View Full Version : Starshells still visible, please help!
vdr1981
10-11-13, 10:42 AM
They are present in the game even with IRAI_0_0_39_ByTheDarkWraith patch 1. This makes every attack on convoys very CTD risky ,especially on my PC, game freezes for 2-3 sec. when submarine's detected are common thing for me, in combination with some TC, CTD is imminent...
So please, help me to get rid of those white flares!:wah:
They are present in the game even with IRAI_0_0_39_ByTheDarkWraith patch 1. This makes every attack on convoys very CTD risky ,especially on my PC, game freezes for 2-3 sec. when submarine's detected are common thing for me, in combination with some TC, CTD is imminent...
So please, help me to get rid of those white flares!:wah:
That's weird: Fx Update's white flares are fired by dummy guns, and the IRAI patch should prevent them from being used. Nonetheless, red flares are ship zone effects triggered by damage, and the aforementione patch won't affect them. Are the flares you are seeing white? :hmm2:
vdr1981
10-11-13, 10:57 AM
Very much white, blasting white...CTD white...:D
http://www.subsim.com/radioroom/attachment.php?attachmentid=454&stc=1&d=1381506972
Very much white, blasting white...CTD white...:D
:haha:
...and not red ones? I might have confuse them then :hmmm:
vdr1981
10-11-13, 11:42 AM
:haha:
...and not red ones?
NO!:O::haha:
volodya61
10-11-13, 11:46 AM
All I can say I already said - http://www.subsim.com/radioroom/showpost.php?p=2124473&postcount=1090
Oleander
10-11-13, 11:50 AM
The only time I've seen white flares with that mod was when I surfaced to hit an unarmed convoy one night. All the ships sent one up as they spotted me.
NO!:O::haha:
:doh: :haha:
All I can say I already said - http://www.subsim.com/radioroom/showpost.php?p=2124473&postcount=1090
Yep, try Volodya's suggestion V13
vdr1981
10-11-13, 11:51 AM
All I can say I already said - http://www.subsim.com/radioroom/showpost.php?p=2124473&postcount=1090
OK then... Here's entry from IRAI patch1, can you see something strange then?
# Edited by TheDarkWraith for IRAI_0_0_40
# Edited on 2/11/2013 @ 1700
# Copyright notice:
# The code changes made to this file are the intellectual property of TheDarkWraith and may not be used, modified, or duplicated in whole,
# or in part, without the express written permission of TheDarkWraith. The code changes made to this file may not be used in any commercial
# application of any form without the express written permission of TheDarkWraith.
################################################## #################################################
#
# Ship weapons:
#
strategy ShipFire(Ship)
{
precond
{
Ship:ContactPresenceIs(PRESENCE_SENSORS, 0) or (Ship:ContactPresenceIs(PRESENCE_LOOSING, 0) and Ship:GetContactLostTime() <= 360.0)
}
strategies
{
DC,
Cannons,
CannonsAtSubmerged
#CheckStarshellEnable,
#ShipFireStarShells,
#ShipFireStarShellsDistance
}
}
strategy DC(Ship)
{
precond
{
Ship:ContactIs(SUBMARINE) or (Ship:ContactIs(UNITUNKNOWN) and Ship:GetContactDepth() <= -4.0) #SUBISSUBMERGEDDEPTH
}
strategies
{
DCRacks,
HHogs,
DCThrower
}
}
strategy DCRacks(Ship)
{
precond
{
Ship:CanFireDCRacks() and Ship:GetContactDepth() <= -4.0 and Ship:GetCurrentSpeed() >= 2 #SUBISSUBMERGEDDEPTH
}
action
{
Ship:FireDCRacks();
}
}
strategy HHogs(Ship)
{
precond
{
Ship:CanFireHHogs()
}
action
{
Ship:FireHHogs();
}
}
strategy DCThrower(Ship)
{
precond
{
Ship:CanFireDCThrowers()
}
action
{
Ship:FireDCThrowers();
}
}
strategy Cannons(Ship)
{
precond
{
Ship:CanFireCannons()
}
action
{
Ship:FireCannons();
}
}
strategy CannonsAtSubmerged(Ship)
{
precond
{
(Ship:ContactPresenceIs(PRESENCE_LOOKOUT, 0) or Ship:ContactPresenceIs(PRESENCE_SONAR, 0)) and (Ship:ContactIs(SUBMARINE) or Ship:ContactIs(UNITUNKNOWN)) and Ship:GetContactDepth() <= 0.0 and Ship:GetContactDepth() >= -20.0 and Ship:GetContactRelDist() <= 8000
}
action
{
Ship:FireCannons();
}
}
#strategy CheckStarshellEnable(Ship)
#{
# precond
# {
# (Ship:ContactPresenceIs(PRESENCE_SENSORS, 0) or Ship:ContactPresenceIs(PRESENCE_LOOSING, 0)) and Ship:GetContactRelDist() <= 10000
# }
# action
# {
# Ship:EnableStarshells();
# }
#}
#
#strategy ShipFireStarShells(Ship)
#{
# precond
# {
# Ship:CanFireStarShells() and Ship:GetContactRelDist() <= 10000
# }
# action
# {
# Ship:FireStarShells();
# }
#}
#
#strategy ShipFireStarShellsDistance(Ship)
#{
# precond
# {
# Ship:GetContactRelDist() <= 10000
# }
# action
# {
# Ship:FireStarShells();
# #Ship:ShipWaitAction(10)
# Ship:TimeEventHappen(5);
# }
#}
Maybe i have wrong version or something?:doh:
vdr1981
10-11-13, 11:56 AM
The only time I've seen white flares with that mod was when I surfaced to hit an unarmed convoy one night. All the ships sent one up as they spotted me.
Exactly , that is the problem, although, they are visible during day light also...
volodya61
10-11-13, 11:57 AM
Yep, try Volodya's suggestion V13
:hmmm: :06:
OK then... Here's entry from IRAI patch1, can you see something strange then?
If my IRAI 0.37 (its files) isn't damaged I'll send it to you later..
vdr1981
10-11-13, 12:01 PM
:hmmm: :06:
If my IRAI 0.37 (its files) isn't damaged I'll send it to you later..
Very well, tnx Volodya!:up:
vdr1981
10-11-13, 01:01 PM
Small breakthrough...Unquoting linkname values from ships eqp file will remove starshells effects...
;SH5 FX Update
[Equipment 23]
NodeName=M90
LinkName=NULL;5InchStarShellGun;NULL
StartDate=19380101
EndDate=19451231
;SH5 FX Update
[Equipment 24]
NodeName=M91
LinkName=NULL;scc_9_gun;NULL
StartDate=19380101
EndDate=19451231
volodya61
10-12-13, 03:28 PM
Very well, tnx Volodya!:up:
Hi Vecko, do you still need my files?
vdr1981
10-12-13, 03:31 PM
Sure,why not!
I can remove starshells but i could use more elegant solution...:salute:
volodya61
10-12-13, 03:50 PM
Sure,why not!
I can remove starshells but i could use more elegant solution...:salute:
I don't remember exactly, maybe I've changed something else there - http://rghost.ru/49339218
vdr1981
10-12-13, 03:53 PM
I don't remember exactly, maybe I've changed something else there - http://rghost.ru/49339218
Tnx Mate!
I noticed the same thing, even after installing the IRAI no starshells patch, ships still fire them. At least merchant ships. :hmmm:
Small breakthrough...Unquoting linkname values from ships eqp file will remove starshells effects...
I too hope that there were more easy way to do this, the idea of editing all ship files doesn't feel very nice.
vdr1981
10-18-13, 08:01 AM
I noticed the same thing, even after installing the IRAI no starshells patch, ships still fire them. At least merchant ships. :hmmm:
I too hope that there were more easy way to do this, the idea of editing all ship files doesn't feel very nice.
Actually, there are only few files to be edited in "sea" folder, I was expecting more but that wasn't the case...You can do search with Notepad++
Or You can try Volodya's file...
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.