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-   -   Idea for fixing magnetic detonator (https://www.subsim.com/radioroom/showthread.php?t=193098)

TheDarkWraith 04-26-12 12:28 PM

I have to update my patcher app so that it can patch .act files. Currently I have it hard-coded to sh5.exe. I'll make it so that it reads the file it's supposed to patch from the patch file :yep:

0rpheus 04-26-12 12:57 PM

Quote:

Originally Posted by TheDarkWraith (Post 1875723)
I see some problems with the GR2 units as far as collision spheres go and magnetic detonators. Since almost all the GR2 units have a sphere in the middle of the ship and nowhere else (on the root node) the magnetic detonator will only detonate near the middle of the ship. We'll have to add collision spheres to all the GR2 units (ships) so that the entire unit is covered :shifty:

Just out of interest, is that the same thing that caused the wonky sea floor collisions? Or is it something different? Just made me think of it is all. :O:

Captain Joe 04-26-12 01:15 PM

Im no expert but just an idea, is that not maybe why the subs are not taking DC damage to the hull?

TheDarkWraith 04-26-12 01:16 PM

Quote:

Originally Posted by 0rpheus (Post 1875733)
Just out of interest, is that the same thing that caused the wonky sea floor collisions? Or is it something different? Just made me think of it is all. :O:

Possibly. I've been watching the 'collisions' in the debugger and I can see everytime an object collides with something. I've haven't really dove deep into the sea floor collision yet though (I know when it happens though because it triggers a breakpoint). Right now all I cared about was finding the routines for collisions and I found them.

Patcher app updated and I have patched my shcollisions.act file. Now testing in game

0rpheus 04-26-12 01:20 PM

Quote:

Originally Posted by TheDarkWraith (Post 1875740)
Possibly. I've been watching the 'collisions' in the debugger and I can see everytime an object collides with something. I've haven't really dove deep into the sea floor collision yet though (I know when it happens though because it triggers a breakpoint). Right now all I cared about was finding the routines for collisions and I found them.

Patcher app updated and I have patched my shcollisions.act file. Now testing in game

Quite right too, don't let me distract you :O: It just made me think of the testing I did back then and I've learned (as I'm sure you have too) to trust those little sparks of connection that sometimes fly :|\\

Looking forward to seeing this implemented :up:

TheDarkWraith 04-26-12 01:23 PM

Alright, testing works! I fired torpedo at NLL ship (GR2) with magnetic detonator turned on. As soon as the torpedo was under the keel kaboom! Now I wanted to see if I switched off the magnetic detonator what would happen. So with magnetic detonator turned off I fired another torpedo at NLL. Torpedo passed under keel without exploding :rock: I fired another torpedo at NLL this time with depth set to 1m (surface). Torpedo exploded on impact with ship.

Did all the same tests with dat style units and they passed also. Look for release here very soon! :|\\

Hinrich Schwab 04-26-12 01:27 PM

It's great to hear that the magnetic torpedo issue is almost fixed. :) Not trying to complicate things, but how has the realistic magnetic pistol dud rate been factored in or is that a challenge for later?

TheDarkWraith 04-26-12 01:31 PM

Quote:

Originally Posted by Hinrich Schwab (Post 1875748)
It's great to hear that the magnetic torpedo issue is almost fixed. :) Not trying to complicate things, but how has the realistic magnetic pistol dud rate been factored in or is that a challenge for later?

I see where it checks for duds in the code but that'll be for later :yep:

Now there is one anomoly with GR2 units and magnetic detonators - when the torpedo explodes from magnetic detonation the unit will incur damage BUT there will be NO visible signs of damage to the hull WHEN viewed below water (camera is below water). When camera is above water you can see the damage to the hull. Minor annoyance :yep:

EDIT: just tried with impact detonation and same thing happens. Guess I never noticed this before.

Hinrich Schwab 04-26-12 01:37 PM

Quote:

Originally Posted by TheDarkWraith (Post 1875750)
I see where it checks for duds in the code but that'll be for later :yep:

Now there is one anomoly with GR2 units and magnetic detonators - when the torpedo explodes from magnetic detonation the unit will incur damage BUT there will be NO visible signs of damage to the hull WHEN viewed below water (camera is below water). When camera is above water you can see the damage to the hull. Minor annoyance :yep:

EDIT: just tried with impact detonation and same thing happens. Guess I never noticed this before.

That's actually pretty funny considering a clean under-keel detonation can potentially break a ship's back outright. :haha:

TheDarkWraith 04-26-12 02:10 PM

You can find the new version of the patcher and the patch file for the broken magnetic detonator here: http://www.subsim.com/radioroom/show...39&postcount=1

TheDarkWraith 04-26-12 02:33 PM

Quote:

Originally Posted by Captain Joe (Post 1875738)
Im no expert but just an idea, is that not maybe why the subs are not taking DC damage to the hull?

Enable the patch and see if the sub takes damage now :yep:

I overrided the missing item in the GR2 files that the game was looking for. If this item doesn't exist the game doesn't check for collision - if no collision then no damage.

I have no idea what all is impacted by this change so we have to test it and see what is now working/not working/etc.

Rongel 04-26-12 03:01 PM

That's really good news TDW!

Glad to see you working with this, as it's the the biggest bug in SH 5 currently. Maybe I have some free time to test this in the weekend. Sounds promising! :yeah:

0rpheus 04-26-12 03:16 PM

Downloaded, will test alongside IRAI .36 shortly :up:

TheDarkWraith 04-26-12 03:32 PM

Quote:

Originally Posted by 0rpheus (Post 1875800)
Downloaded, will test alongside IRAI .36 shortly :up:

IRAI v37 is releasing here very soon. This will hopefully keep the capitol ships out of the way :yep:

0rpheus 04-26-12 04:36 PM

Quote:

Originally Posted by TheDarkWraith (Post 1875806)
IRAI v37 is releasing here very soon. This will hopefully keep the capitol ships out of the way :yep:

Blast, yes just seen it! Updating..:up:


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