute:
So, I suppose, decimal WindSpeed values set in the mentioned cfg file would make sense, being converted in memory into float point numbers. Is that correct?
P.S: can you please answer the following point?
SeaParameters.cfg contains the wave settings for several wind speeds. The game interpolates automatically the settings of two contiguous wind speeds set in the cfg file, when a given wind speed comprised between the two above is not present in the said file.
...
What I ignore is how the game can handle the new speeds achieved with the patch by TDW, since in the currently available cfg files there are no top end settings that can be interpolated for speeds higher than 15 m/s.
vdr1981
04-21-14, 09:36 AM
v1.0.164.0 released. See post #1
Starting with v1.0.164.0 revised the SH5.exe stadimeter as sextant patch. Now you can take readings on heavenly bodies from +75 to -15 from the waterline.
It's very critical that you disable every single patch of every single file with old version of patcher first. It's also very critical that you open EVERY file the app asks to open so that all support functions are updated.
Great work TDW, TY very much! :up:
However, is it possible to have true sextant view like it's shown on the picture, with much wider field of view of course?
http://s17.postimg.org/sg8lpfdb3/SH5_Img_2014_04_21_16_15_12.jpg
This would be the most realistic sextant implementation IMO because in order to correctly measure angular elevation of celestial body we would need to merge horizon line with the body and that is precisely how real sextant work, right?
With current implementation player is forced to turn off camera movement in realism settings or even to pause the game in order to precisely measure elevation which is not good...
I tried to pinpoint to this issue before but you didn't understand me, English is not my native language, which is obvious unfortunately...
Maybe now my post is a bit more understandable ?
TheDarkWraith
04-21-14, 10:50 AM
Great work TDW, TY very much! :up:
However, is it possible to have true sextant view like it's shown on the picture, with much wider field of view of course?
http://s17.postimg.org/sg8lpfdb3/SH5_Img_2014_04_21_16_15_12.jpg
This would be the most realistic sextant implementation IMO because in order to correctly measure angular elevation of celestial body we would need to merge horizon line with the body and that is precisely how real sextant work, right?
With current implementation player is forced to turn off camera movement in realism settings or even to pause the game in order to precisely measure elevation which is not good...
I tried to pinpoint to this issue before but you didn't understand me, English is not my native language, which is obvious unfortunately...
Maybe now my post is a bit more understandable ?
If you properly zero out the sextant the navigator will always reference where the first line is to the waterline. Should be no reason to adjust realism or camera settings
vdr1981
04-21-14, 11:59 AM
If you properly zero out the sextant the navigator will always reference where the first line is to the waterline. Should be no reason to adjust realism or camera settings
I see... I'm just thinking that it would be cooler to meseure elevation like this, although the current implementation is very good indeed ...:up:
http://s6.postimg.org/717b8szn5/SH5_Img_2014_04_21_18_32_54.jpg http://s6.postimg.org/4l5huyhkh/Clip_7.jpg
TheDarkWraith
04-21-14, 01:15 PM
I see... I'm just thinking that it would be cooler to meseure elevation like this, although the current implementation is very good indeed ..
You're wanting a split prism view like stadimeter? How would you implement that for elevations you can't see in the current viewing window? That's the reason I'm using the current implementation
TheDarkWraith
04-21-14, 01:20 PM
Thank you for you answer :salute:
So, I suppose, decimal WindSpeed values set in the mentioned cfg file would make sense, being converted in memory into float point numbers. Is that correct?
P.S: can you please answer the following point?
Decimal is a 64bit value and float is a 32bit value. They both represent whole numbers with a fractional part so it's fine. The game is reading the value as a float. If it has no fractional part then it's assumed the fractional part is zero
I don't get your following point
@gap it would be awesome if you manage to make zones around shore and esp. harbous with calmer seastates. It' anoys me most when my boat is hopping up and down due to high seastate in bunker.
However I guess this is much work.
I'll play aound with the files in ENV folder a little for myself to see some effect inn campaign. Will only alter the *_Hur.cfg files to keep the randomness and don't make it look silly.
Can you give me a hint about the SeaParameters.cfg?
There are five seatypes? does it have some effect if one more is added?
How this file is corresponding with the WetTropS_Hig.cfg and the others in the folder?
THE_MASK
04-21-14, 04:17 PM
@gap it would be awesome if you manage to make zones around shore and esp. harbous with calmer seastates. It' anoys me most when my boat is hopping up and down due to high seastate in bunker.
However I guess this is much work.
I'll play aound with the files in ENV folder a little for myself to see some effect inn campaign. Will only alter the *_Hur.cfg files to keep the randomness and don't make it look silly.
Can you give me a hint about the SeaParameters.cfg?
There are five seatypes? does it have some effect if one more is added?
How this file is corresponding with the WetTropS_Hig.cfg and the others in the folder?What the game needs is long rolling waves so your periscope vision gets blocked . I somewhat have it in my latest waves mod but I am over it quite frankly . If someone could come up with a new fresh waves mod then that would be great . If you adjust the LargeWavesArmonics in seaperamaters too far then your sub floats up to the sky etc etc etc . You can adjust almost on the fly . Have the game at the main menu screen and then Esc out of the game and adjust the seaperamaters cfg file . Then choose a single mission and adjust the wave height in the single mission . Look at what the adjustment looks like then go back to the main menu screen . repeat about a thousand times .
TheDarkWraith
04-21-14, 04:22 PM
There are five seatypes? does it have some effect if one more is added?
There are 4 sea types defined. You cannot add more as the game only reads in the first 4 (0-3). That's a hard coded 4 sea types.
TheDarkWraith
04-21-14, 04:24 PM
What the game needs is long rolling waves so your periscope vision gets blocked
Wind speeds of 60m/s will definitely block your vision :yep: The waves are HUGE even with stock settings. Edit a single mission file and set the wind speed to 60.0 and see for yourself.
THE_MASK
04-21-14, 04:57 PM
Wind speeds of 60m/s will definitely block your vision :yep: The waves are HUGE even with stock settings. Edit a single mission file and set the wind speed to 60.0 and see for yourself.Does the sub get blown off course with real nav with 60 ? When I go to change a wind speed parameter in a single mission it doesn't allow to go above 15m/s .
TheDarkWraith
04-21-14, 05:47 PM
Does the sub get blown off course with real nav with 60 ? When I go to change a wind speed parameter in a single mission it doesn't allow to go above 15m/s .
No idea. Try it and see :up:
I haven't updated the feature in my UIs mod yet to allow you to specify windspeeds > 15m/s. You have to currently hand edit the file to adjust the wind speed.
Some interesting tidbits I uncovered today during some of my flights:
When the game encounters a GR2 file to load it also looks for the following extensions of the same file to load:
.prt
.fx
.val
.cam
.zon
.sim
.dsd
.dat
In those files the first 12 bytes (it's version #) have to be:
A4 0D 6D 71 02 00 00 00 00 00 00 00
Or the game will NOT load the file.
I don't get your following point
Stock SeaParameters.cfg only contains wave settings for winds up to 15 m/s. The same goes for all the wave mods released so far. I don't get from where your patch reads wave settings relative to winds higher than than 15 m/s :hmmm:
There are 4 sea types defined. You cannot add more as the game only reads in the first 4 (0-3). That's a hard coded 4 sea types.
Following the Beaufort scale, I was planning to create a SeaParameters.cfg file with at least 13-14 sea types. Is there a way you can patch the game to accept more sea types than the stock 4?
On a side note: by any chance have you stumbled upon the random function which generates current wind speeds? I would like to know how it looks like :)
@gap it would be awesome if you manage to make zones around shore and esp. harbous with calmer seastates. It' anoys me most when my boat is hopping up and down due to high seastate in bunker.
However I guess this is much work.
I have already created something like that (http://www.subsim.com/radioroom/showpost.php?p=2026790&postcount=168) for German ports. Doing the same for other areas might require several hours of work on the climates zones tga map though.
I'll play aound with the files in ENV folder a little for myself to see some effect inn campaign. Will only alter the *_Hur.cfg files to keep the randomness and don't make it look silly.
Okay :up:
In order to further increase randomness I would also extend the wind ranges of other weather zones by keeping, if possible, average wind unvaried. If for instance we had a zone/season with min and max wind speeds respectively of 13 and 15 m/s (average: 14 m/s), we should change the wind settings into 0 and 28. :03:
]Can you give me a hint about the SeaParameters.cfg?
I think sober is the one among us who knows most about the various wave parameters. All I know about them (see below) is desumed by common sense:
[SeaType #]
WindSpeed= the wind speed that each sea type applies to
ScaleX= main wave width. In game units? (1 unit = 10 m)
ScaleY= main wave height
ScaleZ= main wave length
ScaleNormal= ?
BumpScaleU= how many times waves' bump map (which file is that?) is sampled over a square of sea surface (in width) (?)
BumpScaleV= how many times waves' bump map is sampled over a square of sea surface (in length) (?)
NormalSharpness= ?
BumpScale= the size of the sea surface square that the bump map is sampled on (in game units?)
BumpStrength= bump map sharpness?
FarWavesScale= this could be a wave scale (X, Y, and Z) modifier, applied to waves far from player's sub (?)
FarWavesStrength= this could be a wave strength (the force applied to seagoing vessels) modifier, applied to waves far from player's sub (?)
FresnelBias= applies to water reflections (http://viewportshader.com/help/XS2Help/Reflections.htm)
FresnelPower= applies to water reflections (http://viewportshader.com/help/XS2Help/Reflections.htm)
LargeWavesArmonics= max number of large waves travelling in a string (?)
LargeWavesCoef= ?
SeaSpeed= how fast waves are travelling compared to wind speed (?)
WaveChoppinessFactor= self explanatory
ReflectionIntensity= self explanatory
ReflectionDeformation= self explanatory
TransparencyDistance=?
TransparencyDistanceUnder= ?
SpecGlossiness= specular reflections glosiness
SpecIntensity= specular reflections strength
SpecSpread= specular reflections angle of spread (?)
UnderSpecGlossiness= ?
UnderSpecIntensity= ?
ExtraSpecGlossiness= ?
ExtraSpecIntensity= ?
ExtraSpecSpread= ?
HeightColorFactor= ?
[SeaFoamParameters]
UseSlope= this must be a boolean parameter
IncreaseSpeed= ?
DecreaseSpeed= ?
IncreaseAngleMin= ?
IncreaseAngleMax= ?
TextureScale= the scale of the texture used for sea foam (makes bubbles bigger/smaller)
MaskTextureScale= ?
AnimationSpeed= the speed of foam's animation
WindSpeed= this is probably the wind speed at which white caps become noticeable on the sea surface
I wish someone could complete my parameters descriptions and/or correct any misinterpretation by me.
How this file is corresponding with the WetTropS_Hig.cfg and the others in the folder?
Weather type cfg files (WetTropS_Hig.cfg, etc.) contain weather change intervals and wind ranges for each season/zone set in the ClimateZones.tga map. How each wind speed will affect ocean waves is determined by SeaParameters.cfg. The latter applies to all the weather zones/seasons. :yep:
Sartoris
04-23-14, 01:39 AM
As always, thank you for all the hard work going on in this thread.:up:
Since someone earlier posted a list of things that could be improved in SH5, I was wondering how hard it would be to add some sort of a crew management system to replace the current roster of never-changing officers? I assume this wouldn't be easy, but considering how much the game has been changed so fat, a man can at least dream.:)
Jaystew
04-23-14, 02:18 AM
Id also like to have a crew management panel like in SH3. I know big pain in the ass, well I liked that method of hands on control. I liked when you had more guys work on a task that were skilled, it went faster, reloading torps, damage control. That sorta thing.
This may be a pipe dream in SH5 because I know they built the game around interaction menus but well they suck. No offense to the mod crew, they are better than when they started but they still, there is little point. I also find that sometimes when you try an activate things via the buttons or key commands, things work different than when you talk to the guys. Vice versa.
Hmmmmm? Thats sorta weird.
shunter101
04-23-14, 09:23 AM
Does the sub get blown off course with real nav with 60 ? When I go to change a wind speed parameter in a single mission it doesn't allow to go above 15m/s .
I am not sure with real nav; not using real nav, the sub does not get blown off course. Must admit, with 60m/s winds, it is howling out there, clouds a moving very quickly, but I did expect higher waves. I am using Dynamic Env plus Hurricane waves, so I guess I have already maxed the wave size. At periscope depth, I do get a number of 3 meter waves, plus the odd 4m wave (used the attack periscope to measure).
Best,
Shunter
Sjizzle
04-29-14, 11:38 AM
heya tdw after some test with the sextant i have see that is a -8 degree error in angle ( sextant angle measurement is less with 8 degree )... i have made this test and compared with stellarium ....
EDIT
my bad sorry i didn't calculated the time btw UTC and and my location time
take a look here i made the first tutorial using your sextant
http://www.subsim.com/radioroom/showthread.php?t=206103
Serge65
05-05-14, 12:41 PM
@TDW! I spent a experiment: added cmdr_AIShip to cmdr_AISubmarine. The result - a submarine fires a cannon and AAguns, surfaced, submerged, shoots torpedoes, at all everything is fine, as it should be, this is working in the missions and campaign.
Yes, yes, I know, it's is not right, and it is the cause of CTD in the museum.
Actually I think:
cmdr_AISubmarine
|
x <----------------error here
|
-->cmdr_AIShip
|
|
-->cmdr_AIFight <---or here
|
|
-->cmdr_AIUnit
May be worth paying attention to? This will open up new opportunities.
evildragon44
05-08-14, 04:21 PM
Hello,
Nice job with all the patches!
I've just made them work on my steam version!
Nothing tricky.
For those in my situation the steps are the following :
1-Find a no steam version
2-install it
3-patch it to 1.2 version
4-Replace your steam sh5.exe version by this one.
5-Youre done! Enjoy the patches.
Or simply ask someone to give you the original no steam 1.2 patched exe of his version.
Mikelab
05-17-14, 02:29 PM
Hi all,
Nice work here !! Thanks alot !!
I am going back to SH5..
My problem is : as soon as a try to patch sh5.exe (no modifications yet, just clicking yes to allow file modification by the patcher) my game won't start after that. Error message is Application error sh5.exe (0xc0000005)
Do you have an idea of the problem ?
My SH5 version is UPLAY patched to 1.2
thanks !
Defiance
05-17-14, 02:50 PM
OK,
I'll assume you have the dvd or non-steam version and it's patched (1.2 or 1.02 whatever it is)
So games in and patched
Get a known working vidcard driver (sometimes the latest is not always the best/most stable ;) )
Go google for something like cccleaner and display driver uninstaller
Get latest free version of ccc and ddu is free always
Run ccc to check for malware etc
Run ddu from windows, it will auto reboot to safemode (it will prompt for this)
Remove all traces of your vid driver
Follow prompts if asked and install fresh driver
Before the above check to see what MS visual C ++ you have (post back asap)
And one more thing, check your anti-virus/firewall settings, some like norton cause sh5 to not run, you have to set it to allow etc (don't ask me i hate norton and alike, always seemed like bloatware to me)
Most cases of that error are due to vidcard driver problems/malware (never had this myself) or ram going south (extremely rare)
Food for Thought
EDIT : best add, it's either one/some of the above or something you're doing, it's not the patcher
Don't dl the tool, but makes good reading doubleya doubleya doubleya 0xc0000005.com/
Serge65
05-17-14, 03:00 PM
Hi all,
Nice work here !! Thanks alot !!
I am going back to SH5..
My problem is : as soon as a try to patch sh5.exe (no modifications yet, just clicking yes to allow file modification by the patcher) my game won't start after that. Error message is Application error sh5.exe (0xc0000005)
Do you have an idea of the problem ?
My SH5 version is UPLAY patched to 1.2
thanks !
From myself I will add, absolutely unexpected CTD:
APPCRASH
Application Name: SH5.exe
Application Version: 1.2.0.0
Application Timestamp: 4bce9a96
Fault Module Name: SHSim.act
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 4bce9a5c
Exception Code: c0000005
Defiance
05-17-14, 03:15 PM
Problem signature:
Problem Event Name: APPCRASH
Application Name: sh5.exe
Application Version: 1.2.0.0
Application Timestamp: 4bce9a96
Fault Module Name: AIFramework.dll
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 4bce98d8
Exception Code: c0000005
Exception Offset: 0000da19
Problem signature:
Problem Event Name: APPCRASH
Application Name: sh5.exe
Application Version: 1.2.0.0
Application Timestamp: 4bce9a96
Fault Module Name: ntdll.dll
Fault Module Version: 6.1.7601.18247
Fault Module Timestamp: 521ea8e7
Exception Code: c0000005
Exception Offset: 000326f1
Problem signature:
Problem Event Name: APPCRASH
Application Name: sh5.exe
Application Version: 1.2.0.0
Application Timestamp: 4bce9a96
Fault Module Name: SH_NClient.dll
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 4bce99b3
Exception Code: c0000005
Exception Offset: 0008de37
Just a quick selection of having mods installed when trying to patch, or mods conflicting
Best idea, make a post in main forum, mention the error code, saves all this detracting from the topic
Mikelab
05-17-14, 04:44 PM
Hi Defiance,
Thanks for your help !
Yes I have a non- Steam version, its Uplay downloaded version and patched to 1.2. I am on Windows 7 64
Tried to deactivate Norton, same problem..
I think my video card driver(Nvidia 334.89) is OK because the game is running well before applying the generic patcher.
I tried to uninstall and clean with CCleaner and reinstall with no result.
I have multiple versions of C++ installed :
2005 (6 different versions)
2008 (6 different versions)
2010 (x64 & x86 10.0.40219)
2012 (x64 & x86 11.0.60610)
Defiance
05-18-14, 03:40 AM
Hiya,
If c ++ 2008 9.0.30729.4974 is there remove it but leave other 2008's alone
That's a known cause of ctd's
But if a vanilla install is fine then it doesn't point to the runtime problem as such
With a clean game install and auto patched, (i guess you've followed the patcher howto's etc) make a folder and copy the patcher to it (folder not in jsgme mods folder, i use my documents folder for all items i run eg : realtemp/autoruns/processxp etc etc) then extract the patcher in this folder, then if you want create a shortcut
Doing this minimizes any chance of corruption when extracting to the folder
With no jsgme installed, open the patcher and of course it'll want to be pointed to the game directory, several (maybe 3 offhand) will just open and not patch anything, these are new additions tdw added so obviously nothing to patch
Take your time and you should then get patcher open with 9 selections showing
If not 9 (at this moment in time) something has gone wrong
If you have the 9 showing all's well on the patcher side of things
Now you get to ammend and fix using the patcher, leave the advanced orbit stuff alone for now, concentrate on the rest
After fiddling with what you want fire sh5 up
If all's well, then now you can exit game, install jsgme, install mods, then fire game up again
After adding mods and you then get problems obviously it's down to mod issues
Note .......... if adding OH2.5 (and the grid patch for it) just do the tutorial with just oh 2.5 installed
Once done exit game and add rest of your mods and the oh2.5 grid patch, then start new career (or choose mission you want, i just choose new career with the now showing 'open horizons' )
I guess i've done the baltic operations around 70 times, i kid you not, love messing with mods you see and got myself into a similar situation as yourself hehe, and some mods require a new career :P
Any probs pm me, i'm on gmt here so now it's just gone 9-30am, i'll be on/off til around 10pm gmt so can pm back
EDIT : If you have messed up pointing the patcher, then you'll have to restore the unpatched items (howto explains which to save) if you don't restore, the patcher will not restore if you never backed up within the patcher (if this makes sense) so you'll have to redo game install, errors are human ones actually pointing the patcher (and also not saving vanilla items just in case of messing up)
The installing of the patcher is crucial as tried to cover, i keep a directory copy of patched game install on another drive for quick copying if i really fubar, and a cut down copy of just the items that patcher patches if i mess up pointing patcher the wrong direction (got trigger mouse finger ya see :D )
Mikelab
05-18-14, 10:12 PM
I have C++ version 9.0.30729.4148 and 9.0.30729.6161 but I don't have version 9.0.30729.4974 installed, so I am good for C++.
I did a clean install (redownload from UPLAY) and tried to patch again with TDW Generic Patcher, and it's a no go. I've got a message of application error SH5.exe (no CTD)
Generic Pacher installation went well, and no problem to understand how to do it. I did it few months ago and it was running well. Vanilla (patched to 1.2) is working well, but as soon as I use the Generic Patcher, the game don't start and give me SH5.exe error message. I did backup my 9 files, so it's easy to revert back to vanilla version.
I don't have any mods installed yet. I am just trying to patch with generic Patcher before, but no luck.
I am thinking a Windows update broke something, because few months ago, the game was running fine with the generic patcher, but don't know the culprit.
Mikelab
05-18-14, 11:13 PM
OK It's work now ! I solved my problem.
Norton was the Problem. What I did is : exclude SH5.exe from Norton Antivirus Auto-Protect.
Thanks for your help !
Defiance
05-19-14, 12:57 AM
Hiya,
Glad ya got it working
:yeah:
qj984189
05-24-14, 11:24 AM
Excuse me.I want to ask for your permission to translate this app into Chinese and share it in a Chinese forum.Of course,I will post a link of this subsim page and appreciate your great work.Besides,I have some questions to ask.Could you please tell me the programming language you used to write codes in files .s5p and the type of characters(I mean ANSNI,ANSII or maybe something else) in these files?I don't know if this app will work properly after editing item "name" in these files.
977
978
979
DieReeperbahn
06-08-14, 08:11 AM
Hi, I installed the new patcher .164. and enabled the diveplane control. I changed the menu.txt entries but I don't know where to change this step
To define dials to allow for changing of the fore and aft diveplanes:
- the dial for the fore diveplanes HAS to be named TDWForeDiveplaes
- the dial for the aft diveplanes HAS to be named TDWAftDiveplanes
I'm currently running NewUIs 7.4.2
Thanks
THEBERBSTER
06-08-14, 05:06 PM
DieReeperbahn
You might be better off changing from 7-4-2 to 7-5-0
164 has been made to work with the more advanced 7-5-0 current version is 17
Peter
DieReeperbahn
06-09-14, 06:31 PM
7-5-0 doesn't seem to exist in the download section. :hmmm: There is a section in the Gen Patcher for it and it's enabled, I wonder, do I have to have Real Nav installed too?
THEBERBSTER
06-09-14, 07:17 PM
Hi DieReeperbahn
NewUIs_TDC_7_5_0_ByTheDarkWraith (Test version 17)
In Folder 3
NewUIs_TDC_7_5_0_Alt_Officer_Wounded_By_Torpedo
In Folder 2
NewUIs_TDC_7_5_0_Real_Navigation
In Folder 11
NewUIs_TDC_7_5_0_RadCapTools_0_2_Alpha
In Folder 10
http://www.subsim.com/radioroom/showpost.php?p=2199809&postcount=11249 (http://www.subsim.com/radioroom/showpost.php?p=2199809&postcount=11249)
Large Optics for TDW UI
Large Optics forTDW UI 16 by 9
Folder 1 has the main mod
Folders 2-3-4 have the different resolutions
Folders 5-6-7 have different scope add-ons.
http://www.subsim.com/radioroom/showthread.php?t=209462 (http://www.subsim.com/radioroom/showthread.php?t=209462)
Large Optics for NewUIs_TDC_7_5_0_Test 17 Patch
http://www.subsim.com/radioroom//dow...o=file&id=4447 (http://www.subsim.com/radioroom/downloads.php?do=file&id=4447)
Peter
DieReeperbahn
06-10-14, 08:51 AM
Well that's super, thanks very much! :)
vdr1981
06-12-14, 01:22 AM
I want to decrees rendering distance from 80 to 60 km...Could anyone give me example of code, I dont want to messed up something?
; +0x2B0 = Max distance from player's unit addition (DWORD) - Default value is 40000.0 (00401C47)
; this is added to the current max distance value of 40000.0
; this adjusted value determines when units are rendered in game and become 3D units instead of 2D units
Code14=0x2B0,00401C47
EDIT:
Aha, got it! http://www.subsim.com/radioroom/showpost.php?p=2194197&postcount=3105
vdr1981
06-14-14, 11:24 AM
Is it necessary to reload the snapshot or something after the changes are made (regarding rendering distance)?:hmmm:
vdr1981
06-14-14, 03:23 PM
OHII v2.5 "flag.dat" file updated for TDW Wind Flag patch. All flags follow wind direction, no ships without flag anymore...
http://s15.postimg.org/jvy7bca6z/SH5_Img_2014_06_14_22_19_23.jpg
If you use this mod "SM_Flag_Wind_Patch" found in TDW Generic patcher MODS folder, remove it.
Enable it in port with JSGME after "OH II v2.5".
https://www.dropbox.com/s/rlnfw4lzg279m3o/OH%20II%20v2.5%20Flag_Wind_Patch.rar
Defiance
06-14-14, 03:32 PM
vdr
Nothing in the dropbox !!!
ps : what does this do to tdw's subflags ? , i mean, i've only recently got subflags installed, they seem to blow pretty fast even at stop
So not sure if that's just the subflags or not
vdr1981
06-14-14, 03:43 PM
vdr
Nothing in the dropbox !!!
ps : what does this do to tdw's subflags ? , i mean, i've only recently got subflags installed, they seem to blow pretty fast even at stop
So not sure if that's just the subflags or not
Now?
I don't know , I don't use Sub Flags because of CTD's in Kiel...:cry:
Defiance
06-14-14, 04:30 PM
Working now vdr :)
Thanks
ps : Added mediafire to shallow water mod, that usable by latest browsers ? , working anyways lol
vdr1981
06-15-14, 07:18 AM
So Defiance , you are not experiencing CTD's when approaching or starting "silentotto" campaign in Kiel, right?
Show me your modlist please?:hmmm:
Defiance
06-15-14, 10:01 AM
I don't use silentotto i do the vanillamission
Mods
Accurate German Flags
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 4.a Camera Filters - Realistic Colors
DynEnv v2.9 - 5.d Ambient Settings - Brighter Nights
DynEnv v2.9 - 8.b Wave Mechanics - Gale
DynEnv v2.9 - 10.I Seafloor (high resolution)
DynEnv v2.9 - 11.a.I Sea Plants - Atlantic Kelp Forests (high resolution)
DynEnv v2.9 - No Underwater Impurity Patch
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
sobers best ever fog V27 SH5
Small_trees_SH5_V1
sobers more trees SH5
SH5_7A_Conning_Fix
Fix clock rear torpedo room VIIA
Fuel Gauge WoGaDi_SteelViking's Interior
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
NOZAURIO'S SKIN (Standar No Emblem) v-1.1.0
MightyFine Crew Mod 1.2.1 Alt w beards
Speech fixes and additions (german version)
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_New_radio_messages_German
NewUIs_TDC_7_5_0_No_Snorkel_Exhaust_Smoke
NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha
NewUIs_TDC_7_5_0_Das_Boot_Crew_Mod_by_Illyustrator
TDW_No_contact_shapes_or_colors_dashed_contact_lin e_1_1_0
IRAI_0_0_41_ByTheDarkWraith
Large Optics for TDW UI
Large Optics for TDW UI 8 by 5
Submarine's .sim&cfg (modified for engine ratio + independent control patches).7z
Real U-Boat Performance - Type VII v1.4
Sjizzle's - Charts for NewUIs part 1_07.06.2013
Sjizzle's - Charts for NewUIs part 2_07.06.2013
Sjizzle's - Charts for NewUIs part 3_24.06.2013
Sjizzle's - Charts for NewUIs part 4_20.07.2013
Sjizzle's - MarineQuadrat Charts for NewUIs v. 0.00.2
R.E.M_by_Xrundel_TheBeast_1.2
Cerberus62 Corrected Depth Charge Projector 1.0
OPEN HORIZONS II v2.5
OH II v2.5 Grid Request fix Patch SH5
R.S.D. - Reworked Submarine Damage v5.7 by vdr1981_Main mod
R.S.D. & R.E.M. - GHG Hydrophone add-on (no hyd on surface)
R.S.D. v5.7 - German Patch
TDC Graphics by Naights v1.0
TDW Round Fire Button v12 by Torpedo
Trevally Harbour & Kiel Canal Pilot v3.1
sobers no footstep sound mod SH5 V2
EQuaTool 01.01 by AvM - Large Style
gap - HD 1 deg Scope Bearing v 1.0
Moon_light_mod
Reboot's Water Drips 1.1
Reworked U-boat Guns (incomplete version)
Silent Seagulls
Grossdeutscher Rundfunk
WHF-FUC_We Have Flooding-Flooding Under Control_Fix
Popular German Music From The 30s
Messervy_s_gramophone_pack1
sobers No bullet trasers SH5
sobers NO water drops V1
sobers see thru wake fix SH5
MadMaxs_SH5_Subdiesel (mono) v2
gap - destructible searchlights test 1
Radio Paris French Music Full Version 1.2
Pascal-sh5-Crew-Uniforms-Updated
SubFlags_0_0_8_byTheDarkWraith
3D_Deck_Splash_FX_v1_0_0_byTheBeast
Menu Etc
Soldati Fix
SkyBaron's Bold SFX for SH5 1.0
AilClouds 3.0
Shadow Improvement Mod
Shallow Waters Voice Be Gone
My Sound Mods
Subflags i think i got figured out and working for me on north western approaches
Ailclouds 3.0/Soldati Fix i added around same time nw approches
:salute:
mrpodebras
06-18-14, 02:30 PM
Hello there!
Well, first of all, I am new to SH 5 and although the stock version was buggy as hell, some of you guys made this game completely awesome!!
I did manage to install MODS through JSGME. I did install the new ehanced UI which I love.
My problem is this. I downloaded the .exe patcher TDW made for us (latest version). I enabled some patches but it seems like the Independent engines isn't working. (Other patches are working)
At first, I made sure any dependencies are enabled (which they are). Secondly, I checked if there was an option in the new UI (which I set to true in TDW options app). Still, I do not find anywhere a button to activate one shaft and not the other :/\\!!
What am I doing wrong?
THE_MASK
06-18-14, 02:50 PM
Hello there!
Well, first of all, I am new to SH 5 and although the stock version was buggy as hell, some of you guys made this game completely awesome!!
I did manage to install MODS through JSGME. I did install the new ehanced UI which I love.
My problem is this. I downloaded the .exe patcher TDW made for us (latest version). I enabled some patches but it seems like the Independent engines isn't working. (Other patches are working)
At first, I made sure any dependencies are enabled (which they are). Secondly, I checked if there was an option in the new UI (which I set to true in TDW options app). Still, I do not find anywhere a button to activate one shaft and not the other :/\\!!
What am I doing wrong?http://www.subsim.com/radioroom/showpost.php?p=2199809&postcount=11249
mrpodebras
06-18-14, 04:03 PM
Thanks Sober!
However, I was under the impression independent engines meant I could set the port engine to run but not the starboard.
If this is the case, then version 7.5 isn't giving me the option :wah:
vdr1981
06-18-14, 04:11 PM
Thanks Sober!
However, I was under the impression independent engines meant I could set the port engine to run but not the starboard.
If this is the case, then version 7.5 isn't giving me the option :wah:
Have you checked this option?
http://s23.postimg.org/98p04t82z/Capture.jpg
mrpodebras
06-18-14, 04:14 PM
Yes I did but still no option...
THE_MASK
06-18-14, 04:27 PM
Thanks Sober!
However, I was under the impression independent engines meant I could set the port engine to run but not the starboard.
If this is the case, then version 7.5 isn't giving me the option :wah:You have to be at all stop first or you will break something .
mrpodebras
06-18-14, 04:37 PM
I am at all stop but I can't seem to find where to click to select which engine I want to run :(
THEBERBSTER
06-18-14, 06:45 PM
A warm welcome ‘mrpodebras ’ to the Subsim family.:subsim:
You will always find someone here to help you.:)
Link to my SH5 – SH4 posts::salute:
Step By Step Tutorials & How To Do It
http://www.subsim.com/radioroom/showthread.php?t=211804 (http://www.subsim.com/radioroom/showthread.php?t=211804)
Suggest that to make your decks awash feature fully functional your new patch for the SH5 exec should lower the surface depth to 8 meters so the problems below do not occur.
I notice when I go to deck's awash the SH5 icon shows me under water and the watch officer will not report on the nearest target even when I go up to the bridge myself and see it fully staffed. Also radio messages can't be sent even with the radio antenna up. The exhaust on type VII is not down by the waterline, but high behind just under the flak gun. It appear that SH3 had this correct and that SH5 does not.
I'm using your new UI by TDW and most of the equipment mods, plus your TDW_GenericPatcher_v_1_0_164_0. Is there an easy way to signal SH5 that 7 meters is not truly underwater crippling decks awash?
You probably are aware that your private message space ifs full. perhaps deliberately since are likely bombarded with messages.
Accurate German Flags
SteelVikings Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
DynEnv v2.9 - 1. Main Mod
Equipment_Upgrades_Fix_v1_4_byTheBeast_mitDoc
Equipment_Upgrades_Fix_v1_4_Patch_1
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_TheDarkWraith
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy
No Damn Bubbles, No Damn Halo Mod
Moon_light_mod V2 SH5
Water reflections intensity varied by available sunlight by TheDarkWraith
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Shadow Improvement ModLR
silentmichal's interior mod 1.2.4
sobers base sky mechanics V1
sobers best ever fog V27 SH5
sobers Lights Cfg V10 SH5
SH5_7A_Conning_Fix
smaller flags for Warships 1_0b
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha
OPEN HORIZONS II v2.5
OH II v2.5 Grid Request fix Patch SH5
Fifi mods for NewUIs V2
EQuaTool 01.01 by AvM - Large Style
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
R.E.M. - hydrophone mute for player fix (TDW compatible)
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
SH5 Longer Repairs v.1.01
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
No magic skills v1.5 MCCD compatible
NewUIs_TDC_7_5_0_Das_Boot_Crew_Mod_by_Illyustrator
R.S.D. - Reworked Submarine Damage v5.7 by vdr1981_Main mod
R.S.D. v5.7 - Indestructible UZO patch
R.S.D. v5.7 - German Patch
Trevally Harbour & Kiel Canal Pilot v3.1
IRAI_0_0_41_ByTheDarkWraith
Change days in bunker
Trevally Automated Scripts v0.6
mrpodebras
06-18-14, 08:23 PM
A warm welcome ‘mrpodebras ’ to the Subsim family.:subsim:
You will always find someone here to help you.:)
Link to my SH5 – SH4 posts::salute:
Step By Step Tutorials & How To Do It
http://www.subsim.com/radioroom/showthread.php?t=211804 (http://www.subsim.com/radioroom/showthread.php?t=211804)
Thanks Theberster, your Tutorials were indeed very helpful :) That's how I figured out what to look for before I post regarding my issue :)
THEBERBSTER
06-19-14, 11:38 AM
Your problem could be that you need to disable the NewUi mod and then make any changes in the OFEV.
Once you have enabled all your changes enable the mod again.
The easiest way to do this is in JSGME create a mep file.
In your case you would create the mep file.
Disable your mods.
Make the changes in the OFEV
Load the mep file and all your mods are now enabled again.
See my Tutorial Post #5
If you want to just test OFEV before you go to all this bother.
Go to the 'Hud Tab'
'Travel Mode Enabled At Game Start'
Change it from True to False
Start your game up and see if it is lit or not.
If it is not lit then you are able to make changes without disabling the mod.
mrpodebras
06-19-14, 06:21 PM
Your problem could be that you need to disable the NewUi mod and then make any changes in the OFEV.
Once you have enabled all your changes enable the mod again.
The easiest way to do this is in JSGME create a mep file.
In your case you would create the mep file.
Disable your mods.
Make the changes in the OFEV
Load the mep file and all your mods are now enabled again.
See my Tutorial Post #5
If you want to just test OFEV before you go to all this bother.
Go to the 'Hud Tab'
'Travel Mode Enabled At Game Start'
Change it from True to False
Start your game up and see if it is lit or not.
If it is not lit then you are able to make changes without disabling the mod.
Thank you so much!!!! It worked like a charm :rock:
MobsterBug
06-22-14, 10:09 PM
Just wanted to get back into the submarine buisness, and I remember first thing to do is download your patcher while the files are still stock. Sadly Google Chrome reports "TDW_GenericPatcher_v_1_0_164_0 (1).zip is malicious, and Chrome has blocked it." Now I am not saying you uploaded a virus but I think someone might have corrupted it or something. Maybe I am just an idiot and getting paranoid while Chrome is alarming me for no reason. I was just wondering if maybe you could upload it to a different site. :hmmm:
Aktungbby
06-22-14, 10:53 PM
MobsterBug!:Kaleun_Salute:forgive our manners; we missed your first two posts!
MobsterBug
06-23-14, 01:19 AM
Ah no problem I'm sort of a silent observer. :salute:
Defiance
06-23-14, 02:32 AM
It's your browsers not the file ;)
Only use f/fox now and all's well
:salute:
THEBERBSTER
06-23-14, 03:57 AM
A warm belated welcome ‘MobsterBug ’ to the Subsim family.:subsim:
You will always find someone here to help you.:)
Link to my SH5 – SH4 posts::salute:
Step By Step Tutorials & How To Do It
http://www.subsim.com/radioroom/showthread.php?t=211804 (http://www.subsim.com/radioroom/showthread.php?t=211804)
Jimbuna
06-23-14, 04:40 AM
Ah no problem I'm sort of a silent observer. :salute:
Welcome :sunny:
MobsterBug
06-23-14, 07:01 PM
It's your browsers not the file ;)
Only use f/fox now and all's well
:salute:
Ah ok thank you. I just wanted to make sure.
blkdimnd
06-25-14, 11:21 AM
I've been away form SH5 for a bit, so sorry if this has been answered before. (I tryed the search with no luck)
I'm using v1.0.164 of the Generic File Patcher, and am receiving the following error.
http://i.imgur.com/Mu5XDz4.png
I have patch SH5 to 1.2.0.
When I try to run SH5 with only the patched files (no mods loaded), SH5 CDT.
Here's the log file. (https://infotomb.com/v444t)
Any help would be appreciated.
System Specs are in my signature.
Echolot
06-25-14, 12:34 PM
I'm using v1.0.164 of the Generic File Patcher, and am receiving the following error.Where do you download from? There is no TDW_SH5_Patches_Special_EXE.s5p file in the regular download. Download again.
:up:
PS Click. (http://www.mediafire.com/download/uw4u84n4ifdpws5/TDW_GenericPatcher_v_1_0_164_0.zip)
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