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View Full Version : (REL) Destroyer Depth charge Range Fix


V13dweller
05-31-13, 12:46 AM
Version 1.1 is up.
This little mod will fix the problem some people get of the destroyers blowing them selves up.

Version 1.1 increases the minimum throw distance for the minimum range throw to 75 meters on the Standard KGun, and 65 meters on the MK9 KGuns.

New Download file, comes with two mods in it, only put in one of the two mods, and do not attempt to install the "Depth Charge Fix" Folder, the other mods are within that.



The medium range throws have also been increased slightly, so the medium and short range are not too close.

This mod is here to correct that.

Open for criticism and other suggestions.


This is now JSGME Ready.

Link to the download http://www.subsim.com/radioroom/downloads.php?do=file&id=4033

If any bugs or errors are present, report them so I can fix them.

New Version released.
Version 1.1

Not current bugs or problems.
Constructive criticisms are appreciated.

Fifi
05-31-13, 01:07 AM
Your DC barrel fix isn't good anymore? I'm using it with good results :-?

V13dweller
05-31-13, 01:12 AM
This is just the announcement thread where people can suggest or report bugs, because last time I left out some details and forgot to Label it as (REL) Because I have finished looking for bugs or problems and there are not current problems.

I'm glad you like it! :D

Fifi
05-31-13, 01:38 AM
Ah, ok :)

Well, it's working great so far.
Didn't see others destroyers damaging themselves yet :up:

V13dweller
05-31-13, 03:41 AM
It's good because destroyers are smart enough to Not use the DC racks when Idle but they still will throw the charges off the sides when idle but now they will not blow themselves into pieces like before :D

THE_MASK
06-05-13, 04:11 AM
The mod is not jsgme ready . The file goes from the data file straight to the GR2 and SIM files . cheers .

V13dweller
06-05-13, 09:13 AM
Fixed.

redline202
06-05-13, 10:52 AM
Thank's a lot! :up:

volodya61
06-05-13, 10:57 AM
Fixed.

did you looked into the mod's folder what was uploaded for the people?
what means .DC_store for the main game folder? and what is it at all?
what means unchanged DC_barrel.GR2 in the Library folder?
what means guns_radars.sim in the DC range mod?
and where are the DC_barrel.zon and DC_X_H.zon if you wanted to change DC range?

V13dweller
06-05-13, 08:46 PM
I have edited the the Guns_radars has the Depth charge projector stored within, all I have done it increased the range of the thrower so the charges will not land within the damage radius of the ship.

And the DC barrels file has been had it's explosion range decreased using Goblin editor.

I have tested this, and it works, destroyers will not damage themselves with their own KGuns because they throw the charge out of the detonation range, and the explosion radius has been decreased from 60 meters to 50 meters.

THE_MASK
06-05-13, 09:02 PM
Could you please reupload without the DS_Store files so i can add the mod to my sobers mega mod list . thanks .

V13dweller
06-05-13, 09:37 PM
The DS store?
I have not heard of this, I have the Zip open in front of me.

Jace11
06-05-13, 10:08 PM
I've done something similar in my game. But I wasn't sure the kguns were the problem. I set the explosion radius and the minimum depth a DC can explode to compensate for the draught of an escort, which is 2 or 3 meters. IF they don't overlap, it shouldn't be a problem.

THE_MASK
06-05-13, 10:22 PM
The DS store?
I have not heard of this, I have the Zip open in front of me.http://i39.tinypic.com/2upwxe1.jpg

V13dweller
06-05-13, 11:43 PM
http://i39.tinypic.com/2upwxe1.jpg


I don't understand what you want?

And I don't understand what you mean by DC store.

Choum
06-06-13, 05:33 AM
He want you to remove the .DS_Store file that is in your zip which the data and document folder.

volodya61
06-06-13, 05:44 AM
did you looked into the mod's folder what was uploaded for the people?
what means .DC_store for the main game folder? and what is it at all?
what means unchanged DC_barrel.GR2 in the Library folder?
what means guns_radars.sim in the DC range mod?
and where are the DC_barrel.zon and DC_X_H.zon if you wanted to change DC range?
Could you please reupload without the DS_Store files so i can add the mod to my sobers mega mod list . thanks .
The DS store?
I have not heard of this, I have the Zip open in front of me.
I don't understand what you want?
And I don't understand what you mean by DC store.

http://s19.postimg.org/qbw15hmgv/facepalm.gif
If you still don't understand and still can't see anything, maybe it worth to try and finally download yourself the mod what you've uploaded to the d/l section for the community :timeout:

WHAT IS THIS:

http://s19.postimg.org/spxegtts3/image.jpg (http://postimage.org/)

http://s19.postimg.org/mdi96zqpv/image.jpg (http://postimage.org/)

http://s19.postimg.org/a05f0311f/image.jpg (http://postimage.org/)

http://s19.postimg.org/j97la79xf/image.jpg (http://postimage.org/)

I think it's not a mod, it's more like the folders of garbage :nope:
I don't see there any file to fix DC range..

EDIT: and finally, folder ShipParts must be INTO the folder Library..
as I said the useless/harmful folders of garbage :nope:

V13dweller
06-06-13, 07:44 AM
I cannot even begin to say how rude you have been.:nope:
But I am very offended in how you have spoken to me.

Look at the download file now for Parties that are concerned.
Got anymore complaints?
I finally found the DC Store, and this was found using a program on my Mac laptop.
http://www.mediafire.com/convkey/d13b/ln1nzw5yzxwsd5p6g.jpg (http://www.mediafire.com/view/?ln1nzw5yzxwsd5p)

http://www.mediafire.com/convkey/f9f5/1a7pj5scc7hjjfo6g.jpg (http://www.mediafire.com/view/?1a7pj5scc7hjjfo)

volodya61
06-06-13, 09:11 AM
I cannot even begin to say how rude you have been.:nope:
But I am very offended in how you have spoken to me.

Look at the download file now for Parties that are concerned.
Got anymore complaints?
I finally found the DC Store, and this was found using a program on my Mac laptop.

rude? as you can see, English is not my native language.. I can express my thoughts only in simple sentences..

I'm afraid you still don't know what you are doing.. nice pics, but.. now your mod contains two files - DC_barrels.GR2 and guns_radars_01.sim.. and no other .sim or .zon files..
maybe you can explain what is the function of the stock, unchanged DC_barrels.GR2 (date 2010/01/29) in your 'mod'??

V13dweller
06-06-13, 09:27 AM
It is not stock, you need to look at the files using Goblin editor, it does not change the modified date when you edit them using this program.

But it is defiantly fixed.

volodya61
06-06-13, 09:54 AM
It is not stock, you need to look at the files using Goblin editor, it does not change the modified date when you edit them using this program.

But it is defiantly fixed.

You know, strange thing but one of you is wrong.. either you or my HEX-Editor..
because I compared your file with the stock one in the HEX-Editor and it told me that the files are identical

redline202
06-06-13, 09:56 AM
He just placed a few file's in wrong places, it's not that big deal.
I have tested it and so far it work's perfectly :yeah:

I'm surprised that only sober and few others have tried to fix this very important bug. I have fixed this by my self but i had to change a lot of things,
like ships armor and torpedo damage and a lot more.

So what V13dweller done is a brilliant solution. And in my opinion he deserves a little bit more respect for his work.

So thanks again V13dweller and keep up the good work :up:


Ok now i'm confused, if the files are identical like volodya61 says, why does it work for me, it never did before.
I need to test it more.

volodya61
06-06-13, 10:16 AM
He just placed a few file's in wrong places, it's not that big deal.

He forgot to place in the mod needed files and placed here not needed file.. and I still doubt that he knows what he is doing..

Ok now i'm confused, if the files are identical like volodya61 says, why does it work for me, it never did before.
I need to test it more.

He show the changes in the .sim on his screens.. but there isn't DC_barrels.sim in this mod.. only stock DC_barrels.GR2.. that's what I'm talking about..

redline202
06-06-13, 10:27 AM
Ok volodya61 thanks for clearing things up, i guess you are right.
I was so excited that i jumped ahead in conclusion.

But im sure V13dweller didn't mean anything but only to help.

At least he have a really good theory about it
"For example, when a ships is hovering over you and decides to launch the Depth charges from the KGuns, he will not often Gas it' in time to escape his own ordnance, because the KGun's minimum throw distance is 50 meters, and the stock depth charge explosion radius is 60, meaning the destroyer can blow it's self up."

volodya61
06-06-13, 10:58 AM
I too didn't mean to hurt or offend anyone.. but I asked first time - had he seen what was uploaded? then Sober asked the same.. and all what he answered was -

The DS store?
I have not heard of this, I have the Zip open in front of me.
...
I don't understand what you want?
And I don't understand what you mean by DC store.I think the mods, that have been uploaded for the community should be checked and tested by the author more than once.. and it is unacceptable to release them in such way..

Choum
06-06-13, 01:04 PM
Is this mod compatible with IRAI as it overwrite some of his file ?

Mikemike47
06-06-13, 01:48 PM
.. but I asked first time - had he seen what was uploaded? then Sober asked the same.. and all what he answered was -

I think the mods, that have been uploaded for the community should be checked and tested by the author more than once.. and it is unacceptable to release them in such way..

FYI - for all. I saw the DS store thing, too, in Windows 7 64 bit after expanded the compressed file. Deleted DS store than move depth charge mods fix to folder. I did not have to address the DS store issue earlier since sober spotted it. I am just making comments now since some where upset, misunderstood, language or technical barriers, et cetera, et cetera.

Fifi
06-06-13, 04:22 PM
I don't know about what has been done in this one, but his first mod released (DC barrel fix) is working fine for me as far as i know.
I'm using it for some time now, and didn't see any DD detroying themselves anymore.
I checked his folders, and all paths seems fine inside...
If you want to try it, it's here: http://www.mediafire.com/download/19p2o3v1xtsjenj/DC_barrel_fix_by_V13dweller.zip

Though, i'm not expert enough to see what was exactly done :-?

THE_MASK
06-06-13, 04:29 PM
The new upload is ok now , thanks . One more question , is the file based on IRAI ? . When i enable it with jsgme it says the guns radars sim wants to overwrite IRAI 39 . cheers .

volodya61
06-06-13, 05:46 PM
I don't know about what has been done in this one, but his first mod released (DC barrel fix) is working fine for me as far as i know.
I'm using it for some time now, and didn't see any DD detroying themselves anymore.
I checked his folders, and all paths seems fine inside...
If you want to try it, it's here: http://www.mediafire.com/download/19p2o3v1xtsjenj/DC_barrel_fix_by_V13dweller.zip

Though, i'm not expert enough to see what was exactly done :-?

I just looked at the files you have uploaded.. it's really funny.. has he really uploaded these files like a mod?
There are two STOCK unchanged files.. DC_barrels.sim and DC_barrels.GR2..
It's really great mod :har:

EDIT: that's why everything fine with DDs in your game.. you just use stock DC's settings.. and these DCs absolutely safe for DDs and for you too..

Fifi
06-06-13, 06:01 PM
:o:o Really??
:timeout: :haha:

volodya61
06-06-13, 06:43 PM
:o:o Really??
:timeout: :haha:

Sometimes it help, just take a look at the file's dates.. 2010/01/29 same time - both files.. it's a stock date and time.. :nope:

The new upload is ok now , thanks . One more question , is the file based on IRAI ? . When i enable it with jsgme it says the guns radars sim wants to overwrite IRAI 39 . cheers .

Sober, don't waste your time.. it's not a mod, it's not even a fix.. it was a joke.. see here how this 'mod' perfectly works -

http://s19.postimg.org/bj9zwjmdb/image.jpg (http://postimg.org/image/bj9zwjmdb/) . http://s19.postimg.org/ha06a9udb/image.jpg (http://postimg.org/image/ha06a9udb/) . http://s19.postimg.org/tpww40npb/image.jpg (http://postimg.org/image/tpww40npb/)

http://s19.postimg.org/u3y83m7sv/image.jpg (http://postimg.org/image/u3y83m7sv/) . http://s19.postimg.org/srl4fgzr3/image.jpg (http://postimg.org/image/srl4fgzr3/) . http://s19.postimg.org/e9nx7h8fz/image.jpg (http://postimg.org/image/e9nx7h8fz/)

two out of two.. great mod, excellent work :down:

EDIT: Maybe it's time to to introduce SUBSIM quality control..

V13dweller
06-06-13, 06:44 PM
Please look using Goblin Editor, if you are not bright enough to see the changes, then I'll stop working here on this forum, and go elsewhere, since that is how some members on this forum feel.
Please, compare these to the default ones, all the Depth charges in this mod have had their explosion range decreased to 50 meters.

And the range on the KGuns has been slightly increased.

volodya61
06-06-13, 06:50 PM
In what file exactly have you decreased DC's ranges? In the stock .GR2 model? or somewhere else?

EDIT: and please, tell me where can I find these magical files.. because in your mod that was uploaded to the d/l section, I repeat, I can find only two files: DC_barrels.GR2 that was compared with the stock model DC_barrels.GR2 and HEX-Editor told me that these files are identical and guns_radars_01.sim where I found only one changed value.. also I saw your screens with the changed values, but these values were changed in the DC_barrels.sim which I still can't see in your uploaded mod..

V13dweller
06-06-13, 07:08 PM
I used the .SIM file that comes with the DC barrel and the SIM on the Guns_Radars.
The files are not saving properly, and I am working from a Mac, and this is not the ideal platform to be working on.
Give me about 7 hours, when I can get home to my windows computer.
And the constant attacks on my work are very offensive, you of all people, you are a very, very bothersome person, you seem hell-bent on attacking me and my work, what is it you gain? why are you picking on this one piece of work?

You, are the driving factor on why I will probably leave this forum.
I have never met anyone more offensive than you.
:nope:

I might just pack my things and go, I cannot stand you interacting with me, your not helping with your attack-like attitude.

THE_MASK
06-06-13, 07:31 PM
I have made heaps of mods that didnt work , just carry on :up:

gap
06-06-13, 07:48 PM
Calm down guys, please :)

I didn't want to take part in this discussion, but seeing that it is degenerating I think it is time to make some cleareness.

V13's mod is composed by two files: DC_barrels.GR2 and guns_radars_01.sim. Their path looks correct to me so yes, the mod is JSGME ready. As for the changes introduced in each file, I ignore which tweaks were made on the GR2 file, but as far as the sim file is concerned, I can say that the first range of one of the Kgun controllers (Index 50), was increased over IRAI setting from 40 to 50. :yep:

It is possible that TDW had reduced it, and that V13 on turn retrieved the stock setting. This would explain why Volodya didn't see any change why comparing this mod with stock files.

Moreover, only one Kgun model is affected by V13's tweaks. This is probably te reason why someone is getting an improvement from this mod, and someone else no, depending on the Kgun mounted on the ship they were testing the mod with.

Finally V13 asserts that, besides increasing thrower's range, his mod decresed also DC explosion range. Such a setting is found in DC_barrels.sim (not GR2), but this file is absent from the mod. In other words, DC blast radius is not affected by this mod.

My two cents opinion? the idea is good, but the mod is still not finished. Keep on working on it V13 :up:

Fifi
06-06-13, 08:18 PM
Moreover, only one Kgun model is affected by V13's tweaks. This is probably te reason why someone is getting an improvement from this mod, and someone else no, depending on the Kgun mounted on the ship they were testing the mod with.


Tested it (first DC barel fix mod) with TDW single mission where 2 destroyers are upon me.
Without the mod, each time destroyers ended damaged. With the mod, each time destroyers aren't damaged :yep:
So it's working fine somewhere!
In campaign, was depth charged once, at start of war. Looking carefully the destroyers actions, they didn't damage themselves.
That's why this mod was fine to me.
But don't know about more late war destroyers, or other types... gessing it doesn't work as Volodya said :06:

V13dweller
06-06-13, 10:05 PM
Right now this mod Only changes the KGuns themselves, I am still working on the Actual depth charge part.
The KGuns have their ranges increased slightly.
When I get home, I will fix the Depth Charges them selves.

I only have a few hours a day in spare time, so the amount of work per day is limited.

volodya61
06-07-13, 03:25 AM
Tested it (first DC barel fix mod) with TDW single mission where 2 destroyers are upon me.
Without the mod, each time destroyers ended damaged. With the mod, each time destroyers aren't damaged :yep:
So it's working fine somewhere!

Fifi, I already told you.. what you're using it's not a fix.. just regular stock files..


@ gap, sober and others..

I'm sorry, but I do not see any work or understanding of what is done ..
Just don't like the quacks who convince others of what they don't understand themselves.. and uploaded not checked and not tested and not finished mods for the community..

Thats all.. no more any comments in this thread..

V13dweller
06-07-13, 03:39 AM
I am happy to say, that the GR2 is not needed, and this is just a .SIM Patch.

The GR2 does not need to be edited, so your attack on my GR2 was not necessary, if you were bright enough, you could have pointed it out to me, and not just go looking for faults, and looking for more fuel to put into the burning flame known as your temper.

How did your first mod uploads go?

Were they perfect?

I have only uploaded 2 mods, so thing cannot be perfect the first time around, you do not seem to understand this, not even any support for a new modder, you just went full out, and attacked me maliciously, even humiliated me in public. As if I did something to hurt you physically and/or mentally. Did I do anything to hurt you? Did I attack you in anyway shape or form?
Remember, accidents and mistakes happen.

If I have, please let me know.
If not, then I can only say, that your are a very hostile and spiteful person.

I have never felt so unwelcome anywhere in my life.
(On topic)

It should be working fine now.
I have uploaded the "New Version" <Said so Volodya could not say this is not worthy of being called finished>

gap
06-07-13, 11:21 AM
I am happy to say, that the GR2 is not needed, and this is just a .SIM Patch.

...

It should be working fine now.
I have uploaded the "New Version"

Actually I was under the impression that you had confused the GR2 with the sim file while packing your mod for release. :03:

A couple of remarks, if you don't mind:

- if your mod worked without the DC barrels sim file, maybe it is better to remove it from the mod anyway, as the reduced DC blast radius would laso reduce DC's effectiveness against subs.

- As noted in my previous post, as far as I can see your mod only affects one Kgun. Maybe other DC throwers featured in game don't cause damage to the destroyers fitted with them, but you might want to have a look into them anyway.

- When you release a new version or just a fix of one of your mods, adding a progressive version number to their name woul help users to keep track of your updates :salute:

V13dweller
06-08-13, 10:03 AM
Only one of the depth charge throwers needed to be changed, because both the Depth charges have had their explosive ranges decreased to 50 meters and one of the KGuns already had a minimum throw range of 55 meters. but if this interferes with the effectiveness of the depth charges, I could just increase the range of the throwers.

A less aggressive atmosphere is much better to work in.

Any more suggestions can be submitted, aggressive responses will not be accepted.

TheDarkWraith
06-08-13, 10:20 AM
The only reason I changed the DCs range in IRAI was because they were effectively useless and caused no damage to the player's sub. With them having a nice large radius (60) they actually caused damage to the player's sub. Decreasing their radius to anything less than 60 will render them ineffective again and thus no threat. I actually want to increase their radius ever further to say 70 or 80. Yes the problem with escorts and destroyers blowing themselves up is there but that is not a problem of the DCs - that is a problem of the ship AI. Trying to fix an effect rather than the cause is not the way to do it. The cause is the ship AI.

V13dweller
06-08-13, 10:38 AM
The only reason I changed the DCs range in IRAI was because they were effectively useless and caused no damage to the player's sub. With them having a nice large radius (60) they actually caused damage to the player's sub. Decreasing their radius to anything less than 60 will render them ineffective again and thus no threat. I actually want to increase their radius ever further to say 70 or 80. Yes the problem with escorts and destroyers blowing themselves up is there but that is not a problem of the DCs - that is a problem of the ship AI. Trying to fix an effect rather than the cause is not the way to do it. The cause is the ship AI.

I understand this, I could increase the range to 65 meters as the minimum throw distance for the KGuns so the charges can pack a bigger punch if that help.

gap
06-08-13, 11:15 AM
Yes the problem with escorts and destroyers blowing themselves up is there but that is not a problem of the DCs - that is a problem of the ship AI. Trying to fix an effect rather than the cause is not the way to do it.

Good point. :yep:

Nonetheless, even medicine cures the symptoms when it is not possible to remove their causes. Imho, until you find a way to "cure" destroyer's AI, there are three acceptable workarounds that we can use:

- increasing minimum kgun's throwing distance, as done by V13, but without decreasing DC's blast radius;

- if possible, decreasing DCs AP value just enough to make them unable to harm destroyer hulls without hampering their effectiveness against U-boat's hull.

- setting a new zone for destroyer's bow sections with increased AP.

V13dweller
06-08-13, 11:18 AM
Right now, my fix slightly increases the range of one of the KGuns, and decreases the range of the Depth Charge explosion.

Is there anything here that should/needs to be changed?

I am not going to attempt to fiddle with the ship AI, way out of my league.

Ill leave that to our resident AI guy, TDW :D

gap
06-08-13, 11:26 AM
Right now, my fix slightly increases the range of one of the KGuns, and decreases the range of the Depth Charge explosion.

Is there anything here that should/needs to be changed?

Imo, increasing KGuns range is okay, but not decreasing Depth Charge explosion range (for the reason explained below by TDW).

TheDarkWraith
06-08-13, 11:27 AM
The only way to fix the AI for this is:
- they are not allowed to fire DCs unless contact's depth <= -60m (or whatever the range is of the DCs)

This means that they will never fire DCs if you are in shallow waters. It's a catch 22 scenario.

Increasing the ship's AP value for the hull will/could render shell and torpedo damage ineffective.

There's really no easy solution other than decreasing the radius of the DCs but then you hardly ever incur damage from the DCs then.

TheDarkWraith
06-08-13, 11:30 AM
Or we totally redo the sub's AP values - make the highest AP value less than the lowest ship hull AP value and then make the AP value of the DCs the AP value of the subs :hmmm:

gap
06-08-13, 11:37 AM
Increasing the ship's AP value for the hull will/could render shell and torpedo damage ineffective.

All in all, I think it is a matter of finding a good balance between thrower's range, DC's AP ability, destroyer and U-boat AP protection. Using only one of the above approaches at a time, will result in unbalanced gameplay. :yep:

Or we totally redo the sub's AP values - make the highest AP value less than the lowest ship hull AP value and then make the AP value of the DCs the AP value of the subs :hmmm:

yes, something like this, but throwing random numbers is the wrong way to do it. At first, we should convert game settings into real figures, for understanding how mach stock/Fx Update/IRAI settings fit the different strenghts of various WWII vessels.

V13dweller
06-08-13, 12:07 PM
Imo, increasing KGuns range is okay, but not decreasing Depth Charge explosion range (for the reason explained below by TDW).

Tomorrow, I will get around to setting the DC explosion range back to the IRAI defaults and increase the KGun range.

V13dweller
06-08-13, 11:48 PM
I have just released version 1.1.

Check post #1.

V13dweller
06-09-13, 01:08 AM
I would like to comment to TDW, that the ships are not moving fast enough when they use their MK9 DC's, and when they drop their charges, they are damaged by the ones falling from the racks.

But I have managed to fix the ones from the KGuns, the charges from the KGuns are not causing damage to the ship.
It's only the ones falling from the racks.

This is especially common when the German/Italian vessels attack the English vessels because they do not hang very deep compared to the German U-Boats, and the English vessels hang around 40-50 meters deep, and the charge radius is 70 on the basic charge and 60 on the MK9.

So, Volodya, this was not my fault.

My fix Only fixed the charges launched from the KGuns.
I do believe that the MK9 Charge is very dangerous to the ship, more than the sub, the ships are able to escape the slow falling speed on the basic charge, but they are not able to escape the explosion range of the Mk9.

Fifi
06-09-13, 01:36 AM
Thanks for new release :up:
Gonna try it and change my mods list for it.

V13dweller
06-09-13, 03:03 AM
If the destroyers damage themselves now, the only thing I can do is decrease the max range of the DC explosion its self, but that would interfere with TDW's IRAI, and the lethality of the destroyers them selves.

It's a problem the the AI, not my mod.

The destroyers will only damage themselves if the target is above 70~ish meters.

And for the record on the previous pages, the DC store is a leftover from using my Mac to process an upload files.
My mac seems to put a strange files into Zips, and I always upload files using my mac, I do the actual work on my windows machine.

THE_MASK
06-09-13, 05:20 AM
The chances you are killed by depth charges should be slim especially if playing the whole campaign . ATM destroyers cannot be destroying themselves . Can we have a reduced depth charge max range as a mod . There are other ways of dying in SH5 :yep:

V13dweller
06-09-13, 06:18 AM
The chances you are killed by depth charges should be slim especially if playing the whole campaign . ATM destroyers cannot be destroying themselves . Can we have a reduced depth charge max range as a mod . There are other ways of dying in SH5 :yep:

If this is what you want, I could reset it back to what it originally did.

The Original mod ONLY decreased the DC explosion radius, and slightly changed throw ranges.

gap
06-09-13, 11:06 AM
If this is what you want, I could reset it back to what it originally did.

The Original mod ONLY decreased the DC explosion radius, and slightly changed throw ranges.


I think that the best way to do it, is releasing your mod in two parts, V13: :hmm2:

- increased KGuns ranges;
- decreased DC blast radius.

In this way everyone can install the part(s) which fits his own taste :yep:

Vanilla
06-09-13, 05:31 PM
The only way to fix the AI for this is:
- they are not allowed to fire DCs unless contact's depth <= -60m (or whatever the range is of the DCs)

This means that they will never fire DCs if you are in shallow waters. It's a catch 22 scenario.

Increasing the ship's AP value for the hull will/could render shell and torpedo damage ineffective.

There's really no easy solution other than decreasing the radius of the DCs but then you hardly ever incur damage from the DCs then.

Isn't the problem with DCs that DDs fire them at too slow a speed? Maybe code-in contact depth to the self speed ratio and compare it to a 'safe' value? Say
cycle
if (con_depth/my_speed < 0.5) then don't fire DCs;
if (con_depth/my_max_speed >= 0.5) then switch to 'wait to death' tactic
else
increase speed
if (DC fired) then keep current speed for at least X seconds
end_cycle

I read somewhere in a book on submarine topic that it was in fact a problem faced by ASW ships that when the sub was lying on a very shallow bottom they had difficult time using their DCs and sometimes tried to 'wait-out' the sub. Not sure whether it was true though.

V13dweller
06-09-13, 06:27 PM
I think that the best way to do it, is releasing your mod in two parts, V13: :hmm2:

- increased KGuns ranges;
- decreased DC blast radius.

In this way everyone can install the part(s) which fits his own taste :yep:

I will do that today, I will create a second version and upload it using MediaFire.

But I have to get back home, which in about 7 more hours.


And like Vanila said, if the ships could be programmed to speed up after they roll the charges of the backs, this could solve the problem.

Or if a minimum target depth could be set, for example if a sub is in too hallow waters, the ship would use just it's KGuns and not it's racks, but this is just a suggestion.

V13dweller
06-11-13, 09:26 AM
I'm sorry, but this will have to wait until the weekend, because I have quite some work that I need to work to do.

I promise I'll have it done by the weekend.

V13dweller
06-16-13, 03:07 AM
New update released, see post 1.

vdr1981
08-21-13, 11:22 AM
Hm, my destroyers still kicking their asses , even with this fix...Maybe i need some other mod also for this mod to work properly ? Modlist is in the attachment...

volodya61
08-21-13, 11:59 AM
Hm, my destroyers still kicking their asses , even with this fix...Maybe i need some other mod also for this mod to work properly ? Modlist is in the attachment...

I advise you to read through whole this thread.. :03:

vdr1981
08-21-13, 01:11 PM
I advise you to read through whole this thread.. :03:
Yeah, tnx...I see now what you are trying to say...:-?

volodya61
08-21-13, 01:45 PM
Yeah, tnx...I see now what you are trying to say...:-?

Yes, the solution of this issue is not so simple.. at the moment, if we want to get damage from DCs then DDs also will be damaged.. maybe someday TDW will fix it.. but for now, no..

V13dweller
08-27-13, 06:05 AM
Right now this mod will stop the destroyers damaging themselves as long as the DD is attacking a target below 50 meters deep, other than that, the depth charge will not have enough range to cause much harm.

I have done extensive testing on this, and the DD's don't often harm themselves if the target is very deep, like the Player who will often dive to depths in excess of 60 meters he will not be likely to damage himself, this is a stop gap measure until someone with the required skill can script the DD's to use their charges more wisely.

And some clarification of the DS.store debacle on previous pages, this is is NOT visible on a Mac on which I do all of my Zip-ing and uploading, I have screenshots of the DS store not being there on the dates of when the incident arose if they are needed.

An Extract from Wikipedia
".DS_Store (Desktop Services Store)is a proprietary format hidden file created by Aplle Inc's Mac OSX Operating system to store custom attributes of a folder such as the position of icon or the choice of a background image."

"Another common issue is that .DS_Store files are included in archives (such as ZIP) created by OS X users, together with other hidden files and directories. Users of other operating systems can then see those hidden files, and those can also cause problems when the archive structure is important."

I hope this clears up any previous tensions.
Because I could NOT see this on my OSX machine.

vdr1981
12-15-13, 12:07 PM
Right now this mod will stop the destroyers damaging themselves as long as the DD is attacking a target below 50 meters deep, other than that, the depth charge will not have enough range to cause much harm.



Hey V13dweller, When you have some spare time please try R.S.D. v5.5 + R.S.D. - Depth Charges Fix_attempt 1 (http://www.subsim.com/radioroom/showthread.php?t=207093) and tell me what you think...
Also, can someone explain to me why damage range of DC is affected by explosion range value from DC barrels .sim file?:doh:
Shouldn't that value affect only shake effects or something? I thought that all damage parameters are defined in .zon files...

V13dweller
12-16-13, 03:59 AM
I am very sorry, but I no longer have Silent Hunter 5 installed, for a long time actually. I have been very busy with work of all sorts and my PC's SSD's needed room for other things.

I am unsure if I will be able to help any further.:dead:

This mod only help destroyers from damaging themselves, but I this is only a basic fix as the destoyers often steam very slowly while dropping charges blowing themselves up and by reducing the explosion range anything attacks below 50 meters should not damage the destroyer.

Ships attacking AI subs are not benefited by this much if not at all as they do not dive very deep, especially the U-class sub.

One of the only reasons I still hang here is because I enjoy helping people and sharing my (aging) knowledge of this game with other.

My knowledge on the damage radius's are very sketchy as I used trial and error as my testbed and my usual modding is not in this format and is usually in rule.ini format for RTS games. :O: So this mod may be completely off but the thing is, I did my best.:)

tonschk
12-16-13, 05:22 AM
thank you very much :yeah: V13dweller :up:

I did my best.:)