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-   -   [WIP] Fairmile B Motor Launch (https://www.subsim.com/radioroom/showthread.php?t=240473)

kapuhy 09-08-19 04:40 PM

Just tested her with standard DC rack. The "avoiding collision" problem was very visible in shallow waters (sub at periscope depth), Fairmiles were circling the sub but never going directly over it, which caused them to miss. In deeper water with submarine on 80 meters, they were making runs directly over the sub and were able to hit it.

Jeff-Groves 09-08-19 05:32 PM

Since you stated you do not have a proper zon file?
I'm not surprised.

gap 09-08-19 05:47 PM

Quote:

Originally Posted by kapuhy (Post 2626342)
Just tested her with standard DC rack. The "avoiding collision" problem was very visible in shallow waters (sub at periscope depth), Fairmiles were circling the sub but never going directly over it, which caused them to miss.

That's exactly what I was talking about :yep:

Quote:

Originally Posted by kapuhy (Post 2626342)
In deeper water with submarine on 80 meters, they were making runs directly over the sub and were able to hit it.

Okay, good finding

Quote:

Originally Posted by Jeff-Groves (Post 2626347)
Since you stated you do not have a proper zon file?
I'm not surprised.

Hi Jeff, glad to see you around!

Answering your comment, I am afraid that in the case we are discussing zon file settings have only a minor relevance: I remember having read reports of same AI behaviour shown by PT boats and other small ASW vessels in SHIII or SHIV, and I don't think those units had bad collision settings :yep:

Jeff-Groves 09-08-19 05:55 PM

Quote:

Originally Posted by gap (Post 2626348)
Hi Jeff, glad to see you around!

Answering your comment, I am afraid that in the case we are discussing zon file settings have only a minor relevance: I remember having read reports of same AI behaviour shown by PT boats and other small ASW vessels in SHIII or SHIV, and I don't think those units had bad collision settings :yep:

One may tend to believe reports as posted. I'd prefer to see the exact Units involved in said reports.
As I recall? One of the ASW trawlers in GWX 3 is considered the deadliest ever turned loose.
:haha:
In fact? I had to tone it down as it would blow itself up at times!

And I am always watching the forums here. I may not log in but I'm here.

Jeff-Groves 09-08-19 07:01 PM

As always I intend no disrespect.
But I'd like to see all files involved. Including the Y gun files.
Yeah I could down load everything but I'm not into going that far.

gap 09-09-19 08:49 AM

Quote:

Originally Posted by Jeff-Groves (Post 2626349)
One may tend to believe reports as posted. I'd prefer to see the exact Units involved in said reports.

Sure enough blunders by other modders are to be taken into account but, even in the worst case, their reports contain useful clues that I often learned from. That said, by no means reading the forum replaces direct experience and, most importantly, one failing to do something doesn't necessarily prevent someone else from succeeding in the same task.

Quote:

Originally Posted by Jeff-Groves (Post 2626349)
As I recall? One of the ASW trawlers in GWX 3 is considered the deadliest ever turned loose.
:haha:
In fact? I had to tone it down as it would blow itself up at times!

No surprise about that. If memory serves me well what matters for AI's collision avoidance routines is unit's mass as declared in its sim file. An ASW trawler is a fatter badass than a PT boat or a motor lauch, though a careful placement of collision spheres around smaller units might help mitigating their overcautious attitude toward collisions.


Quote:

Originally Posted by Jeff-Groves (Post 2626349)
And I am always watching the forums here. I may not log in but I'm here.

So do I, though at time I am too busy to reply.

Quote:

Originally Posted by Jeff-Groves (Post 2626354)
As always I intend no disrespect.

No offense taken of course. Your terse wisdom will always be appreciated with me :03: :up:

kapuhy 09-10-19 03:07 AM

Hi guys,

I remade zon file yesterday, but I'm not yet satisfied with the results - the ship takes too long to sink for its size so I'll be tweaking the zon file until I get a good looking result.

In the meantime, I uploaded SH4 and SH3 Y-gun files to my Google Drive in case you'd like to take a look. Y-guns in TWoS are part of files containing other asw weapons as well. Themselves, they are not used by any ship except Japanese sub chaser, which is configured to use SH3 Y-gun but, like on my ship, weapon doesn't appear on deck.

K-guns and DC racks contained in these same files work without problem and are used by multiple ships.

Link below:

https://drive.google.com/open?id=1za...V5UV7n3goizg3t

Jeff-Groves 09-10-19 02:52 PM

That file from twos?
Just a quick look tells me there are problems.

kapuhy 09-10-19 03:25 PM

Quote:

Originally Posted by Jeff-Groves (Post 2626632)
That file from twos?
Just a quick look tells me there are problems.

Yes, both these files are from twos.

gap 09-11-19 12:30 PM

Quote:

Originally Posted by kapuhy (Post 2626530)
I remade zon file yesterday, but I'm not yet satisfied with the results - the ship takes too long to sink for its size so I'll be tweaking the zon file until I get a good looking result.

You can have a look at the damage settings of other small vessels in case you think they display more realistic sinking dynamics, and get inspiration from them. If need be you can create new damage zone types with customized flooding time settings, and assign them to your unit.

Quote:

Originally Posted by kapuhy (Post 2626530)
In the meantime, I uploaded SH4 and SH3 Y-gun files to my Google Drive in case you'd like to take a look.

Sorry for my late reply on that, but inexplicably S3d has stopped working on my laptop, and I had to install it on an old computer in order to check your files...

Quote:

Originally Posted by Jeff-Groves (Post 2626632)
That file from twos?
Just a quick look tells me there are problems.

...I definitely see some problems too, though I don't know if they are the same spotted by Jeff. So you said that SHIII's YGun refuses to show up in game. Is that correct? What about the SHIV version then?

kapuhy 09-11-19 02:44 PM

Quote:

Originally Posted by gap (Post 2626816)
You can have a look at the damage settings of other small vessels in case you think they display more realistic sinking dynamics, and get inspiration from them. If need be you can create new damage zone types with customized flooding time settings, and assign them to your unit.

I'd prefer not to make new zone types if I could to avoid compatibility problems, but I think existing zones will be enough. Currently I'm doing live fire exercises with a lot of fishing boats :)

Quote:

Originally Posted by gap (Post 2626816)
...I definitely see some problems too, though I don't know if they are the same spotted by Jeff. So you said that SHIII's YGun refuses to show up in game. Is that correct? What about the SHIV version then?

I posted a screenshot earlier in this thread:

https://www.subsim.com/radioroom/sho...6&postcount=22

SHIV shows up partially (only the base part, not the second arm and barrels) and refuses to fire.

gap 09-11-19 05:19 PM

Quote:

Originally Posted by kapuhy (Post 2626830)
I'd prefer not to make new zone types if I could to avoid compatibility problems, but I think existing zones will be enough. Currently I'm doing live fire exercises with a lot of fishing boats :)

I understand that

Quote:

Originally Posted by kapuhy (Post 2626830)
I posted a screenshot earlier in this thread:

https://www.subsim.com/radioroom/sho...6&postcount=22

Oh, sorry, I had missed that post!

Quote:

Originally Posted by kapuhy (Post 2626830)
SHIV shows up partially (only the base part, not the second arm and barrels) and refuses to fire.

Okay, so let's start from the SHIV YGun. In SH4_guns_radars.dat you should:
  • rename the label at chunk #358 from 'YGun02' to 'YGun_SH4_02';
  • rename the label at chunk #361 from 'YGun_barrel02' to 'YGun_SH4_barrel02';
  • rename the label at chunk #364 from 'YGun_barrel01'' to 'YGun_SH4_barrel01';
  • change the Id of the node at chunk #357 from '0xfffffd33814467cd' to any other random Id;

in SH4_guns_radars.sim:
  • change the parent Id of the node at chunk #72 from '0xfffffd33814467cd' to the new Id assigned in the previous step;
  • change the 'Barrel' parameter in the wpn_KGun controller at chunk #71 from 'YGun_barrel01' to 'YGun_SH4_barrel01';
  • change the 'Barrel' parameter in the wpn_KGun controller at chunk #73 from 'YGun_barrel02' to 'YGun_SH4_barrel02'.

Let me know if anything changes in game.

Jeff-Groves 09-11-19 06:41 PM

Watch the ID's also.
:03:
You'll need to open the SH5 stuff in Goblin to get the ID's if you don't have the S3D stuff for SH5

gap 09-11-19 09:38 PM

Quote:

Originally Posted by Jeff-Groves (Post 2626851)
Watch the ID's also.
:03:
You'll need to open the SH5 stuff in Goblin to get the ID's if you don't have the S3D stuff for SH5

Which Id's Jeff? Can you be more specific?

A couple of SHIII/SHIV YGun nodes have duplicated Id's, and that's why I have suggested to change them, but why should we check SH5 Id's? Is there anything special about them? :hmm2:

kapuhy 09-12-19 12:44 PM

Quote:

Originally Posted by gap (Post 2626847)
Let me know if anything changes in game.

Well, second arm of the launcher has appeared, but still both arms lack barrels on them and refuse to fire.


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