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-   -   Crash dive randomization ... (https://www.subsim.com/radioroom/showthread.php?t=198301)

andqui 09-15-12 02:49 PM

Have you had the chance to test it out more- is the code working as intended? And do you have any more information on changing the sensors? I've gone and reduced the maxheight of the visual sensor to 5, which seems to work ok- but when leaving port, with constant planes buzzing around, I only "spotted" one of them with the periscope sensor, out of the maybe 5 flying around lorient. Does this sound correct- to me, it seems as if I'd only see maybe 1/5 planes around, which seems a bit extreme. What is the detection like on your end?

thanks

Rubini 09-15-12 04:49 PM

Quote:

Originally Posted by andqui (Post 1934742)
Have you had the chance to test it out more- is the code working as intended? And do you have any more information on changing the sensors? I've gone and reduced the maxheight of the visual sensor to 5, which seems to work ok- but when leaving port, with constant planes buzzing around, I only "spotted" one of them with the periscope sensor, out of the maybe 5 flying around lorient. Does this sound correct- to me, it seems as if I'd only see maybe 1/5 planes around, which seems a bit extreme. What is the detection like on your end?

thanks

The suggested fix is working as intend at my end. Obviously you will only detect airplanes by visual (crew) at 6000m max (the default periscope visual sensor max dist setting) if using this fix. I donīt know if any supermod have changed this max dist, could be a good idea to check your sensors.dat. Anyway, even for 6000m, using 16km environment, will be much more restrictive for detect planes, but this is exactly the idea! Isnīt important, IMHO, to detect axis planes at harbours or even allied ones if any. The game is out there on the open ocean at first, do you not agree?

andqui 09-15-12 06:39 PM

Quote:

Originally Posted by Rubini (Post 1934777)
The suggested fix is working as intend at my end. Obviously you will only detect airplanes by visual (crew) at 6000m max (the default periscope visual sensor max dist setting) if using this fix. I donīt know if any supermod have changed this max dist, could be a good idea to check your sensors.dat. Anyway, even for 6000m, using 16km environment, will be much more restrictive for detect planes, but this is exactly the idea! Isnīt important, IMHO, to detect axis planes at harbours or even allied ones if any. The game is out there on the open ocean at first, do you not agree?

Yes, I agree. I just would think that the mechanics would be the same, harbor or not. I haven't had time to start a patrol and take it out into the ocean to check, so that's the only reason I was asking. If it works, it's fine by me. And 6 km sounds pretty reasonable. Will the extended crash-dive times be released sometime soon?

thanks for the hard work

Rubini 09-15-12 09:13 PM

Quote:

Originally Posted by andqui (Post 1934790)
Yes, I agree. I just would think that the mechanics would be the same, harbor or not. I haven't had time to start a patrol and take it out into the ocean to check, so that's the only reason I was asking. If it works, it's fine by me. And 6 km sounds pretty reasonable. Will the extended crash-dive times be released sometime soon?

thanks for the hard work

And I just tested it at open ocean, so if you have more comments/observations on harbour side please let me know.:up:
Donīt forget to also check your sensors.dat periscope visual sensor max distance to we accumulate info on the matter, it will be useful.

The crash dive randomization is ready as i already said, iīm just finning tunning. Yesterday I lose alll my self modded sh3 by clicking on JSGME wrong button - that one that disable all mods...a bit tired, late night...and...GOD! How were the 60 mods last 3 years install ordem? I had not a recent snap shot of my mod ordem install!!:/\\!!:/\\!!:/\\!!

Well, seems that now i have it working again. JScones, JSGME author, really needs to put that button away or make it generate a instant snap shot of the mod install before uninstall everything. A suggestion!:/\\!!

corvus 09-15-12 11:01 PM

Hi Rubini! Thanks for mods, I use some. I can offer a few ideas

Is it possible to increase the dive from the surface at hot keys * D * and * P * to 3-5 minutes? Minimum depth, which takes type 7 at crash dive was 40 meters. Dive in shallow waters require more time.

You can make the sound FuMB. This output from the shipboard internal sound system, like alarm. But I don"t know how it sounded.

My English is bad. Do all clear?

Rubini 09-16-12 08:41 PM

Quote:

Originally Posted by corvus (Post 1934839)
Hi Rubini! Thanks for mods, I use some. I can offer a few ideas

Is it possible to increase the dive from the surface at hot keys * D * and * P * to 3-5 minutes? Minimum depth, which takes type 7 at crash dive was 40 meters. Dive in shallow waters require more time.

You can make the sound FuMB. This output from the shipboard internal sound system, like alarm. But I don"t know how it sounded.

My English is bad. Do all clear?

Hi Corvus,

Nice to have you at subsim!

If I understood well:
- You suggested to make also the normal dive and periscope dive to be more long in time - yes itīs possible, but I like as it is now...unless someone could show us that the RL normal dive time was much major than the one that we have in stock game...

- To adjust your crash dive for each uboat look at itīs .cfg file. You just need a simple text editor to change it - so no mod is necessary

- The FuMB had "sound" in RL? Anyhow I noticed that the SH3 script sounds arenīt always synchronized with objects that have short annimations on SH3. This can be a limitation.

sharkbit 03-29-13 08:54 PM

Have ypu worked any more on the crash dive randomization? I loooked thru the long patrol script thread and didn't notice anything.

Just wondering.

Thanks.

:)

brett25 03-29-13 09:00 PM

this looks really cool, cant wait to try:up:

Rubini 03-31-13 02:15 PM

Quote:

Originally Posted by sharkbit (Post 2033639)
Have ypu worked any more on the crash dive randomization? I loooked thru the long patrol script thread and didn't notice anything.

Just wondering.

Thanks.

:)

Quote:

Originally Posted by brett25 (Post 2033642)
this looks really cool, cant wait to try:up:

Thanks guys by the interest!

Yes, the crash dive randomization is already ready since some months; i also added to the package a update to "Long patrol Script" mod, including an "real time" Abandon boat" mod (with lifeboats going away from your uboat, real scutlle charges that sink your uboat and a roll dice on your fate after that). The Crash dive randomization also includ randomization time to normal dive, PD and SnorkelDepth, all them optional. Lately i also update the Air torpedo mod to version 3 that includes dolphins and whales eventually at your campaign that are really detectable (visual and hydrophone), just to "add" atmosphere for the game.

But never released any of them because iīm too busy at RL, so I have not the time to adapt all these features to the big mods or to support the possible users of these mods in time. I guess that I will have a better and more fun life in some months ahead, then, I probably will release this package.

I just can say that Iīm playing the game a lot with all this package and, IMHO, it adds a lot to the game, much more fun and challenge than before, because the game have more action in a good sense, more variety, more possible fates, more tense moments. Obviously all these in top of our communitty lastest graphical and improvement mods.:up:

sharkbit 04-01-13 08:03 PM

Thanks for the update. I eagerly await the release. I would rather see it sooner than later but I totally understand how real life gets in the way of things. Enjoy life, have fun.

Without modders like you and your dedication, Silent Hunter would be dead. Thanks. :salute:

:)


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