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-   -   Mod related inappropriate aircraft A.I. behavior (https://www.subsim.com/radioroom/showthread.php?t=201210)

gap 01-06-13 05:36 PM

Quote:

Originally Posted by Trevally. (Post 1989233)

I am at it :salute:

http://animated-gifs.org/wp-content/...diving-008.gif

mmm... this porthole has to be a souvenir of sober's last visit at Orkneys :hmmm: :O:

Quote:

Originally Posted by Yukicore (Post 1989237)
Well, I am so not gonna find that, I am horrible at modding myself

I don't expect you to help me, but it would be really nice if you could find out what's going on with this. :dead:

I am not even sure that it is moddable. Could be hardcoded :yep:

Quote:

Originally Posted by Yukicore (Post 1989237)
Do you have this thing yourself?

Do any other users here have this?

Everyone. But peple tend to consider it a RAM saving feature, rather than a bug. Maybe they are right :03: :)

THE_MASK 01-06-13 05:43 PM

I guess the disappearing ships are one way to keep the RAM down . Not a bug if you dont cheat using external cams .

gap 01-06-13 05:48 PM

Quote:

Originally Posted by sober (Post 1989256)
I guess the disappearing ships are one way to keep the RAM down . Not a bug if you dont cheat using external cams .

:sign_yeah:

Yukicore 01-06-13 06:32 PM

NO, NO, NO.

With the base model of the game the ships stay underwater forever, or at least until I'm gone from there, of course I know it because of external camera, but it impacts the gameplay actually, as in shallow waters the ships upper part would stay above waterline and you would have to avoid that are at all costs, unless you have a mod that ruins this.

Also another thing I noticed is that sometimes no holes are being created from torpedo impacts + when torpedo is about to impact, it first goes trough the ship, and when about in the middle, then it explodes.

I also think that I would have missed a torpedo, if it weren't for that bug, as it would have kicked off the ship, as it would have been at about 35 degree angle on ship's hull impact, if it would have entered trough the ship's hull and exploded. I was desperate for the kill and I was chasing and torpedoing the target from behind with my last torpedo and low fuel percentage.

I'm using TDW's FX Update.

gap 01-06-13 07:13 PM

Quote:

Originally Posted by Yukicore (Post 1989288)
With the base model of the game the ships stay underwater forever, or at least until I'm gone from there

Never noticed it, but honestly I only played the unmodded game for no more than a few hours. Moreover I and many other players here, are using external cam only for taking screenies and for testing mods, so we might have overlooked this detail.

Quote:

Originally Posted by Yukicore (Post 1989288)
I'm using TDW's FX Update.

Since you are sure that without mods ships stay on the seabottom forever, there's a chance that FX Update is the mod making them to disappear. Call it bug or feature. On the other hand, the above mod adds in game so many other cool features, that I wouldn't recommed you to give it up just for this minor "side effect". :yep:

Quote:

Originally Posted by Yukicore (Post 1989288)
Also another thing I noticed is that sometimes no holes are being created from torpedo impacts + when torpedo is about to impact, it first goes trough the ship, and when about in the middle, then it explodes.

Have you enabled Open Horizons II?
This mod adds to the game many custom ships, imported from other versions of the game. They are in a different format than the one introduced in SH5, and they are thus affected by several flaws. Damage not visible from below water is exactly one of the main issues that have been reported since they were inported. Torpedo holes should be still rendered flawlessy on stock units though :up:

volodya61 01-06-13 08:11 PM

Quote:

Originally Posted by Yukicore (Post 1989288)
With the base model of the game the ships stay underwater forever, or at least until I'm gone from there...

This has NEVER been..

EDIT: I just tried and loaded the full stock.. ALL sunken ships disappear/fall through the bottom within 20-30 seconds...

Yukicore 01-06-13 10:44 PM

Quote:

Originally Posted by volodya61 (Post 1989322)
This has NEVER been..

EDIT: I just tried and loaded the full stock.. ALL sunken ships disappear/fall through the bottom within 20-30 seconds...

Interesting, well in deeper waters I was watching the ships underwater 30seconds max, after the impact to the ground.

And at shallow waters I had ship that had hit the bottom of the sea, but stayed there for as long as I was there, as I was passing it, as it was in the way of my set course.

That means that there is some way to increase/decrease the time it's there. Any ideas where that might be? Hopefully not each ship specific... :P

Quote:

Originally Posted by gap (Post 1989303)
Never noticed it, but honestly I only played the unmodded game for no more than a few hours. Moreover I and many other players here, are using external cam only for taking screenies and for testing mods, so we might have overlooked this detail.

I often use it to enjoy the view of submarine in the sea, but of course with out it, nothing can beat the feeling when you are submerged and know that a warship is trying to scan you and blow you (that's what she said, sorry :D) up with depth charges

Quote:

Originally Posted by gap (Post 1989303)
Since you are sure that without mods ships stay on the seabottom forever, there's a chance that FX Update is the mod making them to disappear. Call it bug or feature. On the other hand, the above mod adds in game so many other cool features, that I wouldn't recommed you to give it up just for this minor "side effect". :yep:

Yeah, I figured right after I said that :D I removed it, but yet haven't found any ship to blow up, maybe the dead ship problem will be fixed too.

Quote:

Originally Posted by gap (Post 1989303)
Have you enabled Open Horizons II?
This mod adds to the game many custom ships, imported from other versions of the game. They are in a different format than the one introduced in SH5, and they are thus affected by several flaws. Damage not visible from below water is exactly one of the main issues that have been reported since they were inported. Torpedo holes should be still rendered flawlessy on stock units though :up:

Not yet, for some reason I am waiting till I complete the campaign, is that the right thing to do? Or should I activate it right not?

gap 01-07-13 06:08 AM

Quote:

Originally Posted by Yukicore (Post 1989364)
Interesting, well in deeper waters I was watching the ships underwater 30seconds max, after the impact to the ground.

And at shallow waters I had ship that had hit the bottom of the sea, but stayed there for as long as I was there, as I was passing it, as it was in the way of my set course.

Possibly there's a trigger which despawns sunk ships when they go down a given depth. You can trust Volodya if he's telling you that this behaviour is already present in the stock game :yep:

Quote:

Originally Posted by Yukicore (Post 1989364)
That means that there is some way to increase/decrease the time it's there. Any ideas where that might be? Hopefully not each ship specific... :P

There is always a way. I don't think it is ship specific (never seen a similar command within ship files), but I supsect it is an hardcoded feature. If so, only very few people could try modifying it, and they didn't reply to this thread. At least nt yet :)

Quote:

Originally Posted by Yukicore (Post 1989364)
Not yet, for some reason I am waiting till I complete the campaign, is that the right thing to do? Or should I activate it right not?

Yes, if you are installing OHII for the first time it is better doing it before starting a new campaign. But it is worth it, believe me :up:

Yukicore 01-07-13 10:23 PM

Quote:

Originally Posted by gap (Post 1989443)
Possibly there's a trigger which despawns sunk ships when they go down a given depth. You can trust Volodya if he's telling you that this behaviour is already present in the stock game :yep:



There is always a way. I don't think it is ship specific (never seen a similar command within ship files), but I supsect it is an hardcoded feature. If so, only very few people could try modifying it, and they didn't reply to this thread. At least nt yet :)



Yes, if you are installing OHII for the first time it is better doing it before starting a new campaign. But it is worth it, believe me :up:

K. Thx.
Gotta find that ship despawn code somewhere, I'd like the ships to be visible for longer period of time, one of the activated mods I have has modified this value.

TheDarkWraith 01-14-13 12:57 PM

Quote:

Originally Posted by Yukicore (Post 1989706)
K. Thx.
Gotta find that ship despawn code somewhere, I'd like the ships to be visible for longer period of time, one of the activated mods I have has modified this value.

Better be good with a Debugger. It's hard coded in an act file. I know where the code is in the act file but never went down that path :)

volodya61 01-14-13 01:09 PM

Quote:

Originally Posted by TheDarkWraith (Post 1992848)
:)

WOW!!!
You come back to us!!!
:woot::yeah::woot:

TheDarkWraith 01-14-13 01:14 PM

Quote:

Originally Posted by volodya61 (Post 1992860)
WOW!!!
You come back to us!!!
:woot::yeah::woot:

I was never gone. Work has been keeping me out of the country and busy.


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