Log in

View Full Version : [TEC] SH5.exe patches to fix bugs and add functionality


Pages : 1 2 3 [4] 5 6 7 8 9 10 11 12 13 14

CaliEs
08-07-12, 10:17 PM
Formula for flooding (litre of water per minute)
http://img.xrmb2.net/images/580417.jpeg

9thinfSword
08-07-12, 10:48 PM
If you have any ideas for this please speak up. We can make this do just about whatever we want it to do :D

you asked...
I'd love to see a personnel brow from the bunker to the boat( that is cross-able) and or mooring lines pier side. I've often wondered why we weren't drifting away form the pier. I know its purely cosmetic, but wouldnt that be something.:yep:

Deke
08-08-12, 12:15 AM
Your work approaches this game to reality more and more! And I think eventually will make it the best in the Silent Hunter series! :yeah:



Unfortunately it's impossible..

Pity :hmph:

gap
08-08-12, 09:50 AM
I come from a Navy background and our pumps were electrical in nature. We could rig emergency power if needed to power anything.

This is why I thought it was prudent to bring this into discussion. I want to implement something that is accurate (as much as possible) and also realistic :yep:

This AI crew damage control would only apply to AI units - not the player's sub. That means AI ships and subs and Aircraft. I can possibly filter out certain types if I can locate the pointer that points to the unit's type (i.e. 102, 104, 201, etc.). I have seen this pointer before now I just have to remember where I saw it!

Well you were correct in a way - it was related to the diesel engines, as those were the dynamos for charging the batteries. But in any case, the bilge pumps were electrically operated on U-boats also - here's a description of how they rigged the U-505's bilge pumps to work without having engines or a full battery charge: http://uboat.net/forums/read.php?20,59020,59029

Thank you both guys :)

You have driven away any residual reasonable doubt now!

volodya61
08-08-12, 09:39 PM
Feedback about Decks Awash patch

When I'm staying on the bridge:
I can using UZO - it's OK
I can firing torpedoes - it's OK
I can't using deckgun - it's OK
I can using (myself) AAguns - it's OK
But I can't watch with binoculars :wah: - why? it's not good :D

Just a small report :salute:

THE_MASK
08-08-12, 09:46 PM
The only thoughts i have on torpedo drift is if we could somehow have tide charts . They dont have to be relevant to ww2 , just take some tide times and date them from 1939 to 1946 . Make the drift variable depending on the tides size and times . You could look up the tides and calculate roughly how much drift you might expect and allow for it . Not to be very accurate though , just a help .

quink99
08-09-12, 10:32 AM
The only thoughts i have on torpedo drift is if we could somehow have tide charts . They dont have to be relevant to ww2 , just take some tide times and date them from 1939 to 1946 . Make the drift variable depending on the tides size and times . You could look up the tides and calculate roughly how much drift you might expect and allow for it . Not to be very accurate though , just a help .

Unless I'm very much mistaking, when in the open ocean away from coastal and harbor tides and currents, for any given area the size of a torpedo's max. range currents and tides, etc., should have no effect as they would equally affect the shooter, the torpedo, and the target.

Trevally.
08-09-12, 11:57 AM
If a whole salvo is fired - could all torps drift:hmmm:

flostt
08-09-12, 01:14 PM
gap once shared an interesting piece of literature in this forum
(dont' ask me in which thread, it was in connection with the torpedo dud rate which TDW was thinking about):

WOLVES WITHOUT TEETH: THE GERMAN TORPEDO CRISIS IN WORLD WAR TWO
by David Habersham Wright

QUOTE (Page 210)
Even perfect firing data was useless if the commander did not also take into account the
currents that could alter a torpedo’s run track. In places such as the Norwegian Fjords, where the
currents were particularly strong and changing, anticipating their behavior was particularly
difficult, being done as it was basically by locating a point of reference and measuring speed and
direction from this.

401
Trompelt, 142

Trompelt, Heinz. Eine andere Sicht: Tatsachenbericht eines Torpedo-Obermech. Maat und
Fähnrich z.S. Gefahren auf U-459 und U-172. (Norderstedt: Books on Demand GmbH,
2006.
UNQUOTE

In all the literature I've read so far I've never came across a statement stating the the tides were a problem,
I suppose that this would only have had an influence when really close to the coast..

....this would support quink99's post

gap
08-09-12, 02:04 PM
Great lead in to another idea I have...it deals with torpedo drift.

The idea is simple: the game makes the torpedo travel on a perfect course to the target. Whatever course the torpedo was set to follow after it's initial turn is where it heads. Now in game this is a perfect straight line. I HIGHLY doubt this was the case in real life. The torpedo had to drift some - maybe 0.25 degree to the left then maybe 0.38 degree to the right then...well you get the idea. I plan on modelling something like this with another patch. Thoughts :06:

excerpts from "WOLVES WITHOUT TEETH: THE GERMAN TORPEDO CRISIS IN WORLD WAR TWO" (http://eaglescholar.georgiasouthern.edu:8080/jspui/bitstream/10518/3627/1/Wright_David_H_201005_MA.pdf):

"It will be recalled that from the outset of the war individual captains experienced great trouble with the actual run of their torpedoes. Entirely separate from the problems of depth or premature detonation, a torpedo fired one direction might suddenly veer off course or even in certain rare cases loop back around to strike the attacking U-boat. Assuming that the torpedo did run straight, a shaky run resulting from outside disturbances could in certain instances work against the armature and potentially contribute to a premature detonation. It was found, however, that such disturbance could be greatly reduced by replacing the previous four-bladed propeller with a new six-bladed propeller. This transition enabled the torpedo to run more smoothly in the water and hence improve its accuracy and stability." (pp. 76-77)


"During the summer of 1940 the TI launched an investigation into the causes of the oft-reported instances in the past whereby torpedoes would inexplicably run off course after being launched. The TI attributed this behavior to prolonged vibration of the G.A. [Geradelaufapparat course stabilization device] incurred during transport or while on board the boat. This can be explained as follows: the straight ahead motion of the torpedo was governed by a device found within the torpedo known as the Geradelaufapparat, commonly abbreviated as G.A. This device was extremely sensitive, so much so that it could, they speculated, be thrown out of sync by the jolts and bumps that it encountered either as a result of improper handling during its delivery to the front, or once delivered, through some violent motion such as that resulting from being depth-charged. Pending the results of this investigation, the TI suggested that two measures be taken. First was the rather vague and obvious, and as such probably unhelpful, suggestion that all efforts be made to secure and protect the tail piece of the torpedo (in which the GA was located) from violence or unnecessary stress. Second was the more helpful proposal that the firm seating of the locking nuts for the clutch nuts of the rudder linkage should be inspected/proofed as often as possible." (p. 139)

My conclusions:

"external disturbances" could unstablize torpedoe's course, eventually leading to its premature detonation.

No mention though about torpedo drifting, intended as a gradual and random detour of torpedoes from their main course, neither in the above mentioned essay nor elsewhere on the web.

The gyroscope fitted on WWII torpedoes was acting both as a route stabilizer and a steering control. My thought is that any major malfunctioning of this device would have lead to an abrupt veer from torpedo course (wich is already modelled in game I think) rather than to many cumulative minor course changes. :hmm2:

DelphiUniverse
08-11-12, 02:17 PM
I don't know exactly where to put it, so I will just put it in this thread. I'm kind of sick and tired of having the destroyer run straight into my u-boat, thinking he can do that and get away with it for a nice afternoon cup of tea after I'm sunk. You just don't run into a 769 ton piece of metal at 36 knots and expect your destroyer to stay healthy afterwards. This happens every time if you let it close to you. It just simply runs over you. :ping:

And it doesnt bump into your ship by accident either, the damn destroyer is aiming at you from 7000 metres away, and it runs over you.

It seems like the destroyer is assuming im underwater and thinks it can do that when im actually surfaced.

gap
08-11-12, 03:13 PM
I don't know exactly where to put it, so I will just put it in this thread. I'm kind of sick and tired of having the destroyer run straight into my u-boat, thinking he can do that and get away with it for a nice afternoon cup of tea after I'm sunk. You just don't run into a 769 ton piece of metal at 36 knots and expect your destroyer to stay healthy afterwards. This happens every time if you let it close to you. It just simply runs over you. :ping:

And it doesnt bump into your ship by accident either, the damn destroyer is aiming at you from 7000 metres away, and it runs over you.

It seems like the destroyer is assuming im underwater and thinks it can do that when im actually surfaced.

There are several reports about destroyers or even merchant ships ramming intentionally onto U-boats. Some of these unortodox attacks ended with the sinking of the boat.

See here for some more detail on the subject: :03:
http://en.wikipedia.org/wiki/Naval_ram#Twentieth_century

DelphiUniverse
08-11-12, 04:12 PM
gap, I embrace accidents, but not accidents from 7 kilometres away, every time, big difference, and those are no accidents.. :salute:

Let me put it this way. Let's say you are in the conning tower, you see a destroyer coming from 7 km distance, turning towards you. If you know that thing will crash into you when it arrives at your position, then you pretty well know something is wrong with the game. If you KNOW that damn thing will crash with you.... How would you know that btw, and I do know that because it happens every time heh.

gap
08-11-12, 04:56 PM
gap, I embrace accidents, but not accidents from 7 kilometres away, every time, big difference, and those are no accidents.. :salute:

Who said that they are accidents? According to the wikipedia article that I mentioned in my previous post, it seems that destroyers were occasionally ramming submarines when they were given this chance, and they were doing it on pourpose. If you read it carefully it mentions "ramming attacks" not "accidental rammings". Besides this, it references its sources and even the name of submarine units sunk by ramming, so you can check by yourself. :)

Let me put it this way. Let's say you are in the conning tower, you see a destroyer coming from 7 km distance, turning towards you. If you know that thing will crash into you when it arrives at your position, then you pretty well know something is wrong with the game. If you KNOW that damn thing will crash with you.... How would you know that btw, and I do know that because it happens every time heh.

Ramming or not, why don't you dive? After seeing a 7 km far destroyer that is coming after you, diving as soon as possible seems to me the first thing to do. Would you expect her to come to a dead stop before she reaches you? :O:
How would she depthcharge you if she doesn't try to get on top of you:06:

DelphiUniverse
08-11-12, 06:37 PM
gap,

point 1: Most ramming were done by battleships, battleships have much much stronger hulls than a light and simple destroyer.

point 2: There were extremely few ramming incidents with destroyers. And those who did, had their destroyer badly damaged. Quote "Borie was too badly damaged by the ramming to be salvaged", and btw, the u-boat that the destroyer rammed into, were not critically damaged he-he.

point 3: Only a tiny fraction of all the 1200 uboats during the course of the war was attacked by ramming, insignificant numbers, and most done by heavy ships or scared/suicide merchants.

point 4: What I am talking about are destroyers doing this in 100% of the cases in the game, there is a big, big, BIG difference here.. :yep: Ramming is an absolutely last resort attack, and preferably on wooden vessels. You don't attack uboats by ramming and as a primary type of weapon, its silly.

point 5: "Why don't you dive" you say... well, diving may avoid just that, but it doesn't fix the problem, the problem will remain. Just like any other things that you seldom do in the game, there comes a time when you will do these seldom things and when you do, its not going to be working correctly.

And there are times when you can't dive, the game has to work in those situations too, just because something happens rarely doesn't mean it doesn't need to be fixed.

point 6: "How would she depthcharge you if she doesn't try to get on top of you" you say... In a hurry, all I can think of is "IF NOT SUBMERGED, ATTACK WITH GUNS (AVOID PLAYER POSITION), IF SUBMERGED, ATTACK WITH SINKMINES (USE PLAYER POSITION)".. Its a pretty basic and simple mechanism..

Let me just summarise this, the main weapon of a destroyer is not ramming it into a uboat at full spead and then doing heavy damage to itself. The main weapon is to use its damn artillery pieces, fletcher class have 5 of them installed and they will put holes into your uboat, sinking it rapidly. They wont be ramming into you at full speed, trust me. Its a silly naval strategy to do that. :D

Btw, this probably happens because the game doesn't know any better, it probably thinks that you have dived already and that it doesnt need to consider the risk of crashing into you

TheDarkWraith
08-11-12, 07:40 PM
Btw, this probably happens because the game doesn't know any better, it probably thinks that you have dived already and that it doesnt need to consider the risk of crashing into you

That would be happening because of IRAI. IIRC I let a unit try to ram another unit if it's weight is greater than some value.

SilentOtto
08-11-12, 08:42 PM
gap,

point 1: Most ramming were done by battleships, battleships have much much stronger hulls than a light and simple destroyer.

point 2: There were extremely few ramming incidents with destroyers. And those who did, had their destroyer badly damaged. Quote "Borie was too badly damaged by the ramming to be salvaged", and btw, the u-boat that the destroyer rammed into, were not critically damaged he-he.

point 3: Only a tiny fraction of all the 1200 uboats during the course of the war was attacked by ramming, insignificant numbers, and most done by heavy ships or scared/suicide merchants.

point 4: What I am talking about are destroyers doing this in 100% of the cases in the game, there is a big, big, BIG difference here.. :yep: Ramming is an absolutely last resort attack, and preferably on wooden vessels. You don't attack uboats by ramming and as a primary type of weapon, its silly.


You are so wrong in part of your statement that I had to just drop some quoting on it. This comes from 3 min googling wikipedia and a bit u-boat.net:

In World War II, naval ships often rammed other vessels, though this was often due to circumstances, as considerable damage could be caused to the attacking ship. The damage that lightly constructed destroyers took from the tactic led to it being officially discouraged by the Royal Navy from early 1943, after the HMS Hesperus was dry-docked for three months following sinking U-357 in December 1942 and HMS Harvester was torpedoed and sunk following damaging her propellers during the ramming of U-444 in March 1943. USS Buckley (DE-51) rammed U-66; and HMS Easton rammed U-458.

Other submarines sunk by ramming included the U-100, U-224, U-655,[16] the Italian submarines Tembien[17] and Cobalto,[18] and the Royal Navy submarine HMS Cachalot.

During anti-submarine action, ramming was an alternative if the destroyer was too close to the surfaced submarine for her main guns to fire into the water. The tactic was used by the famous British anti-submarine specialist, Captain Frederic John Walker from December 1941 to the end of the war.

His first chance to test his innovative methods against the U-boat menace came in December when his group escorted Convoy HG 76 (32 ships). During the journey five U-boats were sunk, four by Walker's group, including U-574 which was depth-charged and rammed by Walker's own ship on 19 December.

In June 1943 Walker's own ship Starling was responsible for the sinking of two U-boats. The first, U-202, was destroyed on 2 June by depth charges and gunfire, and the other, U-119, on 24 June by depth charges and ramming.

The destroyer could not use its gun on the forecastle due to weather damage and the 4in gun on starboard jammed when firing a star shell, so they tried to ram U-432 which turned inside her turning radius and tried to escape at full speed on the surface but soon crash dived.

If given the opportunity, escorts will even ram a U-boat, whether it is on the surface or at periscope depth. The resulting damage will put the escort out of action for many months, but if that could sink a U-boat, then the price was considered well worth it.

Kosmos II tried to ram the surfaced U-123 off Oregon Inlet. The U-boat was in shallow water, without any torpedoes left and one of the diesel engines out of order. The Germans managed to get the engine running when the ship was only 75 metres away and slowly out-distanced her at full speed.

While the corvette headed at full speed towards it the fog lifted a bit and U-569 was sighted directly ahead. The commander intended to ram the U-boat but the gunners of the 4in gun opened fire without orders and gave the surprise away.

HNoMS Potentilla obtained a radar contact approaching her in this vulnerable situation. Hurrying up the rescue work, the corvette turned towards the contact and engaged the U-boat with all weapons from a distance of less than 300 meters at 05.21 hours. One of the five rounds from the 4in gun was observed to hit the base of the conning tower and several hits from the AA guns were seen. She had completely surprised U-174 but missed to ram by a few meters, turning astern of the boat and coming up along her port side, dropping five depth charges so close that the charge from the starboard thrower was fired over the crash-diving U-boat and detonated on her starboard side while the others detonated on port.

David Balme, like Hannifin, was an excellent source of first hand information. Balme was in fact the officer who captured the first enigma machine from a German U-boat. On May 9, 1941 he was engaged in a naval action in which his destroyer forced U-110 to the surface. The standard procedure was to ram the U-boat so that the crew could not get up on deck and start firing their guns.



Ok so I stop because it's quite late and I think the point is clear. There are LOTS of accounts of escorts (corvettes, DEs and destroyers) ramming or trying to ram U-Boats. This was made, primarily, in order to force them under, locate with ASDIC and work them with DCs.

As you can read in the first quote I pasted, starting in 1943 the RN discouraged the escort captains from ramming since it was, as you said, very dangerous for their smallish ships, too. But that doesn't mean it ended, you can check that the famous Walker kept using that attack till the very end.

In the first years of the war ramming and trying to ram was VERY common, even for small escorts:

1) Don't forget that u-boats main attack mode at the time was surfaced at night, when they were almost invisible.
2) They were much easier to attack when they were submerged, since shooting was not easy on such small target as a u-boat presented, unless sea conditions were optimum.
3) Even if they were not rammed or located by ASDIC, if they were forced under that was considered a minor victory for the escort, since it would be quite long till they dared surfacing again, and convoys, merchants or whatever the escort was protecting would be far gone.

Later in the war, after radar was commonplace, it was not so usual for u-boats to attack on the surface so this situation changed. But even in some cases, mainly if/when after chasing they were so near guns couldn't be pointed down, and also commonly when u-boats emerged after being pretty shaken with DC attacks, they were still rammed.

There are quite a lot of stories about escorts coming back to port with huge damage due to this ramming, I recall some even sinking on the way back to port because of this, though I'm talking out of my... memory here ;)

So, you see some of your points might be valid, and I wouldn't have answered which such a "thick" post if you hadn't insisted so much as to make it look like ramming was an "odd" thing. When a destroyer or a corvette found an enemy sub, the first thing to do was steaming to get as close to it as possible, and many times that was very literal! ;) No escort would just shoot subs from a distance, they would always get real close! Hell, even famous ace Joachim Schepke in U100 was literally crushed in the bridge of his sub when he thought the (old) enemy V Class Destroyer HMS Vanoc would miss and pass astern!

tl;dr: Ramming by escort ships, or "menacing" with it, was very common, in order to finish damaged u-boats, and in order to force them under so as to be able to attack them with DCs.

PS: Naval artillery in WWII, in North Atlantic weather, AND in small ships as destroyers vs u-boats, didn't work AT ALL like it's modeled in these sims. Many many times it was totally useless trying to hit a small u-boat from a really unstable platform as such smaller escorts were. As you said, trust me! ;)

DelphiUniverse
08-11-12, 08:56 PM
The points are that the amount of ramming incidents are very low, most uboats were sunk by other means. If there are 4 destroyers within fire range, they would probably rely in putting shellts onto it, but if you encounter 4 destroyers in sh5, they will all ram into you immediately, ramming is a last resort, its not a primary weapon. I hope that you see the point I am making here. Even if they have 8 destroyers in a pack in sh5 and they could easily and quickly shell the sub, they will all ram it. Keep in mind that ramming is a sacrifice, if odds are overwhelming that they can shell the sub with certainty, they would not ram the uboat, they do that in sh5. There are no doubts that this works very differently in sh5 than it did during the war.

During the war they would not risk running towards a uboat forcing their own guns not being able to shoot it, they would stay in that perticular range and fire as close as possible. In Sh5 they will cross the gunfire range so they cant fire anymore, and try to catch the uboat no matter what. It just simply didn't work that way during the war. Statistics supports my claims, uboats have to come up some time, they cant stay below forever, and destroyers simply just shelled it, they didn't pick ramming as a primary weapon of choice. Statistics is inaccurate sure, but it doesn't lie, we have pretty good data on this.

SilentOtto
08-11-12, 09:21 PM
You are still wrong in assuming an escort wouldn't close an U-Boat, first thing. Shelling from a distance is a battleship-cruiser style fight.

Every escort would, first thing, close the U-Boat as much as they could. What the situation developed later depended on if the sub submerged or not. If it didn't submerge, they would try to ram. It was indeed common, and even more in the first years of the war.

And anyway, if you have an enemy DD coming to you at more than 30 knots, it wouldn't make much difference if he really wants to ram you, or just force you under, the effect would be the same!

PS I forgot to add that I think neither guns or ramming were the main weapons against u-boats. DCs were the main weapon used against them, and which sank more u-boats.

And if we go on much further, we'll be kidnapping this thread - though with an interesting discussion! ;)

TheBeast
08-11-12, 09:23 PM
Feedback about Decks Awash patch

When I'm staying on the bridge:
But I can't watch with binoculars :wah: - why? it's not good :D

The water transition level or MinHeight value for Binocular would have to be adjust (lowered)

Has anyone had success enabling the Snorkel Co2 patch?


When I enable the Snorkel Co2 patch, my boat does not accumulate Co2 when Submerge.
Although, when I come up to Snorkel Depth and raise the Snorkel, Compressed Air reserves are replenished.


Regards!
TheBeast

volodya61
08-11-12, 09:51 PM
The water transition level or MinHeight value for Binocular would have to be adjust (lowered)
...
Regards!
TheBeast

Which file contains these settings?

EDIT: cameras.cam? or UBoot_Sensors.sim?

volodya61
08-11-12, 09:58 PM
..
Has anyone had success enabling the Snorkel Co2 patch?


When I enable the Snorkel Co2 patch, my boat does not accumulate Co2 when Submerge.
Although, when I come up to Snorkel Depth and raise the Snorkel, Compressed Air reserves are replenished.


Regards!
TheBeast

I have enabled the CO2 patches (both, for .exe and for sim.act) and everything works fine for me..
Accumulate CO2 when submerged..
And I don't use snorkel yet..

Volodya

Will-Rommel
08-11-12, 11:29 PM
If i use TDW generic patcher application, do i still need to do manual hex editing to apply the patches or i just have to "Enable" the red lines of my choice in the s5p files?

volodya61
08-11-12, 11:37 PM
If i use TDW generic patcher application, do i still need to do manual hex editing to apply the patches or i just have to "Enable" the red lines of my choice in the s5p files?

No more manual edit..
Just use Generic patcher.. all patches included..:up:

TheDarkWraith
08-12-12, 12:17 AM
just finished up the mega patch for AI crew damage control. Wow, that was a lot of code. More than I thought it would take :shifty:

There are some memory variables that can be adjusted (and will need to be tweaked through more testing) in order for this to be working 100% correct. The end user will be able to adjust these memory variables (have to add this functionality to generic patcher yet).

Here's how it's working:

Zone (Box) damage:

every frame update a function is called to check/update zone(box) damage:
- check to see if allowed to repair damage on this zone (box)
- if not allowed then return
- if allowed:
- if zone (box) damage is 0 then it returns
- if zone (box) has damage then:
- get current damage %
- compare current damage % to memory variable (max % damage crew allowed to repair damage - currently set to 0.7)
- if current damage greater then return
- if current damage not greater then:
- get a random number (0-1.0)
- compare random number to memory variable (% chance crew repairs some damage - currently 0.6)
- if random number is greater then return
- if random number less:
- get flooding level %
- compare flooding level % to memory variable (max % flood level in order to make repairs - currently 0.65)
- if flooding level % greater then return
- if flooding level % not greater then:
- get a random number (0-1.0)
- multiply random number by memory variable (max % damage repaired per hour - 10% currently)
- multiply result by conversion factor ( 1/ 3600 ) to get % damage repair / second
- multiply result by frame render time
- save new damage value to memory

Zone (Box) flooding:

if zone (box) has a floatability value then every frame update call a function to check/update flooding amount to add to zone (box):
- check to see if allowed to remove flood water from this zone (box)
- if not allowed then return
- if allowed:
- get a random number (0-1.0)
- compare random number to memory variable (% chance crew removes some flood water - currently 0.7)
- if random number greater then return
- if random number not greater then:
- get a random number (0-1.0)
- multiply random number by memory variable (max % decrease in flood water / hour - currently 0.1)
- multiply result by memory variable (conversion factor - 1 / 3600 - converts to max % decrease in flood water per second)
- multiply result by memory variable (second conversion factor - 250 - used to tweak the flood water removal)
- multiply result by frame render time
- save result to memory

All these memory variables are defined in the patch file and can be adjusted by user.

We will need to tweak these values. Lots of testing needs to be done with this :yep: The end result is amazing though...watching a listing ship correct it's list due to removing flood water.

There are certain zones that are allowed to repair/remove flood water. These zones are defined in the patch file also. We can add/remove from the list as needed.

The following zone numbers are defined:
5-7
9-11
38-40
45-48
69-71
83-88
105-112
114-115
136
148
150
154-160
162-168
170-171
174-177
181
183-191

You can find these numbers in \data\Zones.cfg

By defining these zones it prevents items from being repaired that shouldn't be repaired (i.e. keel, airplane zones, etc.)

I should have this available tomorrow :|\\

There is one thing I haven't been able to do yet: remove the effects from a zone when it's damage is less than the effects setpoint. I just haven't been able to find how these effects are generated yet.

Sartoris
08-12-12, 03:23 AM
I'm in awe as always, TDW! :yeah: :woot:

Correct me if I'm mistaken, but isn't this latest patch something that's never been done before in SH? I can't remember seeing such a thing in SH4, for example.

Sepp von Ch.
08-12-12, 03:40 AM
:o

Gute Männer muss man haben...


:up:

gap
08-12-12, 10:15 AM
just finished up the mega patch for AI crew damage control. Wow, that was a lot of code. More than I thought it would take :shifty:

Brilliant! :yeah:

Here are a few suggestions you might want to take into account:


setting a new memory variable: maximum % of the original damage that can be repaired (once damaged, equipment and compartments can't be fully restored to their original state, and the worst the damage, the lesser damaged zones are reparable). An example:

HPs of a given compartment get reduced to 80% of their original total. Damage is 100-80=20%. If the maximum reparable damage is set to 75%, then the new maximum HP that can be attained after full reparairs is:

80 + 20 * .75 = 95%

for a 50% damage, we would have:

50 + 50 * .75 = 87.5%

These maximums should be calculated again for any new impact.


if the former function seems to you too complex, a possible alternative could be setting a minimum damage % below which the compartment won't be repaired (as above, once damaged equipment and compartments can't be fully restored to their original state, but in this case the maximum recoverable HPs wouldn't be affected by the amount of damage suffered).


memory variables affected adversely by number of compartments damaged and being managed at the same time.


memory variables affected positevely by number of crew complement (as stored in unit's cfg file), and by crew rating.


adding a chance that a % of crew complement (as stored in unit's cfg file) is permanently injured/killed after each impact, hence affecting irreversibly damage/flooding management efficiency.


locating the compartment(s) where batteries powering bilge pumps are placed. If this (these) compartment(s) get(s) damaged/flooded beyond a set level, flooding management is reduced/stopped.

DelphiUniverse
08-12-12, 11:40 AM
You are still wrong in assuming an escort wouldn't close an U-Boat

I am not against escorts closing in, MY point is that they come closer than the minimum fire range. Thats a different thing than just closing in, of course it would close in, that is a given.


, first thing. Shelling from a distance is a battleship-cruiser style fight.


Battleships have distances up to 20 and 30 miles, I am talking about distances of 7000 metres and lower. That is within the destroyer fire range and they could fire much further than that as well.


Every escort would, first thing, close the U-Boat as much as they could. What the situation developed later depended on if the sub submerged or not. If it didn't submerge, they would try to ram. It was indeed common, and even more in the first years of the war.

I am not against ramming, I just don't think it fits very well for 4 or 8 destroyers to ram the uboat and make a sacrifice that big. It doesn't make much sense. What I would like to see, if there are 4 destroyers, I would like to see the closest destroyer try to ram it, and the 3 remaining stay within closest fire range and shell it. And to be quite honest, I would also love to see destroyers not ram the u-boat, perhaps at random, a little bit variation, I do seriously think that they didn't always do that. A little bit variation, to make the game more exciting as well, prevent knowing what will happen when you surface, a dynamic world. Just like the real world.


And anyway, if you have an enemy DD coming to you at more than 30 knots, it wouldn't make much difference if he really wants to ram you, or just force you under, the effect would be the same!

It would create more damage to its own vessel of course, but the speed setting is not the most important point here, but if I were in that destroyer I would slow down a lot right before impact.


PS I forgot to add that I think neither guns or ramming were the main weapons against u-boats. DCs were the main weapon used against them, and which sank more u-boats.

This is surfaced, you don't use dc's when the uboat is surfaced and from distance, you shell it, thats the main weaponry on the surface. DC's is used primarily to attack submerged vessels.


And if we go on much further, we'll be kidnapping this thread - though with an interesting discussion! ;)

You're right :haha:

rebel 411
08-12-12, 01:06 PM
Need little help useing patcher got broken hydro patch the work can not get the newer patches to even show up on the patcher do need new patcher got the link from this thread would be very thankful for any help!!!!

CaliEs
08-12-12, 04:26 PM
locating the compartment(s) where batteries powering bilge pumps are placed. If this (these) compartment(s) get(s) damaged/flooded beyond a set level, flooding management is reduced/stopped.
</ul>
" Hand drainage installation. A portable hand drain pump is provided on board as a hand drainage installation, which can be used to drain resting water from bilges, bunkers and tanks."

If the e-motor room is fully flooded (63 m^3, type vii) a u-boat (also with increased load) is still floatable and trimable. It would take 9 hours 40 minutes to pump out the water of the e-motor room.

Performance of hand drainage installation per minute on surface: ca. 90-120 l/min (a guess)

TheBeast
08-12-12, 07:10 PM
I have enabled the CO2 patches (both, for .exe and for sim.act) and everything works fine for me..
Accumulate CO2 when submerged..
And I don't use snorkel yet..
Volodya

I redid the patch using Generic Patcher v1.0.51.0 and it is working as advertised.

Must have been Keyboard Opperator error that resulted in it not working before. Maybe I didnt copy the .act files last time.

TheDarkWraith
08-12-12, 11:07 PM
v1.0.52.0 released. See post #1

This version includes my mega-patch AI Crew Damage Control :rock:

There are many variables that can be adjusted (and still needs to be adjusted/tweaked) that are defined in the SHCollisions.s5p file:

; Code1 variables:
; 6666663F - max damage allowed in zone (box). If damage greater than this value then crew is not allowed to repair damage (value is 0.9)
; CDCC4C3F - max flooding allowed in zone (box). If flooding level is greater than this value then crew is not allowed to repair damage (value is 0.8)
; 3333333F - % chance crew will repair some damage. If random number is less than this value then crew repairs damage (value is 0.7)
; 000080BE - max % damage crew can repair in an hour (value is -0.25)
; B4A29139 - conversion factor to convert from hours to seconds (1 / 3600)
; 0000803F - tweak factor for damage repair (value is 1.0)
Code1=0x200,6666663FCDCC4C3F3333333F000080BEB4A291 390000803F
; Code2 variables:
; 3333333F - % chance crew will remove some flood water. If random number is less than this value then crew removes some flood water (value is 0.7)
; 9A9999BE - max % flooding level decrease per hour (value is -0.3)
; B4A29139 - conversion factor to convert from hours to seconds (1 / 3600)
; 0000803F - tweak factor flooding removal (value is 1.0)
Code2=0x220,3333333F9A9999BEB4A291390000803F
; Code3 variables:
; CDCCCC3E - max damage level % for % chance crew removes flood water added to zone (box) 1. If damage level is greater than this value then % chance crew removes flood water 2 is used (value is 0.4)
; 9A99193F - % chance crew removes flood water 1 added to zone (box) by game. If random number if less than this value then crew removes flood water added to zone (box) by game (value is 0.6)
; CDCCCC3E - % chance crew removes flood water 2 added to zone (box) by game. If random number if less than this value then crew removes flood water added to zone (box) by game (value is 0.4)
; 3333333F - if crew fails to remove the flood water added by game then this is the % chance they reduce the flood water amount. If random number if less than this value then crew reduces flood water amount (value is 0.7)
; 666626BF - % reduction of flood water amount. If crew is able to reduce the flood water amount then it's reduced by this % multiplied by a random number (0-1.0) (value is -0.65)
Code3=0x230,CDCCCC3E9A99193FCDCCCC3E3333333F666626 BF

I haven't updated the patcher app yet so that it can manipulate these variables. In the meantime you'll see it's fairly easy to change the values. NOTE: you'll need to use an unmodified SHCollisions.act file if you want to update the variables. Reason is this data is only written to the file when the new sections are added to it.

We need to play around/tweak these values. I supplied the necessary code/framework for this to work. Now we need to adjust it/tweak to work 100% :up:

:|\\

Rongel
08-13-12, 05:30 AM
Great news TDW, it's nice to see that you keep it going! :D

But what about the really nasty bug that makes the crew repair damage even when silent running is on? As far as I know, that bug isn't yet solved, would be great to have it with this!

TheDarkWraith
08-13-12, 11:05 AM
Great news TDW, it's nice to see that you keep it going! :D

But what about the really nasty bug that makes the crew repair damage even when silent running is on? As far as I know, that bug isn't yet solved, would be great to have it with this!

I'll add it to my list of things to look into.


Found a bug in my new AI Crew damage control patch. If a zone was flooded and happens to rise above the waterline it's not able to unflood. I'm fixing the problem currently.

The General
08-13-12, 11:19 AM
Re: Generic Patcher v 1.0.52.0

Does this Patcher work if I have the DVD version of the game?

When I press F7 for Battlestations (doors close) the game CTD's. :shifty:

I can change colours on maps coordinates & tools. :)

The Sub will still not ground on the seabed :shifty:

There is no option in game to order Decks Awash, other than with Voice Recognition software. :shifty:

No noticeable changes with new 'Crew Awake' Patch. :shifty:

On the Hydrophone Station: the follow chosen contact icon, below notepad, is not functioning. :shifty:

THe Hydrophone Station gives no option to select warship for submarines. It remains blank. :shifty:

Etc.

dcb
08-13-12, 12:28 PM
pressing F7 for Battlestations (with the door closing patch enabled. Nice idea by-the-way) causes the most abrupt CTD I've ever seen.


I have the same issue. I just disabled the "close hatches at battlestations" patch, to get rid of it.

Sartoris
08-13-12, 12:52 PM
DCB, on the Hydrophone station there's an icon below the notepad that asks the Sonar Officer to follow the chosen contact. Does that work for you? It doesn't for me.

What is TDW SHSim Patch Patch#1? It says it's necessary for the CO2 Fix to work.

How do you order Decks Awash (7.5m depth)?

WHat changes in-game have you noticed with the 'Wake-up Crew' Patch enabled?

The option to follow the chosen contact doesn't work for me either. I'm using sober's mod list.

The General
08-13-12, 01:05 PM
Have you tested whether the Sub grounds on the seabed? That doesn't work for me. The only thing I've seen that works so far is changing the map colours. :-?

There is no option in game to order 7.5m - Decks Awash is there? As a side-note: Ordering a new depth directly on the depth-meter in the lower left-hand corner, doesn't close the main hatch to the conning tower.

gap
08-13-12, 01:08 PM
@ TDW

have you seen my post #778 (http://www.subsim.com/radioroom/showpost.php?p=1920702&postcount=778) on this thread? What do you think, is there any idea that you can pick from there? :D

Sartoris
08-13-12, 01:10 PM
No, I haven't tried those yet.

One thing I've had happend quite frequently lately is that the guy who calls out changes in depth, course etc falls completely silent. I have to save and reload to fix it, but sometimes this doesn't work, and I have to reload multiple times or exit the game and start it up again. Quite annoying.

Rongel
08-13-12, 02:47 PM
Re: Generic Patcher v 1.0.52.0


When I press F7 for Battlestations (doors close) the game CTD's. :shifty:



I have to say that after fixing my mods (reinstalling everything) all seems to work fine for me. Doors close like they should and no CTD's. Did you disable all the previous TDW patches first? My guess is that it's causing the troubles.

volodya61
08-13-12, 03:19 PM
I have to say that after fixing my mods (reinstalling everything) all seems to work fine for me. Doors close like they should and no CTD's. Did you disable all the previous TDW patches first? My guess is that it's causing the troubles.

Hi Rongel!

Do you have these problems?

Decks Awash - can't watching binocular when staying on the bridge and depth is 7 meters
Sub on bottom fix - sub dives 2 meters low than ordered in NSS_Uboat.cfg file

Cheers
Volodya

Magic1111
08-13-12, 03:27 PM
Sub on bottom fix - sub dives 2 meters low than ordered in NSS_Uboat.cfg file


Read Post #710 and #715! :up:

Iīve the same problem!

The General
08-13-12, 03:47 PM
I have to say that after fixing my mods (reinstalling everything) all seems to work fine for me. Doors close like they should and no CTD's. Did you disable all the previous TDW patches first? My guess is that it's causing the troubles.Well, like a Jackass I failed to Backup my SH5.exe. I guess I'm gonna have to go ahead and reinstall SH5 for the 133rd time to get this working :dead:

Should I run the Generic Patcher last, after I've installed all the Mods?

DelphiUniverse
08-13-12, 05:03 PM
Well, like a Jackass I failed to Backup my SH5.exe. I guess I'm gonna have to go ahead and reinstall SH5 for the 133rd time to get this working :dead:

Should I run the Generic Patcher last, after I've installed all the Mods?

afaik, the patcher patches sh5.exe, shsim.act and shcollisions.act, none seem to be touched by any mods, so it wouldn't matter, but for safety I would install the patches after all the mods.

1. install game, 2: install 1.2 official patch, 3: install mods 4: use generic patcher

You might want to backup these files too, but it is not necessary as the generic patcher allows to reverse the patches again.

gap
08-13-12, 05:41 PM
afaik, the patcher patches sh5.exe, shsim.act and shcollisions.act, none seem to be touched by any mods, so it wouldn't matter, but for safety I would install the patches after all the mods.

1. install game, 2: install 1.2 official patch, 3: install mods 4: use generic patcher

You might want to backup these files too, but it is not necessary as the generic patcher allows to reverse the patches again.

This is how I patch the game:

I create a subfolder inside the MODS folder, and I copy there the files mentioned by DelphiUniverse. I set then the patcher to look for game files in that path. Once finished patching, I enable the modified files with JSGME, as if they were a normal mod.

When a new patch is released, I disable the "patch mod", I trash it, and I start again from the beginning. In this way I make sure not to mess things up. :sunny:

The General
08-13-12, 07:06 PM
Everything worked as it should in the Campaign Tutorial (F7 closed the doors, and all Mods installed), but when I arrived in Kiel Port and selected the first mission, the game loaded and F7 CTD'd :/\\!!

I have had enough today. I'll look at it again maybe tomorrow.

TheDarkWraith
08-13-12, 07:08 PM
Fixed the problem mentioned with the AI Crew Damage Control patch. While fixing it I found another bug - if the crew removed some flood water from a zone (box) I wasn't updating the water level (height) of the zone (box) and it was causing havoc with the physics calcs :dead: That problem has been fixed also now.

I also noticed something that I'm trying to remedy: when a torpedo hits a zone (box) the game automatically sets the damage level for it to 1.0. This is bad for my patch and to me unrealistic. The zone (box) is probably not 100% demolished from a torpedo impact. 50%-70% I can see but not 100%. Just trying to find where it's setting this to 1.0 and then I'll release an updated AI Crew Damage Control patch.

I saw what you posted gap and it would be really hard to implement it. First of all I cannot create new variables to hold the data needed (I could but it would be one hell of an undertaking IF I could even do it correctly). Second the game does not store the original HPs of the zone (box) in memory. It only has a float value denoting the damage level (0-1.0). Most everything is a 0-1.0 float value.

TheBeast
08-13-12, 07:48 PM
For those who enable the Sub on Bottom Fix and are having issue's of boat settling 1-2 meters deeper then specified for Periscope Depth and Snorkel Depth.

For now, you can make your own new mod for the boats CFG files. You can easily adjust these values as required in your data\Submarine\NSS_Uboat7<blah>\NSS_Uboat7<blah>.CFG files and save them to your new personal MOD.

volodya61
08-13-12, 08:17 PM
For now, you can make your own new mod for the boats CFG files. You can easily adjust these values as required in your data\Submarine\NSS_Uboat7<blah>\NSS_Uboat7<blah>.CFG files and save them to your new personal MOD.
Hi!

or just disable that patch..
Thanks

Did you saw my question here - http://www.subsim.com/radioroom/showpost.php?p=1920564&postcount=771

Thanks for any reply
Volodya

TheDarkWraith
08-13-12, 08:54 PM
alright found where it was setting the damage level to 1.0 on torpedo impact. Here's what I've done:

3 new variables have been defined:
V1 - if damage increase amount to zone (box) is greater than this value then there's a chance it can be randomized (value is 0.75)
V2 - % chance that damage increase amount will be randomized. If random number is greater than this value then damage increase amount is not randomized (value is 0.75)
V3 - minimum damage level increase amount. The damage level increase amount will be >= this value. A Random number is generated until it is >= to this value (value is 0.5)

So let's say torpedo impacts a zone (box) and game says damage increase (DI) to this zone (box) is 1.342 (max damage level is 1.0 for a zone (box)). Notice I said damage increase here. The game will check to see if DI > V1. If not then DI is added to existing damage level of zone (box). If so then game gets a random number (RN). If RN > V2 then DI is added to the existing damage level of zone (box). If not then game keeps getting a random number (RN2) until RN2 > V3. Game then takes RN2 and adds it to the existing damage level of the zone (box).

The key point here is this is the damage level increase amount, not the existing damage to the zone (box). As I said before the game was always making those zones within the MinRadius of the shell/torpedo always have a damage level of 1.0. To me very unrealistic because it's saying zone (box) is utterly destroyed.

Doing final testing now...:|\\

TheDarkWraith
08-13-12, 09:58 PM
v1.0.53.0 released. See post #1

Fixed problems with the AI Crew Damage Control patch. Added some new features to the AI Crew Damage Control patch.

NOTE: IF YOU PATCHED YOUR SHCOLLISIONS.ACT FILE WITH PREVIOUS PATCHER THEN YOU NEED A CLEAN, UNMODIFIED (I.E. STOCK) SHCOLLISIONS.ACT FILE TO PATCH!

Let the tweaking begin :rock:

:|\\

volodya61
08-13-12, 10:10 PM
Hi!

What about MODS folder there?
Is it necessary to enable new zones.cfg file I mean AI Crew Damage Control Revised Zones.cfg?

TheDarkWraith
08-13-12, 10:30 PM
Hi!

What about MODS folder there?
Is it necessary to enable new zones.cfg file I mean AI Crew Damage Control Revised Zones.cfg?

That file will allow zones (boxes) to start flooding as soon as they get damaged (provided they are under the waterline). In the stock zones.cfg file almost every zone had to incur 30% of it's HPs in damage before flooding would start. With the AI Crew Damage Control patch there's no reason to wait until 30% damage before flooding starts. So I updated FX_Update's zones.cfg file so that flooding would start as soon as the zone incurred some damage :up:

volodya61
08-13-12, 10:45 PM
OK. Thank you for the explanation..
I'll replace the file in the FX Update..

PS: Could you interested in a problem described in this thread from the post #9 and below - http://www.subsim.com/radioroom/showthread.php?t=196968

and in this thread from the post #1892 - http://www.subsim.com/radioroom/showthread.php?p=1921096#post1921096

Thank you again for your great job! :salute:

TheDarkWraith
08-13-12, 10:59 PM
Hi!

or just disable that patch..
Thanks

Did you saw my question here - http://www.subsim.com/radioroom/showpost.php?p=1920564&postcount=771

Thanks for any reply
Volodya

The answer is neither. It's hard-coded in the exe. I could probably find it if I was looking hard enough :yep:

TheDarkWraith
08-13-12, 11:02 PM
The next 'big' thing I was planning on trying to implement was individual engine controls. I know where in the exe switching to/from diesels/electric is and I just have to sit down and really take a hard look at what's going on :cool:

volodya61
08-13-12, 11:07 PM
The answer is neither. It's hard-coded in the exe. I could probably find it if I was looking hard enough :yep:

It's not such a big problem..
We can live without it.. :)

TheDarkWraith
08-13-12, 11:12 PM
It's not such a big problem..
We can live without it.. :)

I like the fact that you can't use the binoculars when decks awash. I think of it as a penalty for using decks awash.

Have you noticed your diesel fuel rate consumption increase when using decks awash?

One thing I have to do is update my sub exhaust mod. Since the exhaust ports can now be underwater I need to have them 'exhausting' bubbles instead of smoke when running decks awash :yep: And these bubbles need to have sound and be a source for sound detection by the enemy!

volodya61
08-13-12, 11:20 PM
I like the fact that you can't use the binoculars when decks awash. I think of it as a penalty for using decks awash.
Have you noticed your diesel fuel rate consumption increase when using decks awash?

a penalty :D

Yes.. I think so.. increase a little..


One thing I have to do is update my sub exhaust mod. Since the exhaust ports can now be underwater I need to have them 'exhausting' bubbles instead of smoke when running decks awash :yep: And these bubbles need to have sound and be a source for sound detection by the enemy!

It would be great!


PS: And thanks a lot that you agree to look around destroyer's stuck issue..

Magic1111
08-14-12, 04:31 AM
That file will allow zones (boxes) to start flooding as soon as they get damaged (provided they are under the waterline). In the stock zones.cfg file almost every zone had to incur 30% of it's HPs in damage before flooding would start. With the AI Crew Damage Control patch there's no reason to wait until 30% damage before flooding starts. So I updated FX_Update's zones.cfg file so that flooding would start as soon as the zone incurred some damage :up:

Hi Folks!

Can anybody please upload for me the for this patch needed "Zones.cfg" file as an single upload?

Many thx in advance! :salute:

Best regards,
Magic

volodya61
08-14-12, 04:43 AM
Hi Folks!
Can anybody please upload for me the for this patch needed "Zones.cfg" file as an single upload?
Many thx in advance! :salute:
Best regards,
Magic

Yes, sure.. - http://www.mediafire.com/download.php?r8pussznv3tw3l8

Magic1111
08-14-12, 04:46 AM
Yes, sure.. - http://www.mediafire.com/download.php?r8pussznv3tw3l8

Many thx for the fast help! :yeah:

And this zones.cfg works perfect with the .exe Patch, right?

volodya61
08-14-12, 04:49 AM
Many thx for the fast help! :yeah:

And this zones.cfg works perfect with the .exe Patch, right?

Yes.. this file is included in patcher archive..

Magic1111
08-14-12, 04:51 AM
Yes.. this file is included in patcher archive..

Wonderful!

Sorry, I forgot:oops:: And the zones.cfg is compatible with TDWīs FX MOD?

TheBeast
08-14-12, 04:58 AM
Hi!

or just disable that patch..
Thanks

Did you saw my question here - http://www.subsim.com/radioroom/showpost.php?p=1920564&postcount=771

Thanks for any reply
Volodya
Yes, I read your question.

If I knew where to make that adjustment, I would have included information in my post.

volodya61
08-14-12, 05:01 AM
Wonderful!

Sorry, I forgot:oops:: And the zones.cfg is compatible with TDWīs FX MOD?

This file is from that mod - AI Crew Damage Control Revised Zones.cfg Based On FX Update By TDW.
The mod included in the patcher archive.
And this file works perfect with the last .exe patch - AI Crew damage control.

Magic1111
08-14-12, 05:02 AM
This file is from that mod - AI Crew Damage Control Revised Zones.cfg Based On FX Update By TDW.
The mod included in the patcher archive.
And this file works perfect with the last .exe patch - AI Crew damage control.

Again thx, now all is cleared! :yeah:

volodya61
08-14-12, 05:04 AM
Yes, I read your question.
If I knew where to make that adjustment, I would have included information in my post.

Thanks for the reply..
TDW said that it's hard-coded in the .exe-file..

The General
08-14-12, 07:49 AM
@TDW

I have tried the Patched .exe with both the stock game and the latest versions of your UI and OHII installed, but pressing F7 causes a CTD. The patched elements work during the Tutorial mission, but as soon as you approach the Sub penn in Kiel Port, it's CTD City. THere is no way I can know which combination of Saved games, Modded elements and Patched.exe is causing the trouble. There are million+ possible combinations. I even tried a full re-install, but no dice :down:

Out of interest, do you play the game yourself, or do you just rely on feedback from people on this Thread? If so, when no two people have identical set-ups of Mods & rigs, how is it you're getting accurate data?

@Everyone else

If someone on this thread is having no problems at all, will they please list their Mod loadout, explain when they applied the Patcher (before or after installing Mods), if they started a new Campaign fresh, did they play the Tutorial?

Kalleblom
08-14-12, 09:27 AM
Moin,

if you playing OHII, i think you have to skip the tutorial.:hmmm:

Here is the instructions from the OHII thread:


When starting a new campaign using OHII - DO NOT PLAY THE TUTORIAL - you will get a ctd when returing to Kiel at the end of the tut. Select "Skip Tutorial" when starting.
If you are not getting an option to skip the tutorial when starting a new career, go to Documents\SH5\data\cfg\CareerHistory.cfg and edit the file with Notepad. Change the following line:

HasCompletedTutorial=false
with
HasCompletedTutorial=true

and another information in sobers thread:

Do the tutorial mission first without any mods installed.
Do not sink anything else other than the ships you are asked to sink
Go straight to Kiel once the tutorial says to and dont do anything else
Once the tutorial mission is completed and you have recieved
the green tick then exit the game and install the mods

There are specific instructions you have to follow in starting a career with OH2 .
Start a new campaign and then once in the bunker exit to the main screen and load the bunker save again .
Go click on the technical officer and make sure you can enter the upgrade screen .
Before clicking on the flotilla comander hit esc and go to the ingame options screen and choose your difficulty options .
Esc and go back to the flotilla comander and choose a mission then start the mission .
You must get a loading screen before being placed on the submarine.


Hope i could help :salute:

The General
08-14-12, 09:43 AM
@Kalleblom

I know about the skipping the Tutorial with OHII, I tried that, it didn't work. I also tried it with no Mods. I tried it by uninstalling the Patcher before and after Mods...and many other things, no luck :down:

Is the Patcher working for you? You press F7, the doors close and no CTD? What is your Mod set-up? I have very carefully installed everything in the right order. If it just comes to luck, then what's the point?

What is it about the Tutorial and saved games that are so powerful? They're ruing lives. Can we not just delete the f**king thing forever?!

Kalleblom
08-14-12, 10:02 AM
Moin again,

thatīs bad!

I patched my exe while playing a campaign and have no problems. But i have to say i didnīt press F7 so far. i use the crew command button at the bottom center. :hmmm:

Except the moments i am to impatient and go TC up to 2K or 3k, then contact, radio message and ctd.

My mod list:
per PM, because i think is not the right place. Donīt want to Spam here ;)

Sartoris
08-14-12, 10:06 AM
@The General:

I will try the F7 thing and report back, I'm not sure what effect it will have. The doors don't close when I click on Battlestations.

I would suggest you run DbgView and then reenact the CTD. Dbgview will record the code that transpires under the hood, and you'll be able to export it to a document and paste it here (just paste the last part, where you can see that something went wrong and a CTD happened). This will help TDW better understand your problem. I will try doing the same.:up:

The General
08-14-12, 10:14 AM
@Sartoris

Thanks. If you press F7 and the doors don't close, then you haven't got that particular patch installed. I will try the DeBug thing....

Sartoris
08-14-12, 10:37 AM
@Sartoris

Thanks. If you press F7 and the doors don't close, then you haven't got that particular patch installed. I will try the DeBug thing....

I tried the F7 option and it works without CTD. Try pasting your mod list here, along with your PC specifications so we can get a better insight.

gap
08-14-12, 10:59 AM
The next 'big' thing I was planning on trying to implement was individual engine controls. I know where in the exe switching to/from diesels/electric is and I just have to sit down and really take a hard look at what's going on :cool:


Have you noticed your diesel fuel rate consumption increase when using decks awash?

One thing I have to do is update my sub exhaust mod. Since the exhaust ports can now be underwater I need to have them 'exhausting' bubbles instead of smoke when running decks awash :yep: And these bubbles need to have sound and be a source for sound detection by the enemy!

:rock:



I saw what you posted gap and it would be really hard to implement it.

Never mind: sometimes I get carried away ;) :D

The General
08-14-12, 11:09 AM
I tried the F7 option and it works without CTD. Try pasting your mod list here, along with your PC specifications so we can get a better insight.Did the all the hatches close on the Sub when you pressed F7?

Here is the Debug script for what it's worth:

00001283 483.49459839 [4312] Entities.cpp (83): Process Message:
00001284 483.49468994 [4312] Entities.cpp (114): OSI Ping
00001285 483.49478149 [4312] Entities.cpp (123): succeeded
00001286 485.31594849 [396] ..\..\..\..\..\..\..\..\..\P4ws\massgate-MAIN\massgate\uplay_pc\2.0\live\shared\libs\servic es\src\services\PersistentServiceConnection.cpp(91 ) : Trying to reconnect to ownership_frontend, backoff=1489
00001287 485.99813843 [396] ..\..\..\..\..\..\..\..\..\P4ws\massgate-MAIN\massgate\uplay_pc\2.0\live\shared\libs\servic es\src\services\PersistentServiceConnection.cpp(11 2) : Connection to ownership_frontend re-established


Entry 00001286 is where I pressed F7.

This is my Mod List:

NewUIs_TDC_7_1_0_ByTheDarkWraith
No Damn Bubbles, No Damn Halo Mod
NDB,NDH OM#1 - No Dialog Indicator
RemoveLogoIntroTheDarkWraith
Trevally Harbour & Kiel Canal Pilot v2.9
OPEN HORIZONS II_full v2
TDW_Mines_Subnets_Detectable_in_hydro (OH II v2)

These are my Specs:

Intel Core i7 2.67 Ghz
6 Gig of Ram (only 2 gig of which seems to get used?)
64 Bit Windows 7
ATI Radeon HD 5700, with 1 Gig DDR5 Memory.

Trevally.
08-14-12, 12:44 PM
This is how I patch the game:

I create a subfolder inside the MODS folder, and I copy there the files mentioned by DelphiUniverse. I set then the patcher to look for game files in that path. Once finished patching, I enable the modified files with JSGME, as if they were a normal mod.

When a new patch is released, I disable the "patch mod", I trash it, and I start again from the beginning. In this way I make sure not to mess things up. :sunny:

http://internetlawuk.files.wordpress.com/2010/09/tip-of-the-day.jpg

gap
08-14-12, 01:09 PM
http://internetlawuk.files.wordpress.com/2010/09/tip-of-the-day.jpg

Am I winning anything?

:Kaleun_Salivating:

Sartoris
08-14-12, 01:19 PM
Did the all the hatches close on the Sub when you pressed F7?



Yes, everything worked as intended. Your specs look good, and so does the mod list, but just to be sure I would recommend you rebuild your mod list according to sober's modlist and use that. Or you could use my list, which is just like sober's but with lots of stuff removed.

Generic Mod Enabler - v2.6.0.157
[C:\Igre\SilentHunter\MODS]

RemoveLogoIntroTheDarkWraith
DBM Background Video
No Damn Bubbles, No Damn Halo Mod
NDB,NDH OM#1 - No Dialog Indicator
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 BrighterNights V2.1
Dynamic Environment SH5 Sounds V2.1
Dynamic Environmental SH5 Realistic Colors V2.1
Dynamic Environment SH5 Waves (realistic version) V2.1
Window_Lights_Redone_V1
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Eqp_Upgrades_fix_v1.4 dates by sober Patch V2
FX_Update_0_0_19_ByTheDarkWraith
NewUIs_TDC_7_1_0_ByTheDarkWraith
Manos Scopes-patch for 16x9
IRAI_0_0_37_ByTheDarkWraith
TDW_No_Hydrophone_On_Surface_1_1_0
OPEN HORIZONS II_full v2
Reworked Morale and Abilities v.1.01
Grossdeutscher Rundfunk
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.9
sobers no footstep sound mod
Shadow Improvement Mod
NewUIs_TDC_7_1_0_Real_Navigation

The General
08-14-12, 05:09 PM
How 'bout you just send me a copy of your set-up on recordable blu-ray and save me the trouble of re-installing for the 134th time? :D

It'll do until TDW puts out SH6 (or Magnum Opus v2.0 as he calls it). :03:

Sartoris
08-14-12, 05:14 PM
Yeah, sounds great!:har:

TheDarkWraith
08-14-12, 10:21 PM
Some excellent news X 2!!! I found the memory addresses where each player's sub's shaft's ordered speed is located :rock: What's even better is I ordered up ahead standard and then set one of those memory addresses to 0...the shaft stopped! :rock: I set the memory address back to it's previous value and the shaft returned to speed. Now here's where it gets even better....I put a random value in there and the shaft spun according to the ordered speed while the other shaft remained at the original ordered speed :D

This means indepedent engine control is possible and built into the game. The physics aren't modeled correctly though. I set one shaft to 0.1 (ahead slow) and the other shaft to ahead flank (1.0) and I expected to see the sub turn due to the different torques exerted on the sub by the shafts but alas that did not happen :shifty: I even tried setting one of the shafts to back emergency with the other at ahead flank and the sub didn't turn (it did slow down some though so at least that is partially modeled) :shifty:

Now I just have to figure out how to add new commands to the game :up:

What I think would be really neat is to model electric\diesel engine failures now. Now that I know the memory addreses I could implement some random failures into them :yep: Or even better if you run the electric or diesel engines at ahead flank for x period of time the chance of failure increases :hmmm:

:|\\

volodya61
08-14-12, 11:04 PM
@TheDarkWraith

Perhaps you haven't seen this..

http://www.subsim.com/radioroom/showpost.php?p=1921474&postcount=17

Tonci87
08-15-12, 05:34 AM
I'm away for two months and TDW impoves the game like no one cozld imagine.
Regarding F7 CTD:

Don't press that key while in a port!

LemonA
08-15-12, 06:14 AM
http://www.subsim.com/radioroom/showpost.php?p=1813734&postcount=2963

The General
08-15-12, 06:16 AM
Regarding F7 CTD:

Don't press that key while in a port!Not bad advice :03:

What differences have you noticed with 'Crew Awake' Patch applied?

In the hydrophones station, there's an icon below the notepad marked 'Follow current target', it's unclickable for me, does it work for you?

Tonci87
08-15-12, 06:53 AM
Can't test, still 1500 km away from my PC

TheDarkWraith
08-15-12, 07:30 AM
http://www.subsim.com/radioroom/showpost.php?p=1813734&postcount=2963

Interesting concept...I can add text to the messagebox no problem...I can even add crew voice (have crew talk)...I know where the ordered speed for each engine is located...what I haven't found yet is the % damage to each engine (diesel and electric)...I'll look for those now :up:

TheDarkWraith
08-15-12, 07:31 AM
I'm away for two months and TDW impoves the game like no one cozld imagine.
Regarding F7 CTD:

Don't press that key while in a port!

Good point I should disable this when in port :up:

Sartoris
08-15-12, 07:38 AM
TDW, do you ever play the game? You always seem to be working! :):salute:

TheDarkWraith
08-15-12, 07:41 AM
TDW, do you ever play the game? You always seem to be working! :):salute:

I play it :D That's usually what gives me the ideas. I'll be playing the game and then I find myself wanting the game to allow me to do something or I want the game to do something...then I'm up to my neck in hex code via OllyDebug trying to figure out how to do it :up: Once figured out and patched I'm back to playing until the next idea pops into my head (which usually isn't much longer :shifty:)

oh and I'm still in Total Germany campaign :dead:

Sartoris
08-15-12, 07:45 AM
We were just talking about the environmental bug in the Dynamic Environment thread, and I was wondering if you could look into the bug that makes the weather always stay grey and foggy (for what seems like forever) after saving and loading a game. While it adds an atmosphere of impending doom (:D), it does sort of break the immersion. Someone said this was hard-coded, but I wonder what you think of this? Do you think you could crack this particular problem? Have you experienced this yourself?

TheDarkWraith
08-15-12, 07:51 AM
We were just talking about the environmental bug in the Dynamic Environment thread, and I was wondering if you could look into the bug that makes the weather always stay grey and foggy (for what seems like forever) after saving and loading a game. While it adds an atmosphere of impending doom (:D), it does sort of break the immersion. Someone said this was hard-coded, but I wonder what you think of this? Do you think you could crack this particular problem? Have you experienced this yourself?

I've poked around a little in EnvSim.act file to see what was inside. This file definitely controls the weather and clouds and all. I've seen many function calls into this from the sh5.exe for updating clouds and changing seasons.

I haven't experienced this myself yet or I would've already dove into it and figured out why it's happening and how to correct it. When/if it does happen I'll look into it for sure :up:

The General
08-15-12, 07:58 AM
Good point I should disable [F7] when in port :up:@Sartosis

TDW just admitted that pressing F7 in port may be a problem, meaning that I may've been doing full reinstalls for nothin' :doh:. Yesterday you said you had no problem when pressing F7. Did you press it when you were in Port? Not in the Bunker, but just in Port?

Sartoris
08-15-12, 08:00 AM
@Sartosis

TW just admitted that pressing F7 in port may be a problem. Yesterday you said you had no problem when pressing F7. Did you press it when you were in Port? Not in the Bunker, but just in Port.

No, I was out on the open sea. If I play the game today I'll try it in port.:up:

The General
08-15-12, 08:14 AM
:hmm2: Well, I'm in the middle of doing another full reinstall now anyway. I'm gonna follow the Mod list you posted earlier. Don't forget to let me know if you have a CTD in Port :salute:

TheDarkWraith
08-15-12, 08:15 AM
@Sartosis

TDW just admitted that pressing F7 in port may be a problem, meaning that I may've been doing full reinstalls for nothin' :doh:. Yesterday you said you had no problem when pressing F7. Did you press it when you were in Port? Not in the Bunker, but just in Port?

In port to me means in the bunker. It shouldn't do anything when you are in the bunker but to be safe I'll look over my code to ensure it isn't trying anything when in the bunker.

If you are out to sea (not in the bunker) then it should work without problems :up:

Sartoris
08-15-12, 08:17 AM
:hmm2: Well, I'm in the middle of doing another full reinstall now anyway. I'm gonna follow the Mod list you posted earlier. Don't forget to let me know if you have a CTD in Port :salute:


Sure, I was going to start a new campaign anyway, so I'll give it a go.

If you do use my mod list, please try to save your game out on the open sea and then reload that save and take note of the weather. Every time I save and reload my weather stays grey and foggy forever (like I just mentioned to TDW), so I wonder if the same will happen to you as well.

The General
08-15-12, 08:34 AM
No, I was out on the open sea. If I play the game today I'll try it in port.:up:

In port to me means in the bunker. It shouldn't do anything when you are in the bunker but to be safe I'll look over my code to ensure it isn't trying anything when in the bunker.

If you are out to sea (not in the bunker) then it should work without problems :up:Oh, ok, because F7 was working out at sea, during the Tutorial mission and most of the way home, but when I entered Keil harbour (not in the bunker, just sailing through the harbour), pressing F7 would cause a CTD. Strange I know. :hmmm:

Sure, I was going to start a new campaign anyway, so I'll give it a go.

If you do use my mod list, please try to save your game out on the open sea and then reload that save and take note of the weather. Every time I save and reload my weather stays grey and foggy forever (like I just mentioned to TDW), so I wonder if the same will happen to you as well.Yes, I will take note of the weather :salute:

Kalleblom
08-15-12, 08:34 AM
Moin Sirs, :salute:

i donīt know if this post is in the right place, but one thing i remeber when i read here and in the dynEnv thread about the problems with the weather when save/load the game.

When i torp a ship and hit, the ship is damaged, burns and go flood with water.
Then save/load the game and furthermore the ship is flood with water and damaged, but didnīt burn anymore :hmmm:

I only noticed, but donīt know if there are parallel to the weather problem and save routine.

Sartoris
08-15-12, 08:38 AM
Moin Sirs, :salute:

i donīt know if this post is in the right place, but one thing i remeber when i read here and in the dynEnv thread about the problems with the weather when save/load the game.

When i torp a ship and hit, the ship is damaged, burns and go flood with water.
Then save/load the game and furthermore the ship is flood with water and damaged, but didnīt burn anymore :hmmm:

I only noticed, but donīt know if there are parallel to the weather problem and save routine.

I think this is a known bug. Never save the game near other ships, because when you load the game the ships might behave differently, or they might be repaired if you saved when the ship was damaged.

In fact, I tried this the other day, and a ship I had shot with the deck gun was magically repaired after I loaded the game.

Kalleblom
08-15-12, 08:58 AM
Thx for reply.

I try to refrain from saving near other ship, but sometimes the game makes autosave and when i load this one i notice that.

But in real, youīll have only this moment and canīt get reloaded. So attack, tackle and sink :D

Magic1111
08-15-12, 10:27 AM
When i torp a ship and hit, the ship is damaged, burns and go flood with water.
Then save/load the game and furthermore the ship is flood with water and damaged, but didnīt burn anymore :hmmm:


I notice this in SH3 (with any Super-MOD) too! :yep:

The General
08-15-12, 10:29 AM
Does anybody know how to order Decks Awash? It's part of TDW's new Patch. How do you order 7.5m depth without voice recognition?

volodya61
08-15-12, 10:32 AM
Does anybody know how to order Decks Awash? It's part of TDW's new Patch. How do you order 7.5m depth without voice recognition?
Manually..

The General
08-15-12, 10:39 AM
Manually..No kidding :o

How is this done with the enhanced SH5 UI? The depth meter on the left only registers whole numbers i.e. 7 & 8, not 7.5

Kalleblom
08-15-12, 10:44 AM
Does anybody know how to order Decks Awash? It's part of TDW's new Patch. How do you order 7.5m depth without voice recognition?

Press Strg or on english i think itīs ctrl an set the depth to 8m on the depth panel. When it goes 7 to 8 then press hold depth, on my keyboard itīs A.

It works, but i canīt open the door. :hmmm: So i teleport. :up:

That works, but i think you wont be satisfied about this answer :hmm2:

The General
08-15-12, 10:55 AM
Press Strg or on english i think itīs ctrl an set the depth to 8m on the depth panel. When it goes 7 to 8 then press hold depth, on my keyboard itīs A.

It works, but i canīt open the door. :hmmm: So i teleport. :up:

That works, but i think you wont be satisfied about this answer :hmm2:That's rather an unsexy way to do things. TDW's new Patch allows you to be on deck, at 7.5m, with the diesels running and the hatch open. I need to be able to order 'Decks Awash!'. Can I alter the keyboard layout and choose a particular key to be 'Decks Awash' in game? How is this done?

Update: C:\Ubisoft\Silent Hunter 5\data\Cfg\Commands right?

volodya61
08-15-12, 11:00 AM
That's rather an unsexy way to do things. TDW's new Patch allows you to be on deck, at 7.5m, with the diesels running and the hatch open. I need to be able to order 'Decks Awash!'. Can I alter the keyboard layout and choose a particular key to be 'Decks Awash' in game? How is this done?

You can't do it now..
Maybe later.. - http://www.subsim.com/radioroom/showpost.php?p=1918303&postcount=728

The General
08-15-12, 11:01 AM
You can't do it now..
Maybe later.. - http://www.subsim.com/radioroom/showpost.php?p=1918303&postcount=728Ok, thanks Volodya61. I'll have to live with it for now :D

Update: I've noticed that ordering 8m with Enhanced SH5 UI means the Boat only goes to just over 7m. The Diesels still run and the hatch reamins open and the Speed drops accordingly due to increased drag. Which is great, the desired affect has been achieved. However, the HUD automatically switches to show you battery level, which is a shame.

TheDarkWraith
08-15-12, 05:24 PM
been a very productive day! Found many things I've been looking for :yeah:

One thing that really annoyed me was you couldn't execute some commands if the TC level was >= 32. I think I have a fix for that now :up:

Sub on bottom: been looking into the problem of the depth being greater than ordered depth. Might have solution for this also :up:

Still looking for the engine damage memory addresses...

Independent engine controls...just might be a reality here very soon :D

volodya61
08-15-12, 05:27 PM
:woot::Kaleun_Party:

Great news!
:salute:

THE_MASK
08-15-12, 05:37 PM
I have so many mods and patches i dont know whats what anymore . Anyway my sub scraped the bottom at 8 knots as i was trying to sneak out of scapa . 57% hull integrity :up::up::up: A little later on outside scapa i was all stop at 0 knots with 11 mts under keel . I ordered dive and we slowly sank to the sandy bottom with no damage sustained (no external cam ) and the destroyers didnt detect me . No problems with anything so far .

Magic1111
08-16-12, 01:19 AM
Sub on bottom: been looking into the problem of the depth being greater than ordered depth. Might have solution for this also :up:


Sounds very good, Iīm looking forward to the new version! :yeah:

Sartoris
08-16-12, 05:32 AM
TDW, I have a suggestion for a possible future patch:

As far as I know, setting a torpedo to magnetic or impact was in reality not just a matter of flicking a switch. The torpedo had to be unloaded, switched to impact/magnetic and then loaded back into the tube. If this is true, then perhaps it would be more realistic to model this in the game, and force the player to reload a particular torpedo every time he changes its setting.

What are your thoughts on this?

DelphiUniverse
08-16-12, 08:13 AM
TDW, I have a suggestion for a possible future patch:

As far as I know, setting a torpedo to magnetic or impact was in reality not just a matter of flicking a switch. The torpedo had to be unloaded, switched to impact/magnetic and then loaded back into the tube. If this is true, then perhaps it would be more realistic to model this in the game, and force the player to reload a particular torpedo every time he changes its setting.

What are your thoughts on this?

I am against this idea because in real life, if they decided to switch something, they would always do so with certainty (absolutely sure), but in sh5, you can easily click the magnetic switch by a simple mouse clicking accident. This kind of accidence could not be done in real life. I suggest keeping it as it is.

Sartoris
08-16-12, 08:38 AM
I am against this idea because in real life, if they decided to switch something, they would always do so with certainty (absolutely sure), but in sh5, you can easily click the magnetic switch by a simple mouse clicking accident. This kind of accidence could not be done in real life. I suggest keeping it as it is.

I understand that accidents happen, but in such cases a box could pop up asking you if you were sure you wanted to switch to impact/magnetic. Or this could be handled through the XO dialog by a adding a line. I think it would be a good addition to realism.

DelphiUniverse
08-16-12, 09:32 AM
I understand that accidents happen, but in such cases a box could pop up asking you if you were sure you wanted to switch to impact/magnetic. Or this could be handled through the XO dialog by a adding a line. I think it would be a good addition to realism.

I was thinking of that, and I would avoid the yes no dialog. I would add a metal lock switch, like you have on a gun, you have to unlock the safety before you can shoot. Put such a metal pin on the switch.

The process is this, 1: Click the metal pin to unlock the magnetic switcher
2: Then change to magnetic or impact.
3: Then manually click the lock-pin again to lock it.

If you have a convoy coming and you are preparing 4 torpedos, its redundant to have 4 yes/no dialogs popping up, its better to have a lock on the switcher. You only need to unlock it once and then you can work on all torpedos, then lock the switcher afterwards.

Sartoris
08-16-12, 09:47 AM
That sounds good to me!:up:

DelphiUniverse
08-16-12, 09:59 AM
I'm not sure what the hotkey is for changing to magnetic/impact but, if the lock pin is locked and you press the hotkey, it should unlock the pin on the first key press, if its not locked it should change to magnetic or impact. So that the hotkey doesnt override the pin lock. if its locked you need to press hotkey twice, if not, only once. Locking must be done manually with the mouse or a unique hotkey.

If this pin thing is not an attractive thing, you could also allow to set all torpedo settings and then have some sort of "apply" button when you are satisfied so that torpedo settings doesnt take effect immediately.

You could also use a circular lock button with a red/green color if a pin is not attractive. Or even put a 10 second delay after you have changed to impact, so that if you accidentially click the switcher, you have 10 seconds to switch it back before it takes effect.

TheDarkWraith
08-16-12, 11:55 AM
Here is a new SHSim patch file for testing new sub on bottom work: http://www.mediafire.com/?19niodpc6fa5svu

Disable all old patches first (for SHSim) before enabling this one. Let me know if it cures the depth greater than ordered problem :up:

TheDarkWraith
08-16-12, 03:54 PM
v1.0.54.0 released. See post #1

New: No crew spotting when submerged. Does just what it says. When you raise a scope up no longer will you hear aircraft spotted or ship spotted :D

Revised: Sub on bottom. Problem with taking depth greater than ordered depth should be fixed.


Working on the CO2 problem now when surfaced and hatch is open (CO2 not resetting sometimes).

NOTE: You need clean, unmodifed (i.e. stock) files for SH5.exe, SHCollisions.act, and SHSim.act. Not using stock files will result in CTD!

volodya61
08-16-12, 04:00 PM
I've just tested new fix.
VIIA - ok
VIIB - ok
VIIC - ok
All subs dive to the depth ordered in cfg-file :up:

Thank you sir! :woot:

EDIT: Wow.. And thank you for the new patcher.

TheDarkWraith
08-16-12, 10:01 PM
Look at this gold mine of information I found (had the game write this info to a file):

Silent Hunter 5
DamageZone - Compartment mapping information
Submarine: NSS_Uboat7c

Unmapped unit parts:
Compartment without damage zone: Damage Control Team
Compartment without damage zone: Flak Room
Equipment slot without damage zone: After Torpedo Room Bulkhead
Equipment slot without damage zone: AFT DIVE PLANES
Equipment slot without damage zone: RUDDER TRANSMISSION
Equipment slot without damage zone: Starboard Rudders Transmission
Equipment slot without damage zone: PROPELLER SHAFTS
Equipment slot without damage zone: Starboard Propeller Shaft
Equipment slot without damage zone: TORPEDO CONTROL
Equipment slot without damage zone: ATTACK PERISCOPE
Equipment slot without damage zone: OBSERVATION PERISCOPE
Equipment slot without damage zone: RADAR
Equipment slot without damage zone: Radar Warning Receiver
Equipment slot without damage zone: FORE DIVE PLANES
Equipment slot without damage zone: HYDROPHONE RECEIVERS
Equipment slot without damage zone: HYDROPHONE RECEIVERS
Equipment slot without damage zone: Submarine Coating
Equipment slot without damage zone: Conning Emblem
Equipment slot without damage zone: PERISCOPE HEADS
Equipment slot without damage zone: Radio Antenna
Equipment slot without damage zone: Radar Warning Antenna
Equipment slot without damage zone: Radar Antenna
Equipment slot without damage zone: Radar Antenna
Equipment slot without damage zone: Radar Warning Antenna
Weapon slot without damage zone: TORPEDO TUBE V
Weapon slot without damage zone: TORPEDO TUBE I
Weapon slot without damage zone: TORPEDO TUBE II
Weapon slot without damage zone: TORPEDO TUBE III
Weapon slot without damage zone: TORPEDO TUBE IV
Weapon slot without damage zone: DECK GUN
Weapon slot without damage zone: LIGHT FLAK
End of unmapped unit parts

Damage zone mapping:
DZ 021 : mapped
DZ 022 : mapped
DZ 023 : mapped
DZ 024 : mapped
DZ 025 : mapped
DZ 030 : mapped
DZ 031 : mapped
DZ 043 : mapped
DZ 049 : mapped
DZ 050 : mapped
DZ 053 : mapped
DZ 055 : mapped
DZ 056 : mapped
DZ 057 : mapped
DZ 059 : mapped
DZ 104 : !UNMAPPED!
DZ 138 : mapped
DZ 192 : mapped
DZ 204 : mapped
DZ 206 : mapped
DZ 207 : mapped
DZ 208 : mapped
End of damage zone mapping

There are 'tools' hidden with the exe that are disabled! I wondered why certain things on the subs never got damaged :shifty:

Now to figure out how to use this information. I'm assuming this information can be found in the .upc and .upcge files?

I'm going to make a patch that will allow you all to 'get' this information also. This will allow others to try and fix the problems it mentions.

Kevin_Rissell
08-17-12, 01:43 AM
TDW

I look forward to each new discovery, and version. It's the first thing I look for. Using latest .54 now, except crew still notifies me about "A Task Force" being in sight every time the sonar man hears another/new contact.

Can you make the XO shut the hell up? He has to tell me so many times about a task force that I think he's gonna wet himself or something... Between that and all of the "smoke on the horizon" notices, I've gone through 3 sets of headphones! (They tend to break when thrown across the room...) Not to mention looking like I've had one to many DC's too close to my skull.....

Just asking.... Hate the XO...

Magic1111
08-17-12, 02:54 AM
v1.0.54.0 released. See post #1


Many thx for new version TDW! :yeah:

Best regards,
Magic:salute:

TheBeast
08-17-12, 03:50 AM
There are 'tools' hidden with the exe that are disabled! I wondered why certain things on the subs never got damaged :shifty:

Now to figure out how to use this information. I'm assuming this information can be found in the .upc and .upcge files?

I'm going to make a patch that will allow you all to 'get' this information also. This will allow others to try and fix the problems it mentions.
I think that the Equipment Items that are not getting damaged are not defined / initialized in the data\UPCDataGE\UPCUnitsData\Equipment.upc file.

Also maybe some name specified in data\UPCDataGE\UPCUnitsData\Equipment.upc are not correct for SH5.

Since you are able to pull this info from the EXE, I would like to work with you on this issue.

Regards!
TheBeast

TheDarkWraith
08-17-12, 08:04 AM
I think that the Equipment Items that are not getting damaged are not defined / initialized in the data\UPCDataGE\UPCUnitsData\Equipment.upc file.

Also maybe some name specified in data\UPCDataGE\UPCUnitsData\Equipment.upc are not correct for SH5.

Since you are able to pull this info from the EXE, I would like to work with you on this issue.

Regards!
TheBeast

I found most of them in the sub's .upc and .upcge files. Just because I found them doesn't mean I understand how to fix them though :shifty:

Let's take a look at one of them:

[UserPlayerUnit 1.Compartment 1.EquipmentSlot 6]
ID= EqSlot14
NameDisplayable= Starboard Propeller Shaft
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, EqpPropellerShaft
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= 68

I'm assuming that the dump file says that this entry has no damage zone defined because ExternalNodeName3D is NULL? That's the only thing that stands out when I compare it to other entries that are not in the dump list :hmmm:

The .upc and .upcge files I still don't fully understand. There really is nothing that one can read that tells you how these are used or why they are needed. I saw that SH4 was the first to start using these but I shelved SH4 within 10 mins of playing and have never done anything else with it since.

TheDarkWraith
08-17-12, 08:11 AM
TDW

I look forward to each new discovery, and version. It's the first thing I look for. Using latest .54 now, except crew still notifies me about "A Task Force" being in sight every time the sonar man hears another/new contact.

Can you make the XO shut the hell up? He has to tell me so many times about a task force that I think he's gonna wet himself or something... Between that and all of the "smoke on the horizon" notices, I've gone through 3 sets of headphones! (They tend to break when thrown across the room...) Not to mention looking like I've had one to many DC's too close to my skull.....

Just asking.... Hate the XO...

The new patch in .54 only shuts up the crew from detecting surface and air contacts when you raise a periscope. It still allows the sonarman to do his job though as you have seen. I know where in the exe it plays all these messages you speak of but instead of making a patch for it why don't you delete the sound files for these? Then you never ever have to hear them :06: You can find them in \data\Sound\Speech

Rongel
08-17-12, 08:55 AM
Concerning the sub damage zones etc... I guess many have noticed that there is a bug with damage repairs. When sub takes damage, the steam and water effects start to run. But when the damage is repaired, still some of the damage effects continue. Weeks can go by, and they just never stop, you have to reload the game to make them go away. With repair sounds mods activated, this is pretty annoying as the crew is shouting and banging hammers eventhough all is fixed days ago!

I was just wondering could this bug be connected with your recent findings, and could it be fixed? Last time the bug happened in the engine room, not sure if it's always there or not.

Still, the unstoppable repairs during silent running are my biggest annoyance! :D

chun
08-17-12, 10:05 AM
Hello, this new version Generic Patcher v1.0.54.0, the fixes broken hydrophone station, does not work, I hear nothing in the hydrophone can look please?
someone also happens? I tried without mods, only the original game, if a mod was the cause, but does not work.:hmm2:
I looked with a hex editor and 0x197A4A instead of 74 the value is 90 that's where the fault?
Thank you.

TheDarkWraith
08-17-12, 12:44 PM
Hello, this new version Generic Patcher v1.0.54.0, the fixes broken hydrophone station, does not work, I hear nothing in the hydrophone can look please?
someone also happens? I tried without mods, only the original game, if a mod was the cause, but does not work.:hmm2:
I looked with a hex editor and 0x197A4A instead of 74 the value is 90 that's where the fault?
Thank you.

Explain what you mean by does not work :hmmm: You can't hear any sounds? You put the pointer over where a contact should be and nothing happens? :06:

chun
08-17-12, 01:10 PM
exactly that is, put the pointer over a contact and not hear the propellers, also not reflected in touch on the left on the pad, which should see the contact type, merchant or warship.
You can check the hexadecimal value that is applied the patch?
was from v1_0_51_0 version when I started to notice this problem
Thanks for your interest

TheDarkWraith
08-17-12, 02:22 PM
exactly that is, put the pointer over a contact and not hear the propellers, also not reflected in touch on the left on the pad, which should see the contact type, merchant or warship.
You can check the hexadecimal value that is applied the patch?
was from v1_0_51_0 version when I started to notice this problem
Thanks for your interest

I changed how the patch was working starting in v51. Did you remove the previous patch before applying patch v52? Try clean, unmodified files (i.e. stock sh5.exe, shcollisions.act, and shsim.act) and see if you still have the problem.

chun
08-17-12, 02:28 PM
Yes, the last patch was applied on clean files, always follow the procedure for disabling the previous patches, as you suggest, as it leaves a new versiony the problem remains.

chun
08-17-12, 03:16 PM
TDW, solved, he had not done well since version 1.37, applied to files now clean and working properly. :yeah:Thanks for your interest.
sorry for the inconvenience:salute:

TheDarkWraith
08-17-12, 08:20 PM
v1.0.55.0 released. See post #1

Revised the CO2 patch for the SH5.exe so that it ensures that CO2 % is 0 when surfaced. This will kill the game bug that sometimes doesn't reset the CO2 %.

NOTE: You'll need to disable the CO2 patch for the SH5.exe using the old patcher first before enabling this new one.

Now I'm going to add an increase in CO2 production when battlestations is active :)

DelphiUniverse
08-17-12, 09:00 PM
I hated the CO2 bug, I would always have to save and reload the game to have it go back to zero again. There is another annoying bug, if you dive deep (I tend to get it when I dive down to 100 metres) and then walk to the captain's bed room, close the hatch. If I then order the submarine to surface again, while the uboat is going up again I cannot walk through the hatch again into the command room, im stuck there. This only happens when the uboat is moving upwards and has a angled slope to it, when the uboat gets to the surface and the uboat slope is nullified, I can then immediately move through the hatch again.

To sum it up:

1: Dive to 100 metres (or any depth really)
2: Walk through the hatch to captains bed room
3: Close hatch
4: Order uboat to surface again
5: Ubot now tilts upwards and gets a slope
6: Open hatch and walk through it (Stuck, wont allow to walk through)

This does not happen if you stay at the depth and the uboat have no slope. It almost always happens when you go up again and it gets a slope or is tilted upwards.

I have to mention that this bug is not always reproducable, it happens only some times. Just wont allow to walk through the hatch, no matter how many times you try and from what position you try to walk through it. You just have to wait in the captains bed room until it is surfaced.

It sort of feels like being in a prison, you are standing right in front of an open hatch, you can see the legs of your crew in the command room, they walk around and you are a duck on the other side of the hatch :haha:

My first thought was that, perhaps the increased height of the captains bed room position is responsible for this, the command room is at a lower position when the uboat is sloped upwards, and perhaps the height is greater than is allowed in order to walk through the hatch. I don't know, that is what caught my attention first.

See this diagram, when it is tilted upwards, when you try to walk through the hatch, you are approaching it from a higher position sort, not exactly, but the game might turn out so anyway. I don't know.

http://i.imgur.com/LmnUa.png

I would also like to see the game become more responsive when using time compression, some times it is just slow as hell when trying to reduce it from 4096 downto 32 or lower, im clicking the damn minus (-) button, but its slow as hell, even on my fast computer. There must be another way to do this, not necessary optimize the code, but perhaps another way of doing this that doesnt mess up the game too much. I suspect it is slow because it is loading in data on the current position as I am trying to lower it. When I press the minus key, I want it to store that, not force me to press it twice, three or 6 times for it to record it. I don't think the game buffers plus and minus keypresses. Perhaps create a buffer for these two keys, and record 10 key strokes in it? I would also like that when using the time compression, have it take effect perhaps after a second or 500 milliseconds, so that key presses get recorded before it tries to do heavy stuff after that.

Also, (I have so many wishes here, I don't expect them to be fixed, but I lay them out here, just to be considered)... If there is a way to release memory for data that is not needed, perhaps when you are in the conning tower, there might be data in ram that is not needed when you are inside the uboat, and then unload that data. Try to find something that takes up alot of memory and see if it really is needed in specific situations. Or anything else that improves memory handling in this game.

THE_MASK
08-17-12, 09:46 PM
I wonder if the co2 bug has something to do with the ingame difficulty options ? I have always played on 100% and have never had the bug . I cannot enable the co2 patch because the co2 stays at 0% while submerged , but i dont heed it enabled anyway . Just some info .

flostt
08-17-12, 09:53 PM
I would also like to see the game become more responsive when using time compression, some times it is just slow as hell when trying to reduce it from 4096 downto 32 or lower, im clicking the damn minus (-) button, but its slow as hell, even on my fast computer. There must be another way to do this, not necessary optimize the code, but perhaps another way of doing this that doesnt mess up the game too much.

Try the ENTER key......:up:

TheDarkWraith
08-17-12, 09:54 PM
I wonder if the co2 bug has something to do with the ingame difficulty options ? I have always played on 100% and have never had the bug . I cannot enable the co2 patch because the co2 stays at 0% while submerged , but i dont heed it enabled anyway . Just some info .

It it stays at 0% then you must not have enabled both patches (SHsim and SH5.exe) for the CO2 fix :yep:

THE_MASK
08-17-12, 10:05 PM
It it stays at 0% then you must not have enabled both patches (SHsim and SH5.exe) for the CO2 fix :yep:I did check them this time . All True forr every patch . I will try a new campaign and see what happens . Prove me wrong in Dbgview then , seriously is there someway that Dbgview could check to see if these patches are working in real time in the game ?

TheBeast
08-17-12, 10:20 PM
Now I'm going to add an increase in CO2 production when battlestations is active :)

Co2 Gen is already to high. The Type-VII had the ability to stay submerged doing 2 - 3 knts for 36 hrs. Not sure if time limit was Battery Drain or Co2 buid up.

Not sure if I remeber this correctly. Once Co2 level pass a concentration of 15%, people begin falling to sleep or passing out. Death can occur at 20% Co2 saturation.
In game, you are lucky if you get 8 - 9 hours before alarms start going off.

THE_MASK
08-17-12, 10:24 PM
Co2 Gen is already to high. The Type-VII had the ability to stay submerged doing 2 - 3 knts for 36 hrs. Not sure if time limit was Battery Drain or Co2 buid up.

Not sure if I remeber this correctly. Once Co2 level pass a concentration of 15%, people begin falling to sleep or passing out. Death can occur at 20% Co2 saturation.
In game, you are lucky if you get 8 - 9 hours before alarms start going off. You get a warning icon 10% CO2 . I Surface before that , maybe thats why i never get the co2 bug . I dunno .

TheBeast
08-17-12, 10:47 PM
You get a warning icon 10% CO2 . I Surface before that , maybe thats why i never get the co2 bug . I dunno .
I only experience the Co2 not Purging Bug when surfaced if I have used Time Compression higher then 2048.
I try to limit time compression to no more then 1024. Normally I use time compression of 256.

THE_MASK
08-17-12, 10:51 PM
I only experience the Co2 not Purging Bug when surfaced if I have used Time Compression higher then 2048.
I try to limit time compression to no more then 1024. Normally I use time compression of 256.Well TC is the culprit then , i never go over 256TC .

TheDarkWraith
08-17-12, 11:07 PM
Co2 Gen is already to high. The Type-VII had the ability to stay submerged doing 2 - 3 knts for 36 hrs. Not sure if time limit was Battery Drain or Co2 buid up.

Not sure if I remeber this correctly. Once Co2 level pass a concentration of 15%, people begin falling to sleep or passing out. Death can occur at 20% Co2 saturation.
In game, you are lucky if you get 8 - 9 hours before alarms start going off.

I can change those setpoints. There are actually three setpoints the game uses. I'll have to look in the exe again to get the values. I know two of them are 0.89 and 0.99 the third is before those.

I can change the CO2 rate also. I know where all these variables are. Tell me what the CO2 rate should be and I'll make changes.

TheDarkWraith
08-18-12, 12:01 AM
Here's how the whole CO2 thing is calculated:

Every frame update the timer value is incremented 100 @ TC1 (while using the debugger - frame update time is 0.1 when using debugger)
Once the timer value >= timer value for triggering (357100) then:

It gets the timer value for triggering (357100) and divides it by 1000.0
this results in 357.1 (this would be a value in seconds)


the game takes 48.0 and takes the reciprocal of it (1 / 48.0)
it then multiplies that value by 357.1 (seconds)
this result is the CO2 generation in that period of time (357.1 seconds)
it then divides that value by 3600.0 [total seconds in an hour] (we'll call this result1)

it then gets the current CO2 %
it compares current CO2 % to 0.9
if current CO2 % if after 0.9 it does some other calculations that results in a new current CO2 %

it then mutliplies result1 by a factor (1.0) <-- this is probably an ability
then adds current CO2 % to this result
then it ensures new CO2 % value is between 0.0 and 1.0 and stores the new CO2 % to memory

it then compares new current CO2 % to 0.75
if after 0.75 it does something (haven't triggered it yet)

it then compares new current CO2 % to 0.9
if after 0.9 it does something (haven't triggered it yet)

it then compares new current CO2 % to 0.99
if after 0.99 it does something (haven't triggered it yet but appears to be death scene)

So how do you want to revamp the CO2 :hmmm:

TheBeast
08-18-12, 01:56 AM
So how do you want to revamp the CO2 :hmmm:

To many unknown variables to add any input of value at this time.

As sober pointed out. The first Co2 Warning occurs @ 10% Co2 saturation.

Currently my Boson is not trained, so this warning only takes about 8 hours (game time) to trigger. Let me get my Boson trained to see what impact if any this has on timer changes when crew expertise is higher.

Personaly I would like to adjust timer so the Co2 Warning takes 10-12 hours with rookie crew.

Trevally.
08-18-12, 04:27 AM
I think the CO2 should be set for 20 to 30 hours:hmmm:

@TDW
If you can also adjust the Battery recharge rate:06::sunny:
It takes way too long in SH5 - here is some info :-


The English worked out some average figures when conducting their offensives against the U-boats in the Bay of Biscay. Michael Gannon recites them in "Black May," pp. 263-264. Paraphrased:

A typical U-boat could proceed underwater at a rate of about 2 knots for a distance of about 50 miles. This was an optimum speed to provide the greatest underwater range. Ater that time (about 25 hours at economy speed) it would be forced to surface to recharge. Running flat-out at about 9 knots, the batteries would be exhausted in about an hour. The exponential rate of battery drain associated with increased speed mandated the use of measured quantities of "full ahead" while submerged. (Consider the improved Type XXI's -- which could do about 17 knots max underwater, but then again for only about an hour.)

To fully recharge the batteries required a run of 7 to 8 hours at an optimum surface speed of 12 knots. Clutching one diesel to the propellers and one diesel to the dynamotors was a typical arrangement when recharging, and gave the U-boat about 12 knots on the surface. A U-boat could clutch both diesels to the dynamotors and simply sit and recharge but this was somewhat hazardous -- i.e, "a sitting duck."

U-boats could, and did, of course reduce their submerged speed still futher to extend underwater battery life as much as possible, although trim became adversely affected when there was no forward motion -- a U-boat could not hover underwater indefinitely and maintain static bouyancy. However, after about 40 hours submerged, the U-boats air supply typically dictated a rise to the surface, at a minimum to ventilate the boat (although there were longer submergences recorded by determined commanders). Assuming a surfacing to ventilate and then an immediate dive to evade pursuers, the ventilation cycle consumed the equivalent amperage of 7 minutes of recharging time.

The advent of the schnorkel late in the war changed this, of course. A U-boat need not rise above schnorkeling depth at all during a patrol; however, the schnorkel limited the U-boats speed to about 5 knots and provided the most basic of ventilation for human needs.

A typical underwater running pattern would be to proceed at something just above economy speed if not in danger of attack (maybe 4-5 knots) for 7 to 12 hours. This coincided with a "day/night" type pattern of operations (submerge by day, surface by night) since only U-boats seeking to transit the Bay of Biscay or simply stay out of sight would run their e-motors for 25 hours at 2 knots. U-boats did most of their work on the surface.

During D/C attack periods U-boats could apply "full ahead" to try and get away during the explosions - a period when the cavitations of high-speed underwater propellers were unlikely to be picked up by the hydrophone operators on destroyers and corvettes. Again, because of the much faster rate of battery depletion during full ahead maneuvers, such bursts of speed were saved for when really needed.

Although I am no expert (and there are some out there!) I hope this information is helpful.

Chris M.
Miami, Florida USA


Links for info :-

http://uboat.net/forums/read.php?20,61706,61708#msg-61708
http://sourceforge.net/apps/trac/derleitendeing/wiki/VIIbatteries

TheDarkWraith
08-18-12, 10:27 AM
I think the CO2 should be set for 20 to 30 hours:hmmm:

@TDW
If you can also adjust the Battery recharge rate:06::sunny:
It takes way too long in SH5 - here is some info :-



Links for info :-

http://uboat.net/forums/read.php?20,61706,61708#msg-61708
http://sourceforge.net/apps/trac/derleitendeing/wiki/VIIbatteries

Yes I can change the battery discharge and recharge rate along with the fuel consumption rate

stoianm
08-18-12, 12:04 PM
I just finised to install again my mods... this patch become since last time i used (1 year ago) a piece of art.. it is working for real in the game all the changes that i made in the patcher? The magnetic detonation are working now if i set for example at 4 metters under the keel?

Tonci87
08-18-12, 12:06 PM
I just finised to install again my mods... this patch become since last time i used (1 year ago) a piece of art.. it is working for real in the game all the changes that i made in the patcher? The magnetic detonation are working now if i set for example at 4 metters under the keel?

May someone enlighten me on why and how I should use magnetic detonators? Why is it better to use them than to use the impact detonator?

stoianm
08-18-12, 12:21 PM
May someone enlighten me on why and how I should use magnetic detonators? Why is it better to use them than to use the impact detonator?
If u use impact detonator ur angle to impact must to be close to 90 degree to have not surprise like the torpedo touch the ship and do not explode. If u put an magnetic detonation, for instance 2-4 metters under the keel and close the middle of the ship than u have a lot of chances that the ship will be split in 2:D. I like this a lot. Or if u put a magnetic and u will missing your calculation and the torpedo go 2-4 metters in front or after the ship is passing u have chances to do some damages because the torpedo will explode when she will be close to the ship. Sorry for my writting but 1 year i wroted only in french.:)

Tonci87
08-18-12, 12:23 PM
If u use impact detonator ur angle to impact must to be close to 90 degree to have not surprise like the torpedo touch the ship and do not explode. If u put an magnetic detonation, for instance 2-4 metters under the keel and close the middle of the ship than u have a lot of chances that the ship will be split in 2:D. I like this a lot. Or if u put a magnetic and u will missing your calculation and the torpedo go 2-4 metters in front or after the ship is passing u have chances to do some damages because the torpedo will explode when she will be close to the ship. Sorry for my writting but 1 year i wroted only in french.:)

So why should I use an impact detonator then? More damage?

TheDarkWraith
08-18-12, 12:30 PM
So why should I use an impact detonator then? More damage?

Yes and no. The way SHCollisions.act models it is this (for magnetic detonations and DCs):
if the AP value of the weapon > AP value of zone (box) X 4 then it incurs damage. Torpedoes have an AP of 100 so usually every zone (box) takes damage within the radius up to MaxRadius of the weapon. The good thing about the magnetic detonators is the 'impact' is real close to the keel. If you manage to 'destroy' a keel zone (box) that piece breaks off the ship.

stoianm
08-18-12, 12:50 PM
@tdw

i use your last mod that u puted about magnetic on this thread.. i do not understand well something: u putted that at a distance of 4 metters anny magnetic torpedo will explode or i must to set at maximum 4 metters under the keel to be sure that i will have an explozion?
tnx

TheDarkWraith
08-18-12, 12:56 PM
@tdw

i use your last mod that u puted about magnetic on this thread.. i do not understand well something: u putted that at a distance of 4 metters anny magnetic torpedo will explode or i must to set at maximum 4 metters under the keel to be sure that i will have an explozion?
tnx

That mod extended the range of the magnetic detonators of the torpedoes to a radius of 4m. That means if the magnetic detonator senses anything within 4m of it it has a chance of triggering a torpedo detonation. This allows you to place the torpedo a little further under the keel (up to 4m). The stock version puts the magnetic detonator range at 2m.

stoianm
08-18-12, 12:59 PM
Nice.. so u solved that problem:up:... i am in my way to first patroll place.. my first victim will taste a magnetic torpedo under the keel:rock:

TheDarkWraith
08-18-12, 01:16 PM
Nice.. so u solved that problem:up:... i am in my way to first patroll place.. my first victim will taste a magnetic torpedo under the keel:rock:

You applied the patch that fixes the magnetic detonators correct? If not the magnetic detonators will not work.

stoianm
08-18-12, 01:22 PM
You applied the patch that fixes the magnetic detonators correct? If not the magnetic detonators will not work.
Yes i applied that patch that fixes the magnetic detonators (i hope that i made corect.. i will test today for sure.. if is not working i will try to applie the patch again.. but i hope i did veerithing right like u wroted there) and i installed the 2 files that u puted at the end of the thread too (torpedoes_g7a-e.sim and Torpedos_AI.sim).

Rongel
08-18-12, 02:00 PM
Hi TDW!

For some reason I haven't got any duds even with the latest patches. When I noticed this, I tested it more in historical missions, I even put the dud chances to 90 % in the torpedo.zon file, but not a single one. It's weird because I remember that it worked with the earlier patches. Could be a human error, but I have double checked that the patch is installed right (doors close and open when pressing F7 and so on). Any ideas about this?

Also noticed that when the engine room gets damaged and the effects start, there is no way to stop them, even when the damage is repaired. It always happens there. :06:

TheDarkWraith
08-18-12, 02:20 PM
Hi TDW!

For some reason I haven't got any duds even with the latest patches. When I noticed this, I tested it more in historical missions, I even put the dud chances to 90 % in the torpedo.zon file, but not a single one. It's weird because I remember that it worked with the earlier patches. Could be a human error, but I have double checked that the patch is installed right (doors close and open when pressing F7 and so on). Any ideas about this?

Also noticed that when the engine room gets damaged and the effects start, there is no way to stop them, even when the damage is repaired. It always happens there. :06:

Don't know why the duds aren't working for you :hmmm: I just had two duds yesterday :yeah: One was with the torpedo at almost 90 degrees to the side of the ship, the other was at about a 45 degree angle to side of the ship

TheDarkWraith
08-19-12, 01:33 AM
v1.0.60.0 released. See post #1

The patcher app was revised to be more powerful and easier to use. Now its very easy to see which patches/changes are enabled/disabled without having to open every one of them.

The patch files now define Updates. Updates are hard changes to a file that the user does not get the luxury of enabling/disabling.

The patcher app now reads the patch file, reads the file itself, determines what new sections needs to be added and adds them. It remembers which patches were enabled and then erases all the sections that didn't exist in the original file. It then rebuilds those sections and enables the patches that were previously enabled. This will prevent you all from having to use clean umodified files for some of my upcoming patches.

Tomorrow I'll add the ability modify the variables defined in the patch files :)

Some of the patches were revised (code wise) because I started shadowing some of the values used in the game to my data section to make it easier to get to them. I need these values for some upcoming patches.

You'll need to disable all patches in every file before using the new patcher.

Maybe some of you aren't aware of it but I made this patcher app generic in nature (hence the name GenericPatcher). This means it can be used on any file. I make good use of my tool for other purposes other than SH5 :yep:

:|\\

THE_MASK
08-19-12, 01:51 AM
Hard changes :up:

volodya61
08-19-12, 02:13 AM
Thanks TDW! :yeah:

Did you ever sleep?

heisig1958
08-19-12, 03:09 AM
Thanks TDW.:yeah:

Gruß Ralf:salute:

Sartoris
08-19-12, 03:17 AM
Thank you, TDW!:woot::yeah:

volodya61
08-19-12, 03:18 AM
Unfortunately it's not working..
The window with mistake-message opens when I trying to use it..
It's a Microsoft .NET Framework mistake

http://s19.postimage.org/5qooyqosf/mistake.jpg (http://postimage.org/image/5qooyqosf/)

Sorry, I have only local (RUS) version of Windows and I can't translate it in English for you..
It's hard for me.. my poor English :oops:

The other versions of the Patcher always worked fine on my PC..

EDIT:
Win XP SP3 installed
.NET Framework versions installed - 1.1, 1.1 LangPack - RUS, 2.0 SP2, 2.0 SP2 LangPack - RUS, 3.0 SP2, 3.0 SP2 LangPack - RUS, 3.5 SP1, 3.5 SP1 LangPack - RUS, 4 Client Profile, 4 Client Profile LangPack - RUS, 4 Extended, 4 Extended LangPack - RUS

Rongel
08-19-12, 03:42 AM
Works here, thanks TDW! Much more easier/faster to use. :salute:

And finally got the duds working again! For some reason I needed to downgrade the patcher to the version that worked for me before, uninstalled it, and again pathced with the newest version. I think it has something to do with the fact that I needed to manually point where the .exe, .sim, act. files were. I tried installing the new patch many times, but only when I stepped back, it started to work. :hmmm:

NONONO
08-19-12, 03:47 AM
Works here, thanks TDW! Much more easier/faster to use. :salute:

And finally got the duds working again! For some reason I needed to downgrade the patcher to the version that worked for me before, uninstalled it, and again pathced with the newest version. I think it has something to do with the fact that I needed to manually point where the .exe, .sim, act. files were. I tried installing the new patch many times, but only when I stepped back, it started to work. :hmmm:
need migraiter

Daytrader
08-19-12, 05:19 AM
I am totally new to all this mod patching thing, so am i correct from looking at front page 1st post, i only need to use v1.0.60.0 to do everything correct ? because i am following sobre mod list and he says the below, cant find your unofficial patch 1.3, sorry if i am being stupid, so what patch do i exactly need, thx

************************************************** ************
************************************************** ************
You will find the unofficial patch 1.3 here ****************
****************
You must have the dvd version of the game to patch to 1.3 ****************
****************
http://www.subsim.com/radioroom/showthread.php?t=181433 ****************
************************************************** ******************
************************************************** ******************

THE_MASK
08-19-12, 05:48 AM
I am totally new to all this mod patching thing, so am i correct from looking at front page 1st post, i only need to use v1.0.60.0 to do everything correct ? because i am following sobre mod list and he says the below, cant find your unofficial patch 1.3, sorry if i am being stupid, so what patch do i exactly need, thx

************************************************** ************
************************************************** ************
You will find the unofficial patch 1.3 here ****************
****************
You must have the dvd version of the game to patch to 1.3 ****************
****************
http://www.subsim.com/radioroom/showthread.php?t=181433 ****************
************************************************** ******************
************************************************** ******************
Thats 3 diffrent threads you have asked the same thing . Just apply the patch and see if it works :yep:

Daytrader
08-19-12, 06:08 AM
Its ok, someone just answered me on other page saying that when you say patch 1.3 that is just a nickname for Generic Patcher v1.0.60.0, cheers

7thSeal
08-19-12, 06:11 AM
v1.0.60.0 works fine for me TDW and thanks for the update, really easy to use.

I do have one question. Under the Render patches, what exactly is post effects rendering that can be disabled? I did use the remove water droplets option, do I also need to remove the post effects for the removed water droplets to work? :)

Sartoris
08-19-12, 06:24 AM
Unrelated to the latest patches:

I may have already mentioned this, but very often when I load a saved game the guy who reads out your changes in bearing or the bearing of the target you are following, etc, falls completely silent. I have no human voices, and usually have to exit the game, go back in, reload, and even then it may not work. Is anyone else experiencing this?

My mod list:


Generic Mod Enabler - v2.6.0.157
[C:\Igre\SilentHunter\MODS]

RemoveLogoIntroTheDarkWraith
DBM Background Video
No Damn Bubbles, No Damn Halo Mod
NDB,NDH OM#1 - No Dialog Indicator
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 BrighterNights V2.1
Dynamic Environment SH5 Sounds V2.1
Dynamic Environmental SH5 Realistic Colors V2.1
Dynamic Environment SH5 Waves (realistic version) V2.1
Window_Lights_Redone_V1
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Eqp_Upgrades_fix_v1.4 dates by sober Patch V2
FX_Update_0_0_19_ByTheDarkWraith
NewUIs_TDC_7_1_0_ByTheDarkWraith
Manos Scopes-patch for 16x9
IRAI_0_0_37_ByTheDarkWraith
TDW_No_Hydrophone_On_Surface_1_1_0
OPEN HORIZONS II_full v2
Reworked Morale and Abilities v.1.01
Grossdeutscher Rundfunk
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.9
sobers no footstep sound mod
Shadow Improvement Mod
NewUIs_TDC_7_1_0_Real_Navigation
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5

TheDarkWraith
08-19-12, 09:49 AM
Unfortunately it's not working..
The window with mistake-message opens when I trying to use it..
It's a Microsoft .NET Framework mistake

Sorry, I have only local (RUS) version of Windows and I can't translate it in English for you..
It's hard for me.. my poor English :oops:

The other versions of the Patcher always worked fine on my PC..

I am really curious to know what the error says. I need something from it in order to figure out why you are having problems with the newest version. When did the error occur? Did it occur as soon as the app started or after you clicked something or :06:

TheDarkWraith
08-19-12, 09:53 AM
v1.0.60.0 works fine for me TDW and thanks for the update, really easy to use.

I do have one question. Under the Render patches, what exactly is post effects rendering that can be disabled? I did use the remove water droplets option, do I also need to remove the post effects for the removed water droplets to work? :)

If you enabled the water droplets one then you shouldn't see anymore water droplets (those supposedly realisic drops of water on you 'screen' sometimes). The post effects one you don't have to enable just because you enabled the water droplets one, it's purely optional. In all honesty I'm not sure what all doesn't get rendered when the post effects one is enabled - maybe you can find out and let us know. I just saw it in the exe and it was 'easy' to disable so I added it in the hopes it would help someone with low FPS in game :yep:

TheDarkWraith
08-19-12, 09:56 AM
Works here, thanks TDW! Much more easier/faster to use. :salute:

And finally got the duds working again! For some reason I needed to downgrade the patcher to the version that worked for me before, uninstalled it, and again pathced with the newest version. I think it has something to do with the fact that I needed to manually point where the .exe, .sim, act. files were. I tried installing the new patch many times, but only when I stepped back, it started to work. :hmmm:

You should always disable all patches with the old version first then repatch with the newest version. This way you avoid any unforeseen errors/problems :up:

TheDarkWraith
08-19-12, 09:58 AM
need migraiter

:06:

DelphiUniverse
08-19-12, 10:04 AM
I don't know if this feature is available, I would like to see a timer for the time compression (measured in hours) so I can set the timer to 2 hours for example, then increase time compression, it will auto stop (TC1) after 2 hours. Like I said, I have no idea if this is already available in the NewUI. Just a suggestion.

TheDarkWraith
08-19-12, 10:05 AM
In theory one should still be able to patch all the other files except the sh5.exe if you are using the steam version of the game. I have a hunch Steam only messed with the main exe as they are unfamiliar with the support files (act files) :hmmm: Anyone care to try and report back? I have DVD version of the game so I can't test my theory.

As the patcher compares what's contained in the file to what it has it'll know whether you can apply the patches or not to steam act files. You'll know instantly whether you can patch the steam act files when you open the patch files with the patcher for the act files (SHCollisions and SHSim)

Tonci87
08-19-12, 10:06 AM
Suggestion:
Your boat is Decks awash and you order Crash dive. There should be no time delay until the command is executed (like when you order Crash dive while surfaced)

TheDarkWraith
08-19-12, 10:06 AM
I don't know if this feature is available, I would like to see a timer for the time compression (measured in hours) so I can set the timer to 2 hours for example, then increase time compression, it will auto stop (TC1) after 2 hours. Like I said, I have no idea if this is already available in the NewUI. Just a suggestion.

Right click outside edge of the chrono in my UIs mod. There you can set up alarms and trigger TC1 IIRC :hmmm:

Trevally.
08-19-12, 10:07 AM
I don't know if this feature is available, I would like to see a timer for the time compression (measured in hours) so I can set the timer to 2 hours for example, then increase time compression, it will auto stop (TC1) after 2 hours. Like I said, I have no idea if this is already available in the NewUI. Just a suggestion.

Like this-

http://www.subsim.com/radioroom/picture.php?albumid=526&pictureid=4833

It is in TDWs UI - click on the clock to get this option:up:

TheDarkWraith
08-19-12, 10:08 AM
Suggestion:
Your boat is Decks awash and you order Crash dive. There should be no time delay until the command is executed (like when you order Crash dive while surfaced)

What's the theory behind this suggestion? You are still surfaced just a little deeper in the water is all :06:

Tonci87
08-19-12, 10:09 AM
What's the theory behind this suggestion? You are still surfaced just a little deeper in the water is all :06:

Well yes but there is no stuff to secure (deck guns for example) so it should be executed much faster.

7thSeal
08-19-12, 10:13 AM
If you enabled the water droplets one then you shouldn't see anymore water droplets (those supposedly realisic drops of water on you 'screen' sometimes). The post effects one you don't have to enable just because you enabled the water droplets one, it's purely optional. In all honesty I'm not sure what all doesn't get rendered when the post effects one is enabled - maybe you can find out and let us know. I just saw it in the exe and it was 'easy' to disable so I added it in the hopes it would help someone with low FPS in game :yep:

Thanks, I'll just stick with leaving the water drops disabled and not mess with the post effects.

volodya61
08-19-12, 10:15 AM
I am really curious to know what the error says. I need something from it in order to figure out why you are having problems with the newest version. When did the error occur? Did it occur as soon as the app started or after you clicked something or :06:

Just started..
translate error is something like: unhandled exception in application

and in the window "information" below:

System.ArgumentException: invalid parametr.
System.Drawing.Image.FromStream(Stream stream, Boolean useEmbeddedColorManagement, Boolean validateImageData)
System.Drawing.Image.FromStream(Stream stream)
TheDarkWraith.SilentHunter5.GenericPatcher.Generic Patcher_Load(Object sender, EventArgs e)
System.Windows.Forms.Form.OnLoad(EventArgs e)
System.Windows.Forms.Form.OnCreateControl()
System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
System.Windows.Forms.Control.CreateControl()
System.Windows.Forms.Control.WmShowWindow(Message& m)
System.Windows.Forms.Control.WndProc(Message& m)
System.Windows.Forms.ScrollableControl.WndProc(Mes sage& m)
System.Windows.Forms.ContainerControl.WndProc(Mess age& m)
System.Windows.Forms.Form.WmShowWindow(Message& m)
System.Windows.Forms.Form.WndProc(Message& m)
System.Windows.Forms.Control.ControlNativeWindow.O nMessage(Message& m)
System.Windows.Forms.Control.ControlNativeWindow.W ndProc(Message& m)
System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

TheDarkWraith
08-19-12, 10:19 AM
Just started..
translate error is something like: unhandled exception in application

and in the window "information" below:

You are getting an error as soon as the app is building the images for the treeview from the embedded files in the exe :hmmm: It is using reflection for this and I wonder if it's a security problem on your computer...Have you tried running the app with admin rights (right click --> run as Administrator)? I still have the app building against .NET 2.0 so there shouldn't be any errors. Also try placing the app on your desktop and running it from there with admin rights.

chun
08-19-12, 10:31 AM
In theory one should still be able to patch all the other files except the sh5.exe if you are using the steam version of the game. I have a hunch Steam only messed with the main exe as they are unfamiliar with the support files (act files) :hmmm: Anyone care to try and report back? I have DVD version of the game so I can't test my theory.

As the patcher compares what's contained in the file to what it has it'll know whether you can apply the patches or not to steam act files. You'll know instantly whether you can patch the steam act files when you open the patch files with the patcher for the act files (SHCollisions and SHSim)

changes, magnetic torpedoes and impact on file. act of the steam version, if they work.:DL

volodya61
08-19-12, 10:44 AM
You are getting an error as soon as the app is building the images for the treeview from the embedded files in the exe :hmmm: It is using reflection for this and I wonder if it's a security problem on your computer...Have you tried running the app with admin rights (right click --> run as Administrator)? I still have the app building against .NET 2.0 so there shouldn't be any errors. Also try placing the app on your desktop and running it from there with admin rights.

I'm getting error just clicked to the icon and then I see this window..
Yes, I tried run as admin and from desktop.. nothing change..
If I clicked to the button Skip at the error-message then I saw GenericPatcher window like in the previous versions..

http://s19.postimage.org/gur56okjj/image.jpg (http://postimage.org/image/gur56okjj/) http://s19.postimage.org/sl52o2dbz/image.jpg (http://postimage.org/image/sl52o2dbz/) http://s19.postimage.org/4rltj49hb/image.jpg (http://postimage.org/image/4rltj49hb/)

TheDarkWraith
08-19-12, 10:48 AM
I'm getting error just clicked to the icon and then I see this window..
Yes, I tried run as admin and from desktop.. nothing change..
If I clicked to the button Skip at the error-message then I saw GenericPatcher window like in the previous versions..

very strange that your computer doesn't like loading the images used for the icons in the treeview from the embedded images in the exe :hmmm: I'm going to try something and send you another version to see if you still get an error or not...give me a few :up:

volodya61
08-19-12, 10:50 AM
OK. Thanks, looking forward..

NONONO
08-19-12, 11:48 AM
very strange that your computer doesn't like loading the images used for the icons in the treeview from the embedded images in the exe :hmmm: I'm going to try something and send you another version to see if you still get an error or not...give me a few :up:
I have the same error

volodya61
08-19-12, 11:54 AM
@TDW

Maybe it's error by local (RUS) Windows versions??:hmmm:

NONONO
08-19-12, 11:57 AM
@TDW

Maybe it's error by local (RUS) Windows versions??:hmmm:
yes Windows versions russian, but previous versions works fine is very strange

TheDarkWraith
08-19-12, 12:06 PM
yes Windows versions rus, but previous versions works fine is very strange

For some reason those of you that get the error your computer is refusing to load the embedded images from the exe that I use for the icons in the treeview. I'm releasing a new version here in a few that handles this error so the app doesn't throw any errors about this (but you won't get the pretty icons in the treeview like everyone else does).

TheDarkWraith
08-19-12, 12:13 PM
v1.0.62.0 released. See post #1

added a fix for the error some users were getting when the app started. Now instead of throwing the error the app will disable the pretty icons used in the treeview. Error checking added for Updates to ensure no updates are defined for new sections. Added a new entry for Updates - Editable. If set to 1 then user is allowed to enable/disable (if ShowInUpdates=1)

You really only need this version if you were getting startup errors using v1.0.60.0

Still working on the variables code...

:|\\

NONONO
08-19-12, 12:19 PM
v1.0.62.0 released. See post #1

added a fix for the error some users were getting when the app started. Now instead of throwing the error the app will disable the pretty icons used in the treeview. Error checking added for Updates to ensure no updates are defined for new sections. Added a new entry for Updates - Editable. If set to 1 then user is allowed to enable/disable (if ShowInUpdates=1)

You really only need this version if you were getting startup errors using v1.0.60.0

Still working on the variables code...

:|\\
this version work correctly, no error

TheDarkWraith
08-19-12, 04:49 PM
I finally nailed down where the game processes commands in the exe :rock: Now I am adding my new commands for the independent engine controls. After that I have to add the code to process the new commands (and make it generic so I can add even more commands :D) then tie everything together to make the independent engine controls a reality! Wish me luck!

I wanted it command based because a) it's much easier to just use the scripting engine the devs gave us to issue commands. I had it working using a DLL but it was cumbersome and convoluted and I wasn't happy with it. Using command based is much cleaner and simpler :yep:

volodya61
08-19-12, 04:55 PM
Me again..:oops:
Our comrade from the sukhoi.ru got this error..

http://s19.postimage.org/tlnedlhq7/5215cfca66aeff22fba8d15b0a2e4bfc.jpg (http://postimage.org/image/tlnedlhq7/)

What could this mean?

volodya61
08-19-12, 04:57 PM
I finally nailed down where the game processes commands in the exe :rock: Now I am adding my new commands for the independent engine controls. After that I have to add the code to process the new commands (and make it generic so I can add even more commands :D) then tie everything together to make the independent engine controls a reality! Wish me luck!

I wanted it command based because a) it's much easier to just use the scripting engine the devs gave us to issue commands. I had it working using a DLL but it was cumbersome and convoluted and I wasn't happy with it. Using command based is much cleaner and simpler :yep:

It's really amazing!
Good luck TheDarkWraith! :salute:

TheDarkWraith
08-19-12, 05:36 PM
Me again..:oops:
Our comrade from the sukhoi.ru got this error..

http://s19.postimage.org/tlnedlhq7/5215cfca66aeff22fba8d15b0a2e4bfc.jpg (http://postimage.org/image/tlnedlhq7/)

What could this mean?

This means the patcher tried to write the Update to the file but something prevented it from doing so. Did they try running the app with admin rights? Have them try moving the file to patch to their desktop. Point the patcher to this file on the desktop and see if they still get the error.

volodya61
08-19-12, 05:45 PM
This means the patcher tried to write the Update to the file but something prevented it from doing so. Did they try running the app with admin rights? Have them try moving the file to patch to their desktop. Point the patcher to this file on the desktop and see if they still get the error.

Thanks!
I'll tell him tomorrow and then tell you if the problem not solved..
because sukhoi.ru crashed right now..

:salute:

Targor Avelany
08-19-12, 05:49 PM
yep. Having exact same exception as above. Tried all of the above too - doesn't matter from where you running or if it's run as administrator or not.

TheDarkWraith
08-19-12, 06:58 PM
yep. Having exact same exception as above. Tried all of the above too - doesn't matter from where you running or if it's run as administrator or not.

Send me your sh5.exe (stock, unmodified one) so I can test and see why :yep:

THE_MASK
08-19-12, 07:29 PM
I surfaced and no crew on deck . Latest patch (1.0.60). I cannot remember if i had battlestations F7 enabled or not . Also i had the crew spot a Task Force while i was using the attack scope . All patches enabled/blue ticks except CO2 bug fix and map colors .

Targor Avelany
08-19-12, 07:54 PM
Send me your sh5.exe (stock, unmodified one) so I can test and see why :yep:

http://www.mediafire.com/?004kzaefk1o6y3v

Also I noticed the same thing as sober, but that happened with the earlier version. It has fixed itself, but i can't remember for sure what exactly fixed it.

TheDarkWraith
08-19-12, 10:12 PM
v1.0.63.0 released. See post #1

Fixed problem some users were having when the patcher app tried to apply updates

:|\\

Targor Avelany
08-19-12, 11:03 PM
v1.0.63.0 released. See post #1

Fixed problem some users were having when the patcher app tried to apply updates

:|\\

YAY!!! Works like a charm!

Magic1111
08-20-12, 01:43 AM
starting with v1.0.49.0 add a new patch for SH5.exe: ability to exclude certain items from ever being rendered in the game

starting with v1.0.51.0 add a new patch for SH5.exe: ability to run decks awash (~7.5m) with crew on deck and using diesel engines

starting with v1.0.52.0 added a new patch for SHCollisions.act: Crew AI Damage Control


Hi Folks!

Can somebody please upload for me an older version from the Patcher Tool (e.g. one of the above versions), please as .zip Version! :)

Background is, Iīve changed the MapColors (Patches >> MapColors >> Change 1-15) to my own taste. But now I canīt remember which color-values Iīve set...:oops:

And with the actual Patcher-Tool I canīt open the older patched .exe to look into it...!

Therefore I need an older version of the tool that I can open the older patched .exe to look into it and notice me the 15 color-values Iīve set!

Thx for help in advance,
Magic:salute:

TheDarkWraith
08-20-12, 03:57 AM
Independent engine controls works like a champ :rock::D

It's command based also (Yes I'm able to add new commands to the game now!) :yeah:

It works like this:
You send a pre-command: Port_engine_only or Stbd_engine_only
Then you select the speed wanted

I have to update my UI mod now :yep:

:|\\

volodya61
08-20-12, 04:10 AM
:Kaleun_Party::woot:

I think it's a very important change for the improvement of this game!

lesec74
08-20-12, 06:08 AM
hello,

If someone can help how to install tdw patcher in french?
many thanks :salute:

Kalleblom
08-20-12, 07:15 AM
Moin lesec,

i think there isnīt a language change possibility. My english also isnīt very well, but i think it is possible to make the changes without a whole translation.

lesec74
08-20-12, 07:19 AM
Moin lesec,

i think there isnīt a language change possibility. My english also isnīt very well, but i think it is possible to make the changes without a whole translation.

many thanks, but is it only for steam version or dvd version?

Kalleblom
08-20-12, 07:25 AM
Salut ā nouveau, :03:

look at the first post:

For Steam versions of the SH5.exe:
Unable to provide solution to Steam users. The steam sh5.exe uses a form of self-modifying code copy protection that 'unpacks' the code when the executable is run. This form isn't impossible to read and decipher it just takes longer and quite frankly the reward to time relationship isn't worth it for me (not to mention that I can't run the .exe since I don't own the steam version of the game - I own the boxed version of the game). Sorry all. This is one reason why I never buy Steam based games unless I have to.

ā bientôt

Kalle

TheDarkWraith
08-20-12, 10:04 AM
v1.0.64.0 released. See post #1

This new version adds patches to SHSim and SH5.exe to allow for independent engine controls :rock:

Fire up the patcher. Enable the independent engine controls patches for SHSim and SH5.exe.

When you unzip this you'll find a folder called MODS. Copy the Independent_Engine_Controls_Testing to your MODS folder. DISABLE ALL MODS! Enable the Independent_Engine_Controls_Testing mod only.

Fire up the game. Select the independent engine controls single mission. Go to external cam. Get behing the sub. Press U to enable engine controls for only the port engine. Press 1 on speed bar. You'll see port shaft only turning. Press I to enable engine controls only for the starboard engine. Press 4 on speed bar. You'll see starboard shaft spinning much faster than port shaft. Press 0 on speed bar. Both shafts stop :D

When you press U or I you give the game a pre-command telling it that next engine command will only be for that shaft. If you have an engine pre-command active it will reset after a speed command (either by you or the game) has been received by the game. Thus if you press U sending a port engine only pre-command then you press 2 on speed bar the port engine pre-command is reset (so that both shafts are active again).

This will not override battery charging (at least it's not supposed to). If battery charging is active the port shaft is stopped but the starboard engine should be at set speed (stock game behavior). Trying to set an engine pre-command on the port shaft with battery charging active should do nothing (game should discard it).

This works for both surfaced (diesel engines) and submerged (electric engines).

When you have both shafts turning at speed and you disable one (put it at all stop) it will stop and your speed will decrease (as it should).

Test this fully in every way you can think of and try to break it :yep:

While I'm updating my UIs mod you all can test/play with this :up:

:|\\

Targor Avelany
08-20-12, 10:05 AM
Independent engine controls works like a champ :rock::D

It's command based also (Yes I'm able to add new commands to the game now!) :yeah:

It works like this:
You send a pre-command: Port_engine_only or Stbd_engine_only
Then you select the speed wanted

I have to update my UI mod now :yep:

:|\\

Did you actually managed to get it to affect the subs heading? I remember you saying that even with the engines in opposite positions it still didn't turn the sub.

TheDarkWraith
08-20-12, 10:18 AM
Ha, I just found own bug (well not really a bug) with the new independent engine controls patch. Say you told the game port engine controls only. Then you decided that you want both shafts instead. I have no way to reset the pre-command currently except for selecting a speed (which then resets all engine pre-commands) and then selecting a speed again. I will add a new command to the game that will reset any engine pre-commands given and release a new patch :up:

TheDarkWraith
08-20-12, 11:22 AM
v1.0.65.0 released. See post #1

Added a new command to the independent engine controls patch that allows user to select both shafts



This new version adds patches to SHSim and SH5.exe to allow for independent engine controls :rock:

Fire up the patcher. Enable the independent engine controls patches for SHSim and SH5.exe.

When you unzip this you'll find a folder called MODS. Copy the Independent_Engine_Controls_Testing to your MODS folder. DISABLE ALL MODS! Enable the Independent_Engine_Controls_Testing mod only.

Fire up the game. Select the independent engine controls single mission. Go to external cam. Get behing the sub. Press U to enable engine controls for only the port engine. Press 1 on speed bar. You'll see port shaft only turning. Press I to enable engine controls only for the starboard engine. Press 4 on speed bar. You'll see starboard shaft spinning much faster than port shaft. Press 0 on speed bar. Both shafts stop :D Press N to enable speed commands to both shafts.

When you press U, I, or N you give the game a pre-command telling it that next engine command will only be for that shaft (or both shafts if you pressed N). If you have an engine pre-command active it will reset after a speed command (either by you or the game) has been received by the game. Thus if you press U sending a port engine only pre-command then you press 2 on speed bar the port engine pre-command is reset (so that both shafts are active again).

This will not override battery charging (at least it's not supposed to). If battery charging is active the port shaft is stopped but the starboard engine should be at set speed (stock game behavior). Trying to set an engine pre-command on the port shaft with battery charging active should do nothing (game should discard it).

This works for both surfaced (diesel engines) and submerged (electric engines).

When you have both shafts turning at speed and you disable one (put it at all stop) it will stop and your speed will decrease (as it should).

Test this fully in every way you can think of and try to break it :yep:

While I'm updating my UIs mod you all can test/play with this :up:

:|\\

BIGREG
08-20-12, 12:28 PM
Hi TDW :salute:

Great :yeah:

I have some questions :
In goblin editor after patching the game ,we can see the "add/modified" controllers from simpatcher :hmmm:
Can We use them or not :06:
Can you add other controllers :06:
Can you take a look about Day/Night statut :06:
I need it for the conning tower ( i go to PM you the last version :03:)
i have try with the "hour" dial ,but i have a "lag" (some minutes) after 24 hours :nope:

Tonci87
08-20-12, 02:41 PM
v1.0.65.0 released. See post #1

Added a new command to the independent engine controls patch that allows user to select both shafts



This new version adds patches to SHSim and SH5.exe to allow for independent engine controls :rock:

Fire up the patcher. Enable the independent engine controls patches for SHSim and SH5.exe.

When you unzip this you'll find a folder called MODS. Copy the Independent_Engine_Controls_Testing to your MODS folder. DISABLE ALL MODS! Enable the Independent_Engine_Controls_Testing mod only.

Fire up the game. Select the independent engine controls single mission. Go to external cam. Get behing the sub. Press U to enable engine controls for only the port engine. Press 1 on speed bar. You'll see port shaft only turning. Press I to enable engine controls only for the starboard engine. Press 4 on speed bar. You'll see starboard shaft spinning much faster than port shaft. Press 0 on speed bar. Both shafts stop :D Press N to enable speed commands to both shafts.

When you press U, I, or N you give the game a pre-command telling it that next engine command will only be for that shaft (or both shafts if you pressed N). If you have an engine pre-command active it will reset after a speed command (either by you or the game) has been received by the game. Thus if you press U sending a port engine only pre-command then you press 2 on speed bar the port engine pre-command is reset (so that both shafts are active again).

This will not override battery charging (at least it's not supposed to). If battery charging is active the port shaft is stopped but the starboard engine should be at set speed (stock game behavior). Trying to set an engine pre-command on the port shaft with battery charging active should do nothing (game should discard it).

This works for both surfaced (diesel engines) and submerged (electric engines).

When you have both shafts turning at speed and you disable one (put it at all stop) it will stop and your speed will decrease (as it should).

Test this fully in every way you can think of and try to break it :yep:

While I'm updating my UIs mod you all can test/play with this :up:

:|\\

What are the benfits of this?

TheDarkWraith
08-20-12, 03:24 PM
What are the benfits of this?

Ability to be more stealthy and quieter when trying to escape from warships who are DCing you :yep:

Tonci87
08-20-12, 03:25 PM
Ability to be more stealthy and quieter when trying to escape from warships who are DCing you :yep:

So Iīm more quiet if I have only one engine runing? Cool Stuff!

THE_MASK
08-20-12, 04:12 PM
Spotted a tsk force made up of trroop supply and frieghters . Everything working with patch 63 .

TheDarkWraith
08-20-12, 04:36 PM
Spotted a tsk force made up of trroop supply and frieghters . Everything working with patch 63 .

Good to know, thanks :yeah:

Still hammering out the needed changes to the next version of my UIs mod...what all do I need to add/change? I'm adding a decks awash icon to the depth bar, controls for the independent engines to work, ??

Tonci87
08-20-12, 04:40 PM
Good to know, thanks :yeah:

Still hammering out the needed changes to the next version of my UIs mod...what all do I need to add/change? I'm adding a decks awash icon to the depth bar, controls for the independent engines to work, ??
Yes please.

THE_MASK
08-20-12, 04:42 PM
Good to know, thanks :yeah:

Still hammering out the needed changes to the next version of my UIs mod...what all do I need to add/change? I'm adding a decks awash icon to the depth bar, controls for the independent engines to work, ??You do realise that the no crew spoting thru the scopes just made the game a whole lot harder and fun :Kaleun_Crying:

Trevally.
08-20-12, 04:44 PM
I havn't tested yet:oops:

for the independent engines:-
Can the animation in the engine room (dials etc) show the new engine revs? (BigRed:))
New voice orders?

7thSeal
08-20-12, 04:51 PM
what all do I need to add/change? I'm adding a decks awash icon to the depth bar, controls for the independent engines to work, ??

Perhaps an option available that when silent running is ordered you're automatically switched over to one shaft being used. :)

Edit: Just curios if running with one engine will also use less fuel/ batteries or remain the same?

Mikemike47
08-20-12, 04:55 PM
Thank you again and again and again, TDW.
Unbelievable now that we have independent engine controls and desk awash fixes soon. Go-go-go.:woot:

TheDarkWraith
08-20-12, 04:55 PM
You do realise that the no crew spoting thru the scopes just made the game a whole lot harder and fun :Kaleun_Crying:

That was the whole point :D Actually this is one of my favorite patches as it ups the realism considerably. I've been ambushed by many airplanes and a couple warships who came from behind :woot:Nothing like those oh (insert favorite explicative) moments :D

I havn't tested yet:oops:

for the independent engines:-
Can the animation in the engine room (dials etc) show the new engine revs? (BigRed:))
New voice orders?

The patch for independent engine controls is minimally intrusive to the game. The game does everything that it normally does but I just may block it from writing the new speed to memory for whichever shaft. This means every dial, indication, etc. should work just as it did before :up:

As far as voice orders someone just needs to update them probably. All you have to do is send the game my new commands and it does the rest. Couldn't be any easier!

TheDarkWraith
08-20-12, 04:57 PM
Perhaps an option available that when silent running is ordered you're automatically switched over to one shaft being used. :)

Edit: Just curios if running with one engine will also use less fuel/ batteries or remain the same?

It appears that you use less fuel/batteries. I'll make sure to watch this in my next debugging session with SH5 (I'll watch the fuel consumption rate and the battery discharge rate with only one shaft vice 2)

TheDarkWraith
08-20-12, 04:59 PM
Perhaps an option available that when silent running is ordered you're automatically switched over to one shaft being used. :)

I like this idea :sign_yeah:

I can probably pull this off very easily!

TheDarkWraith
08-20-12, 05:03 PM
Thank you again and again and again, TDW.
Unbelievable now that we have independent engine controls and desk awash fixes soon. Go-go-go.:woot:

Decks awash patch has been available for about 5 or 6 versions now.
The independent engine controls was available in lastest patch version released.

7thSeal
08-20-12, 05:08 PM
I like this idea :sign_yeah:

I can probably pull this off very easily!

If you don't think it would be hard then maybe add the option as well to auto switch back to both shafts after silent running is cancelled. :salute:

DelphiUniverse
08-20-12, 05:11 PM
Give TheDarkWraith a hug. Obviously he enjoys making all of these patches, but it hurts like hell if people just take advantage of that, I think people should give him a hug.

http://images1.wikia.nocookie.net/__cb20111225071816/glee/images/9/92/A-big-hug.gif

btw, ignore the url in that picture :haha:

BIGREG
08-20-12, 05:13 PM
I havn't tested yet:oops:

for the independent engines:-
Can the animation in the engine room (dials etc) show the new engine revs? (BigRed:))
New voice orders?

Normaly yes :hmmm: if the new TDW controller use the same existing dials for
port and starboard throttle/rpm (allready in SteelViking interior Mod :03:)

TheDarkWraith
08-20-12, 05:15 PM
Normaly yes :hmmm: if the new TDW controller use the same existing dials for
port and starboard throttle/rpm (allready in SteelViking interior Mod :03:)

Patch it up and find out! Lets us know the results. My bet is it works just as it's supposed to (RPM dial - there is only one throttle dial for both shafts) :up:

THE_MASK
08-20-12, 05:16 PM
Both props spin when pressing u or i . Set up as per instructions . I will check it again .

TheDarkWraith
08-20-12, 05:17 PM
Both props spin when pressing u or i . Set up as per instructions . I will check it again .

You enabled both patches (SHSim and SH5.exe)?

THE_MASK
08-20-12, 05:18 PM
You enabled both patches (SHSim and SH5.exe)?I have the error reading patches message again , hang on a minute .

BIGREG
08-20-12, 05:19 PM
:oops: I reinstall my all things in my new PC :D,and go to test that :yep:

Topo65
08-20-12, 05:22 PM
Hi, TDW!

I get this error when I try open TDW_SHsim_Patch.s5p from patcher 1.0.65:

http://img37.imageshack.us/img37/2694/parcheador5.jpg

What I doing wrong?

THK!

TheDarkWraith
08-20-12, 05:24 PM
Hi, TDW!

I get this error when I try open TDW_SHsim_Patch.s5p from patcher 1.0.65:What I doing wrong?

THK!

You didn't disable all patches with old patcher first :yep: Then you can reenable with new version