View Full Version : [REL] R.S.D. - Reworked Submarine Damage
vdr1981
08-31-13, 01:11 PM
[Reserved] [Released]
R.S.D.- Reworked Submarine Damage
http://s6.postimg.org/kuh07gqnl/image.jpg
Submarine sinking mechanic - No instant death - Equipment damage modeling
v5.7.1 Modifications:
- Fixed small oversight in upcge files which was preventing player to chose torpedo type for after torp. tube while in the bunker.
Start new campaign.
v5.7 Modifications:
- Added damage for bow and stern torpedo tubes and simulated damage for TDC. When TDC is destroyed completely, this will prevent player to use torpedoes until next visit to the home port.
- Revised flotability values for individual compartments. Compartment flotabilty values and flooding times will simulate two pressure tight bulkheads (between radio/command room and between command room/aft.quarters ) and 3 water tight bulkheads (bow torp/radio room, aft.quarters/eng,room and eng.room/elec.eng.room). This means that once engine room water tight bulkheads are destroyed (aka Engine Room Compartment ), two neighboring compartments are also going to be filled with water, gradually.
- Revised HP values for the equipment.
- Modified values for depth charges.
Start new campaign..
v5.6 Modifications:
- Damage menu slightly rearranged, new designations for certain equipment.
- Reduced HP and increased collision zones for submarine's external equipment.
- Deck gun and AA guns without armored shield will be much more vulnerable to enemy fire in order to simulate crew exposure.
- Slightly reduced HP and armor values for sub's compartments and various equipment.
- Fully compatible with OHII 2.5 and IRAI_0_0_41
Start new campaign.
v5.5 Modifications:
- Added damage slots for Variable Ballast Tanks, bow and stern Buoyancy Tanks and the Main Ballast Tank 3 located bellow command room floor. Once destroyed (Variable Ballast Tanks), function of Variable Ballast Tanks Pump will also be collapsed thus making maintaining desired depth more difficult. Surfacing the boat and maintaining depth with destroyed Pump will only be possible with usage of compressed air and underwater propulsion. Destroyed Buoyancy Tanks will slightly effect sub's up/down pitching ability while submerged...
- Reworked repair times logic for Electric engines with short time periods of reduced output strength(simulating broken fuses).
- Flotability values for submarine compartments are now based on real Type VIIC compartments volume data and flooding speeds are directly related to compartment size...
- Adjusted damage values and blast range for DC.
- Destroyers wont lose their DC racks anymore, when taking damage...
- Optional patch - Correct German names for the equipment (Credits to ShipersHunter!)
- KDB receivers will suffer critical damage if submerged deeper than 110-120 meters...
Start new campaign.
[U]v5.4 Modifications:
- Fixed torpedo screen bug
- Damage menu functionally rearranged, regarding equipment's purpose.
- Removed incorrectly placed connecting lines form submarine pictures (Tnx GAP! )
- Rongel's changes for equipment.upc also fixes older bug when player couldn't select desired camouflage for submarine. Tumb Up Rongel!
- Added irreparable "hull integrity" for every individual compartment
- Red distress flare effect "turned on" again
- Revised HP/AP and repair times settings for the equipment
- Used different repair logic for submarine batteries, batteries are repairable but only certain percentage of their capacity can be retrieved. In other words, crew can repair only what's left of batteries...
- Save bug even more subdued with introduction of newly added savable zones which will act like "damage collectors" . This effects equipment which shouldn't be repairable at open seas, like planes, rudders, Shafts, GHG/ Balkon Great receivers ect.
Start new campaign.
V5.3 Modifications:
- Adjusted position for hyd.sensor damage zone
V5.2 Modifications:
- Included Gap's "destroyable GHG patch"! Now all hydrophones can be destroyed. TNX Gap!:up:
And,as always...Start new campaign.. :D
V5 Modifications:
- Hydrophone will now take damage and this will effect player ability to use it. At this stage, only KDB9 will be completely destructible.
- Reworked damage menu, added new slots for KDB hyd. receivers, rudders, propellers and various antennas.
- Damage levels for most of the equipment will now be property shown and calculated in damage menu, except for some flak guns, depending on which upgrade pack you have on board...Yet, they will still take damage...
- Added slots for every individual compartment which will show current state of the pressure hull (flooding intensity).
- Correct German names for equipment in damage menu(Tnx SnipersHunter!)! Don't panic, technical description is still in English...:)
- Added textures from awesome Nauticalwolf's_Damage_and_Torpedo_UI(b)_Mod which will much better suit with reworked damage menu.(If you already use this mod, uninstall it)
- Introduced new damage description for engines and batteries, with level of 10%, in the attempt to simulate unrepairable levels of damage .
- Save bug somewhat subdued by linking external equipment with their internal stations (radars,hydrophones)
- Added collision spheres for external equipment(antennas, prop.,rudders, planes), this should contribute better damage calculation...
Start new campaign.
V4 Modifications:
- Added destructible Radars and RWR antennas
- Revised HP and armor settings for some equipment
- Overall submarine strengths set to 1000HP, this way max dive depth of the submarine will be more effected by amount of damage.
Start new campaign.
V3 Modifications:
- Added destructible radio antenna
- Fixed/added radio room/aft compartment flooding effect
- Adjusted DC damage values, destroyers taking significantly less damage then before yet depth charges are very dangerous. (i should do this before but somehow i uploaded wrong file, sry)
New campaign is needed.
V2 modifications:
- Added 10000HP for type VIIa
- Corrected path for UPC files
- Further adjusted HP and armor settings for equipment
Start new campaign.
V1 modifications:
- Completely reworked damage zones for all playable submarines(boxes, armor, hitpoints).
- Quarters1 damage zone removed from u-boat's .zon files but ubtradioroom is increased to meed submarine 3D model boundaries. This cause lack of flooding animation in radio room but it will be fixed in next update. Note that quarters2 (aft quarters, kitchen) zone is still present but there is no any flooding indication in game damage menu yet animation is present.
- Various submarine equipment now can take damage and be destroyed (periscopes, UZO, rudders, dive planes, propeller shafts, deck gun, flak, bold launchers). Some equipment, like rudders and propellers, will lose their efficiency gradually and this will effect submarine performance.
- Increased hitpoins values for certain interior equipment (like diesel and electric engines so they wont take so much damage from outside and lower caliber guns).
- Further adjusted repair times for various submarine equipment so do not expect that engines and batteries perform like new after they receive damage...
- Anti ecological fix - Added fuel tanks, fuel can be lost...:)
- Increased sub armor to 13cm so that internal equipment won't be so vulnerable to lower caliber guns .
- Reduced compartments hitpoins down to 50
- Adjusted DC strength to meet new submarine hull settings, DC will now be very fearful and destroyers will take less damage from their own DC.
- Instant Death feature is abandoned, now submarine will be destroyed as a result of individual compartment's flooding. (In short, 1or 2 direct hits from large calibers to individual compartment will cause significant flooding and you wont be able to dive, in fact you will, but that wont bring any good. One destroyed and flooded compartment wont cause sub to sink but two will (surface)...Under the water ,situation is little bit different, most of the time blow ballast is only solution. Unfortunately , white flag wont help you if destroyer or anything with deck gun is near...)
- Flotability values for individual compartments also drastically increased so flooded compartments will cause submarine sinking, better watch for compressed air...
- Flooding repair times drastically increased
Compatibility:
This mod uses files from and it's fully compatible with following mods (in this particular order) :
----------------------
- Equipment_Upgrades_Fix_v1_4_byTheBeast
- Equipment_Upgrades_Fix_v1_4_Patch_1
- #Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
- Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
----------------------
- SH5 Longer Repairs v.1.01
----------------------
- FX_Update_0_0_22_ByTheDarkWraith
----------------------
- NewUIs_TDC_7_4_2_TheDarkWraith (works fine with 7.5.0 also)
----------------------
- IRAI_0_0_41
----------------------
- OPEN HORIZONS II_full v2.5
----------------------
I will do my best to maintain compatibility with newer versions of this mods.
Installation:
- JSGME ready, use some of the currently active mod mod lists as reference (Sober, Fifi , Shyzle) and install mod after previously mentioned mods, try to maintain order from above.
- Do not overwrite any R.S.D. file with some other mod, each file is crucial.
- Be careful if you overwriting some other mod which is not included in the list above.
R.S.D. Hints:
- Avoid direct fire at any cost, your life is more precious then tonnage counter...:)
- Although small calibers won't cause much damage to your pressure hull, outside equipment like UZO,periscopes and various antennas are very vulnerable to direct hits, so make sure to crash dive before enemy open fire at you...
- Most of the time, when you are submerged and significant flooding is present in more then one compartment, often the only solution is to blow ballast and brake the surface.
- Watch for compressed air, without it even smaller flooding can be lethal...
- Use underwater propulsion if you have troubles to maintain depth or if you wont to surface the boat when flooding is present. Full speed forward/backward could be very helpful, depending of current submarine pitch...
Current issues:
- Unfortunately, you need to start new campaign or this mod won't work properly .
- We still can't find solution for torpedo tubes damage. (Solved since v5.7)
- Some damages aren't savable
- Clicking on UZO station after it's been destroyed (binoculars removed from the game) will cause strange camera behavior or even CTD sometimes, so don't do it... If you really "must" to click it, go to save-load many, make save, and return to game without reloading.This should help...:03:
- Making "deploy decoys" command immediately after decoy launcher's destruction will sometimes cause CTD so be careful with this one too...
- At this stage, damage levels for certain equipment is not property calculated in game damage menu. (Solved since v5)
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[Download R.S.D.- Reworked Submarine Damage v5.7] (http://www.subsim.com/radioroom/downloads.php?do=file&id=4199)
* R.S.D. & R.E.M. - GHG Hydrophone add-on (http://www.mediafire.com/?xx4pc1moajk9lym)
Available in two versions:
- normal: three depth/detection ranges as per R.E.M. settings; target detection on surface limited but still possible.
- no hyd on surface: three depth/detection ranges as above, but with target detection unabled on surface.
Enable it after R.S.D. - main mod.
Credits:
Gap
* R.S.D. - Depth Charges Fix_attempt 1
- Attempt No1 to finally beat infamous SH5 bug. This patch aims to preserve realistic DC range settings and to drastically reduce destroyer's self-inflicted damage.
Install in port after main R.S.D. mod
* R.S.D. v5.7 - German Patch
- For better immersion, this patch will add correct German designations for the U-Boat equipment. Technical and General description areas are still written in English...
Enable it after R.S.D. - main mod. Start new campaign. Screenshots
(http://postimg.org/gallery/4zu82cni/741fc778/)Credits:
SnipersHunter
Skidman
and me...
* R.S.D. v5.7 - Russian Patch (https://yadi.sk/d/o7Da5FcWeP9wQ)
- Для более лучшего погружения в игру, этот патч добавит правильные Русские обозначения для оборудования Подводной лодки. Техническое и общее описание тоже написаны на Русском языке...Установите с помощью JSGME после главного мода R.S.D.
Konstantin Kenga имя на форуме - Kenga
Наслаждайтесь!
Enable it after R.S.D. - main mod. Start new campaign.
* R.S.D. v5.7 - Indestructible UZO patch
- Because of the known bug with strange camera behavior if you accidentally click on UZO station after it's been destroyed I'll upload small optional patch which will make UZO actually indestructible. Personally, I don't use this patch...
Install in port. Enable it after R.S.D. - main mod.
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http://s6.postimage.org/gvf7awcml/js6q.jpg (http://postimage.org/image/gvf7awcml/) http://s6.postimage.org/xzrwztv59/rhej.jpg (http://postimage.org/image/xzrwztv59/) http://s6.postimage.org/e6kekv759/sph.jpg (http://postimage.org/image/e6kekv759/) http://s6.postimage.org/8jo1ne4ml/SH5_Img_2013_10_16_05_22_03.jpg (http://postimage.org/image/8jo1ne4ml/) http://s6.postimage.org/xtitahbe5/y9ja.jpg (http://postimage.org/image/xtitahbe5/) http://s6.postimage.org/4seh12qy5/SH5_Img_2013_10_16_05_21_56.jpg (http://postimage.org/image/4seh12qy5/) http://s6.postimage.org/aum3rkfe5/8mf6.jpg (http://postimage.org/image/aum3rkfe5/)
Special thank's to Gap who doesn't save his time and keyboard while helping me in the research. Tnx mate, without your help i would still be stuck at first base! :)
arnahud2
09-01-13, 06:58 AM
Very, very interesting, and i wish you will find some help from members, as my knowledges in this matter are very close to 0.
Keep up the good work !!! :up:
vdr1981
09-01-13, 10:53 AM
In the last days i was exploring subsim and game files, trying to understand which files controls mentioned values. I've learned a lot but there are still some things which i don't understand quite enough. Any assistance from experienced moders will be appreciated!
For me, this is one of the most important aspects of the simulation.I'm not satisfied with current sub's damage modeling which is basically dumbed down to one invisible "health bar"-hull integrity. Crews are able to clog holes with a duct tape, like they are octopuses, and it's really not a big deal when destroyer kick your ass all the way down to 20% of hull integrity...
What i'm trying to accomplish:
I wont to make instant death feature less obvious so that submarine could actually die from flooded compartments and sinking. Also, i think that when pressure hull is breached and flooding happens it should represent much bigger problem that it is now...Some equipment could not be damaged at all, like dive planes, propeller shafts, torpedo tubes,ruder ect.
What i manage to do so far:
Currently, i'm experimenting with values in files: Zones.cfg, UnitParts4VIIB.upc, NSS_Uboat7b.zon, NSS_Uboat7b.upcge and Equipment.upc. Please, note me if there are some more files of importance.
-Added collision zones for sub's rudder/propellers area...
http://imageshack.us/a/img690/2615/njkw.jpg
...and damage zones for bow and stern planes.
http://imageshack.us/a/img833/3580/x8cs.jpg http://imageshack.us/a/img404/138/pdzd.jpg
Now, dive planes will take damage all the way to 0, still not sure will this have any effect on dive speed.
I had no luck with rudder zone, any rudder related zone in damage editor(goblin) will cause instant CTD when zone is hit. Also propeller shafts could be damaged with corresponding zone but there isn't any effect on sub performance?!
- Flotability
Increasing gradually Flotability values for corresponding damage zones in zones.cfg file so when submarine is flooded enough (let's say two or more compartmenst), it will eventually sink. In combination with increased hitpoints from sub's .zon file (some large number, 1000 and more) this will soften instant death feature and give us some time to fight for our life.:) If flooding is too heavy and sub drops below critical depth, it will be crushed almost instantly, depending how much hit points is left on our account...
- Compartments and flooding repair times
I've drastically increased flooding repair times in NSS_Uboat7b.upcge file so we should not expect any fast repairs for larger damage. Roughly, couple of minutes for minor leaks, middle damage couple of hours, and wall breached...Well, you're done...
Hitpoints for all compartments(zones.cfg) are for now tuned to 100, I think this means that 1-2 direct hits from enemy deck gun to one compartment will give us significant problem, few direct hits won't sink the sub but in the case of submerging it will be very problematic... I'm still investigating dependency of sub's armor value (sub's .zon file) and compartment hitpoints
.
flooding repair times
DamageDescription1= NULL,0,0.1,0,0,1,Minor Leak,0,0,NULL,0.1,0.2,0.5
DamageDescription2= NULL,0.1,0.2,0,0,1,Minor Leak,0,0,NULL,0.2,0.2,1
DamageDescription3= NULL,0.2,0.3,0,0,1,Large hole,0,0,NULL,0.3,0.2,1.5
DamageDescription4= NULL,0.3,0.4,0,0,1,Large hole,0,0,NULL,0.4,0.5,2
DamageDescription5= NULL,0.4,0.5,0,0,1,Large hole,0,0,NULL,0.5,0.5,2.5
DamageDescription6= NULL,0.5,0.6,0,0,1,Wall breached,0,0,NULL,0.6,0.5,5
DamageDescription7= NULL,0.6,0.7,0,0,1,Wall breached,0,0,NULL,0.7,0.5,10
DamageDescription8= NULL,0.7,0.8,0,0,1,Wall breached,0,0,NULL,0.8,0.7,15
DamageDescription9= NULL,0.8,0.9,0,0,1,Wall breached,0,0,NULL,0.9,0.7,20
DamageDescription10= NULL,0.9,1,0,0,1,Wall breached,0,0,NULL,1,1,1000000
Basically, with those modifications we do not wont to get caught on surface with our "pants down", avoid direct hit at any cost ... Also, tuning down AI guns precision is needed badly for this to work correctly...
I all ready have some test version of this mod but it needs much more testing , convergement of values and work on compatibility with other mods (like Realistic guns specification mod ).
. I will also use this thread to ask some questions, if that's OK...:03:
Sry for my creepy english... Cheers! :subsim:
Can somebody explain me values from zones.cfg file, especially those marked with colour? I have some theories but i'd like to hear other opinions...
[UbtRadioRoom]
Multiplier=1.0
Flotability=6.5
HitPoints=200
Destructible=No
Armor Level=-1
Critic Flotation=0.18
Critical=No
Effect1=#dc_bubbles, 30
FloodingTime=260 (in minutes or what?)
CargoType=None
Also, i'm wondering is it possible to create test mission where unit will attack the sub with just one single shot, for example torpedo airplane but without use of cannons or guns? (trying to get some attention :) )
-Added collision zones for sub's rudder/propellers area...
...and damage zones for bow and stern planes.
Now, dive planes will take damage all the way to 0, still not sure will this have any effect on dive speed.
I had no luck with rudder zone, any rudder related zone in damage editor(goblin) will cause instant CTD when zone is hit. Also propeller shafts could be damaged with corresponding zone but there isn't any effect on sub performance?!
The unit_Submarine controller in sim file contains references to propeller, rudder and dive plane objects in the GR2 file (I am sure you are aware of it already) so, at least in dev's plans, any damage to the above devices should alter their functions. I am surprised that each of them didn't get its own damage box in stock game. :hmmm:
When you added the new boxes, what zone definitions have you assigned to them?
Can somebody explain me values from zones.cfg file, especially those marked with colour? I have some theories but i'd like to hear other opinions...
...
Please have a look at the following post by observer on Submarine Sim Central forum:
http://forum.kickinbak.com/viewtopic.php?f=70&t=1378&st=0&sk=t&sd=a#p15344
I suggest you to read the whole thread, as it is a gold mine of information :up:
Also, i'm wondering is it possible to create test mission where unit will attack the sub with just one single shot, for example torpedo airplane but without use of cannons or guns? (trying to get some attention :) )
Of course you can. If you have never used Mission Editor, this is (http://www.subsim.com/radioroom/showpost.php?p=1311281&postcount=1) a tutorial by kylania explaining the most essential functions of it. If you prefer, you can also read this other (http://www.subsim.com/radioroom/showpost.php?p=1972950&postcount=47) post by me, where I explain the process of creating a test mission step by step.
There are also ways to alter ships' guns/depth charge racks, so that they will fire a single round/barrel or you can totally get rid of part of their armament. Tell me what do you want to do exactly, and I will tell you which file/controllers you need to edit :03:
Keep up your good work :) :salute:
vdr1981
09-01-13, 12:30 PM
Very useful informations Gap! Thank you very much.:up:
When you added the new boxes, what zone definitions have you assigned to them?
It was bowplanes and sternplanes...But i'v noticed that messing too much with zones cause CTD inmost cases so it's very difficult to make sens of something...:hmmm:
Very useful informations Gap! Thank you very much.:up:
Glad to help. Let me know if you still need help with ship and/or plane armaments for your test missions :up:
It was bowplanes and sternplanes...But i'v noticed that messing too much with zones cause CTD inmost cases so it's very difficult to make sens of something...:hmmm:
Have you tried setting them to destructible? :hmmm:
vdr1981
09-01-13, 01:31 PM
I will, tnx...
I have tried that, but destructible=yes couse CTD when HP reach 0%(diveplanes and torpedo tubes), rudder cause CTD no mater which destructible setting are on ...
I need one good read of your links (those are really goldmines:up:)...
I will, tnx...
I have tried that, but destructible=yes couse CTD when HP reach 0%(diveplanes and torpedo tubes), rudder cause CTD no mater which destructible setting are on ...
I need one good read of your links (those are really goldmines:up:)...
but aren't dive planes, rudders, torpedo tubes, etc taking damage already in stock game? :hmm2:
vdr1981
09-01-13, 02:10 PM
but aren't dive planes, rudders, torpedo tubes, etc taking damage already in stock game? :hmm2:
I don't think so...There's no any zones related to those sub parts...Maybe developers just remove them because they were CTD friendly...:nope:
I don't think so...There's no any zones related to those sub parts...Maybe developers just remove them because they were CTD friendly...:nope:
Are there rudder, dive planes, etc. entries in the damage management panel? I don't remember :hmmm:
http://img689.imageshack.us/img689/1461/nonamekv.jpg
I
volodya61
09-01-13, 04:07 PM
Are there rudder, dive planes, etc. entries in the damage management panel? I don't remember :hmmm:
Nope..
Nope..
maybe this is the reason for game crashing to desktop when one of the aforementioned items gets destroyed :06:
Vdr, i hope you will manage something in regard of this :up:
Very good idea, and i wish you good luck, in the waiting.
vdr1981
09-02-13, 05:02 PM
Need little help with goblin , how can add those controllers to .zon file?
http://i72.servimg.com/u/f72/17/10/76/38/captur11.jpg
Need little help with goblin , how can add those controllers to .zon file?
I guess you mean the SH3ZonesCtrl at the bottom of the Project Tree, don't you?
just drag/drop it on top of the zon file in the same tree. The zon file and its controller will be highlighted in red, meaning that there are unsaved changes to the file. Right click on the zon file (again in the Project Tree) and select save from the following menu :up:
vdr1981
09-02-13, 05:16 PM
Aaaa...:up: Dumb me...:D
Aaaa...:up: Dumb me...:D
There are not stupid questions but the ones that one omits to ask :03:
vdr1981
09-02-13, 11:17 PM
Hmm. something's missing...:hmmm:
http://img801.imageshack.us/img801/8183/js6q.jpg
Oh ...i lost my rudder...aand propellers...and diveplanes... ...:03:
http://imageshack.us/a/img853/6031/93ty.jpg
i think i'm on the track...
i think i'm on the track...
:yeah:
tonschk
09-03-13, 04:10 AM
i think i'm on the track...
:yeah::up::salute::woot:
vdr1981
09-07-13, 11:51 AM
I will upload test version of this mod now...So far only type VIIb
- Added new controllers to.zon file
- Propellers are destructible and gradually loosing their efficiency
- rudders and dive planes are destructible too but looks like they do not loosing efficiency gradually...
- Reduced compartments hitpoins down to 50
- increased HP for certain interior equipment (like diesel and electric engines so they wont take so much damage from outside and lower calibres)
- Instant death disabled with increase of overall sub HP (but dont forget, compartments are very sensitive to direct hits)
- reworked submarine damage zones
- Addes armor to the bottom of the sub, (i saw this from SH4, OM and RFB boats) this should reduced HP loos when sub land on bottom and give you time to stop flooding... if compartment isn't completely destroyed off course...
- Increased sub armor to 13cm so that internal equipment won't be so vulnerable to lower calibers .
- Flooding repair times drastically increased
- Flotability values for compartments also dractically increased so flooded compartments will cause submarine sinking, better watch for compressed air...:03:
http://img843.imageshack.us/img843/5239/xpwa.jpg http://imageshack.us/a/img534/7701/7ltv.jpg
http://imageshack.us/a/img6/3784/9hd1.jpg
In short, 1or 2 direct hits from large calibers to individual compartment will cause significant flooding and you wont be able to dive, in fact you will, but that wont bring any good. One destroyed and flooded compartment wont cause sub to sink but two will (surface)...Under the water ,situation is little bit diferent, most of the time blow ballast is only solution.Unfortunatelly , white flag wont help you if destroyer or anything with deck gun is near...
What i'm also very exciting about is that those modifications open quite nice possibility to fix finally DC kicking destroyer's asses bug (or en least to reduce it drastically) ...More on this later
DOWNLOAD (http://www.mediafire.com/download/op29ofdis6ir6wl/Vecko's_Type_VIIb-no_instant_death_death.rar)
FX update 0.0.22 compatible , recommended mission for testing is TDW torpedo plane or any mission with some low -middle skilled destroyer or merchant . Those things are so accurate...:shifty:
I'm still experimenting with torpedo tubes, periscopes, UZO...I have some interesting ideas but i will need help...:subsim:
vdr1981
09-07-13, 12:17 PM
Question:
What would be considered "safe range" from exploding depth charge,historically? Range from which DC won't do any significant damage to sub hull except some shaking and playing with crew's nerves...Gap?
And also, is there any quick way to tune down overall AI precission?this is really essential and in combination with this mod can provide us much more realistic game play.
keysersoze
09-07-13, 02:04 PM
Question:
What would be considered "safe range" from exploding depth charge,historically? Range from which DC won't do any significant damage to sub hull except some shaking and playing with crew's nerves...Gap?
I'm not gap, but here's some information I've been able to collect about different depth charge types. You'd be most interested in "Lethality Distance" (the maximum distance at which an explosion irreparably ruptured the pressure hull) and "Damage Distance" (the maximum distance at which the depth charge caused some level of damage).
Type D, Mk. III
Availability: 1917, still in service in 1940 (navweaps)
Explosive Charge: 300 lbs. (136 kg.) TNT, replaced with Amatol in 1917 (navweaps)
Sink Rate: 7 fps (2.1 mps) (navweaps)
Depth Settings: 300 feet max. (91 m) (navweaps)
Lethality Distance: 14 feet (4.3 m) (navweaps)
Damage Distance: 28 feet (8 m) (Henry, 62)
Notes: Used from late WWI up through 1940 due to insufficiency of Mk. VII at beginning of WWII (navweapons)
Mk. VII
Availability: 1939 (?) (navweaps)
Explosive Charge: 290 lbs. (132 kg.) amatol, later minor; TNT also used in hot climates (Brown, 37)
Sink Rate: 7 fps (2.1 mps) initially, accelerating to 9.9 fps (3.0 mps) at 250 feet (76.2 m) (Brown, 37)
Depth Settings: 300 feet max. (91 m), later 500 feet (182 m) (navweaps)
Lethality Distance: 20 feet (6.1 m), 26 feet (7.9 m) for minol version (Brown, 37; navweaps)
Damage Distance: 40 feet (12 m), 52 feet (15.8 m) for minol version (Brown, 37; navweaps)
Notes: Standard depth charge for first three years of war (navweaps)
Mk. VII (Heavy)
Availability: 1940
Explosive Charge: 420 lbs. (191 kg.) TNT, later Minol in 1942 (navweaps)
Sink Rate: 16.8 fps (5.1 mps) (navweaps)
Depth Settings: 300 feet max. (91 m) (navweaps)
Lethality Distance: 20 feet (6.1 m), 26 feet (7.9 m) for minol version (navweaps; Brown, 40)
Damage Distance: 40 feet (12 m), 52 feet (15.8 m) for minol version (navweaps; Brown, 40)
Notes: Had a 68 kg weight attached to increase sink rate.
Mk. VII Airborne
Availability: 1941
Explosive Charge: 290 lbs. (132 kg.) TNT (navweaps)
Sink Rate: 9.9 fps (3.0 mps) (navweaps)
Depth Settings: 25 feet (7.6 m) (navweaps)
Lethality Distance:
Damage Distance:
Notes: Converted for use on aircraft. Minimum aircraft drop speed and altitude were 150 knots and 150 feet (46 m) (navweaps)
Mk. VIII Airborne
Availability: 1942
Explosive Charge: 170 lbs. (77 kg.) Torpex (navweaps)
Sink Rate:
Depth Settings: 25 feet (7.6 m) (navweaps)
Lethality Distance:
Damage Distance:
Notes: Maximum speed and altitude were 173 knots and 750 feet (229 m). Terminal velocity of 600 fps (183 mps) (navweaps)
Mk. X
Availability: Trials in March 1942 (Henry, 150), introduced in December 1942 (Brown, 40)
Explosive Charge: 2000 lbs. (907 kg.) TNT (navweaps)
Sink Rate: 6 fps (1.8 mps) (navweaps)
Depth Settings: 220 feet (67 m) (navweaps)
Lethality Dist:
Damage Dist:
Notes: Launched from 21 torpedo tube (navweaps). Launched from stern of Captain class frigate; very few were ever used, but those that were recorded a kill rate of 50% (Henry, 150)
Mk. XI Airborne
Availability: 1942 (navweaps)
Explosive Charge: 170 lbs. (77 kg.) Torpex (navweaps)
Sink Rate:
Depth Settings: 25 feet (7.6 m) (navweaps)
Lethality Distance:
Damage Distance:
Notes: Improved Mk. VIII with concave nose to reduce ricochets. Speed and altitude limits were 250 knots and 1250 feet (381 m) (navweaps)
US Mk. 8
Availability: first issued to Atlantic destroyer escorts in 1944 (Friedman, 124)
Explosive Charge: 270 lbs. (122 kg) (navweaps)
Sink Rate: 11.2 fps (Friedman, 123)
Depth Settings: magnetic fuse, set to explode 20-25 feet from target (Friedman, 123)
Lethality Distance:
Damage Distance:
Notes: Reportedly 7 times as lethal as Mk. 9 Mod 1 and 5.5 times as lethal as Mk. 9 Mod 2. (Friedman, 123)
US Mk. 9 (Mod 1)
Availability: entered service in spring 1943 (Friedman, 123)
Explosive Charge: 200 lbs. (91 kg) (navweaps)
Sink Rate: slower than 22.7 fps (Friedman, 123)
Depth Settings: 50-300 feet (15-91 m) initially, later 600 feet (183 m) (navweaps)
Lethality Distance: 21 feet (?) (Friedman, 125)
Damage Distance:
Notes:
US Mk. 9 (Mod 2)
Availability:
Explosive Charge:
Sink Rate: 22.7 fps (Friedman, 123)
Depth Settings: up to 600 feet (183 m), possibly up to 1000 feet (305 m) (navweaps)
Lethality Distance: 21 feet (?) (Friedman, 125)
Damage Distance:
Notes:
vdr1981
09-07-13, 02:06 PM
Tnx. very useful!:up:
THE_MASK
09-07-13, 02:44 PM
Have you tested anything with my deck gun mod . Its not just the deck gun that's changed :yep:
http://www.subsim.com/radioroom/downloads.php?do=file&id=3521
vdr1981
09-07-13, 03:10 PM
Have you tested anything with my deck gun mod . Its not just the deck gun that's changed :yep:
http://www.subsim.com/radioroom/downloads.php?do=file&id=3521
Sure, it's one of my favorites...But it doesn't effect destroyer's or armored merchants precision, right? I like your concept to slow down gun motion in order to reduce AI precision. Have you done any testing with similar things for AI units?
THE_MASK
09-07-13, 03:15 PM
Sure, it's one of my favorites...But it doesn't effect destroyer's or armored merchants precision, right? I like your concept to slow down gun motion in order to reduce AI precision. Have you done any testing with similar things for AI units?I cannot remember what I changed but I think the guns precision was less on all guns :hmm2: I changed the elevation speed of all guns I think , so they should all be a little less accurate because there is always some kind of waves , big or small .
vdr1981
09-07-13, 04:37 PM
I changed the elevation speed of all guns I think , so they should all be a little less accurate because there is always some kind of waves , big or small .
Are you sure? I checked files and it looks like you edited only for submarine weapons?
Later, i will add fuel tanks zone which will cause fuel lose when tanks are damaged ...:03:
vdr1981
09-07-13, 04:45 PM
Still can't understand:
- How to make periscopes and torpedo tubes unusable when damaged
Any help will be appreciated ...
What would be considered "safe range" from exploding depth charge,historically? Range from which DC won't do any significant damage to sub hull except some shaking and playing with crew's nerves...Gap?
just a few additions to keysersoze's answer:
- "effective blast radius", i.e. the distance from the explosion at which a submarine will suffer probably fatal damage for US airborne depth charges was as follows: ca. 14 m for 325 lb bombs (explosive charge: 100 kg of TNT) and 17 m for 650 lb bombs (211 kg of TNT). Source: TM 9-1980 Bombs for Aircraft, 1944.
- the effective radius of underwater explosions depends essentially on explosive charge's type and weight, on explosion's depth, and on the max shock pressure that structures exposed to the explosion can sustain. Some interesting articles on the subject:
http://web.ornl.gov/~webworks/cppr/y2001/pres/123612.pdf
http://homepages.abdn.ac.uk/h.tan/pages/teaching/explosion-engineering/Underwater-I.pdf
Explosive charges of British and US depth charges (also reported by keysersoze) can be found on navweaps:
http://www.navweaps.com/Weapons/WAMBR_ASW.htm
http://www.navweaps.com/Weapons/WAMUS_ASW.htm
Please note that all the calculations and graphs reported in the first two links are referred to TNT. For other explosives, you should convert their weight into TNT equivalents (http://en.wikipedia.org/wiki/TNT_equivalent). Conversion factors for the most common WWII explosives can be found on Wikipedia and elsewhere on the web.
Sorry for the late reply :salute:
vdr1981
09-08-13, 05:38 AM
Tnx gap, that's a lot of informations...:doh:
Basically idea is, because now submarine have only 50 HP per single compartment, to further reduce DC strength to ,let's say, max HP value ~55, min HP ~ 3, with min splash range of ~ 5m and max ~20 m. In this way, DC will be very fearful (probably more then with stock damage modeling) and destroyers will take less damage from their own DC...I've done some testing in TDW FX update mission and i'm quite satisfied with results, although destroyers still taking damage, it's less then before and only when submarine is ~20m deep...
What do you guys think about this concept ?
tonschk
09-08-13, 07:14 AM
Very good :yeah: vdr1981 :sunny: really good, thank you :up:
vdr1981
09-08-13, 11:46 AM
Tnx for support tonschk!
Submarine sinking after excessive fire from destroyers...
http://img689.imageshack.us/img689/4594/ok8d.jpg
Also, if someone have some link, some good reading about SH damage modeling,don't hesitate to post here...
And also, is there any quick way to tune down overall AI precission?this is really essential and in combination with this mod can provide us much more realistic game play.
AI guns' aiming accuracy: data/Cfg/Sim.cfg => [AI Cannons] and [AI AA guns] 'Max error angle'.
As for bombs/depth charges, to my knowledge there's not such a straightforward way to change AI accuracy, but I suppose that AI routines will affect it, especially for destroyers, to a much lesser extent for planes.
- How to make periscopes and torpedo tubes unusable when damaged
Any help will be appreciated ...
have you tried editing their settings in UPCDataGE\UPCUnitsData\Equipment.upc? :hmmm:
Basically idea is, because now submarine have only 50 HP per single compartment, to further reduce DC strength to ,let's say, max HP value ~55, min HP ~ 3, with min splash range of ~ 5m and max ~20 m. In this way, DC will be very fearful (probably more then with stock damage modeling) and destroyers will take less damage from their own DC...I've done some testing in TDW FX update mission and i'm quite satisfied with results, although destroyers still taking damage, it's less then before and only when submarine is ~20m deep...
What do you guys think about this concept ?
Sounds quite good to me :up:
there are several other approaches which can be used to fix once and for all the problem of destroyers taking damage from their own depth charges the ones coming to my mind are:
- increasing min range of DC throwers/racks;
- decreasing DC's blast range;
- increasing DC's detonation depth;
- increasing the armor protection of destroyers' sterns;
- decreasing the size of destroyer's collision spheres and increasing their number, so to make them to follow sterns' profiles more closely.
The best approach is probably a mixture of the above.
On the other hand, I have my own ideas for a general rebalance of the stock damage model. Enumarating here the key concepts that my plan should be based on, would require a long post which I am not going to bother you with, unless you are really interested into hearing my abstruse dissertion on the topic :)
P.S: are you aware that we can add in game as many DC's/DC throwers as we want, so to simulate all the depth charges listed by keysersoze ;)
Sartoris
09-09-13, 02:34 AM
Isn't there a simpler way to deal with the problem, by making the destroyers invulnerable to their depth charges? Is it even possible to do this in the editor?
Isn't there a simpler way to deal with the problem, by making the destroyers invulnerable to their depth charges? Is it even possible to do this in the editor?
To the best of my knowledge no: SH games make no difference between enemy and friendly fire, which is realistic after all.
tonschk
09-09-13, 04:00 AM
SH games make no difference between enemy and friendly fire, which is realistic after all.
:up::yeah::salute::sunny::D:rock:
vdr1981
09-09-13, 08:49 AM
AI guns' aiming accuracy: data/Cfg/Sim.cfg => [AI Cannons] and [AI AA guns] 'Max error angle'.
It's not so simple... I tried that first but it looks like it hasn't any effect at all, i even set angle to 60...Still, elite destroyer shoots right between my eyes 7km away...:nope:
have you tried editing their settings in UPCDataGE\UPCUnitsData\Equipment.upc?
Also, not so simple... In order to make some equipment unusable or to remove from mother object you need to destroy their controller from .sim file or .zon file
. I manage to do that with propellers, rudders and dive planes but i still dont know how to "destroy" controlers from .sim file for periscopes , torpedo animation and deck gun...
On the other hand, I have my own ideas for a general rebalance of the stock damage model. Enumarating here the key concepts that my plan should be based on, would require a long post which I am not going to bother you with, unless you are really interested into hearing my abstruse dissertion on the topic
I'm interested , sure, but for now i would like to concentrate only for submarine damage...
And...No more sailing away after kiss from the torpedo...:P Maybe i should slow down sub's sinking little bit more?
http://www.youtube.com/watch?v=qM-VOVOz67g&feature=youtu.be
P.S. Check tags...for more views, you know...:D
It's not so simple... I tried that first but it looks like it hasn't any effect at all, i even set angle to 60...Still, elite destroyer shoots right between my eyes 7km away...:nope:
Is it the same at lower veterancy levels? Try playing with the following parameters and test again on stormy weather: Waves amplitude, Waves attenuation (Sim.cfg) and traverse/elevation tolerance (gun controllers). They should destabilize guns, making them lesser accurate :hmmm:
Also, not so simple... In order to make some equipment unusable or to remove from mother object you need to destroy their controller from .sim file or .zon file
. I manage to do that with propellers, rudders and dive planes but i still dont know how to "destroy" controlers from .sim file for periscopes , torpedo animation and deck gun...
I don't get you here.To destroy a controller, you need to destroy its parent object (i.e. reducing its HP's to 0). In order to make deck gun, periscopes and torpedo tubes destructible, you should give them collision spheres and damage boxes. Some equipment have special zone types assigned through their damage box, and they start malfunctioning before their HP's are zeroed. IIRC, the efficency reduction for each damage level (percent of HP's depleted) is set in Equipment.upc. Within the same file, you can also set how long it will take to your maintenance crew to fix each equipment for any damage level, and the corresponding skill required for them to perform the repairs. Nonetheless, I think that the "limited functionality" status is only possible for few equipments. Some others might have just two conditions: operational and broken.
And...No more sailing away after kiss from the torpedo...:P Maybe i should slow down sub's sinking little bit more?
http://www.youtube.com/watch?v=qM-VOVOz67g&feature=youtu.be
cool :up:
yes, maybe you should finetune boat's sinking speed.
vdr1981
09-09-13, 10:34 AM
Yes, but problem is that stock model doesn't have any boxes for periscopes or torpedo tubes. I don't know which controller controls periscope movement, from where they're taking damage in the first place? What are parents objects for torpedo tubes, i cant put them to the main object(gr2) ,it will cause CTD. I know which controller do deck gun movement but i don't know how to link it with damage box, deck gun doesn't have it's own .zon file. Also, torpedo doors animation doesnt have it's own .zon file... I'm pretty much lost here...:doh:
For weapons, look for the controller (usually in the SIM file) that provides the definition to file the gun. Create a zone that, when destroyed, will destroy the gun controller.
I actually linked it to the wpn_Cannon controller. This is the one that controls the behavior for the gun. It's the same for the other guns.
Those are lines from the tread you gave me...i really dont know how to do that...
vdr1981
09-09-13, 11:09 AM
Reworked zones for type VIIc and added fuel tanks...
http://i72.servimg.com/u/f72/17/10/76/38/captur12.jpg
silentmichal
09-09-13, 01:38 PM
Wow, I'm impressed how fast You're learning :up:...
THE_MASK
09-09-13, 03:11 PM
If the guns cannot traverse vertically fast enough to keep up with the list/pitch of the ship then the guns wont be accurate .
THE_MASK
09-09-13, 03:14 PM
Reworked zones for type VIIc and added fuel tanks...
http://i72.servimg.com/u/f72/17/10/76/38/captur12.jpgIs this thread helpful .
http://www.subsim.com/radioroom/showthread.php?t=182667
Yes, but problem is that stock model doesn't have any boxes for periscopes or torpedo tubes.
Adding them is quite easy (see below) :03:
I don't know which controller controls periscope movement, from where they're taking damage in the first place?
This is a bit complex actually. Both periscopes are located into data/Objects/Sensors/UBoot_Sensors.GR2, and they are linked through their CamUserData controllers in UBoot_Sensors.cam to a second cam file, data/Library/cameras.cam, where all game camera settings are stored.
In any case, adding the appropriate damage boxes to the two scope objects through UBoot_Sensors.zon, should be enough to make them vulnerable.
What are parents objects for torpedo tubes, i cant put them to the main object(gr2) ,it will cause CTD.
From the wpn_SubTorpedoSys controller, I know that torpedo tube functionalities are linked to the torpedo door models located in data/Submarine/NSS_Uboat7*/Submarine Parts/Room_EXT - Torp Doors + Anim.GR2. This file has not zon file attached, so you should create one, and add damage boxes to it for each door.
I know which controller do deck gun movement but i don't know how to link it with damage box, deck gun doesn't have it's own .zon file. Also, torpedo doors animation doesnt have it's own .zon file... I'm pretty much lost here...:doh:
- Take any zon file (or any other binary file for that matter: despite the different file extensions, they all have pretty much the same file structure).
- Copy it to the correct location and rename it appropriately. Using the deck gun as an example, you should have a Deck_Gun_GE88mm.zon file located in data/Objects/Guns.
- Open the file in Silent3ditor and delete all its controllers.
- Open Deck_Gun_GE88mm.GR2 in Goblin, merge it to the newly created zon file, and add the new damage boxes as you would do normally :up:
tonschk
09-10-13, 03:15 AM
And...No more sailing away after kiss from the torpedo...:P Maybe i should slow down sub's sinking little bit more?
http://www.youtube.com/watch?v=qM-VOVOz67g&feature=youtu.be
Thank you :yeah::up: Something I always liked in SH3 was the view of rising levels of water flooding (in each compartment) from the whole longitudinal cross section of the SH3 submarine
http://s24.postimg.org/vs67dh6yd/xfnwpt.jpg (http://postimage.org/)
vdr1981
09-10-13, 11:02 AM
Is this thread helpful .
http://www.subsim.com/radioroom/showthread.php?t=182667
Sure Sober,TY! everything related to the goblin editor is needed...
@ Gap, you are the savior! :D
http://i72.servimg.com/u/f72/17/10/76/38/captur13.jpg
cture).
- Copy it to the correct location and rename it appropriately. Using the deck gun as an example, you should have a Deck_Gun_GE88mm.zon file located in data/Objects/Guns.
- Open the file in Silent3ditor and delete all its controllers.
- Open Deck_Gun_GE88mm.GR2 in Goblin, merge it to the newly created zon file, and add the new damage boxes as you would do normally :up:
Actually ,i tried to copy and rename other .zon files before but without use of silent3deditor and i didn't have any success. Now i made it for the deck gun! I hope i'll have luck with other equipment too...The main problem for me is that i still can't understand this "controller" concept quite enough, i never met it before...But we're on the track after all...:up:
Just tell me one more thing, which controller do not belong here?
http://i72.servimg.com/u/f72/17/10/76/38/captur14.jpg
vdr1981
09-10-13, 12:55 PM
Also, Room_EXT - Torp Doors + Anim.GR2 doesn't have it's own .sim file...Does this mean that i need to create one sim file with one wpn_SubTorpedoSys controller for each tube hatch? Something like this?
http://i72.servimg.com/u/f72/17/10/76/38/captur15.jpg
@ Gap, you are the savior! :D
http://i72.servimg.com/u/f72/17/10/76/38/captur13.jpg
:yeah:
a few more head-ups:
- many objects are formed by separated parts, and they are linked together hierarchically. For U-boat guns we have generally a fixed base (fitted on the deck), the mounting/pedestal (which rotates around its y axis) and the gun itself (rotating around the x axis) which, on turn, is often split in a "body" (including the breech and the back part of the gun) and one or more muzzles. There can also be other smaller parts, but we can ignore them. When adding damage boxes to a gun, you can link it to its root (the fixed base) and make it to envelop the remaining parts or, better, you can give each part its own box with a peculiar damage zone set in it. If, for instance, the mount had a shield, you can assign to it a zone with an higher AP setting than other parts, thus protecting them from enemy fire. Moreover, boxes will move together with their parent objects, thus better envelopping the whole object.
- no matter how many boxes you have assigned to a gun (or to any other SH5 object), model parts which are lower hierarchically will be destroyed when one of the parts containing them, i.e. their parent(s), are destroyed; this becomes evident when you give hierarchically high objects a zone which is tagged as 'destructible=yes': when their HP's reach 0, they will be ripped off together with their children objects.
- you can link a box to a non-child object, so that, when the box is detsroyed, both the parent object and tje linked object are destroyed.
Actually ,i tried to copy and rename other .zon files before but without use of silent3deditor and i didn't have any success. Now i made it for the deck gun! I hope i'll have luck with other equipment too...
There is a another way to remove unwanted controllers: open a GR2 or a dat file into Goblin Editor, and merge the newly cloned binary file to it. Goblin will warn you that some controllers didn't find their owner objects; this is because there will be an ID's mismatch. The unused controllers will be listed as "lot controllers", and deleted when you save the file. :yep:
The main problem for me is that i still can't understand this "controller" concept quite enough, i never met it before...But we're on the track after all...:up:
For our purposes, we can define a controller as group of closely related properties, controlling the way an object works or interacts with other objects in the SH5 world. Most controllers have one or more configurable parameters, whereas others are not configurable. Controllers must be assigned to 3d objects and/or to particles in order to be applied in game, and when their owner objects are destroyed, they stop working. Objects and particles are stored into dat or GR2 files. Their controllers are located into binary files with various extensions. The most common ones are:
- .zon: contain controllers whose function is to control the way an object interacts with other object, giving or receiving damage from them;
- .dsd: used for sound controllers;
- .cam: used for camera controllers (firts person views, scope views, gun sights, etc);
- .fx: used for linking special effects to an object;
- .val: used mostly for ships wake controllers;
- .prt: used for linking an object to a second object in another file;
- .sim: this is the most widely used file type, and it can contain a big variety of controllers whose function is generally to set the way an object moves, behaves or works.
One last note: every object, particle or controller got an unique id and a parent id (you can see them more easily by opening one of the aforementioned files in s3d). This is the way they are linked to each other and referred to in game. Rarely node/bone names are used instead. When you merge two files in Goblin Editor, it sorts automatically controllers with the same parent Id, and it list them under the appropriate object when you click on one of them.
Just tell me one more thing, which controller do not belong here?
http://i72.servimg.com/u/f72/17/10/76/38/captur14.jpg
Is this a drill? :D
The wpn_cannon controller, indeed. Governing the way guns work, ts place is in the sim file. :know:
vdr1981
09-10-13, 02:12 PM
Gap, now you sound like Observer (http://forum.kickinbak.com/viewtopic.php?p=15344&sid=e6e9f0b9b7d4ab9a53efc34a10ac845c#p15344) :up:. I need some time to study your post carefully, then i'll come back with probably more questions (i'm such a pain in the ass...:D)
Gap, now you sound like Observer (http://forum.kickinbak.com/viewtopic.php?p=15344&sid=e6e9f0b9b7d4ab9a53efc34a10ac845c#p15344)
More or less ...but much less than more :D
I have been studying a lot game files (and other's mods) in the last two years, I have digged in the forums for informations, and I have disturbed people who have more experience than me when I couldn't figure out things by myself :yep:
:up:. I need some time to study your post carefully, then i'll come back with probably more questions (i'm such a pain in the ass...:D)
I will be glad to keep helping you if I can :salute:
tonschk
09-11-13, 02:46 AM
For our purposes, we can define a controller as group of closely related properties, controlling the way an object works or interacts with other objects in the SH5 world. Most controllers have one or more configurable parameters, whereas others are not configurable. Controllers must be assigned to 3d objects and/or to particles in order to be applied in game, and when their owner objects are destroyed, they stop working. Objects and particles are stored into dat or GR2 files. Their controllers are located into binary files with various extensions. The most common ones are:
- .zon: contain controllers whose function is to control the way an object interacts with other object, giving or receiving damage from them;
- .dsd: used for sound controllers;
- .cam: used for camera controllers (firts person views, scope views, gun sights, etc);
- .fx: used for linking special effects to an object;
- .val: used mostly for ships wake controllers;
- .prt: used for linking an object to a second object in another file;
- .sim: this is the most widely used file type, and it can contain a big variety of controllers whose function is generally to set the way an object moves, behaves or works.
One last note: every object, particle or controller got an unique id and a parent id (you can see them more easily by opening one of the aforementioned files in s3d). This is the way they are linked to each other and referred to in game. Rarely node/bone names are used instead. When you merge two files in Goblin Editor, it sorts automatically controllers with the same parent Id, and it list them under the appropriate object when you click on one of them.
Thank you Gap :yeah:
vdr1981
09-11-13, 11:56 AM
In any case, adding the appropriate damage boxes to the two scope objects through UBoot_Sensors.zon, should be enough to make them vulnerable.
This won't work...All periscopes are fully functioanl when HP reach 0%...
From the wpn_SubTorpedoSys controller, I know that torpedo tube functionalities are linked to the torpedo door models located in data/Submarine/NSS_Uboat7*/Submarine Parts/Room_EXT - Torp Doors + Anim.GR2. This file has not zon file attached, so you should create one, and add damage boxes to it for each door.
Also nothing... i even tried to create new sim file for torpedo door animation and to copy wpn_SubTorpedoSys controller settings from main submarine .sim file , HP reach 0% but tubes are fully functional...:nope: I think, it must be somethink because of UPC files settings...Some linking or something...
This won't work...All periscopes are fully functioanl when HP reach 0%...
I have a few questions, if you don't mind:
1 - to which bones have you attached exactly the scope damage boxes?
2 - which zones have you used for the new boxes?
3 - since the periscopes keep working, how do you know that their HP's have reached 0? Have you made them destructible?
Also nothing... i even tried to create new sim file for torpedo door animation and to copy wpn_SubTorpedoSys controller settings from main submarine .sim file
You don't need to do it: since the controller contains references to the external tube models, the game should know already that they are functionally related to the torpedo launching. I am surprised that after moving the controller, torpedo tubes still worked. Try this instead: in the Tubes section of wpn_SubTorpedoSys, add the full path to the animated tube models. E.g:
NSS_Uboat7a_Door01_FRU_anim,data\Submarine\NSS_Ubo at7a\Submarine Parts\Room_EXT - Torp Doors + Anim
instead of:
NSS_Uboat7a_Door01_FRU_anim
HP reach 0% but tubes are fully functional...:nope: I think, it must be somethink because of UPC files settings...Some linking or something...
from data\UPCDataGE\UPCUnitsData\Weapons.upc:
[Weapon 10]
ID= TorpedoTube533Ger
NameDisplayable= 53.3cm Torpedo Tube
FunctionalType= WpTorpedoTube
WeaponInterval= 1930-12-01, 1946-12-01
WeaponSlotType= TorpedoTube
AmmoTypesAccepted= T1Torpedo, T1Fat1Torpedo, T2Torpedo, T3Torpedo, T3Fat2Torpedo, T4Torpedo, T5Torpedo, T7Torpedo, T11Torpedo, T1Lut1Torpedo, T3Lut2Torpedo
AmmoTypeLoaded= NULL
AmmoMagazineRemaining= 0 ;Not used
AmmoMagazineSize= 1
LeadersSlots=0
WeaponCrewMembersSlots= 0
ExternalLinkName3D= NULL
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, Jam, 0, 0, NULL, 1, 0.3, 0.2
DamageDescription2= NULL, 0, 1, 0, 0.5, 1, Chamber Explosion, 50, 5, NULL, 1, 2, 10 ;skill over 1 for unserviceable/destroyed gun
Look at the two DamageDescription rows, third entries from last. They set efficency reduction (as a fraction of 1, where 1 = 100% efficiency loss) at various damage levels. As you can see they bot are set to 1 :hmm2:
The same for periscopes (in Equipment.upc):
[Equipment 18]
ID=EqpAttackPeriscope
NameDisplayable= Attack Periscope
FunctionalType= EqFTypePeriscopeBody
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= NULL
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 19]
ID=EqpObsPeriscope
NameDisplayable= Observation Periscope
FunctionalType= EqFTypePeriscopeBody
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= NULL
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 20]
ID=EqpAttackPeriscopeHead
NameDisplayable= Attack Periscope Head
FunctionalType= EqFTypePeriscopeHead
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= atack_periscop,data\Objects\Sensors\UBoot_Sensors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 21]
ID=EqpObsPeriscopeHead
NameDisplayable= Observation Periscope Head
FunctionalType= EqFTypePeriscopeHead
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= obs_periscop,data\Objects\Sensors\UBoot_Sensors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 22]
ID=EqpAttackPeriscopeHeadStealth
NameDisplayable= Attack Periscope Head
FunctionalType= EqFTypePeriscopeHead
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= atack_periscop_wire,data\Objects\Sensors\UBoot_Sen sors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 23]
ID=EqpObsPeriscopeHeadStealth
NameDisplayable= Observation Periscope Head
FunctionalType= EqFTypePeriscopeHead
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= obs_periscop_wire,data\Objects\Sensors\UBoot_Senso rs
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
Up to 20% HP damage: 30% efficency reduction
from 20 to 60% HP damage: 50% efficency reduction
from 60% to 100% HP damage: 100% efficency reduction.
To the best of my knowledge, the problem is not in upc settings. :-?
vdr1981
09-11-13, 02:48 PM
Sry for late replay, i wasn't at home...
I have a few questions, if you don't mind:
1 - to which bones have you attached exactly the scope damage boxes?
2 - which zones have you used for the new boxes?
3 - since the periscopes keep working, how do you know that their HP's have reached 0? Have you made them destructible?
Here's picture...
http://img51.imageshack.us/img51/4280/kk7d.jpg
If i understood this correctly, obj.extensible conntroler should be disabled when HP reach 0, right?
3. Well, after excessive fire from destroyer and when 0% is shown in damage meny, i guess it should be o HP,right?
You don't need to do it: since the controller contains references to the external tube models, the game should know already that they are functionally related to the torpedo launching. I am surprised that after moving the controller, torpedo tubes still worked. Try this instead: in the Tubes section of wpn_SubTorpedoSys, add the full path to the animated tube models. E.g:
NSS_Uboat7a_Door01_FRU_anim,data\Submarine\NSS_Ubo at7a\Submarine Parts\Room_EXT - Torp Doors + Anim
instead of:
NSS_Uboat7a_Door01_FRU_anim
It's really hart to track what i have all ready tried...:doh: Now i'll try your suggestion...
from data\UPCDataGE\UPCUnitsData\Weapons.upc:
[Weapon 10]
ID= TorpedoTube533Ger
NameDisplayable= 53.3cm Torpedo Tube
FunctionalType= WpTorpedoTube
WeaponInterval= 1930-12-01, 1946-12-01
WeaponSlotType= TorpedoTube
AmmoTypesAccepted= T1Torpedo, T1Fat1Torpedo, T2Torpedo, T3Torpedo, T3Fat2Torpedo, T4Torpedo, T5Torpedo, T7Torpedo, T11Torpedo, T1Lut1Torpedo, T3Lut2Torpedo
AmmoTypeLoaded= NULL
AmmoMagazineRemaining= 0 ;Not used
AmmoMagazineSize= 1
LeadersSlots=0
WeaponCrewMembersSlots= 0
ExternalLinkName3D= NULL
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, Jam, 0, 0, NULL, 1, 0.3, 0.2
DamageDescription2= NULL, 0, 1, 0, 0.5, 1, Chamber Explosion, 50, 5, NULL, 1, 2, 10 ;skill over 1 for unserviceable/destroyed gun
Look at the two DamageDescription rows, third entries from last. They set efficency reduction (as a fraction of 1, where 1 = 100% efficiency loss) at various damage levels. As you can see they bot are set to 1 :hmm2:
The same for periscopes (in Equipment.upc):
[Equipment 18]
ID=EqpAttackPeriscope
NameDisplayable= Attack Periscope
FunctionalType= EqFTypePeriscopeBody
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= NULL
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 19]
ID=EqpObsPeriscope
NameDisplayable= Observation Periscope
FunctionalType= EqFTypePeriscopeBody
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= NULL
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 20]
ID=EqpAttackPeriscopeHead
NameDisplayable= Attack Periscope Head
FunctionalType= EqFTypePeriscopeHead
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= atack_periscop,data\Objects\Sensors\UBoot_Sensors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 21]
ID=EqpObsPeriscopeHead
NameDisplayable= Observation Periscope Head
FunctionalType= EqFTypePeriscopeHead
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= obs_periscop,data\Objects\Sensors\UBoot_Sensors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 22]
ID=EqpAttackPeriscopeHeadStealth
NameDisplayable= Attack Periscope Head
FunctionalType= EqFTypePeriscopeHead
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= atack_periscop_wire,data\Objects\Sensors\UBoot_Sen sors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 23]
ID=EqpObsPeriscopeHeadStealth
NameDisplayable= Observation Periscope Head
FunctionalType= EqFTypePeriscopeHead
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= obs_periscop_wire,data\Objects\Sensors\UBoot_Senso rs
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
Up to 20% HP damage: 30% efficency reduction
from 20 to 60% HP damage: 50% efficency reduction
from 60% to 100% HP damage: 100% efficency reduction.
To the best of my knowledge, the problem is not in upc settings. :-?
What's the purpose of the marked lines?
Here's picture...
http://img51.imageshack.us/img51/4280/kk7d.jpg
From your screenie I see that the dmg box you have created doesn't envelop any scope. There should be one box and a few collision spheres for each periscope, and they should physically contain their owner object. :yep:
Moreover, IIRC, at least for some U-boat models New UIs replaces the regular periscope models with the "twisty" type (obs_periscop_wire and atack_periscop_wire). You should add collision spheres and damage boxes to them too. :03:
If i understood this correctly, obj.extensible conntroler should be disabled when HP reach 0, right?
Yes, and the CamUserData controller too, as long as:
- each scope got its own SH3ZonesCtrl controller in UBoot_Sensors.zon;
- the SH3ZonesCtrl controller contains sphere(s) and a box covering at least part ot the 3d model.
Collision spheres are dispensable on some equipments, as the game can use the spheres of the main unit (the U-boat hull in our case), but since the scopes can protrude considerably from boat's profile, it is better having them in this particular case.
Another important element of SH5 damage, are collision meshes, i.e. a low poly 3d model which, similarly to spheres and boxes, contains the visible model. Among the items contained in UBoot_Sensors.GR2, only the pedestal UZO and another sensor which I couldn't identificate got collision spheres. I hope this is not going to be a problem. :hmmm:
3. Well, after excessive fire from destroyer and when 0% is shown in damage meny, i guess it should be o HP,right?
I don't trust the damage management menu: as you probably have noticed, it displayed damages to equipments which were lacking damage boxes before you fixed them :shifty:
It's really hart to track what i have all ready tried...:doh: Now i'll try your suggestion...
Paths to submarine parts should be hardcoded and thus not required, but with all the mess devs did on the game, you never know :D
What's the purpose of the marked lines?
This is the link to the 3d model which is functionlly related to each equipment set in upc files. Some equipments, like the torpedo tubes, miss a model but are linked (I ignore how... maybe it is hardcoded) directly to their respective controller on the main unit (wpn_SubTorpedoSys for t-tubes). This can be a problem for our purposes. I only hope that the animated torpedo doors referenced in wpn_SubTorpedoSys are not there just for eyecandy.
Talking about periscopes, it is even more complicated. We have six equipment definitions. The first two (one for obs and one for attack scope) are classified functionally as "PeriscopeBody", and are not linked to any 3d object. The last four have a functionality type "PeriscopeHead", and each of them is linked to one of the 3d periscopes contained in UBoot_Sensors.GR2. I ignore why scope functionalities have been split in two though. :hmm2:
vdr1981
09-12-13, 09:07 AM
Try this instead: in the Tubes section of wpn_SubTorpedoSys, add the full path to the animated tube models. E.g:
NSS_Uboat7a_Door01_FRU_anim,data\Submarine\NSS_Ubo at7a\Submarine Parts\Room_EXT - Torp Doors + Anim
instead of:
NSS_Uboat7a_Door01_FRU_anim
from data\UPCDataGE\UPCUnitsData\Weapons.upc:
I have tried this with default sub .sim file and with two damage boxes in new torp animation .zon file, one for hatch and one for that other movable thing in front of the hatch, with damage description bowtorpedotubes(which is description for tube 1) and still nothing... It's just that animation is killed and torpedo passing strait through the hatch...:nope:
I think i'll do a bit more research, if nothing, i'll concentrate my efforts to merge all the changes so far in order to make first official version of the mod for all playable submarines...I have also some interesting ideas for equipment repair times, for example, to make that engines or batteries after receiving damage could never be repaired to 100% of functionality and so on...
From your screenie I see that the dmg box you have created doesn't envelop any scope. There should be one box and a few collision spheres for each periscope, and they should physically contain their owner object. :yep:
O yes they do...It's one large zone for better "damage collecting"...:03:
And also , why so many scopes in sensor.gr2? Shouldn't there be only two?
I have tried this with default sub .sim file and with two damage boxes in new torp animation .zon file, one for hatch and one for that other movable thing in front of the hatch, with damage description bowtorpedotubes(which is description for tube 1) and still nothing... It's just that animation is killed and torpedo passing strait through the hatch...:nope:
You have just demonstrated that the animated torpedo doors cab be killed if they are set correctly. :up:
Your test also demonstrates the limit that I was talkin about in my previous post: not being linked to any particular 3d object, torpedo tube equipment set in the upc file keeps being operational even after the torpedo doors objects are destroyed. Maybe there's a workaround for this, but it is going to be tricky :hmmm:
I think i'll do a bit more research, if nothing, i'll concentrate my efforts to merge all the changes so far in order to make first official version of the mod for all playable submarines...I have also some interesting ideas for equipment repair times, for example, to make that engines or batteries after receiving damage could never be repaired to 100% of functionality and so on...
Good plan! Can't wait for the release date of your mod with the features you have described above :yeah:
O yes they do...It's one large zone for better "damage collecting"...:03:
not in your screenie. In any case, making damage boxes bigger than their owner objects won't help. Collisions are detected at the 3d model/3d collion model and at the collision spheres level. The game look at boxes only after having detected a collision.
And also , why so many scopes in sensor.gr2? Shouldn't there be only two?
[1 type VII attack scope + 1 type VII observation scope + 1 type II scope] x 2 (regular shape and twisty shape) = 6 :up:
vdr1981
09-12-13, 02:07 PM
Bold launchers and flak guns now can be damaged and destroyed ... :)
It's interesting that this only works when destroyable=Yes in ubold definition in zone.cfg file. It's the same for rudders and dive planes... So far , the only way to make some equipment unusable is to remove their 3D object from the game... Default Destructable=No value doesn't do anything...
vdr1981
09-13-13, 04:01 PM
I have just discovered that most of added damage isn't savable if equipment is not compleatlly destroyed(rudders, propelers,etc. )...(FU ubisoft:shifty:)
Now, can this be solved or everything is futile ?:/\\!!
vdr1981
09-14-13, 06:29 AM
...and bigger problem, damage level for every individual compartment also isn't savable so only thing you need to do if flooding is detected is to save and reload the game...This is so disappointing.:wah:
The problem is ActiveUserPlayerUnits.upc file in the save folder...But why damage for diesels,electric engines and batteries is properly saved and for other equipment is not , i really don't have a clue...
I have just discovered that most of added damage isn't savable if equipment is not compleatlly destroyed(rudders, propelers,etc. )...(FU ubisoft:shifty:)
Now, can this be solved or everything is futile ?:/\\!!
...and bigger problem, damage level for every individual compartment also isn't savable so only thing you need to do if flooding is detected is to save and reload the game...This is so disappointing.:wah:
The problem is ActiveUserPlayerUnits.upc file in the save folder...But why damage for diesels,electric engines and batteries is properly saved and for other equipment is not , i really don't have a clue...
I think there's just one simple answer to your questions: either damage values are not read correctly from the savefile or, more likely, they are not stored at all. The same happens with AI units' damage and with their odnance loadouts: exit the game, or move away from them beyond the "SH5 rendered world", and the above values are reset. :-?
Unfortunately there's no way we can fix these flaws. Atm our only chance to see them ironed out, if ever possible, is TDW to address them :yep:
vdr1981
09-14-13, 07:15 AM
...they are not stored at all. The same happens with AI units' damage and with their odnance loadouts: exit the game, or move away from them beyond the "SH5 rendered world", and the above values are reset. :-?
Unfortunately there's no way we can fix these flaws. Atm our only chance to see them ironed out, if ever possible, is TDW to address them :yep:
That is the case ... here's entry from ActiveUserPlayerUnits.upc for engines...
Damage=0.059412
DamageHitpointsConsumed=5.941178
RemainingRepairTime=0000-00-25 07:46:36
And this is for propellers
Damage=0.000000
DamageHitpointsConsumed=0.000000
RemainingRepairTime=0000-00-00 00:00:00
So damage isn't stored at all...What's going on with TDW, is hi still around?
That is the case ...
Well at least there are entries in the savefiles for the damage levels of all the equiments/compartments, not only the ones whose damage is getting stored correctly.
Try doing this: save a game, update manually damage levels in its upc file, and reload it. Hopefully the game will read damage levels though not storing them. :up:
What's going on with TDW, is hi still around?
yes, give him time and he will pop up at some time :03:
volodya61
09-14-13, 08:48 AM
..yes, give him time and he will pop up at some time :03:
When he disappeared last year (last Autumn), he came back only after Christmas :)..
When he disappeared last year (last Autumn), he came back only after Christmas :)..
At least we are prepared now :D
vdr1981
09-14-13, 01:38 PM
Yesssss!, UZO and periscopes are finally destructible ! Although, clicking on UZO station after it's been destroyed will cause CTD sometimes but i can live with that... I was experimenting with wrong periscopes... I should use wire from the beginning...:) Also, i have an idea how to make some compromises because of the save problem. For example, one rudder will be 100% more durable then the other. That way, one will be destroyed with single good shot so if you do save, on next reload you'll have sub with just single rudder. This will affect sub's turn capability...Same for propelers and dive planes...
Yesssss!, UZO and periscopes are finally destructible !
:yeah:
Although, clicking on UZO station after it's been destroyed will cause CTD sometimes but i can live with that...
Have you set the UZO as destructible? Is it physically removed from the boat when its HP's reach 0? I wonder why CTD's only happen with it, and not with periscopes :hmmm:
I was experimenting with wrong periscopes... I should use wire from the beginning...:)
Just as I said :03:
Also, i have an idea how to make some compromises because of the save problem. For example, one rudder will be 100% more durable then the other. That way, one will be destroyed with single good shot so if you do save, on next reload you'll have sub with just single rudder. This will affect sub's turn capability...Same for propelers and dive planes...
If I have understood properly, damage levels of some equipments are not saved, unless they get destroyed, in which case they are absent from the bot the next time a save game is reloaded. Is it so?
In any case I don't see your point about giving similar equipments different HPs. How is it going to help? Imo, while we wait for a proper fix, it is better leaving them as they are :)
vdr1981
09-14-13, 03:59 PM
:yeah:
Have you set the UZO as destructible? Is it physically removed from the boat when its HP's reach 0? I wonder why CTD's only happen with it, and not with periscopes :hmmm:
Yes and Yes...It's something about camera controller. Periscopes are set to destrutable=No and only movement up and down is unavailable ,although you can still look through them and move view but they are pinned to down possition, ext.obj. controller is disabled , i think. When set UZO to destrutable=No nothing happens. I will check some other possibilities also... So far i think that only way to make UZO unusable is to disable his camera contr. Works just fine if you don't hit click spot where UZO were...
If I have understood properly, damage levels of some equipments are not saved, unless they get destroyed, in which case they are absent from the bot the next time a save game is reloaded. Is it so?
Yes...
In any case I don't see your point about giving similar equipments different HPs. How is it going to help? Imo, while we wait for a proper fix, it is better leaving them as they are :)
For now there are two possibilities ... Let's say you have two rudders with 50 HP...One direct hit will leave both of them with ~20HP and their efficiency will be very reduced and sub will be very slow in turns. You escape with no other damage and when you reload game next time, boom, you have perfectly good rudders with no damage at all.Not good...
Other solution, one rudder 50HP, other 25HP...Direct hit will immediately destroy rudder with 25HP . You manage to escape without other hits and when you next time save and reload game you will have sub with just one perfectly good rudder. This way you will have consequences from rudder hit even after reload... See my point now?
Yes and Yes...It's something about camera controller. Periscopes are set to destrutable=No and only movement up and down is unavailable ,although you can still look through them and move view but they are pinned to down possition, ext.obj. controller is disabled , i think. When set UZO to destrutable=No nothing happens. I will check some other possibilities also... So far i think that only way to make UZO unusable is to disable his camera contr. Works just fine if you don't hit click spot where UZO were...
It makes sense: not being directly attached to its respective 3d model, but to a dummy bone in a second file, the UZO cam controller can't be damaged/destroyed. Try this then:
- open Uboot_Sensors.GR2 in Goblin Editor;
- merge Uboot_Sensors.zon;
- merge cameras.GR2 (path: data\Library);
- select the 3d UZO(s) and enable the Damage Editor;
- in the "Object linked to" section, select _Dummy_Cam_UZO;
- save the zon file.
In this way, the dummy UZO bone (owner of the camera controller), should be destroyed when the 3d UZO is destroyed. Alternatively, you could assign a damage controller (with sphere and box) directly to the dummy UZO, but I doubt it would work. :hmm2:
For now there are two possibilities ... Let's say you have two rudders with 50 HP...One direct hit will leave both of them with ~20HP and their efficiency will be very reduced and sub will be very slow in turns. You escape with no other damage and when you reload game next time, boom, you have perfectly good rudders with no damage at all.Not good...
Other solution, one rudder 50HP, other 25HP...Direct hit will immediately destroy rudder with 25HP . You manage to escape without other hits and when you next time save and reload game you will have sub with just one perfectly good rudder. This way you will have consequences from rudder hit even after reload... See my point now?
In other words, you want to balance an oddity by introducing another oddity. :yep:
In your example the trick you are suggesting seems to work, but in practice there would be many eveniences of it not preventing damaged equipment from being magically fixed after a game reload. Yet, we would always have to live with one propeller, dive plane, etc. whose HPs are set too high/too low. :hmm2:
vdr1981
09-14-13, 05:26 PM
In other words, you want to balance an oddity by introducing another oddity. :yep:
Something like that...:) There is a third possibility also ...To disable game save...:D
Just kidding...Seriously, the main problem is individual compartment's HP which also cant be saved until HP0, but maybe we shouldn't talk about this, so that people couldn't hear and exploit this "feature"... :)
Something like that...:) There is a third possibility also ...To disable game save...:D
Just kidding...Seriously, the main problem is individual compartment's HP which also cant be saved until HP0
I hope you don't want to split compartments as well, and give each half a different level of HP :o
but maybe we shouldn't talk about this, so that people couldn't hear and exploit this "feature"... :)
:haha:
sometimes censorship is the best remedy!
P.S: let me know if you decide to test the setting I have suggested about the UZO.
vdr1981
09-15-13, 07:53 AM
It makes sense: not being directly attached to its respective 3d model, but to a dummy bone in a second file, the UZO cam controller can't be damaged/destroyed. Try this then:
- open Uboot_Sensors.GR2 in Goblin Editor;
- merge Uboot_Sensors.zon;
- merge cameras.GR2 (path: data\Library);
- select the 3d UZO(s) and enable the Damage Editor;
- in the "Object linked to" section, select _Dummy_Cam_UZO;
- save the zon file.
In this way, the dummy UZO bone (owner of the camera controller), should be destroyed when the 3d UZO is destroyed. Alternatively, you could assign a damage controller (with sphere and box) directly to the dummy UZO, but I doubt it would work. :hmm2:
I tried this and looks like it's the same in both cases(with dummy bone or 3d object)...Actually, CTD will happen only after game is saved-reloaded, before that, if you click on UZO, camera will go crazy and it's difficult to return to captain view, sometimes movements are disabled also. If entire object is removed(base + binoculars) teleport function is disabled...So far best combination is to avoid clicking on uzo after it's been destroyed (removed, nice visual indication of damage). Also, there is a good way of returning to normal views if you click on UZO after all, you need to go to save-load meny ,save game and return to game without reloading...interesting
I tried this and looks like it's the same in both cases(with dummy bone or 3d object)...Actually, CTD will happen only after game is saved-reloaded, before that, if you click on UZO, camera will go crazy and it's difficult to return to captain view, sometimes movements are disabled also.
I think I've experienced something similar when I tried to equip my boat with a Flak gun which was discarded by the devs: whenever I moved near it (without actually clicking on it), many water drops appeared on screen, background audio changed to underwater sound loop, and the game sort of freezed. Nonetheless the clock kept showing time going on, and I could still move the mouse. IIRC, pressing ESC was enough to get back to the regular camera.
This leads me to the next question: is this happening also with destroyed guns? It should, because they got a camera controller in cameras.GR2 :hmmm:
vdr1981
09-15-13, 09:00 AM
This leads me to the next question: is this happening also with destroyed guns? It should, because they got a camera controller in cameras.GR2 :hmmm:
Negative, guns are just fine, they are set to destructible=No and only movement and ability to shoot is restricted until they are repaired...As it should be, althougt, it looks like guns can not be destroyed and they are always repaired, maybe if i set destructible-yes, but i'm afraid then i'll have similar camera problems...I'll test that later...
vdr1981
09-15-13, 09:29 AM
heh, it's fine actually... Deck gun is removed from the game, it can't be maned and you can't take the control of the deck gun... Yet, crew will stay frozen if deck gun is destroyed while engaging, probably until next reload or dive maybe...
Negative, guns are just fine, they are set to destructible=No and only movement and ability to shoot is restricted until they are repaired...
Sounds good, their wpn_Cannon controller is disabled, as expected :up:
Out of curiosity: what happens when gun damage is intermediate? Do they malfunction, or they stop working suddenly?
As it should be, althougt, it looks like guns can not be destroyed and they are always repaired
A trick for making not destructible items unreparable when their HP's get close to 0, is setting the repair_skill of the last damage range relative to those equipments (upc file), bigger than max skill level. i.e. bigger than 1 :know:
heh, it's fine actually... Deck gun is removed from the game, it can't be maned and you can't take the control of the deck gun... Yet, crew will stay frozen if deck gun is destroyed while engaging, probably until next reload or dive maybe...
So you have set it to destructible? Game is not freezing when you click on it?
vdr1981
09-15-13, 10:58 AM
Sounds good, their wpn_Cannon controller is disabled, as expected :up:
Out of curiosity: what happens when gun damage is intermediate? Do they malfunction, or they stop working suddenly?
They jam in all axis, and shooting is prohibited...
So you have set it to destructible? Game is not freezing when you click on it?
Nope, you cant click on them, there are no klick spots and UI shortcut is grayed... it's little bit stupid to see deck without gun though, but we can assume that crew just throw unusable peace of equipment to sea...:)
vdr1981
09-15-13, 11:26 AM
Also gap, could you explain me a bit relations between HP values in various upc files and those from zone.cfg file? For example , i have in NSS_Uboat7b.upcge 100HP for command room compartment and in zone.cfg 50HP, What does this mean.Do i need to set them to same value? DOes thiss effect repair speeds and redings in the ingame damage many?
They jam in all axis, and shooting is prohibited...
So, unlike propellers, engines, rudders, etc, guns don't malfunction, they are either operative or broken. Am I correct?
Nope, you cant click on them, there are no klick spots and UI shortcut is grayed...
Now to understand why destroyed guns' selection is disabled, but not so for the UZO :hmmm:
it's little bit stupid to see deck without gun though, but we can assume that crew just throw unusable peace of equipment to sea...:)
Why don't you set deck guns and heavy Flaks to undestructible? Seems more logic. :yep:
vdr1981
09-15-13, 11:38 AM
1. Correct!
3. Then damage wont be saved after reload , looks like guns can be repaired even when they reach 0HP...Repair skill is by default set to 2, digit before the last one, right?
Also gap, could you explain me a bit relations between HP values in various upc files and those from zone.cfg file? For example , i have in NSS_Uboat7b.upcge 100HP for command room compartment and in zone.cfg 50HP, What does this mean.Do i need to set them to same value?
No idea here. SH5 files are full of unused settings, leftovers from SHIV and even from SHIII. Not saying that this is necessarily the case though. Try setting them to the same value.
By the way: 7b command room's HP setting is 200HP for me (stock file). Have you enabled any mod wich changes NSS_Uboat7b.upcge? If so, you could ask the author of the mod on why he changed that setting...
DOes thiss effect repair speeds and redings in the ingame damage many?
For any given equipment/room, repair times (in hours) are set in the last column of each DamageDescription row, where the second and the third column specify the damage range as a percent of the HP set for that equipment/room (1 = full HPs).
3. Then damage wont be saved after reload , looks like guns can be repaired even when they reach 0HP...
Okay, then you could experiment with the ObjectRemains controller for filling the empty space left on deck by destroyed guns.
When an object is set to destructible, this controller can be set to replace the removed object with another one. In the past I have messed a bit with it, but with no success. See this post (http://www.subsim.com/radioroom/showthread.php?p=1923383#post1923383) and following for further detail.
For testing purposes, you could assign the controller to the deckgun, making it to point to a totally different object. If you will manage to get the controller working, I will prepare dummy copies of the guns (meshes without controllers).
Alternatively you could follow my previous suggestion, and you could use two different boxes for each gun: one for the main model, set to undestructible, and one for the barrel, set to destructible. When barrel's or gun base's HPs will reach 0, the barrel will be removed (hopefully causing a permanent damage), but not the mount :03:
Repair skill is by default set to 2, digit before the last one, right?
yes, second from the last :yep:
vdr1981
09-15-13, 05:01 PM
Okay, then you could experiment with the ObjectRemains controller for filling the empty space left on deck by destroyed guns.
That sounds awesome Gap! I'll do some experimenting in folowing days...:up:
Well, first version is ready to leave dry dock...:know: Check first post and... Heil und sieg und fette beute...
vdr1981
09-16-13, 02:20 AM
Now if you want to get really fancy play with the ObjectRemains controller :yep: This barely used, if any, controller replaces the original object with a new object when the item is destroyed (HPs are 0). You can find this controller in Goblin under SHCollisions :up:
Huh, this sounds soo cool...:cool:
Gap, if this works can i count on you to create some low poly models for other equipment too?
Huh, this sounds soo cool...:cool:
Gap, if this works can i count on you to create some low poly models for other equipment too?
sure, dented, burnt-out dummy equipments. :03:
I have a little problem getting meshes in the correct format for import in GR2 Editor. It seems that in its current status, TDW's importer can only accept obj files exported from 3ds, and I have not it. I am currently looking for a way to process files exported from other applications, but in the meanwhile we can ask Targor for help :up:
tonschk
09-16-13, 03:47 AM
Well, first version is ready to leave dry dock...:know: Check first post and... Heil und sieg und fette beute...
:sunny::rock::woot::salute::up::D:yeah::woot:
Well, first version is ready to leave dry dock...:know: Check first post and... Heil und sieg und fette beute...
at first I didn't notice it :doh:
Well done Vecko! :yeah:
vdr1981
09-16-13, 04:35 AM
Tnx guys! Don't hesitate to post some impressions and suggestions as well...:yep:
vdr1981
09-16-13, 12:58 PM
Gap,to which file should i add this new ObjectRemains controller, sim or zon?
I will try to replace deck gun model with something else (some flak maybe) when destroyed, to see could this work...
Gap,to which file should i add this new ObjectRemains controller, sim or zon?
No idea. So far I couldn't find any example of this controller being used within stock files. In Goblin Editor it is grouped in the SHCollision category, so I would say that placing it in the zon file would be okay, but look at this post (http://www.subsim.com/radioroom/showthread.php?p=1923947#post1923947) by me and to the answer by TDW (one post above) :hmmm:
I will try to replace deck gun model with something else (some flak maybe) when destroyed, to see could this work...
Yes, worth a try. If it doesn't work, try replacing the gun with an object in the Library folder. That folder is hardcoded, and the game looks in it when, within game files, a reference to an object is made without a path. Shouldn't work either, specify the full path to the object after its name, e.g:
20mm_C30_Soclu,data\Objects\Guns\20mm_C30
vdr1981
09-16-13, 02:11 PM
That means i could type path only DC_barrels (witthout data,library...blabla)and game should , in theory, find object automatically and replace it?
That means i could type path only DC_barrels (witthout data,library...blabla)and game should , in theory, find object automatically and replace it?
Exactly.
For ease of testing I would use a model which is meant to be placed on deck, one of the ship cargo models for instance. Otherwise, if it is designed for being rendered below its linking point, like one of the bomb models, you risk not to see it. :03:
Mikemike47
09-16-13, 11:11 PM
Tnx guys! Don't hesitate to post some impressions and suggestions as well...:yep:
Beautiful work. First time playing operation drumbeat with open horizons. Got too close to a destroyer and forgot about your mod install.
Mods:
Accurate German Flags
RemoveLogoIntroTheDarkWraith
sobers game loading tips V8 SH5
DBM Background Video
sobers green spinning thing SH5
SMission - D-Day Landings
Grossdeutscher Rundfunk
U-Boat Watch Crew Routine SFX
WolfPack Wotan
Messervy_s_gramophone_pack1
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
Fuel Gauge WoGaDi_SteelViking's Interior
Fix clock rear torpedo room VIIA
Depth Charge Range Fix
Capthelms Audio+SV Touch Ups
sobers multi color mod V5
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - No Underwater Impurity Patch
DynEnv v2.9 - 5.e Ambient Settings - Brighter Nights-No Murky Waters
DynEnv v2.9 - 9. Sobers Best Ever Tweaks
DynEnv v2.9 - 12. Sounds
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers best ever fog V22 SH5
sobers waves mod V12 27032013
Window_Lights_Redone_V1
Torpedo_Door_Sound_Mix
Pascal-sh5-Crew-Uniforms
SH5_7A_Conning_Fix
SteelViking's Bunker Fixes V1.0
German U-Boat Hydrophone SFX
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1 & hotfix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_3_ byTheBeast
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
FX_Update_0_0_22_Torpedoes - MagDet range 3m (modified for torpedoes failure patches)
AI_sub_crew_1_0_2_TheDarkWraith
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_5_0_jimimadrids_map_tools
NewUIs_TDC_7_5_0_TDW_MessBoxMinWidth
Manos Scopes-patch for 5x4
Sjizzle's - Charts for NewUIs part 1_07.06.2013
Sjizzle's - Charts for NewUIs part 2_07.06.2013
Sjizzle's - Charts for NewUIs part 3_24.06.2013
Submarine's .sim&cfg (mod engine ratio + ind cont patches)
gap - armaments & equipments patch v 0.2
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
silentmichal's interior mod 1.2.3
Cerberus62 Corrected Depth Charge Projector 1.0
Flower_Class_Corvette_Pack
NDD_Soldati Fix
NOZAURIO'S SKIN (Standar No Emblem) v-1.1.0
Expanded Navies by Cybermat47 v.1.0.01
OPEN HORIZONS II_full v2.2
OPEN HORIZONS II v2.2 - ORP Gryf and HMS Rocket no reflection patch
OHII v2.2 Sobers Terrain fix
OH II Minefield map for TDWs Ui
Reworked Submarine Damage
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
SH5Lifeboat_Wooden ver. 0.2
SkyBaron's Bold SFX for SH5 1.0
SkyBaron's Leigh Light for SH5 1.0
Reworked Morale and Abilities v.1.1
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
Crew scripting by TheDarkWraith
sobers green crew training V4 SH5
TDW FX Fix for Sobers chimney smoke
sobers Lights Cfg V5 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Krauters Automated Scripts (v5_0_0 compatible)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally TDC Help v2
MadMaxs_SH5_Subdiesel (mono) v2
Sonar Sound Collection v 1.0 for SH5 - Distorted
sobers hud sounds V1 SH5
AMMO_v1.0_SH5_by_Raven_2012
sobers bad weather deck gun V5 SH5
Reworked U-boat Guns (incomplete version)
sobers Depth of Field V6 SH5
sobers map colors SH5 V1
Shadow Improvement Mod
Nauticalwolf's_Damage_and_Torpedo_UI(b)_Mod_v1.1
TDW_GenericPatcher_v_1_0_149_0
Voice, Sounds & Help
Dialogs(xx) and sounds cfg testing
Had damage of 40% of rudders, 20% on stern (rear) planes, and 60% on bow (front) planes. Hair raising!! Got all rear damage fixed in a decent amount of time done, but the front was the problem. For a while I could not get to periscope depth, bobbing back and forth between 14 and 15 meters. Damage control eventually fixed the forward planes. I could fire a torpedo at periscope depth and see what I am doing, finally!!!
vdr1981
09-17-13, 12:38 PM
I'm glad you like it Mike, although don't get to comfortable with "Paukenschlag" , i'm preparing v2 with some more adjustments...:yep: Still, i think it's not necessary to restart campaign until upc files are modified again...
vdr1981
09-17-13, 12:41 PM
Gap, i have noticed very high AP values for HE ammunition in you armament patch(shells.zon), sometimes even higher then their armor piercing counterpart .Why so?
Gap, i have noticed very high AP values for HE ammunition in you armament patch(shells.zon), sometimes even higher then their armor piercing counterpart .Why so?
Are you talking about the armaments & equipments patch v 0.2? The only change I have made on shells .dat/zon for this mod, is adding new 11" shells definitions with their own AP, radius and damage settings. Nothing else, AP values for preexisting shells should be unchanged :hmmm:
vdr1981
09-17-13, 01:13 PM
Are you talking about the armaments & equipments patch v 0.2? The only change I have made on shells .dat/zon for this mod, is adding new 11" shells definitions with their own AP, radius and damage settings. Nothing else, AP values for preexisting shells should be unchanged :hmmm:
I see, those are default definitions then...
vdr1981
09-17-13, 01:21 PM
Tell me Gap (i'm starting to be pain in the ass again :D), have you and other moders ever experimented with AI guns elevation speeds and fire angle tolerances in order to reduce uber AI precision? Like Sober did for submarine's deck guns with his "bed weather deck gun" mod.
I see, those are default definitions then...
Yes, unless I made a mess with them :D
In any case creating new shells is really easy. Stock shells are grouped per caliber and gross category (AP, HE, AA and SS), so basically all the guns of the same caliber fire the same kind of ammunition. It is my intention for a future version of the Historical Guns Specs mod to give each gun its own shells with AP, radius and damage customized according to real ballistic properties of oerdanance historically fire by them. You are welcomed into partecipate in this project :)
Tell me Gap (i'm starting to be pain in the ass again :D), have you and other moders ever experimented with AI guns elevation speeds and fire angle tolerances in order to reduce uber AI precision? Like Sober did for submarine's deck guns with his "bed weather deck gun" mod.
Yes, as abundantly tested by sober first, and then by me and especially by Volodya, below certain values traverse/elevation rates have a big impact on AI aiming accuracy. On the contrary, our many tests with various tolerance factor settings, didn't show any clear trend. This is talking about U-boat guns which, as you can imagine, differ from other guns under several aspects.
Despite your first tests with them, some global factors, as Waves amplitude, Waves attenuation, Max error angle and Max fire wait, might (and should) play a role as well. :yep:
Madox58
09-17-13, 03:01 PM
I've never test SH5 AI Guns for a problem We saw in SH3.
If the angle was set to high? You'd get a Snow effect from the shells raining back down once in a Blue Moon!
:o
We found Real Life settings did not work in SH3 and had to lower the specs a tad.
vdr1981
09-17-13, 03:08 PM
Yes, unless I made a mess with them :D
You are welcomed into partecipate in this project :)
Thank's... Actually , i'm very much interested in this and your work with historical guns specification is very important for realistic submarine damage modeling. Merging those two mods in one large would be great thing for SH5...
vdr1981
09-17-13, 03:19 PM
We found Real Life settings did not work in SH3 and had to lower the specs a tad.
Sure, most of the time , simple entering historically accurate data into controllers wont give us accurate behavior in the game...Simple example is U-boat diesel and electric engine power settings in unitsubmarine contr.,which are historically correct, but in game then we have sub with enormously overpowered acceleration capabilities... That's why i have tuned down engines power to 50% , for my own use...:yep:
I've never test SH5 AI Guns for a problem We saw in SH3.
If the angle was set to high? You'd get a Snow effect from the shells raining back down once in a Blue Moon!
:o
We found Real Life settings did not work in SH3 and had to lower the specs a tad.
I remember you talking about this problem you had while working on GWX. Honestly I didn't test if the same would happen in SH5, but for sure it is worth a try. Beside barrel's maximum elevation angle, maximum gun range/angle might play a role. Do you remember if you had played with those settings too?
Thank's... Actually , i'm very much interested in this and your work with historical guns specification is very important for realistic submarine damage modeling. Merging those two mods in one large would be great thing for SH5...
Merging the two mods would be an honour, though there is not much to merge at this time (most of the features I had originally planned are still in my mind :oops:). As a matter of fact, I was going to add your mod to the list of mods supported/required.
P.S: have you tested this mod? Though having been posted in Fifi's Mod Compilation thread, it is part of the HGS project (again my bad... :roll:)
vdr1981
09-17-13, 04:51 PM
I remember you talking about this problem you had while working on GWX. Honestly I didn't test if the same would happen in SH5, but for sure it is worth a try. Beside barrel's maximum elevation angle, maximum gun range/angle might play a role. Do you remember if you had played with those settings too?
Merging the two mods would be an honour, though there is not much to merge at this time (most of the features I had originally planned are still in my mind :oops:). As a matter of fact, I was going to add your mod to the list of mods supported/required.
P.S: have you tested this mod? Though having been posted in Fifi's Mod Compilation thread, it is part of the HGS project (again my bad... :roll:)
Duh:doh:, V2 updated...i screwed up upc files path...now is OK...
redline202
09-17-13, 05:16 PM
Thanks vdr1981 for this great mod!
Keep up the good work mate :up:
Just one question, if you can tell what did you do to change the sub armor at the bottom? is that in Zones.cfg?
vdr1981
09-17-13, 05:41 PM
No, it's one damage box with armor thickness of 1000cm at the bottom of the sub, sub's .zon file, currently only type VIIb i think. I saw this trick from RFB and OM files from SH4 but in SH5 it doesn't work as i expected... I need some more testing on this one...
http://imageshack.us/a/img843/5239/xpwa.jpg
No, it's one damage box with armor thickness of 1000cm at the bottom of the sub, sub's .zon file, currently only type VIIb i think. I saw this trick from RFB and OM files from SH4 but in SH5 it doesn't work as i expected... I need some more testing on this one...
100 cm of armor?! :o
from your screenie I see you have it set to 500 though. Beware that, unless set to negative values, boxes' AP setting overseeds the AP setting of their relative zone. :03:
A value of -1 means the same armor as the one set for the zone definition specified; -2 means twice the armor of the zone specified, and so on. Negative values set in zone definitions work the same way, and they are relative to the AP value of the closest parent object which got a damage zone.
redline202
09-18-13, 06:47 AM
Ok vdr1981 thanks for the info and the pic!
I was doing some experiments with sub's armor so it can stay at bottom but it's not very realistic.
It will be interesting to see how this great mod turns out in the end!
Thank you Vdr for your good work with this mod :yeah:
(and Gap too :D)
vdr1981
09-19-13, 11:07 AM
You're welcome guys!
.
Gap, still no success with ObjectRemains controller. Do we have somewhere in SH files example where ObjectRemains controller is actually used?
Gap, still no success with ObjectRemains controller. Do we have somewhere in SH files example where ObjectRemains controller is actually used?
No, this is probably the least used controller of the whole Silent Hunter series. :-?
I only hope that it isn't yet another unfinished/broken feature. Which tests have you carried out so far?
vdr1981
09-19-13, 05:03 PM
Bunch of things... Sim,zon files, different paths. Maybe your "unfinished" theory is correct...:hmmm:
V3 updated...I've Fixed few more things.
Bunch of things... Sim,zon files, different paths. Maybe your "unfinished" theory is correct...:hmmm:
Have you also tried with val and fx files, as suggested by TDW?
V3 updated...I've Fixed few more things.
:up:
still no success with ObjectRemains controller.
Just a thought: have you tried entering the Id of the linked object (i.e. the Id of its root bone/node), instead of its name? :hmmm:
vdr1981
09-21-13, 06:13 AM
Just a thought: have you tried entering the Id of the linked object (i.e. the Id of its root bone/node), instead of its name? :hmmm:
Not yet...Now i'm having some other problems now...:hmmm:
I'm constantly having CTD after excessive fire is received with type C and C41... I removed all shcollision controllers from all .zon files and still problem persist.
Problem signature:
Problem Event Name: APPCRASH
Application Name: SH5.exe
Application Version: 1.2.0.0
Application Timestamp: 562b9a96
Fault Module Name: SHCollisions.act
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 4bce9a3a
Exception Code: c00000fd
Exception Offset: 00039afd
OS Version: 6.1.7601.2.1.0.256.1
Locale ID: 1033
Additional Information 1: 3fa5
Additional Information 2: 3fa59703e9bc586eb27fc2230710b1d9
Additional Information 3: 41c4
Additional Information 4: 41c4d81bf2e8a02a5b68afaf34494cd4
Does this message telling me anything? looks like when submarine reacive aprox. 1000HP damage i always have CTD with this mesage...:/\\!!
I'm constantly having CTD after excessive fire is received with type C and C41... I removed all shcollision controllers from all .zon files and still problem persist.
Does this message telling me anything?
Probably yes, with the help of a better interpreter than me though :D
looks like when submarine reacive aprox. 1000HP damage i always have CTD with this mesage...:/\\!!
Have you tried with no R.S.D. enabled? If problem persists after disabling it, try with a clean SHCollisions.act (no TDW patches enabled).
I remember having a similar problem during a test mission where two tankers were harassing me with their guns at close range. But it was long, long (I say long) ago :yep:
vdr1981
09-21-13, 09:59 AM
It looks like this is happening even without RSD and when TDW patcher is disabled. Is it possible that shcollission CTD is situation -mission related because it's happening only in fx update testing mission when two destroyers hitting you very rapidly? In mission when single destroyer is attacking, things go more or less smooth...
Now , good thing would be if i could add type 7b or 7a in FX update mission but i'm too stupid to do that...:88)
It looks like this is happening even without RSD and when TDW patcher is disabled. Is it possible that shcollission CTD is situation -mission related because it's happening only in fx update testing mission when two destroyers hitting you very rapidly?
Yep, possible. It could also be memory related. As I told you before, I had it happening when two ships were attacking me at the same time, with both 20mm and higher caliber guns. :yep:
In mission when single destroyer is attacking, things go more or less smooth...
Now , good thing would be if i could add type 7b or 7a in FX update mission but i'm too stupid to do that...:88)
You should be able to select more than one U-boat model from the mission selection menu. Shouldn't VIIa and VIIb be between the possible options, you can run Mission Editor, create a new project, load TDW's mission in it, remove the VIIc and put in its place a VIIa. Make also sure to adjust mission start date, in accordance with VIIa/VIIb (and destroyer's) availability dates. :up:
vdr1981
09-21-13, 10:44 AM
Good thing is, CTD only happening after excessive fire...submarine is doomed long before that...
Good thing is, CTD only happening after excessive fire...submarine is doomed long before that...
It depends. IIRC during my tests my U-boat was all but lost when game crashed. I think the problem is not quantity of damage but rather rate of damage, or better rate of hits. It is also possible that when two or more shells/explosive charges collide exactly at the same time on the same object, the game go haywire, and the chance of this happening is higher when rate of is higher :hmmm:
vdr1981
09-21-13, 01:26 PM
Hm Gap(or anyone else), can you do one quick test of 7c in FX update mission ? Just enter the mission and blow ballast...
vdr1981
09-22-13, 07:45 AM
Where are goddamn controllers for Hydrophone? :doh:
http://imageshack.us/scaled/thumb/547/l596.jpg (http://imageshack.us/photo/my-images/547/l596.jpg/)
This isn't hydrophone for type 7?
I'm looking for standard u-boat hydrophones 3d model. There aren't any in sensors.gr2...
Where are goddamn controllers for Hydrophone? :doh:
...
I'm looking for standard u-boat hydrophones 3d model. There aren't any in sensors.gr2...
From Equipment.upc (see entries marked in red):
[Equipment 24]
ID=EqpGhGStation
NameDisplayable= Hydrophone Station
FunctionalType= EqFTypeSonarStation
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= NULL;
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 25]
ID=EqpGHG
NameDisplayable= GHG
FunctionalType= EqFTypeHydrophoneSensor
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= GHG9,data\Objects\Sensors\UBoot_Sensors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
DamageDescription4= NULL, 0.9, 1, 0, 1, 1, Sonar Head broken, 0, 0, NULL, 1, 1, 15
[Equipment 26]
ID=EqpKdbStation
NameDisplayable= Hydrophone Station
FunctionalType= EqFTypeSonarStation
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= NULL;
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 27]
ID=EqpKDB
NameDisplayable= KDB
FunctionalType= EqFTypeHydrophoneSensor
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= KDB_type9,data\Objects\Sensors\UBoot_Sensors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
DamageDescription4= NULL, 0.9, 1, 0, 1, 1, Sonar Head broken, 0, 0, NULL, 1, 1, 15
[Equipment 28]
ID=EqpBalkonGerat
NameDisplayable= Balkon Gerat
FunctionalType= EqFTypeHydrophoneSensor
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= BalkonGerat,data\Objects\Sensors\UBoot_Sensors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
DamageDescription4= NULL, 0.9, 1, 0, 1, 1, Sonar Head broken, 0, 0, NULL, 1, 1, 15
[Equipment 29]
ID=EqpBalkonGeratStation
NameDisplayable= Hydrophone Station
FunctionalType= EqFTypeSonarStation
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= NULL;
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
These are the external sensors. Each of them got a SensorData controller. Moreover, if I remember correctly, R.E.M. gives a Dial controller to KDB's top head for making it to rotate when the hydrophone is sweeped. Also note that the GHG sensor is just a dummy bone (it misses 3d meshes). I don't know if a 3d model is required for equipment and other objects to take damage, but should it be the case we can always create some dummy transparent meshes and import them in GR2 Editor.
As for the hydrophone station, it is one shared model, and it found in:
data\Submarine\Common\Rooms\Room_QR1.GR2, Hidrofon.
Its working is a bit complicated. The station model itself is composed by many individual parts assembled together. The root mesh got an HydrophoneStationController and an InteractionContext controller assigned, com02a (volume knob) and Hydrophone_Wheel (sweeping wheel) got a KWheel controller each, Hydrophone_Dial (the dial) got an InteractiveObject controller, ac sonar2 (dial's needle) a Dial controller and finally Hidrofon_button_bulb (the red button on the left of the wheel) a SensorStation controller :doh:
Open each controller to try and understand what each controller does. You can try giving some parts their own damage box and eventually make them destructible, but beware of ctd's and weird issues as for the UZO. :hmmm:
Radar equipment models/controllers should be similar.
vdr1981
09-22-13, 01:10 PM
Tnx Gap! I'll try to add damage box to GHG bone first...KDB9 rotating sensor works just fine, 3d model is removed and hydrophone is unusable...
Tnx Gap! I'll try to add damage box to GHG bone first...KDB9 rotating sensor works just fine, 3d model is removed and hydrophone is unusable...
Nice! :up:
Talking about the KDB, you should make it much more susceptible to damage than other hydrophones, as historically documented. On a side note, it would be nice if we managed to keep the GHG after upgrading to the KDB. The latter had a better accuracy at close range, but it was useless at long range, and it was only fitted onboard as secondary listening device. :hmmm:
When you have done with the external sensors, try modelling hydrophone station's damage. I am sure it is going to pose some problems, but if we manage to solve them it would make sensor's damage much more critical :03:
vdr1981
09-22-13, 02:15 PM
Works perfect! I mean, it doesn't, because it's broken...:cool:
http://img96.imageshack.us/img96/5055/g4ny.jpg
Nice! :up:
Talking about the KDB, you should make it much more susceptible to damage than other hydrophones, as historically documented.
No problems with that...Lower HP value will do the job...
On a side note, it would be nice if we managed to keep the GHG after upgrading to the KDB. The latter had a better accuracy at close range, but it was useless at long range, and it was only fitted onboard as secondary listening device. :hmmm:
Hm, that would be really cool, if it is possible...
When you have done with the external sensors, try modelling hydrophone station's damage. I am sure it is going to pose some problems, but if we manage to solve them it would make sensor's damage much more critical :03:
You mean like jammed sweep handle or something ? I'm afraid that this is still beyond my capabilities, although i'm planing to do something similar with guns...I'll need more research though...
vdr1981
09-22-13, 03:21 PM
R.S.D. Hints:
- Avoid direct fire at any cost, your life is more precious then tonnage counter...:)
- Although small calibers won't cause much damage to your pressure hull, outside equipment like UZO,periscopes and various antennas are very vulnerable to direct hits, so make sure to crash dive before enemy open fire at you...
- Most of the time, when you are submerged and significant flooding is present in more then one compartment, often the only solution is to blow ballast and brake the surface.
- Watch for compressed air, without it even smaller flooding can be lethal...
- Use underwater propulsion if you have troubles to maintain depth or if you wont to surface the boat when flooding is present. Full speed forward/backward could be very helpful, depending of current submarine pitch...
I've added small hints to the first post, thought could be helpful... :)
THE_MASK
09-22-13, 03:40 PM
If you use this mod + sobers bad weather deck gun V5 SH5 then attacking an armed convoy on the surface should be fearful to say the least .
vdr1981
09-22-13, 04:03 PM
Very...During the daylight probably impossible, like it should be , i guess...:03:
Works perfect! I mean, it doesn't, because it's broken...:cool:
Do you mean the GHG?
No problems with that...Lower HP value will do the job...
yep, that's the way to do it :up:
Hm, that would be really cool, if it is possible...
yes, if possible. We need to study UpgradePacks.upc's settings to determine it:
[UpgradePack 3]
ID= UpackUb7GHG
NameDisplayable=UpackIXGHG-Name
Info=UpackIXGHG-Info
Notes=UpackIXGHG-Notes
FunctionalType= UpFTypeSensorSonar
UpgradePackSlotType= UboatType7Hydrophone
Type=NULL
ImageIndex=19
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
UnitUpgradePackIntervalOptions1=NULL, NULL, 1000
IDLinkUpgradePackElements= EqpGhGStation, EqpGHG, NULL
TrackingID=500
[UpgradePack 4]
ID= UpackUb7KDB
NameDisplayable=UpackIXKDB-Name
Info=UpackIXKDB-Info
Notes=UpackIXKDB-Note
FunctionalType= UpFTypeSensorSonar
UpgradePackSlotType= UboatType7Hydrophone
Type=NULL
ImageIndex=12
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
UnitUpgradePackIntervalOptions1=1939-09-01, NULL, 2000
IDLinkUpgradePackElements= EqpKdbStation, NULL, EqpKDB
TrackingID=501
[UpgradePack 5]
ID= UpackUb7Balkon
NameDisplayable=UpackIXBalkon_Gerat-Name
Info=UpackIXBalkon_Gerat-Info
Notes=UpackIXBalkon_Gerat-Notes
FunctionalType= UpFTypeSensorSonar
UpgradePackSlotType= UboatType7Hydrophone
Type=NULL
ImageIndex=13
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
UnitUpgradePackIntervalOptions1=1943-01-01, 1943-10-01, 4000
UnitUpgradePackIntervalOptions2=1943-10-01, 1944-03-01, 2000
UnitUpgradePackIntervalOptions3=1944-03-01, NULL, 1500
IDLinkUpgradePackElements= EqpBalkonGeratStation, EqpBalkonGerat, NULL
TrackingID=502
Look at the entries marked in red. Three elements can be set for each hydrophone upgrade, but only two are actually used. Each element is the ID of an hydrophone equipment definition in equipment.upc (see my previous post): respectively an EqFTypeSonarStation and an EqFTypeSonarSensor going by their functionality type. Elements are set according to the following scheme:
hydrophone model Element #1 Element # 2 Element #3
GHG EqpGhGStation EqpGHG NULL
KDB EqpKdbStation NULL EqpKDB
Balkon Gerät EqpBalkonGeratStation EqpBalkonGerat NULL
Do you notice anything?
1 - we have three element placing "slots", though for each hydrophone set only two are needed and in use;
2 - unlike other hydrophone set, the KDB uses the third slot for its external sensor, leaving the second slot empty.
...so, either
1- the NULL entry in KDB's definition is interpreted as "keep the sensor from the previous set (KDB) in its place", i.e. the feature we want to introduce is already in stock game.
2 - more likely NULL means no sensor, and the different slots used are relative to different positions on the boat (which explains why KDB and Balkon use the same slot for their external sensor). In this case we could try changing KDB's IDLinkUpgradePackElements settings as follows: :hmmm:
IDLinkUpgradePackElements= EqpKdbStation, EqpGHG, EqpKDB
You mean like jammed sweep handle or something ?
yes, more or less. But I am also thinking about radar/hydrophone malfunctioning when their stations are damaged rather than their external sensors/antennas :yep:
I'm afraid that this is still beyond my capabilities,
What's beyond your capabilities? Creating some damage controller/boxes for each element composing the hydrophone station? :06:
although i'm planing to do something similar with guns...I'll need more research though...
Have you tried adding individual ZonesCtrl controllers with their relative spheres/boxes on individual gun parts?
An idea I had about random gun jams is this: set various gun DamageDescription definitions in Equipment.upc. Set a null EfficiencyReduction for the first DamageDescription. Set an EfficiencyReduction of 1 and a rather low repair time for the next DamageDescription ("jam window"). Set other DamageDescriptions at your wish. When HP damage suffered by each gun will be within the MinDamage/MaxDamage range defined for the "jam window", the gun will jam (i.e. it will stop working during several minutes). If necessary, we can set more than one of these windows, intervalled by DamageDescriptions with no efficency reduction. The higher the number of jam windows, the wider their Min/Max damage interval and the lower the required damage, the more likely guns will jam :03:
I've added small hints to the first post, thought could be helpful... :)
:up:
If you use this mod + sobers bad weather deck gun V5 SH5 then attacking an armed convoy on the surface should be fearful to say the least .
Have you guys tried this?
http://www.subsim.com/radioroom/showpost.php?p=2105743&postcount=397
It is not finished yet, but it extends sober's idea to other uboat guns (deck gun included tho), using historical figures instead of rendom settings :up:
volodya61
09-22-13, 06:57 PM
...It is not finished yet...
:hmmm:
four months after last tests.. and almost a year from first discussion.. :06:
:hmmm:
four months after last tests.. and almost a year from first discussion.. :06:
Okay, it is finished then :up:
vdr1981
09-23-13, 08:50 AM
Huh Gap, my head is full of code from those UPC files...:doh: I like your ideas about advanced damage for the individual systems, but i would like to save them for the end...
Wright now those UPC are very foggy for me...Still dont quite understand how game transfers and displays damage from .zon files to ingame damage menu, ,external 3d link, name, node, bone...:dead:. Is it possible to add new new slots to damage menu and connect them with proper equipment , like uzo and antenas? And what is that NULL thing?. We have HP values in the upc files and in zone.cfg files , which are relevant from those two? Sometimes, when i add new damage box, damage is property calculated in damage menu (like for hydrophones sensors, deck gun) but most of the time it is not...Like periscopes,flak,...Items gets destroyed and i still have 80% of damage in the menu.
Mikemike47
09-23-13, 01:13 PM
You'll get these other things fixed, I'm sure. Great to see the damage zones in version 4 and younger. Working beautifully in my eyes for what I have seen. Now the game is even more nerve wracking like it should be, as in real life during the war.
@gap,
A wealth of knowledge to draw from. Thanks for your input here. Now privateer is sharing ideas with you to make SH5 better. I love SH3 and SH4, too, all have strengths and weaknesses plus the subsim community support. Only in SH5 do you have the ability to walk through the sub.
Maybe someday UBISOFT will make a 1.3 version with the IX sub. Heard nothing positive along that route, similar to uboat missions expansion pack for SH4.
Otherwise, the community will probably make a false positive version of the IX sub with all the modders out there. Equipment and weapons may be fixed in a way, but walking through sub may be a problem. I do realize you mentioned the road blocks out there, why it can not be done. You never know!
Thank you for your encouragement Mike. :salute:
@ vdr1981
Answering all your questions in one post would get too long, and I would also risk to confuse you. Stick in mind that I myself have not figure out how many of the upc settings work, and some of my suggestions were based on suppositions which might be disconfirmed. I will nonetheless try and answer your questions one by one. Let's start with the node/bone definition.
They are essentially the same thing. They are called "bones" referred to GR2 files, whereas when talking about dat and binary files we call them "nodes". You can think of them both as folders (containing objects, particles or controllers), and as "hardpoints", used for placing the objects contained in them in the 3d space, relative to other objects in the same file. Generally each node contains one object, particle or controller, but in some cases they can be empty, in which case they are often used for linking an external object, particle or controller to them.
As folders, they can have a hierarchical structure, i.e they can be placed one inside the other. When we are saying, by the way, that the object A has the object B as parent, we actually mean that the object A is placed in a node that is a subfolder of the node where the object B is placed. As linking points in the 3d space, they can have position and rotation data on the thre cartesian axes.
Their main properties include:
- a name (GR2 files) or label (dat and binary files): those are the names shown in Goblin's scene tree view. Objects and particles get their name from the node where they are placed. Other than for verbal reference, in some cases names are also used for linking a bone (with its object) to a second bone in another file. This is the case of unit's eqp files, where various equipments are referred by their name (i.e. the name of their root node).
- an Id: it is a 16-digits hexadecimal number, identifying univocally each node and its content. The Id number of GR2 bones is assigned automatically, but in dat and binary files nodes can be assigned by the user.
- a parent Id: this is a reference to the Id of the node which is immediately higher in the node hierarchy. Id's and parent Id's are by far the most common method used for liking nodes together and for organizing them hierarchically, as seen in Goblin's scene tree view. Saying that the node A is child of the node B, means that the parent Id of node A is equal to the Id of node B. This hierarchy is also valid for nodes set in different files; e.g. controllers are applied to the correct objects (though being located in different files) because the parent Id of the nodes containing them point to the Id of the nodes/bones containing their relative objects. :yep:
- visibility flag: if a node containing an object is set to invisible, the contained object won't be visible neither in Goblin, nor in game. This is useful for collision and reflect models.
- rotation and position data: game models are buildt in a virtual 3d space, and they are composed of many vertices which have x, y and z coordinates. By default, objects imported in dat or GR2 files are centered around their origin, i.e. the 0, 0, 0 point of their geometry. Nonetheless, most SH5 models are composed of many individual parts assembled together. In order to position each part correctly, we have two ways: we can either change object's geometry (using a 3d modeller), or we can move/rotate its node/bone. In general both approaches are valid, but in some cases setting bone's position/rotation data is the most convenient method.
That's all for now. Other answers to follow :know:
vdr1981
09-24-13, 10:22 AM
Sry for the late replay Gap , i'm reading your posts for tenth time since last night...:03: Note that English is not my native language... We need "thanks" button on this forum, that's for sure...:yep:
Sjizzle
09-24-13, 10:44 AM
heya ill have a question maybe it's a stupid one who knows :)
when the periscope it's damaged can not be used ? or can use it ...cos i got some nice periscope dmg and i can still use it :)
SnipersHunter
09-24-13, 10:49 AM
Maybe its the same than the UZO :hmmm:
vdr1981
09-24-13, 10:55 AM
Hey Sjizzle, just don't look to much in damage menu, damage for periscopes (and some other equipment) is not property calculated at all. As periscopes loosing HP , speed of elevation will gradually slow down, from minor drop to large drop, and finally you will lose ability to rise the scopes and their model will be removed from the game. Yet , you'll still have options to look trough them but without elevation capability, not much use of it...
UZO is a bit different...Probably because of the camera controllers. For now, just try not to select it after it has been destroyed...;)
Sjizzle
09-24-13, 11:03 AM
Hey Sjizzle, just don't look to much in damage menu, damage for periscopes (and some other equipment) is not property calculated at all. As periscopes loosing HP , speed of elevation will gradually slow down, from minor drop to large drop, and finally you will lose ability to rise the scopes and their model will be removed from the game. Yet , you'll still have options to look trough them but without elevation capability, not much use of it...
UZO is a bit different...Probably because of the camera controllers. For now, just try not to select it after it has been destroyed...;)
i will do some test now and i will report back thx for the reply
vdr1981
09-24-13, 11:08 AM
For testing purposes it's good to use some mission with attacking airplane. Because of the small caliber weapons you wont have much damage to sub's hull,yet outside equipment will be very exposed...:yep:
We have HP values in the upc files and in zone.cfg files , which are relevant from those two? Sometimes, when i add new damage box, damage is property calculated in damage menu (like for hydrophones sensors, deck gun) but most of the time it is not...Like periscopes,flak,...Items gets destroyed and i still have 80% of damage in the menu.
...just don't look to much in damage menu, damage for periscopes (and some other equipment) is not property calculated at all.
Have you tried using the same HP setting in .upc and zones.cfg files? :hmmm:
vdr1981
09-24-13, 11:56 AM
Have you tried using the same HP setting in upc and zones.cfg files? :hmmm:
Yes...Still nothing...damage in the damage menu is taken from somewhere else, probably comm room it self. I know this because when i set equipment exposure in UPC file, i get 0% pretty fast , but equipment is still usable...It's the same for TDC, periscope heads, flak, ...All those items taking damage(in damage menu) from somewhere else...
Mikemike47
09-24-13, 12:08 PM
heya ill have a question maybe it's a stupid one who knows :)
when the periscope it's damaged can not be used ? or can use it ...cos i got some nice periscope dmg and i can still use it :)
I am using version 4. I've had different % damages to observation and attack persicopes and the periscope heads. All took damages stating 95% or lower showing on damage control panel to cause operation failures. I do not remember exact numbers anymore.
Above a certain percentage, I could reuse the periscope by lower or raising the individual scope. Best memory guess 93-95% for all 3 parts. I do not recall what minimum percentage exactly to scope or the heads for a scope to work again.
I loved the realism that is fixed now.
when i set equipment exposure in UPC file, i get 0% pretty fast , but equipment is still usable
I don't get you here. Can you explain? What do you mean by "equipment exposure"? :)
I loved the realism that is fixed now.
:sunny: :up:
vdr1981
09-24-13, 03:04 PM
I don't get you here. Can you explain? What do you mean by "equipment exposure"? :)
:sunny: :up:
CrewExposure=2.5
EquipmentsExposure=1.0
WeaponsExposure=0.1
Where damage to the applicable type is as a percentage of 100. For example, you'll notice that the crew in my compartment will take 250% damage. This means that 1 HP of zone damage causes 2.5 HP of crew damage. Since the damage is applied to every member of the compartment, regardless if on watch or not, this is a method to ensure that small caliber guns hurt the crew. It works the same for the equipment and/or weapons in the compartment as long as they do not have their own unique damage zone identifier. Those equipment and weapon items that do have their own unique identifier will NOT receive damage when the compartment is damaged.
This is from the awesome thread you gave me... main Submarine UPC file. So, when i set eq.exposure to 0.9, for example, all associated equipment (periscopes, TDC) is shown as 0 % pretty fast but this is not related to real state of equipment. On the other hand , pumps (talking about ubtcomroom) are shown correct because they have their's own damage box . Now, periscopes also have their personal damage zones in sensors.zon, but they are not connected with readings in game damage menu and i still don't know how to do that... To be honest i dont care so much for damage menu, i don;t like whole concept about damage shown as percentage. For me , the most important thing is that damage is present, and i do not need damage menu to tell me what is wrong...
It works the same for the equipment and/or weapons in the compartment as long as they do not have their own unique damage zone identifier. Those equipment and weapon items that do have their own unique identifier will NOT receive damage when the compartment is damaged.
:hmmm:
vdr1981
09-24-13, 03:25 PM
I've edited last post a bit Gap...:03:
Also i'm interested is there any controller for TDC? If we still don't have luck with torpedo tubes,maybe there is is walkaround with TDC? Maybe is hard coded?
P.S.
Medic now?! Jeeee....:D
If I understand correctly, the exposure factor is sort of a damage multiplier which is applied to crew, weapons and equipment of each compartment, unless (I wonder why?) they are linked to an external 3d model, and the model got a damage box. Is this correct? :hmm2:
Two thoughts:
- functionalities of most equipments are connected with the controllers applied to their 3d models. Therefore, the more damage shown in the damage management window, the worse their functioning. On the other hand, equipments missing 3d meshes/controllers can take damage, but this damage is not actually connected with any function. It that was true, it would imply that damage shown for them in the damage management UI is correct, but this damage is just a cosmetic feature, not involving any loss of functionality :hmmm:
- the HP setting in upc files is probably applied to equipments missing 3d models and damage boxes. If an equipment got a damage box, the HP setting of its zone (or of his SH3ZonnesCtrl controller) is used instead.
Can you confimr/disconfirm my thoughts?
vdr1981
09-24-13, 06:46 PM
If I understand correctly, the exposure factor is sort of a damage multiplier which is applied to crew, weapons and equipment of each compartment,
Correct!
unless (I wonder why?) they are linked to an external 3d model, and the model got a damage box. Is this correct? :hmm2:
Yes, except, it doesn't need to be external 3D model,you only need damage box with correct description. Take ubt command room
for example. There we have (in damage menu) slots for attack and obs periscope, pumps and torpedo data(probably TDC). Now all those items taking damage from hits to box with description "ubtcommroom", except pumps which have their own damage box with description "pumps". Because of this, damage percentage for them(pumps) is calculated properly in damage menu , depending of settings in zone definition from zone.cfg. Somehow, game is hardcoded to think that periscopes are linked to command room and that is the problem. I did not tested this but i think, if i add one box with description obs.periscope to main submarine .zon file, then amount of damage will be calculated correctly but there is no use of this because real periscope is "disconnected" completely from zones from main submarine zon.
Two thoughts:
- functionalities of most equipments are connected with the controllers applied to their 3d models. Therefore, the more damage shown in the damage management window, the worse their functioning. On the other hand, equipments missing 3d meshes/controllers can take damage, but this damage is not actually connected with any function. It that was true, it would imply that damage shown for them in the damage management UI is correct, but this damage is just a cosmetic feature, not involving any loss of functionality :hmmm:
Yes , something like that, except damage for engines and batteries and maybe for pumps and compressor, i'm not sure that those last two have any effect on sub performances (maybe you know more about this).By default, Engines and batteries are only things that actually work in SH5 damage modeling, everything else is pure cosmetic...
- the HP setting in upc files is probably applied to equipments missing 3d models and damage boxes. If an equipment got a damage box, the HP setting of its zone (or of his SH3ZonnesCtrl controller) is used instead.
Can you confimr/disconfirm my thoughts?
[/QUOTE] I really dont know.. I've got some mine theory that those HP from UPC are somehow connected to repair times...but i'm not sure, maybe they are just one big NOTHING...:P
vdr1981
09-24-13, 07:01 PM
O yes, and i think i'll need some transparent meshes for standard ubt hydrophones after all... they are destroyable but i have very strange behavior when 0HP is reached (game freeze most of the time ). Also note , that after hydrophone is destroyed, it is unusable but only for player, AI can give you bearing even after...Bummer...:nope:
P.S. Do you guys from subsim use any form of voice comunication, teamspeek, skype or something? My typing takes so much precious time for modding... :D
Yes, except, it doesn't need to be external 3D model,you only need damage box with correct description. Take ubt command room
for example. There we have (in damage menu) slots for attack and obs periscope, pumps and torpedo data(probably TDC). Now all those items taking damage from hits to box with description "ubtcommroom", except pumps which have their own damage box with description "pumps". Because of this, damage percentage for them(pumps) is calculated properly in damage menu , depending of settings in zone definition from zone.cfg. Somehow, game is hardcoded to think that periscopes are linked to command room and that is the problem. I did not tested this but i think, if i add one box with description obs.periscope to main submarine .zon file, then amount of damage will be calculated correctly but there is no use of this because real periscope is "disconnected" completely from zones from main submarine zon.
In which file is the "pump" zone located? to which bone is it attached?
Each periscope is functionally composed by two parts, i.e. two separate equipment definitions in equipents.upc: the PeriscopeBody (I think this is the periscope model we see inside the sub) and the PeriscopeHead. The latter are linked to external scope models in UBoot_Sensors.GR2, and you have already given damage boxes to them. On the other hand, PeriscopeBodie's have not external 3d model linking; nonetheless, if my interpretation of them is correct, their models are located in data/Subarine/Common/Parts/Room_?? - Periscop + Anim.GR2, and each got a sim file with PeriscopeStationController and InteractionContext controllers. You could try adding damage boxes to them. :hmmm:
Yes , something like that, except damage for engines and batteries and maybe for pumps and compressor, i'm not sure that those last two have any effect on sub performances (maybe you know more about this).By default, Engines and batteries are only things that actually work in SH5 damage modeling, everything else is pure cosmetic...
Why on earth one would spend promotion and morale points on damage control crew, if damage on most equipments does nothing? :doh: :nope:
I really dont know.. I've got some mine theory that those HP from UPC are somehow connected to repair times...but i'm not sure, maybe they are just one big NOTHING...:P
:hmmm: I don't think so. Repair times are connected with HP damage percent range of each DamageDescription, and with its relative repairtime_in_hours. I know this for sure: those are the settings tweaked by Rongel in his SH 5 Longer Repair Times.
Try changing the HP upc setting of an equipment which got its own damage box and see what happens. Use huge numbers to be sure that eventual effects won't pass unnoticed. I am 99% sure that nothing will happen. :)
O yes, and i think i'll need some transparent meshes for standard ubt hydrophones after all... they are destroyable but i have very strange behavior when 0HP is reached (game freeze most of the time ).
Is this happening only with the GHG? If so, there should be a workaround for this. I cannot add meshes to it in the stock GR2 file (we can only import new meshes when they already exist), but I can create a GHG object with invible meshes in a new file :up:
Also note , that after hydrophone is destroyed, it is unusable but only for player, AI can give you bearing even after...Bummer...:nope:
This is actually weird, the controller attached to hydrophone sensors works for both the human player and AI crew, and destroying/damaging it should affect our sonarman. Tomorrow I will see what is going on with it :yep:
vdr1981
09-25-13, 05:41 AM
In which file is the "pump" zone located? to which bone is it attached?
It's the main sub .zon file, SH3zoneCtrl@NSS_Uboat7* , attached to the main object(whole sub).
Each periscope is functionally composed by two parts, i.e. two separate equipment definitions in equipents.upc: the PeriscopeBody (I think this is the periscope model we see inside the sub) and the PeriscopeHead. The latter are linked to external scope models in UBoot_Sensors.GR2, and you have already given damage boxes to them. On the other hand, PeriscopeBodie's have not external 3d model linking; nonetheless, if my interpretation of them is correct, their models are located in data/Subarine/Common/Parts/Room_?? - Periscop + Anim.GR2, and each got a sim file with PeriscopeStationController and InteractionContext controllers. You could try adding damage boxes to them. :hmmm:
I haven't spent much time exploring common folder, maybe i should do that, but i tried to merge periscopes gr2 files with their sim files without success, goblin editor crashes...:06:. But, like i said before, i'm pretty much satisfied with current periscopes damage and i don't care so much about menu readings...
Why on earth one would spend promotion and morale points on damage control crew, if damage on most equipments does nothing? :doh: :nope:
Hm, flooding control maybe?
:hmmm: I don't think so. Repair times are connected with HP damage percent range of each DamageDescription, and with its relative repairtime_in_hours. I know this for sure: those are the settings tweaked by Rongel in his SH 5 Longer Repair Times.
Try changing the HP upc setting of an equipment which got its own damage box and see what happens. Use huge numbers to be sure that eventual effects won't pass unnoticed. I am 99% sure that nothing will happen. :)
I think i already tried that, 10HP or 1000HP, it's the same...
Is this happening only with the GHG? If so, there should be a workaround for this. I cannot add meshes to it in the stock GR2 file (we can only import new meshes when they already exist), but I can create a GHG object with invible meshes in a new file :up:
I think so...Although, i haven't tested KDB hidrophone so much because i dont know how to add updated hidrophone to the test mission, it's always standard GHG...
This is actually weird, the controller attached to hydrophone sensors works for both the human player and AI crew, and destroying/damaging it should affect our sonarman. Tomorrow I will see what is going on with it :yep:
Actually, i expected this kind of behavior...Hydrophones are completely different from the deck gun for example and when crew reporting you bearings and distance, it looks like those readings aren't connected to hydrophone controllers in any case. Example is, you can ask sonarmen for nearest contact even while You using hydrophone and pointing sensors in completely different direction. It's like underwater version of "nearest visual contact" report...
vdr1981
09-25-13, 05:53 AM
Привет Captain:salute:
Which type of submarine?
761 is depth, right?
What happened, did you dive on purpose to that depth or you sinking because of flooding?
What's you'r hull integrity readings?
Describe situation from the picture in a bit more details...:)
vdr1981
09-25-13, 06:38 AM
Hm, strange... I didn't have nothing similar... Someone else maybe?
Why dont you try some single mission?
It's the main sub .zon file, SH3zoneCtrl@NSS_Uboat7* , attached to the main object(whole sub).
I wish to have a look into it, but I cannot find it. :doh: Can you post a screen capture showing the pump zone selected in Goblin's damage editor?
P.S: have you noticed that the deck gun got a damage box on boat's hull? :hmmm:
I haven't spent much time exploring common folder, maybe i should do that, but i tried to merge periscopes gr2 files with their sim files without success, goblin editor crashes...:06:.
Yes, noticed it too. I think Goblin doesn't like the PeriscopeStation controller. Anyway you don't need to merge the sim file for assigning a damage box to animated periscope bodies. If you want, I can do it for you. :)
On a side note: does the damage management window have separate fields for periscope heads and bodies, or they are merged into one equipment with its own damage percent?
But, like i said before, i'm pretty much satisfied with current periscopes damage and i don't care so much about menu readings...
You should care. As I have told you, our crew will spend time and morale in fixing broken stuff. It is totally pointless for them to waste their time and morale on periscope damage rapairs which do nothing, while they could just focus on essential (i.e. non-cosmetic) equipment. I am not saying that we can't live with this kind of bug, but imo we should struggle a bit more before giving up :03:
I think i already tried that, 10HP or 1000HP, it's the same...
Okay, now try changing the same setting for equipments which have no box of their own
I think so...Although, i haven't tested KDB hidrophone so much because i dont know how to add updated hidrophone to the test mission, it's always standard GHG...
You should test in campaign. There's a campaign Trevally has modified for me and Volodya, which allowed us to test various Flaks not easily available in campaign. Its link doesn't work anymore, but hopefully Trevally or Volodya saved the test campaign in their HD's
Actually, i expected this kind of behavior...Hydrophones are completely different from the deck gun for example and when crew reporting you bearings and distance, it looks like those readings aren't connected to hydrophone controllers in any case. Example is, you can ask sonarmen for nearest contact even while You using hydrophone and pointing sensors in completely different direction. It's like underwater version of "nearest visual contact" report...
I am afraid you are wrong on this subject. I have worked personally on those controllers, when I and Volodya fixed the broken R.E.M. hydrophones. They affect AI as well as the human player. Maybe, in light of your tests, they are not essential for AI though. You can test it by removing manually all the SensorData controllers owned by hydrophones in UBoot_Sensors.sim. Beware that if you are using the R.E.M. version of the above file, each sensor got three of those controllers IIRC.
Captain73
09-25-13, 09:04 AM
Hm, strange... I didn't have nothing similar... Someone else maybe?
Why dont you try some single mission?
Жао ми је Vecko! :oops:
The problem was in my game! I started the game at first, and so far everything is working perfectly!
vdr1981
09-25-13, 09:40 AM
I wish to have a look into it, but I cannot find it. Can you post a screen capture showing the pump zone selected in Goblin's damage editor?
Open data/submarine/NSS_Uboat7a... NSS_Uboat7a.zon, you will find pumps damage box there...
Anyway you don't need to merge the sim file for assigning a damage box to animated periscope bodies. If you want, I can do it for you.
Still nothing...Damage is taken from comm room, that damage menu is one big unusable crap IMO...and i'm starting to losing my nerves slowly...:stare:
On a side note: does the damage management window have separate fields for periscope heads and bodies, or they are merged into one equipment with its own damage percent?
Separate, but probably only for cosmetic purposes...
Open data/submarine/NSS_Uboat7a... NSS_Uboat7a.zon, you will find pumps damage box there...
Yes, I did it: I loaded the NSS_Uboat7a GR2 file, merged the respective zon file and opened the damage editor. I just can't see the pump box among other boxes. :doh: It should be located somewhere near the keel, ins't it?
Still nothing...Damage is taken from comm room, that damage menu is one big unusable crap IMO...and i'm starting to losing my nerves slowly...:stare:
...
Separate, but probably only for cosmetic purposes...
Okay, it makes sense. I hope that at least periscope heads, having an external 3d link and a damage box, are showing correct damages...
As for periscope bodies, keep calm :) and try doing this when you get time:
- create two new empty zon files, one for each Room_?? - Periscop + Anim.GR2 file, and add a SH3ZonesCtrl controller to each, each with a damage box pointing to the periscope model of its respective GR2 file.
- make each box either destructible or not destuctible (we will see which setting works better)
- open Equipment upc and change this:
[Equipment 18]
ID=EqpAttackPeriscope
NameDisplayable= Attack Periscope
FunctionalType= EqFTypePeriscopeBody
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= NULL
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 19]
ID=EqpObsPeriscope
NameDisplayable= Observation Periscope
FunctionalType= EqFTypePeriscopeBody
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= NULL
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
to this:
[Equipment 18]
ID=EqpAttackPeriscope
NameDisplayable= Attack Periscope
FunctionalType= EqFTypePeriscopeBody
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= Periscope_O_anim,data\Submarine\Common\Parts\Room_ CT - Periscop + Anim
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 19]
ID=EqpObsPeriscope
NameDisplayable= Observation Periscope
FunctionalType= EqFTypePeriscopeBody
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= Periscop_CR,data\Submarine\Common\Parts\Room_CR - Periscop + Anim
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
If nothing happens, try changing periscope bodies file names removing spaces (e.g: Room_CR-Periscop+Anim instead of Room_CR - Periscop + Anim .GR2, .sim and .zon) and update external 3d links in equipment.upc accordingly.
What should happen? one (or both) of these:
- immediate CTD as soon a periscope body gets damaged/destroyed :D
- periscope bodies not responding to human interaction when damaged, and showing correct damage level in damage management interface. Fingers crossed :03:
vdr1981
09-25-13, 06:37 PM
What should happen? one (or both) of these:
- immediate CTD as soon a periscope body gets damaged/destroyed :D
- periscope bodies not responding to human interaction when damaged, and showing correct damage level in damage management interface. Fingers crossed :03:
Negative Gap, nothing... Destroyable yes/no, no damage in the menu, no broken periscopes, damage is still taken from ubtcommroom box(when i remove ubtcomromm damage for periscope is stuck at 100%).
When i remove spaces, 3d model isn't loaded in the game at all and also this will messed up UI ...
And here's screenshot for pumps, sry, i forgot...
vdr1981
09-25-13, 07:18 PM
Remember this Gap? :D
http://imageshack.us/a/img46/1277/usw4.jpg
vdr1981
09-26-13, 05:46 AM
Good news after all! :yeah:
http://img407.imageshack.us/img407/1525/s9b7.jpg
I've figured how to " connect " boxes with slots in damage menu, even to add new one...:) Stand by for more updates...;)
vdr1981
09-26-13, 06:48 AM
We do not need to change damage boxes location, those periscopes animations from common folder are just an eye candy! This is important...
[UserPlayerUnit 1.Compartment 4.EquipmentSlot 4]
ID= EqSlotAtackPeriscope
NameDisplayable= EqSlotAtackPeriscope-EquipmentSlot-Name
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, EqpAttackPeriscope
ExternalNodeName3D= atack_periscop_wire,data\Objects\Sensors\UBoot_Sen sors
ExternalDamageZoneTypeID3D= 26
GUIPlaceHolderIndex= 6
GeneralDescription= EqSlotAtackPeriscope-EquipmentSlot-General-Description
TechnicalDescription= EqSlotAtackPeriscope-EquipmentSlot-Tehnical-Description
This is from main sub upcge file...
Like i said before, it looks like it's just about proper linking in UPC files... We have also similar entries in UnitParts2VIIA.upc file...
http://img15.imageshack.us/img15/7186/dk1t.jpg
Check out new slots for commpartment pressure hull, both rudders,propellers...:up:
Captain73
09-26-13, 06:54 AM
Stand by for more updates...;)
I look forward to! :subsim:
Is it possible to repair rudder depth, periscope, propeller shafts, guns 88 mm, 20 mm machine guns only on the surface?
I do not think that is possible repair gun 88 mm at a depth of 100 meters! :hmmm:
vdr1981
09-26-13, 07:21 AM
My goal is that certain equipment shouldn't be repairable at all without dry dock(propellers, rudders...)... This is possible, but because of the "save" bug things are going to be a bit tricky...:03:
We do not need to change damage boxes location, those periscopes animations from common folder are just an eye candy! This is important...
...
This is from main sub upcge file...
Like i said before, it looks like it's just about proper linking in UPC files... We have also similar entries in UnitParts2VIIA.upc file...
Check out new slots for commpartment pressure hull, both rudders,propellers...:up:
Brilliant finding Vecko :yeah:
Off topic:
let me know if you find anything on conning towers. I still can't find where tower upgrades (availability ba date and reward cost) and the Flaks they can accept are set in game. I need for this information for the reworked U-boat guns mod :03:
vdr1981
09-26-13, 09:12 AM
Brilliant finding Vecko :yeah:
Off topic:
let me know if you find anything on conning towers. I still can't find where tower upgrades (availability ba date and reward cost) and the Flaks they can accept are set in game. I need for this information for the reworked U-boat guns mod :03:
Kudos to You gap! :up:
I've noticed that all conning tower entries are located in UnitParts2VII*.upc (UPCdataGE/UPCunitsdata) file. There are one entry for every tower upgrade with bunch of options...Is that what you mean or something else?
Captain73
09-26-13, 09:49 AM
My goal is that certain equipment shouldn't be repairable at all without dry dock(propellers, rudders...)... This is possible, but because of the "save" bug things are going to be a bit tricky...:03:
That would be great! :yeah:
I wish good luck to you! :salute:
SnipersHunter
09-26-13, 10:20 AM
Do we need to start a new campaing with a new update ? Hoping not but great news :)
vdr1981
09-26-13, 10:28 AM
Do we need to start a new campaing with a new update ? Hoping not but great news :)
Probably...:D
SnipersHunter
09-26-13, 11:10 AM
Is there a german translation for this mod?
vdr1981
09-26-13, 11:24 AM
Is there a german translation for this mod?
Now ,that's an interesting idea...But, first thing first...:03:
vdr1981
09-26-13, 11:39 AM
Gap, what is goddamn "NULL" thing ?:)
SnipersHunter
09-26-13, 11:45 AM
I can help you iam from Germany ^^.
vdr1981
09-26-13, 11:54 AM
I can help you iam from Germany ^^.
Very well! German names for the equipment would be so imersive! :up: I'm counting on you , but now i have much work to do with UPC files. I'll contact you when i'm ready to upload next version! :up:
P.S. How do you say in german Elect. Room Pressure Hull , i wont to see how it looks in the menu! :)
SnipersHunter
09-26-13, 11:59 AM
For Example E-Maschinenraum Druckhülle or Druckhülle E-Maschinenraum both are correct :)
vdr1981
09-26-13, 12:35 PM
I can help you iam from Germany ^^.
http://img703.imageshack.us/img703/9846/qoho.jpg
Sehr gut! :up:
SnipersHunter
09-26-13, 12:55 PM
Good Job. Gute arbeit :)
Captain73
09-26-13, 01:24 PM
Unfortunately, my engineer does not care about extra UZO and antenna! :hmmm:
http://s017.radikal.ru/i413/1309/74/8fac8552e20b.jpg (http://radikal.ru/fp/91ab3845b18e49c08543d1aec7268b1c)
Bravo Vecko! :yeah:
I've noticed that all conning tower entries are located in UnitParts2VII*.upc (UPCdataGE/UPCunitsdata) file. There are one entry for every tower upgrade with bunch of options...Is that what you mean or something else?
Yes, they could be what I was looking for, but where are the reward cost settings? can we set availability dates for them as for other upgrades?
I was waiting for a group of settings like these ones which are used in UpgradePacks.upc's upgrades: :hmmm:
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
UnitUpgradePackIntervalOptions1=1943-01-01, 1943-10-01, 4000
UnitUpgradePackIntervalOptions2=1943-10-01, 1944-03-01, 2000
UnitUpgradePackIntervalOptions3=1944-03-01, NULL, 1500
Gap, what is goddamn "NULL" thing ?:)
Which one?
We do not need to change damage boxes location, those periscopes animations from common folder are just an eye candy!
No, unlike animated torpedo tubes, periscope bodies own a PeriscopeStationController and an InteractionContext each, and it is likely that damage on them would result in a loss of functionality :yep:
[UserPlayerUnit 1.Compartment 4.EquipmentSlot 4]
ID= EqSlotAtackPeriscope
NameDisplayable= EqSlotAtackPeriscope-EquipmentSlot-Name
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, EqpAttackPeriscope
ExternalNodeName3D= atack_periscop_wire,data\Objects\Sensors\UBoot_Sen sors
ExternalDamageZoneTypeID3D= 26
GUIPlaceHolderIndex= 6
GeneralDescription= EqSlotAtackPeriscope-EquipmentSlot-General-Description
TechnicalDescription= EqSlotAtackPeriscope-EquipmentSlot-Tehnical-Description
This is from main sub upcge file...
Like i said before, it looks like it's just about proper linking in UPC files... We have also similar entries in UnitParts2VIIA.upc file...
Now we should discover how "Equipment slots" are associated to their respective bones in the boat 3d model. Understanding it would be a step forward into the possibility to add new equipments :yep:
Mikemike47
09-26-13, 04:26 PM
My goal is that certain equipment shouldn't be repairable at all without dry dock(propellers, rudders...)... This is possible, but because of the "save" bug things are going to be a bit tricky...:03:
I agree that certain equipment should not be repairable until being at a drydock, if historically correct.
Was any level of underwater welding possible in the 1940's? If so, then should a percentage or random level be put into equation for propellers, rudders... repairs at sea?
Was any level of underwater welding possible in the 1940's?
I don't think so. At that time (and probably even nowadays, for that matter) there were some damages whose fixing would have required drydocks and specialized personnel. Take the Bismarck for instance. Any attempt to repair her jammed rudder and steering gear came to nothing, and this fact finally lead to her defeat. If those repairs couldn't be performed aboard the most prized ship of the Kriegsmarine, how could they have been possible aboard a submarine? :yep:
In SH5 the damage handling of each equipment/room is set separately. For each equipment there are means to set any number of damage levels, as a min/max percent of its starting HPs. Each damage level got its own repair time, and it is also possible setting the skill level required for maintenance crew to repair it. If one wanted an equipment to be non-reparable beyond a certain damage suffered, he could set its repair time to an extremely high numer of hours, or he could set the maximum required skill bigger than 1 (i.e. maximum allowed skill). On the other hand, to the best of my knowledge there is no way to make some damages to be reparable only when the boat is surfaced. In other words, what Captain73 is suggesting is possible only in part.
The main problem that vdr1981 is currently facing though, is that most damages (if not all) are not recorded in savegames, so if you save a game, exit, and reload it, even the worst damage is fixed magically. At the moment the one possible workaround, is making most equipments destructible (i.e. making them to be completely removed from the boat when their HPs reach 0). If I got Vecko's notes correctly, when they are destroyed they can't be fixed, even after saving/reloading... because there is nothing left to fix :03:
Mikemike47
09-26-13, 06:16 PM
I don't think so. Take the Bismarck for instance. Any attempt to repair her jammed rudder and steering gear came to nothing, and this fact finally lead to her defeat. If those repairs couldn't be performed aboard the most prized ship of the Kriegsmarine.
Ahh, yes. I forgot about the Bismarck and have seen the movie. Amazing where I have read somewhere of what present naval divers/welders can do nowadays.
The main problem that vdr1981 is currently facing though, is that most damages (if not all) are not recorded in savegames, so if you save a game, exit, and reload it, even the worst damage is fixed magically.
Maybe this is something like TDW can find in the sh5.exe or **.dlls. A relationship between the saved games and damage variable being reset when it should not be.
Maybe this is something like TDW can find in the sh5.exe or **.dlls. A relationship between the saved games and damage variable being reset when it should not be.
Yes, I hope so. Hopefully, it is not a matter of introducing a totally new feature, but of fixing a broken one: IIRC, savegames got damage entries for each equipment, but they just don't get updated... :-?
Ahh, yes. I forgot about the Bismarck and have seen the movie.
If you mean the B/W 1960 movie Sink the Bismarck!, I watched it too. Not totally realistic, but good anyway :up:
vdr1981
09-27-13, 12:28 PM
I think i have found a bug. Game can't be reloaded if game is saved after the deck gun has been destroyed (removed). Can someone confirm this?
vdr1981
09-28-13, 08:26 AM
I've set deckgun and flack back to destructible=No , this is the only solution for now...:hmmm: destructible=Yes even with lower priority parts (like barrel) will cause CTD after reload...
I'm also having problems with repair times for radar and rwr antennas...They are somehow almost instantly repaired after they receive some damage. For example, antenna gets hit, 50% HP is visible in damage menu, in a few seconds crew reports "radar repaired" and both readings for RWR and radar antenna are back to 100%HP...:hmmm: This is rather strange because repair times for antennas in equipment.upc are the same like for other equipment...Even after antenna has been destroyed, readings in damage menu are somehow reverted back to 100% , but of course ,equipment is still unusable...
An idea how to overcame "save" bug for certain equipment...By deafult , damage levels for radar, hydrophone, radio aparatus ect are savable but this means nothing because all the controlers are located in diferent location (uboat sensors.sim- or something like that :D). Now, if i index damage box of sensor object (hydrophone sensor, radar antenna) as a child zone of internal equipment zones, effects of previously received damage will be still visible even after game reload.
Example: You receive some damage and end up with 50% damaged radar apparatus and 80% damaged radar antenna. With this concept, after save-load you'll have 100%HP of radar antenna but still 50%HP of radar apparatus, so when you next time receive some fire and radar apparatus reach 0%HP, even if antenna don't receive direct hit, it will be removed and you'll finally have unusable equipment...:cool:
Stormfly
09-28-13, 09:54 AM
possible bug, need to be verified...
if activating R.S.D. and starting a new campaign using "silentotto", selecting campaign Mare Nostrum, i got a CTD while loading the campaign (at the end, after the loading screen disapear).
if starting a new campaign without "silentotto" al went ok.
vdr1981
09-28-13, 10:16 AM
possible bug, need to be verified...
if activating R.S.D. and starting a new campaign using "silentotto", selecting campaign Mare Nostrum, i got a CTD while loading the campaign (at the end, after the loading screen disapear).
if starting a new campaign without "silentotto" al went ok.
Hm, just started ""Mare nostrum" with silenotto without any problems...:hmmm:, althouh, with files from unreleased v5.
Someone else maybe?
http://img405.imageshack.us/img405/9578/7989.jpg
List:
Generic Mod Enabler - v2.6.0.157
[E:\Instalirane igre Win7 -2\SH5\MODS]
Accurate German Flags
DBM Background Video
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 12. Sounds
DynEnv v2.9 - 4.a Camera Filters - Realistic Colors
DynEnv v2.9 - 5.d Ambient Settings - Brighter Nights
DynEnv v2.9 - No U-Mark
SH5_7A_Conning_Fix
Fuel Gauge WoGaDi_SteelViking's Interior
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_3_ byTheBeast
SH5 Longer Repairs v.1
AI_sub_crew_1_0_2_TheDarkWraith
FX_Update_0_0_22_ByTheDarkWraith
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_ByTheDarkWraith#1
NewUIs_TDC_7_5_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_5_0_Das_Boot_Crew_Mod_by_Illyustrator
NewUIs_TDC_7_5_0_New_radio_messages_German
NewUIs_TDC_7_5_0_No_Snorkel_Exhaust_Smoke
NewUIs_TDC_7_5_0_Real_Navigation
Sjizzle's - Charts for NewUIs part1_07.06.2013
Sjizzle's - Charts for NewUIs part 2_07.06.2013
Nauticalwolf's_Periscope_Mod_v1.0
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith patch 1
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
Cerberus62 Corrected Depth Charge Projector 1.0
OPEN HORIZONS II_full v2.2
Expanded Navies by Cybermat47 v.1.0.01
Sobers Terrain fix for OH2 V2.2
SkyBaron's Leigh Light for SH5 1.1
Reworked Morale and Abilities v.1.1
MFCMCCDLite
RPM Hydrophone v2.2 -for OHII full v2.2-
sobers green crew training V4 SH5
Church's Compass Dials Mod v2.2 - Option Two
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
EQuaTool 01.01 by AvM - Large Style
Shadow Improvement ModLR
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
Fix clock rear torpedo room VIIA
DBSM_Music_1_0_4
DBSM_Speech_1_0_4
sobers no footstep sound mod
sobers water splash anim SH5
Submarine's .sim&cfg (modified for engine ratio patches)-EDITED
gap - armaments & equipments patch v 0.2
Anti-Lag
Reworked U-boat Guns (incomplete version)
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
TDC Graphics by Naights v1.0
TDW options -zadnji
R.S.D. - Reworked Submarine Damage v5 by vdr1981
Nauticalwolf's_Damage_and_Torpedo_UI(b)_Mod_v1.1
vdr1981
09-28-13, 10:54 AM
Herr SniperHunter!
When You have time, you can write down correct German names for equipment from those screenshots... :up:
http://imageshack.us/scaled/thumb/21/ypyr.jpg (http://imageshack.us/photo/my-images/21/ypyr.jpg/)http://imageshack.us/scaled/thumb/842/1ryn.jpg (http://imageshack.us/photo/my-images/842/1ryn.jpg/)http://imageshack.us/scaled/thumb/33/uot0.jpg (http://imageshack.us/photo/my-images/33/uot0.jpg/)http://imageshack.us/scaled/thumb/405/ftjo.jpg (http://imageshack.us/photo/my-images/405/ftjo.jpg/)http://imageshack.us/scaled/thumb/94/5dch.jpg (http://imageshack.us/photo/my-images/94/5dch.jpg/)http://imageshack.us/scaled/thumb/801/hjas.jpg (http://imageshack.us/photo/my-images/801/hjas.jpg/)http://imageshack.us/scaled/thumb/59/r05p.jpg (http://imageshack.us/photo/my-images/59/r05p.jpg/)
I've set deckgun and flack back to destructible=No , this is the only solution for now...:hmmm: destructible=Yes even with lower priority parts (like barrel) will cause CTD after reload...
Is this happening only with Flak and deck guns? Have you made similar save/reload tests with other equipments?
I'm also having problems with repair times for radar and rwr antennas...They are somehow almost instantly repaired after they receive some damage. For example, antenna gets hit, 50% HP is visible in damage menu, in a few seconds crew reports "radar repaired" and both readings for RWR and radar antenna are back to 100%HP...:hmmm: This is rather strange because repair times for antennas in equipment.upc are the same like for other equipment...Even after antenna has been destroyed, readings in damage menu are somehow reverted back to 100% , but of course ,equipment is still unusable...
Like other sensors, radar equipments are composed by two individual parts: an internal station (EqpFumo??RadarApp) and an external antenna (EqpFuMO??). From EUF's UpgradePacks.upc:
[UpgradePack 2]
ID= UpackUb7FUMO29Radar
NameDisplayable=UpackVIIFUMO29Radar-Name
Info=UpackVIIFUMO29Radar-Info
Notes=UpackVIIFUMO29Radar-Notes
FunctionalType= UpFTypeSensorRadar
UpgradePackSlotType= UboatType7Radar
ImageIndex=14
Type=NULL
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
UnitUpgradePackIntervalOptions1=NULL, 1942-06-01, 2000
;UnitUpgradePackIntervalOptions1=1942-02-01, 1942-06-01, 2000
UnitUpgradePackIntervalOptions2=1942-06-01, 1942-08-01, 1000
UnitUpgradePackIntervalOptions3=1942-08-01, 1942-10-01, 900
UnitUpgradePackIntervalOptions4=1942-10-01, 1943-02-01, 800
UnitUpgradePackIntervalOptions5=1943-02-01, NULL, 300
IDLinkUpgradePackElements= EqpFumo29RadarApp, NULL, EqpFuMO29
TrackingID=601
[UpgradePack 3]
ID= UpackUb7FUMOEagle29Radar
NameDisplayable=UpackVIIFUMOEagle29Radar-Name
Info=UpackVIIFUMOEagle29Radar-Info
Notes=UpackVIIFUMOEagle29Radar-Notes
FunctionalType= UpFTypeSensorRadar
UpgradePackSlotType= UboatType7Radar
ImageIndex=52
Type=NULL
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
UnitUpgradePackIntervalOptions1=NULL, 1942-06-01, 2000
;UnitUpgradePackIntervalOptions1=1942-02-01, 1942-06-01, 2000
UnitUpgradePackIntervalOptions2=1942-06-01, 1942-08-01, 1000
UnitUpgradePackIntervalOptions3=1942-08-01, 1942-10-01, 900
UnitUpgradePackIntervalOptions4=1942-10-01, 1943-02-01, 800
UnitUpgradePackIntervalOptions5=1943-02-01, NULL, 300
IDLinkUpgradePackElements= EqpFumo29RadarApp, NULL, EqpFuMOEagle29
TrackingID=602
[UpgradePack 4]
ID= UpackUb7FUMO30Radar
NameDisplayable=UpackIXFUMO30Radar-Name
Info=UpackIXFUMO30Radar-Info
Notes=UpackIXFUMO30Radar-Notes
FunctionalType= UpFTypeSensorRadar
UpgradePackSlotType= UboatType7RadarAdvanced
Type=NULL
ImageIndex=15
;UpgradePackInterval=1941-12-01, 1942-08-01
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
;UnitUpgradePackIntervalOptions1=1942-09-01, 1943-02-01, 2000
UnitUpgradePackIntervalOptions1=NULL, 1943-02-01, 2000
UnitUpgradePackIntervalOptions2=1943-02-01, NULL, 1500
IDLinkUpgradePackElements= EqpFumo30RadarApp, EqpFuMO30, NULL
TrackingID=603
[UpgradePack 5]
ID= UpackUb7FUMO61Radar
NameDisplayable=UpackIXFUMO61Radar-Name
Info=UpackIXFUMO61Radar-Info
Notes=UpackIXFUMO61Radar-Notes
FunctionalType= UpFTypeSensorRadar
UpgradePackSlotType= UboatType7RadarAdvanced
Type=NULL
ImageIndex=15
;UpgradePackInterval=1941-12-01, 1942-08-01
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
;UnitUpgradePackIntervalOptions1=1943-11-01, NULL, 1200
UnitUpgradePackIntervalOptions1=NULL, 1944-02-01, 1200
UnitUpgradePackIntervalOptions2=1944-02-02, NULL, 800
IDLinkUpgradePackElements= EqpFumo30RadarApp, EqpFuMO61, NULL
TrackingID=604
[UpgradePack 6]
ID= UpackUb7FUMO65Radar
NameDisplayable=UpackIXFUMO65Radar-Name
Info=UpackIXFUMO65Radar-Info
Notes=UpackIXFUMO65Radar-Notes
FunctionalType= UpFTypeSensorRadar
UpgradePackSlotType= UboatType7RadarAdvanced
Type=NULL
ImageIndex=15
;UpgradePackInterval=1944-02-15, 1942-08-01
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
;UnitUpgradePackIntervalOptions1=1944-01-31, NULL, 3000
UnitUpgradePackIntervalOptions1=NULL, NULL, 3000
IDLinkUpgradePackElements= EqpFumo30RadarApp, EqpFuMO65, NULL
TrackingID=605
As you can see from the code above, for some reason The Beast didn't set specific FuMO 61/65 stations, but used instead as UpgradePackElements of them, the FuMO 30 station :hmmm:.
Well, let's go on: radar antennas are connected to their 3d models in UBoot_Sensors.GR2 or Uboot_Sensor_parts.dat through their respective ExternalLinkName3D in Equipment.upc.
Talking about radar stations, the one of FuMO29 is linked to a PPI display apparatus (wasn't this kind of display only used on FuMO 65? :hmmm:), and FuMO30's apparatus is not linked to any external object (which, seeing how similar non-external equipments are set in game, makes sense after all).
From Equipment.upc of the last R.S.D. version, modified from EUF (note the basence of FuMo 61/65 apparatus definitions and ExternalLinkName3D settings):
[Equipment 35]
ID=EqpFumo29RadarApp
NameDisplayable= A-scope display
FunctionalType= EqFTypeRadarDisplay
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= Radar_PPI,data\Objects\Radars\US_Radar_PPI
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 15000
DamageDescription2= NULL, 0.2, 0.4, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 30
DamageDescription3= NULL, 0.4, 0.6, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.6, 60000
DamageDescription4= NULL, 0.6, 0.8, 0, 1, 1, Broken Axle, 0, 0, NULL, 1, 0.6, 120
DamageDescription5= NULL, 0.8, 1, 0, 1, 1, Broken Axle, 0, 0, NULL, 1, 0.6, 240
[Equipment 36]
ID=EqpFumo30RadarApp
NameDisplayable= PPI display
FunctionalType= EqFTypeRadarDisplay
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= NULL
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 15000
DamageDescription2= NULL, 0.2, 0.4, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 30
DamageDescription3= NULL, 0.4, 0.6, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.6, 60000
DamageDescription4= NULL, 0.6, 0.8, 0, 1, 1, Broken Axle, 0, 0, NULL, 1, 0.6, 120
DamageDescription5= NULL, 0.8, 1, 0, 1, 1, Broken Axle, 0, 0, NULL, 1, 0.6, 240
[Equipment 37]
ID=EqpFuMO29
NameDisplayable= FuMO-29 "GEMA"
FunctionalType= EqFTypeRadarAntennaSJEarly
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= FuMO29GEMA_type7,data\Objects\Sensors\UBoot_Sensor s
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 15000
DamageDescription2= NULL, 0.2, 0.4, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 30
DamageDescription3= NULL, 0.4, 0.6, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.6, 60000
DamageDescription4= NULL, 0.6, 0.8, 0, 1, 1, Broken Axle, 0, 0, NULL, 1, 0.6, 120
DamageDescription5= NULL, 0.8, 1, 0, 1, 1, Broken Axle, 0, 0, NULL, 1, 0.6, 240
[Equipment 38]
ID=EqpFuMOEagle29
NameDisplayable= Typ-VIIC Eagle FuMO-29 "GEMA"
FunctionalType= EqFTypeRadarAntennaSJEarly
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= Turmeagle_dummy,data\Objects\Sensors\Uboot_Sensor_ parts
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 15000
DamageDescription2= NULL, 0.2, 0.4, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 30
DamageDescription3= NULL, 0.4, 0.6, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.6, 60000
DamageDescription4= NULL, 0.6, 0.8, 0, 1, 1, Broken Axle, 0, 0, NULL, 1, 0.6, 120
DamageDescription5= NULL, 0.8, 1, 0, 1, 1, Broken Axle, 0, 0, NULL, 1, 0.6, 240
[Equipment 39]
ID=EqpFuMO30
NameDisplayable= FuMO-30
FunctionalType= EqFTypeRadarAntennaSJEarly
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= FUMO_30_base_dummy,data\Objects\Sensors\UBoot_Sens ors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 15000
DamageDescription2= NULL, 0.2, 0.4, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 30
DamageDescription3= NULL, 0.4, 0.6, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.6, 60000
DamageDescription4= NULL, 0.6, 0.8, 0, 1, 1, Broken Axle, 0, 0, NULL, 1, 0.6, 120
DamageDescription5= NULL, 0.8, 1, 0, 1, 1, Broken Axle, 0, 0, NULL, 1, 0.6, 240
[Equipment 40]
ID=EqpFuMO61
NameDisplayable= FuMO-61 ‘Hohentwiel-U’
FunctionalType= EqFTypeRadarAntennaSJEarly
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= FUMO_61_base_dummy,data\Objects\Sensors\UBoot_Sens ors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 15000
DamageDescription2= NULL, 0.2, 0.4, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 30
DamageDescription3= NULL, 0.4, 0.6, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.6, 60000
DamageDescription4= NULL, 0.6, 0.8, 0, 1, 1, Broken Axle, 0, 0, NULL, 1, 0.6, 120
DamageDescription5= NULL, 0.8, 1, 0, 1, 1, Broken Axle, 0, 0, NULL, 1, 0.6, 240
[Equipment 41]
ID=EqpFuMO65
NameDisplayable= FuMO-65 ‘Hohentwiel-U1’
FunctionalType= EqFTypeRadarAntennaSJLate
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= FUMO_65_base_dummy,data\Objects\Sensors\UBoot_Sens ors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 15000
DamageDescription2= NULL, 0.2, 0.4, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 30
DamageDescription3= NULL, 0.4, 0.6, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.6, 60000
DamageDescription4= NULL, 0.6, 0.8, 0, 1, 1, Broken Axle, 0, 0, NULL, 1, 0.6, 120
DamageDescription5= NULL, 0.8, 1, 0, 1, 1, Broken Axle, 0, 0, NULL, 1, 0.6, 240
One last note on radars: according to what you have discovered about sensor's station damage, station slots must be linked to an object with a damage box (I would say the Radar bone in Room_QR1.GR2 in this case) for their damage to be handled correctly in game. Well, look into NSS_Uboat7c41.upcge: :hmmm:
[UserPlayerUnit 1.Compartment 5.EquipmentSlot 4]
ID= EqSlot43
NameDisplayable= Radar-EquipmentSlot-Name
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, NULL
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= -1
GUIPlaceHolderIndex= 9
GeneralDescription= Radar-EquipmentSlot-General-Description
TechnicalDescription= Radar-EquipmentSlot-Tehnical-Description
Let's see Radar Warning Receivers now. Unlike radars, they are composed by just one part:
[UpgradePack 10]
ID= UpackUb7FuMB1
NameDisplayable=UpackIXFuMB1-Name
Info=UpackIXFuMB1-Info
Notes=UpackIXFuMB1-Notes
FunctionalType= UpFTypeSensorRadarWarningReceiver
UpgradePackSlotType= UboatType7RadarWarningReceiver
ImageIndex=16
Type=NULL
;UpgradePackInterval=1941-12-01, 1942-08-01
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
;UnitUpgradePackIntervalOptions1=1942-04-01, 1942-07-31, 1500
UnitUpgradePackIntervalOptions1=NULL, 1942-07-31, 1500
UnitUpgradePackIntervalOptions2=1942-08-01, 1943-01-01, 800
UnitUpgradePackIntervalOptions3=1943-01-01, 1943-03-01, 600
UnitUpgradePackIntervalOptions4=1943-03-01, 1943-05-01, 300
UnitUpgradePackIntervalOptions5=1943-05-01, 1943-08-01, 250
UnitUpgradePackIntervalOptions6=1943-08-01, NULL, 1000 ; Since it was banned in Kriegsmarine inventory, it costs a lot to get this outdated item. Collectors item, Herr Kaleun!
IDLinkUpgradePackElements= EqpFuMB1, NULL
TrackingID=701
[UpgradePack 11]
ID= UpackUb7FuG350
NameDisplayable=UpackUb7FuG350-Name
Info=UpackUb7FuG350-Info
Notes=UpackUb7FuG350-Notes
FunctionalType= UpFTypeSensorRadarWarningReceiver
UpgradePackSlotType=UboatType7AdvancedRadarWarning Receiver
ImageIndex=17
Type=NULL
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
;UnitUpgradePackIntervalOptions1=1942-12-24, 1943-11-01, 3000
UnitUpgradePackIntervalOptions1=NULL, 1943-11-01, 3000
UnitUpgradePackIntervalOptions2=1943-11-01, 1944-04-01, 1000
UnitUpgradePackIntervalOptions3=1944-04-01, 1944-07-01, 800
UnitUpgradePackIntervalOptions4=1944-07-01, 1944-10-01, 550
UnitUpgradePackIntervalOptions5=1944-10-01, NULL, 0
IDLinkUpgradePackElements= NULL, EqpFuG350
TrackingID=702
[UpgradePack 12]
ID=UpackUb7SCHNORCHELRWR
NameDisplayable=UpackUb7SCHNORCHELRWR-Name
Info=UpackUb7SCHNORCHELRWR-Info
Notes=UpackUb7SCHNORCHELRWR-Notes
FunctionalType=UpFTypeSensorRadarWarningReceiver
UpgradePackSlotType=UboatType7AdvancedRadarWarning Receiver
Type=NULL
ImageIndex=17
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
;UnitUpgradePackIntervalOptions1=1943-08-01, NULL, 300
UnitUpgradePackIntervalOptions1=NULL, NULL, 300
IDLinkUpgradePackElements=NULL,EqpSCHNORCHELRWR
TrackingID=703
[UpgradePack 13]
ID=UpackUb7FuMB10
NameDisplayable=UpackIXFuMB10-Name
Info=UpackIXFuMB10-Info
Notes=UpackIXFuMB10-Notes
FunctionalType=UpFTypeSensorRadarWarningReceiver
UpgradePackSlotType=UboatType7AdvancedRadarWarning Receiver
Type=NULL
ImageIndex=17
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
;UnitUpgradePackIntervalOptions1=1943-04-01, NULL, 300
UnitUpgradePackIntervalOptions1=NULL, NULL, 300
IDLinkUpgradePackElements=NULL,EqpFuMB10
TrackingID=704
[UpgradePack 14]
ID=UpackUb7FuMB26
NameDisplayable=UpackIXFuMB26-Name
Info=UpackIXFuMB26-Info
Notes=UpackIXFuMB26-Notes
FunctionalType=UpFTypeSensorRadarWarningReceiver
UpgradePackSlotType=UboatType7AdvancedRadarWarning Receiver
Type=NULL
ImageIndex=17
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
;UnitUpgradePackIntervalOptions1=1944-05-01, NULL, 300
UnitUpgradePackIntervalOptions1=NULL, NULL, 300
IDLinkUpgradePackElements=NULL,EqpFuMB26
TrackingID=705
Each element is linked to an individual antenna model in UBoot_Sensors.GR2 through its respective ExternalLinkName3D setting in Equipment.upc:
[Equipment 42]
ID=EqpFuMB1
NameDisplayable= FuMB-1 ‘Metox’
FunctionalType= EqFTypeRadarAntennaSJEarly
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= FuMB1Metox,data\Objects\Sensors\UBoot_Sensors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 15000
DamageDescription2= NULL, 0.2, 0.4, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 30
DamageDescription3= NULL, 0.4, 0.6, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.6, 60000
DamageDescription4= NULL, 0.6, 0.8, 0, 1, 1, Broken Axle, 0, 0, NULL, 1, 0.6, 120
DamageDescription5= NULL, 0.8, 1, 0, 1, 1, Broken Axle, 0, 0, NULL, 1, 0.6, 240
[Equipment 43]
ID=EqpFuG350
NameDisplayable= FuG 350 Naxos I
FunctionalType= EqFTypeRadarAntennaSJEarly
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= FuMB7Naxos,data\Objects\Sensors\UBoot_Sensors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 15000
DamageDescription2= NULL, 0.2, 0.4, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 30
DamageDescription3= NULL, 0.4, 1.6, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.6, 60000
DamageDescription4= NULL, 0.6, 0.8, 0, 1, 1, Broken Axle, 0, 0, NULL, 1, 0.6, 120
DamageDescription5= NULL, 0.8, 1, 0, 1, 1, Broken Axle, 0, 0, NULL, 1, 0.6, 240
[Equipment 44]
ID=EqpSCHNORCHELRWR
NameDisplayable= Snorkel FuMB 37 'Leros' + FuMB Antenne 3 - Bali 'Hächhen'
FunctionalType= EqFTypeRadarAntennaSJLate
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= SCHNORCHEL_RWR,data\Objects\Sensors\UBoot_Sensors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 15000
DamageDescription2= NULL, 0.2, 0.4, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 30
DamageDescription3= NULL, 0.4, 0.6, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.6, 60000
DamageDescription4= NULL, 0.6, 0.8, 0, 1, 1, Broken Axle, 0, 0, NULL, 1, 0.6, 120
DamageDescription5= NULL, 0.8, 1, 0, 1, 1, Broken Axle, 0, 0, NULL, 1, 0.6, 240
[Equipment 45]
ID=EqpFuMB10
NameDisplayable= FuMB-10 'Borkum'
FunctionalType= EqFTypeRadarAntennaSJEarly
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= FuMB10Borkum,data\Objects\Sensors\UBoot_Sensors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 15000
DamageDescription2= NULL, 0.2, 0.4, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 30
DamageDescription3= NULL, 0.4, 0.6, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.6, 60000
DamageDescription4= NULL, 0.6, 0.8, 0, 1, 1, Broken Axle, 0, 0, NULL, 1, 0.6, 120
DamageDescription5= NULL, 0.8, 1, 0, 1, 1, Broken Axle, 0, 0, NULL, 1, 0.6, 240
[Equipment 46]
ID=EqpFuMB26
NameDisplayable= FuMB-26 ‘Tunis’
FunctionalType= EqFTypeRadarAntennaSJEarly
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= FuMB26Tunis,data\Objects\Sensors\UBoot_Sensors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 15000
DamageDescription2= NULL, 0.2, 0.4, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 30
DamageDescription3= NULL, 0.4, 0.6, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.6, 60000
DamageDescription4= NULL, 0.6, 0.8, 0, 1, 1, Broken Axle, 0, 0, NULL, 1, 0.6, 120
DamageDescription5= NULL, 0.8, 1, 0, 1, 1, Broken Axle, 0, 0, NULL, 1, 0.6, 240
Yet, no slot link in u-boats' upgcge file: :hmmm:
[UserPlayerUnit 1.Compartment 5.EquipmentSlot 5]
ID= EqSlot44
NameDisplayable= Radar Warning Receiver
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, NULL
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= -1
An idea how to overcame "save" bug for certain equipment...By deafult , damage levels for radar, hydrophone, radio aparatus ect are savable but this means nothing because all the controlers are located in diferent location (uboat sensors.sim- or something like that :D). Now, if i index damage box of sensor object (hydrophone sensor, radar antenna) as a child zone of internal equipment zones, effects of previously received damage will be still visible even after game reload.
Example: You receive some damage and end up with 50% damaged radar apparatus and 80% damaged radar antenna. With this concept, after save-load you'll have 100%HP of radar antenna but still 50%HP of radar apparatus, so when you next time receive some fire and radar apparatus reach 0%HP, even if antenna don't receive direct hit, it will be removed and you'll finally have unusable equipment...:cool:
Sensors' stations do own controllers which wil stop working when their owner object is damaged or destroyed. But being mostly human interaction controllers, they would probably affect only the human player.
Talking about your idea, yes, it could work, but how are you going to link the two boxes? Through the LinkedBoxes or the Link To fields of SH3ZoneCtrl maybe? :hmm2:
P.S: can you clarify your question about NULL entries? I wish to hep, if I can, but I dind't understand what did you want to know exactly. :salute:
vdr1981
09-28-13, 12:25 PM
Is this happening only with Flak and deck guns? Have you made similar save/reload tests with other equipments?
Yes and yes i have... Other equipment is fine
Talking about your idea, yes, it could work, but how are you going to link the two boxes? Through the LinkedBoxes or the Link To fields of SH3ZoneCtrl maybe? :hmm2:
No,it's simple... There is father=(zone index number) options in zones definitions from zone.cfg
P.S: can you clarify your question about NULL entries? I wish to hep, if I can, but I dind't understand what did you want to know exactly. :salute:
Well, in general...what's it's meaning, like "nothing",or "search here" or
what...:06: Is it same like empty space?
P.S.
I'll post again , but i need to study your previous post a bit more...
SnipersHunter
09-28-13, 12:28 PM
Herr SniperHunter!
When You have time, you can write down correct German names for equipment from those screenshots... :up:
Yes i see what i can do for you :D. Please write me next time a PN that i really see that you want something from me. I dont look always in this thread :)
I write you a PM with the german words
vdr1981
09-28-13, 12:35 PM
Yes i see what i can do for you :D. Please write me next time a PN that i really see that you want something from me. I dont look always in this thread :)
I write you a PM with the german words
:yeah:
SnipersHunter
09-28-13, 12:36 PM
You got a Message :up:
I will send you more later this day :)
vdr1981
09-28-13, 12:40 PM
Hey here are the first Translations for the first pic you send me.
Torpedo Tube 1=Torpedorohr 1
Torpedo Tube 2=Torpedorohr 2
Torpedo Tube 3=Torpedorohr 3
Torpedo Tube 4=Torpedorohr 4
For.Torp.Room Preassure Hull=Bugtorpedoraum Druckhülle
Fore Diveplanes=Vordere Tiefenruder
Hydrophone Receivers= Hydrophon Empfänger
Oh Oh, this will be so cool, i think i'll ban English version completely..:D
Just kidding, i'll put englist translation in the equipment description area...:03:
SnipersHunter
09-28-13, 12:41 PM
Or you can do 2 versions one in german and one i english so can everybody use the version he want :)
Mikemike47
09-28-13, 01:08 PM
possible bug, need to be verified...
if activating R.S.D. and starting a new campaign using "silentotto", selecting campaign Mare Nostrum, i got a CTD while loading the campaign (at the end, after the loading screen disapear).
if starting a new campaign without "silentotto" al went ok.
Something similar but not exactly the same. I changed the mod version from 3 to 4 after I returned to the bunker? I just finished happy times then tried Mare Nostrum in the campaign. Restarted game and CTD. Most documenation says to start a new campaign when changing mods. But I usually try a mod change to see if I can get away with it after returning to bunker. Other than this mod version change, all mods are the same as listed below in the code section.
[QUOTE=vdr1981;2120432]Hm, just started ""Mare nostrum" with silenotto without any problems...:hmmm:, althouh, with files from unreleased v5.
Someone else maybe?
Changed to version 4. Started new campaign at Mare Nostrum and no CTD.
Accurate German Flags
RemoveLogoIntroTheDarkWraith
sobers game loading tips V8 SH5
DBM Background Video
sobers green spinning thing SH5
SMission - D-Day Landings
Grossdeutscher Rundfunk
U-Boat Watch Crew Routine SFX
WolfPack Wotan
Messervy_s_gramophone_pack1
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
Fuel Gauge WoGaDi_SteelViking's Interior
Fix clock rear torpedo room VIIA
Depth Charge Range Fix
Capthelms Audio+SV Touch Ups
sobers multi color mod V5
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - No Underwater Impurity Patch
DynEnv v2.9 - 5.e Ambient Settings - Brighter Nights-No Murky Waters
DynEnv v2.9 - 9. Sobers Best Ever Tweaks
DynEnv v2.9 - 12. Sounds
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers best ever fog V22 SH5
sobers waves mod V12 27032013
Window_Lights_Redone_V1
Torpedo_Door_Sound_Mix
Pascal-sh5-Crew-Uniforms
SH5_7A_Conning_Fix
SteelViking's Bunker Fixes V1.0
German U-Boat Hydrophone SFX
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1 & hotfix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_3_ byTheBeast
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
FX_Update_0_0_22_Torpedoes - MagDet range 3m (modified for torpedoes failure patches)
AI_sub_crew_1_0_2_TheDarkWraith
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_5_0_jimimadrids_map_tools
NewUIs_TDC_7_5_0_TDW_MessBoxMinWidth
Manos Scopes-patch for 5x4
Sjizzle's - Charts for NewUIs part 1_07.06.2013
Sjizzle's - Charts for NewUIs part 2_07.06.2013
Sjizzle's - Charts for NewUIs part 3_24.06.2013
Submarine's .sim&cfg (mod engine ratio + ind cont patches)
gap - armaments & equipments patch v 0.2
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
silentmichal's interior mod 1.2.3
Cerberus62 Corrected Depth Charge Projector 1.0
Flower_Class_Corvette_Pack
NDD_Soldati Fix
NOZAURIO'S SKIN (Standar No Emblem) v-1.1.0
Expanded Navies by Cybermat47 v.1.0.01
OPEN HORIZONS II_full v2.2
OPEN HORIZONS II v2.2 - ORP Gryf and HMS Rocket no reflection patch
OHII v2.2 Sobers Terrain fix
Open Horizons II - Hospital Ship Texture Fix v1
OH II Minefield map for TDWs Ui
Reworked Submarine Damage v4
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
SH5Lifeboat_Wooden ver. 0.2
SkyBaron's Bold SFX for SH5 1.0
SkyBaron's Leigh Light for SH5 1.0
Reworked Morale and Abilities v.1.1
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
Crew scripting by TheDarkWraith
sobers green crew training V4 SH5
TDW FX Fix for Sobers chimney smoke
sobers Lights Cfg V5 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Krauters Automated Scripts (v5_0_0 compatible)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally TDC Help v2
MadMaxs_SH5_Subdiesel (mono) v2
Sonar Sound Collection v 1.0 for SH5 - Distorted
sobers hud sounds V1 SH5
sobers bad weather deck gun V5 SH5
Reworked U-boat Guns (incomplete version)
sobers Depth of Field V6 SH5
sobers map colors SH5 V1
Shadow Improvement Mod
Nauticalwolf's_Damage_and_Torpedo_UI(b)_Mod_v1.1
TDW_GenericPatcher_v_1_0_149_0
Voice, Sounds & Help -
Dialogs(xx) and sound cfg - [wip] voices reloaded testing
vdr1981
09-28-13, 01:18 PM
Changed to version 4. Started new campaign at Mare Nostrum and no CTD.
RSD update + continued campaign=CTD
RSD update + new campaign= No CTD
Correct?
I see, this means that we need to start new campaign even if i do not update any of the upc files?... My mistake then, i'll update first post then...
Yes and yes i have... Other equipment is fine
A this point we should ask ourselves what deck gun and flaks have in common (in therms of their settings, indeed) which makes them different from other equipments :hmm2:
No,it's simple... There is father=(zone index number) options in zones definitions from zone.cfg
Ah okay, have you tested it yet? Does it work?
While your workaround is not free from flaws (basically external sensors would inherit damage from their stations, whereas they obviously shouldn't), it could be the only way to avoid the save/reload cheat.
I am thinking out loud now. So far we have assumed that the culprit for damages not getting recorded into save files, is a code bug and that only TDW can fix it. Nonetheless, the damage of some equipments is updated correctly after reloading a saved game. In conideration of that, could the problem be related to some bad/missing settings in one of the upc/upcge files? Maybe we should compare the settings of a "cheaty" equipment with the ones of an equipment whose damage is saved regularly. Moreover, have you ever thought that EUF might have messed unadvertently some equipments, making their damage not to be saved? :hmmm:
Well, in general...what's it's meaning, like "nothing",or "search here" or
what...:06: Is it same like empty space?
NULL is the same as "none":
if referred to an external 3d link, it means "no external 3d object linked" to the given equipment;
if referred to one of the positions of an upgrade pack element, means "no equipment loaded" in the given position;
if referred to an equipment/upgrade pack interval, it means "no start/end date limit" for the given equipment/upgrade, and so on...
Mikemike47
09-28-13, 01:48 PM
RSD update + continued campaign=CTD
RSD update + new campaign= No CTD
Correct?
I see, this means that we need to start new campaign even if i do not update any of the upc files?... My mistake then, i'll update first post then...
Yes. Can not wait for the new changes to v5. Sweet work!
vdr1981
09-28-13, 02:03 PM
Ah okay, have you tested it yet? Does it work?
Yes, it works...
While your workaround is not free from flaws (basically external sensors would inherit damage from their stations, whereas they obviously shouldn't), it could be the only way to avoid the save/reload cheat.
Well, they wont inherit damage from their stations, only when station's HP reach 0, controlers will be deactivated, in other words, you dont need antena when station is compleatly broken.... So far this is the only way... Now it would be really cool if we can introduce some periods of "unusability" for station equipment when it take some damage, but i don't think that's possible. That EfficiencyReduction entry from damage description works only for some equipment, like engines ect...
I am thinking out loud now. So far we have assumed that the culprit for damages not getting recorded into save files, is a code bug and that only TDW can fix it. Nonetheless, the damage of some equipments is updated correctly after reloading a saved game. In conideration of that, could the problem be related to some bad/missing settings in one of the upc/upcge files? Maybe we should compare the settings of a "cheaty" equipment with the ones of an equipment whose damage is saved regularly. Moreover, have you ever thought that EUF might have messed unadvertently some equipments, making their damage not to be saved?
The problem is this...By default, NSS_Uboat7*.zon had only two conntrolers,
SH3ZonesCtr@NSS_Uboat7* and CollisionableObject@NSS_Uboat7* and only damage which is registered in those two will be savable...I've add numerous new controllers in this .zon file together with new .zon files with new controllers for guns... Game save wont see those new zone files and controllers...
NULL is the same as "none":
if referred to an external 3d link, it means "no external 3d object linked" to the given equipment;
if referred to one of the positions of an upgrade pack element, means "no equipment loaded" in the given position;
if referred to an equipment/upgrade pack interval, it means "no start/end date limit" for the given equipment/upgrade, and so on...
:up:
SnipersHunter
09-28-13, 02:36 PM
I sendet you tranlations for all pics vdr and one correction:arrgh!:
And sorry for those many pm's next time i do all in one sir
vdr1981
09-28-13, 02:49 PM
I sendet you tranlations for all pics vdr and one correction:arrgh!:
And sorry for those many pm's next time i do all in one sir
Well done Herr Snipershunter! :up:
I like it...
http://img41.imageshack.us/img41/4091/b5cr.jpg
Well, they wont inherit damage from their stations, only when station's HP reach 0, controlers will be deactivated, in other words, you dont need antena when station is compleatly broken....
So, unless a station is destroyed (in which case both parts are destroyed), damage levels of the station and of its sesor remain separate, right?
Now it would be really cool if we can introduce some periods of "unusability" for station equipment when it take some damage, but i don't think that's possible. That EfficiencyReduction entry from damage description works only for some equipment, like engines ect...
You could set EfficiencyReduction of all the DamageDescriptions relative to equipments not supporting a gradual decline of functionality, to 1 (i.e. maximum efficency reduction). Theoretically, with this setting even minor damages should prevent equipments for working until they are fixed. If the equipment is set to destructible, and its HPs reach 0, damage would not be reparable of course.
The problem is this...By default, NSS_Uboat7*.zon had only two conntrolers,
SH3ZonesCtr@NSS_Uboat7* and CollisionableObject@NSS_Uboat7* and only damage which is registered in those two will be savable...I've add numerous new controllers in this .zon file together with new .zon files with new controllers for guns... Game save wont see those new zone files and controllers...
I see. Have you tried adding new boxes directly to SH3ZonesCtr@NSS_Uboat7*, moving/resizing them so that they envelop the desired stations, and liking the boxes to those stations through the object linked to property?
vdr1981
09-28-13, 05:46 PM
So, unless a station is destroyed (in which case both parts are destroyed), damage levels of the station and of its sesor remain separate, right?
Correct!
I see. Have you tried adding new boxes directly to SH3ZonesCtr@NSS_Uboat7*, moving/resizing them so that they envelop the desired stations, and liking the boxes to those stations through the object linked to property?
I tried something like that before with torpedo tubes, i got CTD...That' why i created new .sim file for torpedo doors animation and copy wpnsubtorpedo (you know what i mean:D) controller into newly created file. Result was, all the tubes was present and you could fire torpedo but without aiming capabilities . This actually gave me an idea to somehow use this feature an make something from that. If i could not destroy torp tubes, maybe i could destroy TDC...Will see..
I tried something like that before with torpedo tubes, i got CTD...That' why i created new .sim file for torpedo doors animation and copy wpnsubtorpedo (you know what i mean:D) controller into newly created file. Result was, all the tubes was present and you could fire torpedo but without aiming capabilities . This actually gave me an idea to somehow use this feature an make something from that. If i could not destroy torp tubes, maybe i could destroy TDC...Will see..
The wpnsubtorpedo controller is actually more complicated than other controllers: it controls many torpedo-related features, and applying to all the torpedo tubes in a submarine, it must be placed on the main unit. By assigning it to a single torpedo tube model, you would end having multiple iterations of the same controller working at the same time, one for each tube, which is meaningless :yep:
vdr1981
09-29-13, 07:13 AM
Gap, should i upload sensors.gr2 so you can add that transparent mesh to GHG hidrophon? Is that big work or you can do it quick?
SnipersHunter
09-29-13, 09:03 AM
Hey my sub is sinking down automatical but i dont have floodings and my dive plane transmission is 97%
Mikemike47
09-29-13, 09:19 AM
Hey my sub is sinking down automatical but i dont have floodings and my dive plane transmission is 97%
I've had the same situation. Planes could be at 97% in the down position, not level. I blowed the ballast and/or (full) reverse engines depending how deep you are.
Gap, should i upload sensors.gr2 so you can add that transparent mesh to GHG hidrophon? Is that big work or you can do it quick?
We can't add new meshes to a GR2 model, if it didn't get them at all. We can only replace existing meshes. This is one of the current limitations of GR2 Editor.
What we can do, is creating a separate GHG model in a cloned GR2 file (or in a new dat file), give it the appropriate controllers, and make upc/eqp files to point to the new model instead of the old one. It shouldn't take too long. While I am preparing the new files, you could look into "settings files" for any reference to the stock GHG model, and bookmark them for future modification :up:
SnipersHunter
09-29-13, 10:36 AM
I've had the same situation. Planes could be at 97% in the down position, not level. I blowed the ballast and/or (full) reverse engines depending how deep you are.
If i surface completly iam 2-5 minutes later 10 meters depth . For example now i was 120 meter depth and after 3 minutes on 135-140m
I think that the Planes stocking at down position with 97% is very extrem at 80 or 70 % but at 97%, really??
vdr1981
09-29-13, 01:51 PM
If i surface completly iam 2-5 minutes later 10 meters depth . For example now i was 120 meter depth and after 3 minutes on 135-140m
I think that the Planes stocking at down position with 97% is very extrem at 80 or 70 % but at 97%, really??
I don't understand what are you exactly trying to say but you maybe had damaged compartments with significant flooding , but this is not shown in damage menu.
Aft.Quarters and conning tower aren't present in damage menu but their damage will effect flotability significantly, For example, Aft quarters have flotability same as the command room while connig tower has flotability something like 1/4 of comm.romm.
I've added (for v5) two new damage slots which will show current damage state for those compartmens... See picture...
http://img708.imageshack.us/img708/719/p3eq.jpg
Edit:
I experienced something similar while i was testing sinking mechanic but only until i spend all the commpresed air...After that, sub went strait down...:lost:
SnipersHunter
09-29-13, 02:06 PM
Kommandotürme is the Plural of Conning Tower. Kommandoturm is correct
vdr1981
09-29-13, 02:16 PM
Kommandotürme is the Plural of Conning Tower. Kommandoturm is correct
Fixed!:03:
SnipersHunter
09-30-13, 12:28 AM
Allright :up:
I got another problem sometimes i get randomly damage without being hit what is that?
RSD update + continued campaign=CTD
RSD update + new campaign= No CTD
Correct?
I see, this means that we need to start new campaign even if i do not update any of the upc files?... My mistake then, i'll update first post then...
So I did a complete uninstall yesterday .. deleted left overs, reinstalled, patched to 1.2, copied JSGME to my install dir, ran it, closed it, copied mods into MOD dir, loaded .mep file, added patcher, new campaign, silentotto, mare nostrum, CTD while loading dock graphics, right after sounds started playing for the dock..
Remove R.S.D. from modlist, restart sh5, continue game: loads ok.
It's unclear to me from this topic if tis issue is resolved in the next version, or should not be here at this moment either with a new campaign, but in case it's the 2nd option: no luck for me
Modlist:
Accurate German Flags
sobers game loading tips V8 SH5
DBM Background Video
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
sobers multi color mod V5
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
DynEnv v2.9 - 12. Sounds
Small_trees_SH5_V1
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers water splash anim SH5
sobers best ever fog V22 SH5
sobers base sky mechanics V1
sobers better terrain v3 SH5
sobers waves mod V12 27032013
sobers more trees SH5
SH5_7A_Conning_Fix
Fuel Gauge WoGaDi_SteelViking's Interior
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_3_ byTheBeast
SH5 Longer Repairs v.1
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
AI_sub_crew_1_0_2_TheDarkWraith
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_5_0_Real_Navigation
NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha
Submarine's .sim&cfg (modified for engine ratio + independent control patches)
Sjizzles - Charts for NewUIs part1_07.06.2013
Sjizzles - Charts for NewUIs part 2_07.06.2013
Sjizzles - Charts for NewUIs part 3_24.06.2013
Sjizzles - Charts for NewUIs part 4_20.07.2013
Manos Scopes-patch for 16x9
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
Depth Charge Fix Reduced Explosion Range
Cerberus62 Corrected Depth Charge Projector 1.0
Reworked Morale and Abilities v.1.1
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
Speech fixes and additions (english version)
sobers green crew training V4 SH5
TDW FX Fix for Sobers chimney smoke
silentmichal's interior mod 1.2.3
Church's Compass Dials Mod v2.2 - Option One
OPEN HORIZONS II_full v2.2
R.S.D. - Reworked Submarine Damage v4 by vdr1981
SkyBaron's Leigh Light for SH5 1.1
Sobers Terrain fix for OH2 V2.2
RPM Hydrophone v2.2.1
Expanded Navies by Cybermat47 v.1.0.01
smaller flags for Warships 1_0b
sobers Lights Cfg V5 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally TDC Help v2
MadMaxs_SH5_Subdiesel (mono) v2
sobers hud sounds V1 SH5
sobers no footstep sound mod
sobers Realistic contrast V6 SH5
EQuaTool 01.01 by AvM - Large Style
AOB slide ruller for TDW UIs and MO by stoianm
sobers deck crew always whispering v2 SH5
gap - HD 1 deg Scope Bearing v 1.0
Shadow Improvement ModLR
sobers bad weather deck gun V5 SH5
sobers map colors SH5 V1
Im not sure what I'm doing wrong this time ... ?
So, thinking it was probably my mod order, I adapted from mikemike47's list in one of the other topics ... I no longer have a CTD on mare nostrum.
Will open another topic for my new issue :p
vdr1981
09-30-13, 07:17 AM
Hm Plj, you don't use FX update 0.0.22 ?:hmmm:
Edit: newermind , i saw your new thread...
vdr1981
09-30-13, 08:02 AM
DamageDescription1= NULL,0,0.1,0,1,1,small malfunction,0,0,NULL,0.1,0.2, 30
DamageDescription2= NULL,0.1,0.2,0,1,1,small malfunction,0,0,NULL,0.2,0.2, 30
DamageDescription3= NULL,0.2,0.3,0,1,1,Misaligned Axis,0,0,NULL,0.3,0.2, 60
DamageDescription4= NULL,0.3,0.4,0,1,1,Misaligned Axis,0,0,NULL,0.4,2, 60
DamageDescription5= NULL,0.4,0.5,0,1,1,Misaligned Axis,0,0,NULL,0.5,0.5, 120
DamageDescription6= NULL,0.5,0.6,0,1,1,fuse blown,0,0,NULL,0.6,0.5, 120
DamageDescription7= NULL,0.6,0.7,0,1,1,fuse blown,0,0,NULL,0.7,2, 240
DamageDescription8= NULL,0.7,0.8,0,1,1,Broken Axle,0,0,NULL,0.8,0.6, 240
DamageDescription9= NULL,0.8,0.9,0,1,1,Broken Axle,0,0,NULL,0.9,0.7, 480
DamageDescription10= NULL,0.9,1,0,1,1,Broken Axle,0,0,NULL,1,1, 480
Gap what do you think, could sometnig like this work for diesel/electric engines? And what's with red values (MaxMaintenance). I noticed that in SH4/RFB/OM files those values are 0, most of the time ,while in SH5 they are set to 1...What does that mean?
Also, this entry fuse blown, does this define anything or is it just some randome mesage, can i enter anything in this area, like "happy hew year" or something?
Gap what do you think, could sometnig like this work for diesel/electric engines?
Dunno, by personal experience, beyond a certain level of damage an engine would stop working all the way, rather than loosing power gradually. I would therefore set efficency reduction of Damage Descriptions from 6 to 10, to 1 (similar to what Rongel did for his "longer repair times").
I have also noticed that you have set repair skill of some damage descriptions to 2, probably for simulating random unreparable damages. The idea is nice, but it contains a paradox: after getting a percent of damage whose reapair skill is set to 2 (let's say DamageDescription4, from 30 to 40%), engines would become unreparable. Nonetheless, any potential further damage could make them to "jump" to the next damage description and, provided that boat crew got the required skill level (0.5 in our example, according to your settings), it is likely that their reapair would start again. Moreover, I would expect an unreparable damage to be more often a fatal than a minor damage (i.e. higher effecincency reduction) and to be associated with higher percents of HP depletion. For all of the above reasons, I would keep your setting for one of the last damage descriptions.
Last, repair times. Imo, even in a cramped space as the interior of an u-boat, a good mechanician should be able to fix a minor damage in few hours. Moreover, I can't imagine a repair to last for more than 2-3 days of continuous work, at worst. After that time I would assume that either the suffered damage is unreparable, or its fix requires a missing spare. Unfortunately we don't have spare part deliveries in game. At least not yet: you never know what TDW can excogitate when he is inspired :O:
And what's with red values (MaxMaintenance). I noticed that in SH4/RFB/OM files those values are 0, most of the time ,while in SH5 they are set to 1...What does that mean?
Not really sure about it... the quantity of functionality and/or HP's that can be restored after repairs (not used in SH4), maybe? :hmm2:
Also, this entry fuse blown, does this define anything or is it just some randome mesage, can i enter anything in this area, like "happy hew year" or something?
I think so. Devs had to plan a damage description to be displayed in game, but I never saw one. It that was true, that entry would just be the leftover of an SH4 or unfinished feature :hmmm:
P.S: have you read my previous message? Today I am busy with the redaction of a project, but tomorrow I will work on the new GHG hydrophone with 3d meshes. :salute:
vdr1981
09-30-13, 10:09 AM
I see your point Gap...
P.S: have you read my previous message? Today I am busy with the redaction of a project, but tomorrow I will work on the new GHG hydrophone with 3d meshes. :salute:
No need to hurry , take your time...:up:
vdr1981
09-30-13, 11:52 AM
Question Gap...What will happen with diesel engine if receive damage with definition like this?
DamageDescription1= NULL, 0, 0.1, 0, 1, 1, small malfunction, 0, 0, NULL, 1, 2, 30
DamageDescription2= NULL, 0.1, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 1, 2, 45
DamageDescription3= NULL, 0.2, 0.3, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 1, 2, 60
DamageDescription4= NULL, 0.3, 0.4, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 1, 2, 90
DamageDescription5= NULL, 0.4, 0.5, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 1, 2, 120
DamageDescription6= NULL, 0.5, 0.6, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 2, 180
DamageDescription7= NULL, 0.6, 0.7, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 2, 240
DamageDescription8= NULL, 0.7, 0.8, 0, 1, 1, Broken Axle, 0, 0, NULL, 1, 2, 360
DamageDescription9= NULL, 0.8, 0.9, 0, 1, 1, Broken Axle, 0, 0, NULL, 1, 2, 480
DamageDescription10= NULL, 0.9, 1, 0, 1, 1, Broken Axle, 0, 0, NULL, 1, 2, 720
Ok, i will answer then...NOTHING, engine still gets repaired and efficiency drop is the same like without changes?! The only thing it's changed is repair time...This leads to the conclusion that there is (somewhere) some file which is also taken into account...Comment?:06:
vdr1981
09-30-13, 03:52 PM
yes, more or less. But I am also thinking about radar/hydrophone malfunctioning when their stations are damaged rather than their external sensors/antennas
And one more interesting finding... Even small percent of damage at the GHG hydrophone receiver (box connected to the bone, destructible=No) will cause complete lose of sound at the station but, only for player, until receiver is completely repaired! Yet, this wont effect AI ability to give you bearings...
Question Gap...What will happen with diesel engine if receive damage with definition like this?
...
Ok, i will answer then...NOTHING, engine still gets repaired and efficiency drop is the same like without changes?! The only thing it's changed is repair time...This leads to the conclusion that there is (somewhere) some file which is also taken into account...Comment?:06:
Sorry for the late reply. According to your settings, even small damage percents should have caused complete loss of funcionality, and should have been unreparable. My conclusion? Probably the repair_skill and repairtime_in_hours setings are not used in game and, as you are suggesting, peformance drops and repair skills are calculated some other way. :-?
And one more interesting finding... Even small percent of damage at the GHG hydrophone receiver (box connected to the bone, destructible=No) will cause complete lose of sound at the station but, only for player, until receiver is completely repaired! Yet, this wont effect AI ability to give you bearings...
Have you tried testing without New UI's / TDW's hydrophone fix patch? Hydrophone detection routines have been heavily modded by TDW, and it is possible that while fixing the general feature, he somehow bypassed the need for a sensor controller...
Another possible test could be removing manually hydrophone controllers from the sim file, and seeing if Benno is still able to detect anything :hmm2:
vdr1981
10-01-13, 09:21 AM
V5 Modifications:
- Hydrophone will now take damage and this will effect player ability to use it. At this stage, only KDB9 will be completely destructible.
- Reworked damage menu, added new slots for KDB hyd. receivers, rudders, propellers and various antennas.
- Damage levels for most of the equipment will now be property shown and calculated in damage menu, except for some flak guns, depending on which upgrade pack you have on board...Yet, they will still take damage...
- Added slots for every individual compartment which will show current state of the pressure hull (flooding intensity).
- Correct German names for equipment in damage menu! Don't panic, technical description is still in English...:)
- Added textures from awesome Nauticalwolf's_Damage_and_Torpedo_UI(b)_Mod which will much better suit with reworked damage menu.
- Introduced new damage description for engines and batteries, with level of 10%, in the attempt to simulate unrepairable levels of damage .
- Save bug somewhat subdued by linking external equipment with their internal stations (radars,hydrophones)
- Added collision spheres for external equipment(antennas, prop.,rudders, planes), this should contribute better damage calculation...
New campaign is needed.
OK, I've upload version 5... Tested as much as i can, upgrades are shown propertly, no CTD registered.
SnipersHunter
10-01-13, 09:50 AM
Allright trying it out tumorrow if i have enough time to play :up:
OK, I've upload version 5
the B grade your mod has scored in the download section is still too low for such a promising project. We should aim for an A+; et's work on it :up:
For a start, I am going to create the destructible GHG hydrophone righ away. Stay tuned :03:
vdr1981
10-01-13, 11:56 AM
Rgr that Gap!
Just fixing something with type VIIb damage menu...v5.1 very soon...:yep:
I don't care about forum rules ... this is ****ing amazing!
Just rearanged my modlist, plugged this in .. looking good! I have only one very unimportant request, and that would be an english version :oops:
I can learn German if I must, but just changed back to English and this is kinda odd .. tho I could roleplay it in and live with it :)
Thanks!
vdr1981
10-01-13, 12:15 PM
NAaah, not good...I must check all the files again...Don't start new campaign with v5 yet...:dead:
@Plj
No problems with that...
NAaah, not good...I must check all the files again...Don't start new campaign with v5 yet...:dead:
:06:
Could this explain a total computer freeze I experienced ? Just cruising along, no contacts, no damage .. 2 hours out of Memel or so .. ?
volodya61
10-01-13, 02:39 PM
NAaah, not good...I must check all the files again...Don't start new campaign with v5 yet...:dead:
:06:
That's what I was talking about long ago.. more heavy mods and game won't start at all..
I still can't start new career after PC update.. if I remove some heavy mods, no matter which mods exactly, everything starts fine.. if I keep all the mods which were before and add new ones - CTD on campaign start..
Probably game's engine can't work with all the mods, scripts etc..
EDIT: that's the same as some users can't start new campaign using silentotto.. when they removed this mod or other mod everything starts fine..
Mikemike47
10-01-13, 02:59 PM
That's what I was talking about long ago.. more heavy mods and game won't start at all..
I still can't start new career after PC update.. if I remove some heavy mods, no matter which mods exactly, everything starts fine.. if I keep all the mods which were before and add new ones - CTD on campaign start..
Probably game's engine can't work with all the mods, scripts etc..
EDIT: that's the same as some users can't start new campaign using silentotto.. when they removed this mod or other mod everything starts fine..
Using version 4: Entered MARE NOSTRUM silentotto with all the mods listed on next line, includingy OH II V2.2, not OH 2.0.
No CTD when starting a new campaign. Last modlist is stated in this thread (http://www.subsim.com/radioroom/showpost.php?p=2121043&postcount=1) within last few days.
Want to send me a PM with English version 5 or 5.1 please (unless on first post now)? I will run testing later with all mods I use as a new campaign and career and attempt to use the silentotto feature.
Maybe some mod issues. check post #3 in JSGME (http://www.subsim.com/radioroom/showthread.php?t=204593) for help.
Stormfly
10-01-13, 03:03 PM
...still a ctd while entering mare nostrom, i also have a ctd if asking the navigator for dept below kiel, can someone verify ?
volodya61
10-01-13, 03:19 PM
Using version 4: Entered MARE NOSTRUM silentotto with all the mods listed on next line, includingy OH II V2.2, not OH 2.0.
No CTD when starting a new campaign. Last modlist is stated in this thread (http://www.subsim.com/radioroom/showpost.php?p=2121043&postcount=1) within last few days.
I wasn't talking about this mod.. I was talking about this game..
Thank you Mike, but I don't need your mod-list.. I have my own list and almost all mods in my list were edited by me.. and my list worked fine.. just this game doesn't want to work properly with too many heavy mods..
Maybe some mod issues. check post #3 in JSGME (http://www.subsim.com/radioroom/showthread.php?t=204593) for help.
:o What for?
vdr1981
10-01-13, 03:24 PM
In 5 min guys, double tested every file...Somehow i uploaded wrong upc file(if you could see my desktop you would know what i/m talking about). But, now it should be OK!
vdr1981
10-01-13, 03:31 PM
v5.1 is up! Now it should (MUST) be OK... Waiting for comments...
@Volodya,
Hang on there buddy, i know how do you feel...:yep: If someone can find solution for CTD in this game , that should be you! :03:
@allied forces,
English will be added in the next update... ;)
And also, for those who still experiencing CTD at the start of mare nostrum, best i can do is to give you my modlist (or MEP file), so you can try it, what do you say?
Always good to see a new modlist .. do I need to start a new career when I load 5.1 ?
vdr1981
10-01-13, 04:13 PM
Always good to see a new modlist .. do I need to start a new career when I load 5.1 ?
Clean new campaign, yes... Check out that Danzing bay freez again, i'm not sure is it due RSD...It shouldn't be but check again...
Here's mine mep...
Accurate German Flags
DBM Background Video
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 12. Sounds
DynEnv v2.9 - 4.a Camera Filters - Realistic Colors
DynEnv v2.9 - 5.d Ambient Settings - Brighter Nights
DynEnv v2.9 - No U-Mark
SH5_7A_Conning_Fix
Fuel Gauge WoGaDi_SteelViking's Interior
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_3_ byTheBeast
SH5 Longer Repairs v.1
AI_sub_crew_1_0_2_TheDarkWraith
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_ByTheDarkWraith#1
NewUIs_TDC_7_5_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_5_0_Das_Boot_Crew_Mod_by_Illyustrator
NewUIs_TDC_7_5_0_New_radio_messages_German
NewUIs_TDC_7_5_0_No_Snorkel_Exhaust_Smoke
NewUIs_TDC_7_5_0_Real_Navigation
Sjizzle's - Charts for NewUIs part1_07.06.2013
Sjizzle's - Charts for NewUIs part 2_07.06.2013
Nauticalwolf's_Periscope_Mod_v1.0
TDC Graphics by Naights v1.0
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith patch 1
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
Cerberus62 Corrected Depth Charge Projector 1.0
OPEN HORIZONS II_full v2.2
Expanded Navies by Cybermat47 v.1.0.01
Sobers Terrain fix for OH2 V2.2
SkyBaron's Leigh Light for SH5 1.1
Reworked Morale and Abilities v.1.1
MFCMCCDLite
RPM Hydrophone v2.2 -for OHII full v2.2-
sobers green crew training V4 SH5
Church's Compass Dials Mod v2.2 - Option Two
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
EQuaTool 01.01 by AvM - Large Style
Shadow Improvement ModLR
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
Fix clock rear torpedo room VIIA
DBSM_Music_1_0_4
DBSM_Speech_1_0_4
sobers no footstep sound mod
sobers water splash anim SH5
Submarine's .sim&cfg (modified for engine ratio patches)
gap - armaments & equipments patch v 0.2
sobers bad weather deck gun V5 SH5
R.S.D. - Reworked Submarine Damage v5.1 by vdr1981
Anti-Lag
You can remove some graphic mods if you like. Also note this...
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_ByTheDarkWraith#1
First line is main folder (menu file, txt) and 2nd is mod...
vdr1981
10-01-13, 06:29 PM
A bit more testing... So far, occasional SHcollision.act CTD remains together with kernel.dll CTD after heavy fire is taken from fast shooting guns. This could be due to my old PC or SH5 it self..Or probably both. I dont think that RSD is to be blamed and until now this problem was just masked behind submarine's 250HP. I'm looking forward to TDW's return, he will probably know what's going on.
Is it correct that not all damage labels are pointing towards their appropriate location or is this a sign that I have a modconflict ?
R.S.D. v5.1 - destroyable GHG patch:
http://www.mediafire.com/?jxje2vouq6ljox8
It should fix the problem of game crashing to desktop when the GHG hydrophone is destroyed, by replacing te stock dummy sensor with one which got invisible meshes. Based on R.S.D. v5.1 and New UI's 7.4.2. JSGME ready. No other tweak than the ones included in the pack should be needed. Let me know if it works.
NOTE: though being fully compatible with R.E.M, this fix will require a new version of the above mod for it to affect the new hydrophone. I will do the needed changes once we know that the fix itself is working :up:
vdr1981
10-02-13, 07:54 AM
R.S.D. v5.1 - destroyable GHG patch:
http://www.mediafire.com/?jxje2vouq6ljox8
It should fix the problem of game crashing to desktop when the GHG hydrophone is destroyed, by replacing te stock dummy sensor with one which got invisible meshes. Based on R.S.D. v5.1 and New UI's 7.4.2. JSGME ready. No other tweak than the ones included in the pack should be needed. Let me know if it works.
NOTE: though being fully compatible with R.E.M, this fix will require a new version of the above mod for it to affect the new hydrophone. I will do the needed changes once we know that the fix itself is working :up:
Brilliant Gap!:yeah: Now, is this mean that RSD 5.2 is needed where i should remove GHG damage box(uboat sensors.zon) and also set uhydrophonerecivers to destructable=Yes in the zone.cfg?
Dont you think that damage box is to big(in your patch), do you have some reason for that?
Is it correct that not all damage labels are pointing towards their appropriate location or is this a sign that I have a modconflict ?Dont get you there, give me a screenshot...
vdr1981
10-02-13, 08:02 AM
And now i'm 100% sure, that SHcollisin.act CTD is related exclusively to fast shooting guns! I've set their trav. and elev tolerances to 0 (gunsradars.sim) so they can't shoot directly without miss all the time and no more CTD's... I think i'll kill little bastards, en least for my use...:D
Dont get you there, give me a screenshot...
Sorry ..
http://imageshack.us/g/443/ehya.jpg/
vdr1981
10-02-13, 08:36 AM
Sorry ..
http://imageshack.us/g/443/ehya.jpg/
I see, this means that you already use some mod for GUI, Nauticawolf maybe? Try to remove it... You see, i implemented only textures from Nauticawolf's mod, slot's layout is default...Got it?
Although , i think that your layout is much better...:D
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