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Originally Posted by propbeanie
(Post 2467045)
..... is there any way to have both (raise up/retract the SD Antenna and the ability to turn on/off SD radar)?
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No. The simple reason is there's no coded command to turn on/off the SD radar. There
is for the SJ....not the SD. We can only work with what we've got.
I'm capable of getting the on/off feature by simply raising/lowering an object node that replaces the actual raise/lower function.
That function was a cobbled mod that used the "Snorkel" feature from the U-Boat part of the game to make the SD Antenna raise/lower. I made a hidden object linked to the SD Radar. When it's raised above water...its On; When it sinks below water...its Off.....even when your sub is surfaced.
I mentioned before, you have to "think outside of the box".
Yeah, it would be great for us to have access to the hard coded files to write scripts that give us what we want. As it is, we have to work within the limitations of what the game provides.
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... and probably no way to direct the hydrophone settings elsewhere for the info? ie: a "fake" speed that would then make the vessel "hear-able" at say 5 knots?
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I was hoping a parameter within each ships .dsd file was going to do something like that.....after much testing, it doesn't. I'm not completely ready to throw in the towel on other possible ways to get things to work right...but, the last resort is looking at the MaxSpeed for all ships and coming to some kind of an average.
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So if we gather all the info from the sim files as to vessel speeds, we might be able to alter some of the convoys and single ships' speeds and help a little then
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The issue comes into play when you make a ship in the mission file go slower than half its MaxSpeed= figure in its .sim file....plain and simple.
The stock game has almost every one of its Campaign Mission files with ships doing greater than half their MaxSpeed figure. Why....'cause they knew there was trouble!! Modders come along, thinking a DD should cruise around a harbor at 5 knots (when its MaxSpeed is 32) and they think they've done something special with the modification. All they've done is made players scratch their heads in wondering why can't the Hydrophone hear the ship that's about to run over me?
It's all in the .mis files, whether its Harbor Traffic, Coastal Merchant Traffic, Task Force Traffic. Drop below the half MaxSpeed figure for most ships, the Hydrophone is useless. Now, don't get me wrong, your Hydrophone man will hear the ship, and report it every time......But you won't hear a thing when you go to the Hydrophone station to listen for yourself.
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I'll try to do a "SIM File Survey", and see what speeds we're dealiing with. If memory serves me even halfway, seems to me they range from like 8 knots to 34 knots... Why did they make it 1/2 speed?... that's a rotten algorithm... a "flat" 3 knots, OK... oh well... :salute:
Edit: SIM File, I'm looking at the "Unit_Ship / Unit_Ship +Propulsion / max_speed = xx.x Field, correct?
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Yep, that's it.
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Can any of the other fields be used to change the "sound level" in the water, or as the example in front of me with the NAMC, max_speed = 17.0 knots, which means it "disappears" to hydrophones at 8.5 knots?
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That's about right. If you've every looked through the various stock game .mis files, you'll notice most merchants travel at 8 to 9 knots....waypoint after waypoint after waypoint. With a ships set MaxSpeed at say 16 knots......no problem with the Hydrophone.
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Reason I ask on this, is when the vessels turn, they'll "scrub-off" speed while turning, correct (the "drag" factor of the rudder)?... so that a vessel doing 9 knots might "disappear" while zigging?... A SIM file looks like a potential minefield to me, if messed with incorrectly...
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I don't know about the drag factor on turns regarding the lack of Hydrophone function.
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btw, the SIM and the CFG files do NOT match for this particular vessel, as to "speed" of the vessel... It also does not look like it'll be very easy to get the "Speed" out of the SIM files very easy, without having to open each one individually in S3Ditor...
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That's usually a modded error when the .sim file figures and .cfg file figures don't match. Guys monkey with the .sim files, but don't follow up matching the .cfg file...... that goes into the Recognition Manual revisions. The RM
may say the draft is 20 ft......the true draft used from the .sim file might be 10?! I wonder why my torpedoes always miss???
And yes, there's nothing easy when working with this stuff.