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-   -   [REL] Flavored To Taste 2.5 (https://www.subsim.com/radioroom/showthread.php?t=113418)

Anvart 04-28-07 01:32 PM

Quote:

Originally Posted by Ducimus
...
M'kay, i suppose you ran into something not working correctly. What was it? The sky and smoke textures not being totally 100% slowed down? That i knew about. Its not 100%, but its better then stock. Player visuals being a little too good? yeah, im working on that. AI visuals needing a little more work? yeah, im aware of that as well. These are things im slowly refining over mod versions based of my own experiences and user feedback. Eventually they'll be spot on. So What else?

:D
Very self-confident declarations ...
I don't use your mod. But i tested some mods included in your mod.
I would not began to apply them because of elementary mistakes of authors ...

Ducimus 04-28-07 01:39 PM

Quote:

Originally Posted by Anvart
]Very self-confident declarations ...
I don't use your mod. But i tested some mods included in your mod.
I would not began to apply them because of elementary mistakes of authors ...

Well, whatever mistakes your seeing, im not seeing or noticing in acutal play. The only one i can think of would be some of the sound mods, which the author fixed. Anyway If i thought a mod was crap, i simply wouldnt use it.

At any rate, im sure if anyone who uses this mod runs into a problem, they'll inform me about it so i can look at it.

letterboy1 04-28-07 02:45 PM

It sure would help if a detractor would actually point out which mods are faulty.:know:

Scoochy 04-28-07 02:48 PM

Indeed, quite an interesting post. I for one though can speak up and say the smoke mod is an ongoing thing and I still look forward to user feedback for improvement.

Anvart 04-28-07 05:54 PM

Quote:

Originally Posted by Scoochy
Indeed, quite an interesting post. I for one though can speak up and say the smoke mod is an ongoing thing and I still look forward to user feedback for improvement.

All is very simple - you have spoiled structure of particles.dat file.
Do you know HexEditing well?
Or you used MiniTweaker's instruction only?
The instruction has incorrect interpretation of some fragments of files structure.

U-Bones 04-28-07 08:23 PM

Quote:

Originally Posted by Anvart
Quote:

Originally Posted by Scoochy
Indeed, quite an interesting post. I for one though can speak up and say the smoke mod is an ongoing thing and I still look forward to user feedback for improvement.

All is very simple - you have spoiled structure of particles.dat file.
Do you know HexEditing well?
Or you used MiniTweaker's instruction only?
The instruction has incorrect interpretation of some fragments of files structure.

I thought I read that the structure change was from someone who had access to a tool they could not discuss. Maybe I was imagining things...

Scoochy 04-28-07 08:38 PM

Spoiled structure....I think I'm nt understanding what it is your trying to say.

Knight 04-28-07 09:52 PM

Love the mod!

I do have one problem I've run into recently, may be related to what was described in the RFB dev thread regarding elite destroyers, but I'm wondering if the increased ai detection may have something to do with it.

I was on patrol out of Pearl Harbor, and was off Honshu in a Tambor class. Found a convoy on sonar and went to radar depth to plot a good firing position. Dove to 200, and Moved about halfway between me and them on their present course and heading (they were more or less coming right at me). Went to silent running while the convoy was still a few nautical miles off, rose to periscope depth and cut the engines, No sign I was detected up to this point, still running silent, all stop (ie: no course changes from the DDs, or appearance of searching).

I engaged TC for a minute or so while watching sonar (periscopes are still down, checked both) and I notice something odd. The little lines for the DD's appear to be clustering closely around me.. and I'm being pinged!

I'm a bit suprised (read: freaking out) about this because I read somewhere on here that DD's don't ping without having detected you some other way. I deciced to check the external camera to see if I'm really seeing this right.. Yep, 3 out of four destroyers clustered around pointing toward me, with the fourth running over a position just behind.

Long story short, I tried to sit and be quiet to see if was a fluke for a few minutes, and they got a bit closer to my position, ordered ahead 1/3, dove for the bottom. Moved a bit too slow though, got hit by a DC, tried to repair/get away and got a few more for my trouble. sunk slowly to the bottom :cry:


Anybody know how they were possibly able to find me?

Ducimus 04-28-07 10:11 PM

Quote:

Originally Posted by Knight

Anybody know how they were possibly able to find me?


Understanding the AI is really a study in behavior. One basic generalizion ive used for some time is that the game will start pinging when your in their active sonar cone, your presenting them a favorable aspect (IE, they have you broadside, as apposed to your narrow bow), and youve been doing both, for X number of seconds.

Basicaly, if your laying in wait, just off the convoys track to one side, bow pointed at the track, sort of wating for them to come by, the lead escort will usually pick you up. Essentually now you have to work your way in through the escort screen. usually what i'll do is get off the track, but keep soem distance away from the lead escort, keeping my bow roughly pointed at him. Once he passes, ill start moving in before the side guarding escort come up on my position.

As an side, this thread is worth a read:
http://www.subsim.com/radioroom/showthread.php?t=104377

its for the GWX mod for SH3, but the AI works the exact same way in SH4, so the information in it, is still relevant.

elite destoryers, (95% of which ive removed), are not even a factor in this at all.

Kickbum 04-28-07 11:32 PM

I love your mod mate. Thanks for all of your efforts!

Engel 04-29-07 02:48 AM

nice mode... :up:

Have you found a way to end a Patrol SH3ish by pressing ESC -> End Patrol?

Would be great because my Gaming time is still limited. :damn:

stimpy 04-29-07 03:41 AM

This may have been covered and I just missed it, but with the remap of the B key to go to battlestations, how does one go to the binoculars?

Anvart 04-29-07 03:59 AM

Quote:

Originally Posted by Scoochy
Spoiled structure....I think I'm nt understanding what it is your trying to say.

:hmm:
ОК, have passed...
Your mod is worked, but file structura ...

Hitman 04-29-07 05:05 AM

From the Readme:

Quote:

- No more empty planesman positions. Didn't you think it odd that only one planesman was at station all the time unless battlestaions was sounded?

Actually I think that while normal cruising on surface nobody should be at the planes. They are only used when the sub divesand when it is submerged :hmm: So I think the accurate thing would be to have them manned only while at surface battlestations (In case a crash dive is readily needed) and while submerged:yep:

RocketDog 04-29-07 05:57 AM

Great mod - many thanks.

How can I restore the external camera normally used to follow my own sub and move between ships? I have had a look in commands.cfg, but it's confusing for a beginner (and I am a beginner).

Cheers,

RD.


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