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-   -   [REL] Shoot at periscope (https://www.subsim.com/radioroom/showthread.php?t=191772)

Rongel 02-04-12 11:44 AM

Quote:

Originally Posted by Husksubsky (Post 1832715)
thx for the link Vanilla.
Hygiene tanks flushing lool
Thx for additional info ROngel
I will do as you say in my tests. weird I didn t think about that. Still I think..why not put getcontactdepth to -20? any reason to have them stop firing?

The only reason I want the destroyers stop firing is that they continue it sometimes too long and can hit own ships while doing so. Sometimes they stop at 2 minutes, sometimes longer. And if they detect that you are too deep, they also stop. But you can put the value to -20 also. The only reason I was using -13 was that this way they can sometimes see you diving deeper and will cease firing.

Quote:

Moreover you read in reports of real ASW actions that planes often strafed the spot where the submarine had submerged with their guns, I recon that it is modelled in the AI logic by developers, that is why, I recon, the ships continue to shoot at the last known spot for some time with your mod as well since they use plane's script
This is true, but I'm starting to wonder why the merchants stop firing when they can't see you, but the warships continue? They are using the same "Plane:FireCannons" command...

TheDarkWraith 02-04-12 12:09 PM

Quote:

Originally Posted by Rongel (Post 1832935)
This is true, but I'm starting to wonder why the merchants stop firing when they can't see you, but the warships continue? They are using the same "Plane:FireCannons" command...

Technically you're breaking the AI routines. The Plane: in front is meant for only plane AI, not for anything else (ships, subs, etc.). Why it works is because there are bugs in the AI routines (in the exe). It shouldn't work. That's the whole reason the ships have their own Ship: identifiers.

Rongel 02-04-12 12:42 PM

Quote:

Originally Posted by TheDarkWraith (Post 1832952)
Technically you're breaking the AI routines. The Plane: in front is meant for only plane AI, not for anything else (ships, subs, etc.). Why it works is because there are bugs in the AI routines (in the exe). It shouldn't work. That's the whole reason the ships have their own Ship: identifiers.

Yep, I know it's not the most sophisticated work-around, but as it doesn't seem to cause any crashes I can live with it :D. It would be great to have a exe-fix to correct the cannon behaviour properly (like with the hydrophone station) but I haven't got the skills for it. Maybe someday you can look into this when you have the GR2 exporter/importer ready? :oops::DL

It's a serious bug and makes the game too easy in some situations, almost like having some cheat activated.

pedrobas 02-04-12 01:44 PM

Quote:

Originally Posted by Rongel (Post 1832966)
Yep, I know it's not the most sophisticated work-around, but as it doesn't seem to cause any crashes I can live with it :D. It would be great to have a exe-fix to correct the cannon behaviour properly (like with the hydrophone station) but I haven't got the skills for it. Maybe someday you can look into this when you have the GR2 exporter/importer ready? :oops::DL

It's a serious bug and makes the game too easy in some situations, almost like having some cheat activated.

I agree with this.

Husksubsky 02-04-12 02:28 PM

To cruise around in PD with the game in this state is cheating. I never do.I dive. If it s drowning or surface I try my best with deckgun and even if overpowered I can t survive long (since my sub is allready a wreck).
still undetected in dec 1939 ;)

Vanilla 02-04-12 02:57 PM

Quote:

Originally Posted by TheDarkWraith (Post 1832952)
Technically you're breaking the AI routines. The Plane: in front is meant for only plane AI, not for anything else (ships, subs, etc.). Why it works is because there are bugs in the AI routines (in the exe). It shouldn't work. That's the whole reason the ships have their own Ship: identifiers.

Unfortunately the same technique doesn't work for crew AI. I tried to use methods from 'Ship' class(?), in particular Ship:Random(a, b) to no avail.

Rubini 02-18-12 03:43 PM

BUMP!
Where is the realease link?:DL

pedrobas 02-18-12 03:51 PM

Quote:

Originally Posted by Rubini (Post 1841324)
BUMP!
Where is the realease link?:DL

No release , is just to edit a file. see first post.:up:

Rubini 02-18-12 04:20 PM

Thanks , will do!:up:

Rongel 02-22-12 01:57 PM

Okay, decided to make a small mod out of this! There is now stock version and IRAI compatable version available for download!

Magic1111 02-22-12 02:15 PM

Quote:

Originally Posted by Rongel (Post 1843546)
Okay, decided to make a small mod out of this! There is now stock version and IRAI compatable version available for download!

Very good decision, many thanks Rongel! :yeah:

Best regards,
Magic

Rongel 02-24-12 01:02 PM

Hooray, now there is a proper REL-title!

One thing I have noticed is that the water is absorbing much of the damage when shell hits you when you are submerged. Deck gun shells cause hull damage very rarely and the systems take usually only few percents per hit. So water is like a protective shield.

Does anyone know if you can modify the water's protection values?:06:

pedrobas 02-24-12 01:04 PM

Quote:

Originally Posted by Rongel (Post 1844754)
Hooray, now there is a proper REL-title!

One thing I have noticed is that the water is absorbing much of the damage when shell hits you when you are submerged. Deck gun shells cause hull damage very rarely and the systems take usually only few percents per hit. So water is like a protective shield.

Does anyone know if you can modify the water's protection values?:06:

Actually that is true.
Do you mean is "too much" protective?

Rongel 02-24-12 01:13 PM

Quote:

Originally Posted by pedrobas (Post 1844756)
Actually that is true.
Do you mean is "too much" protective?

Exactly! I would like to see maybe two or three times bigger damages from cannons when submerged. Now it's like 1/10 of the normal surface damage.

I'm no sub expert but Vanilla said this earlier:

Quote:

As of the realism of firing at a submerged submarine, to my knowledge most of the secondary naval guns had special anti-submarine shells, AFAIK they were diving shells - special shells with blunt nose so you shot it into the water and it did not bounce of the water but dived and continued for some distance submerged hopefuly meeting the submarine.
Just not sure if you can modify the protective values, or if they are hardcoded...

pedrobas 02-24-12 01:27 PM

Quote:

Originally Posted by Rongel (Post 1844766)
Exactly! I would like to see maybe two or three times bigger damages from cannons when submerged. Now it's like 1/10 of the normal surface damage.

I'm no sub expert but Vanilla said this earlier:

Just not sure if you can modify the protective values, or if they are hardcoded...

All clear now, thanks.
BTW i love it (your shoot at periscope, i mean :D)

vlad29 03-24-12 03:50 PM

Hi Rongel! Sorry but the link is dead:cry: Could U please upload it one more time?
Thanks a lot:salute:

Rongel 03-25-12 05:44 AM

Links are updated, should work now! :yeah:

vlad29 03-25-12 11:55 AM

Quote:

Originally Posted by Rongel (Post 1860475)
Links are updated, should work now! :yeah:

Great, thanks a lot:yeah::salute:

DanceCommander 05-22-12 08:42 PM

Just letting you know that the link is dead again :cry:

Mind getting it up again?

TheDarkWraith 05-22-12 10:52 PM

Quote:

Originally Posted by DanceCommander (Post 1887636)
Just letting you know that the link is dead again :cry:

Mind getting it up again?

If you're using my IRAI mod you don't need this - in fact it would be very bad to enable this on top of IRAI :yep:

The AI in IRAI will shoot at your periscope.

If not using IRAI then disregard :up:


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