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-   -   [REL] patSH3r - Reborn (https://www.subsim.com/radioroom/showthread.php?t=222180)

Fader_Berg 10-28-15 05:47 PM

Quote:

Originally Posted by padi (Post 2354178)
Another idea:
What's about sending and receiving messages in periscope depth if the Antenna was extended before?

That's a cool idea.

Henri II 10-29-15 03:47 AM

Hi,

a quick question. I have your mod enabled on top of h.sie fixes and experienced something mildly strange.
I was hunting a ship in foggy weather, when it was sighted it was at a bearing of about 25° and a range of about 700 m. I didn't have it locked and asked the WO about range to nearest contact, his reply: "nearst contact at bearing 312, range 3400 m".

I repeated the question a few times and his estimates were allway different and never anywhere near correct. When the ship passed out of sight (it was neutral) I asked him again, his reply: "nearest contact at bearing 374, range 76326464 (not the exact number he said but something like this)".

Is this the fog messing with something? In retrospect I think it's possible that the officer did not have a watch qualification, but I'm not sure?

Fader_Berg 10-29-15 04:28 AM

Quote:

Originally Posted by Henri II (Post 2354282)
Hi,

a quick question. I have your mod enabled on top of h.sie fixes and experienced something mildly strange.
I was hunting a ship in foggy weather, when it was sighted it was at a bearing of about 25° and a range of about 700 m. I didn't have it locked and asked the WO about range to nearest contact, his reply: "nearst contact at bearing 312, range 3400 m".

I repeated the question a few times and his estimates were allway different and never anywhere near correct. When the ship passed out of sight (it was neutral) I asked him again, his reply: "nearest contact at bearing 374, range 76326464 (not the exact number he said but something like this)".

Is this the fog messing with something? In retrospect I think it's possible that the officer did not have a watch qualification, but I'm not sure?

Hmmm... Very odd.

The algorithm used for wo_experience can't come up with such huge differences. It just alters the SH3 range finding a bit.
My guess is that there is something wrong with the wo_targeting part of it. The memory area where the locked ship is supposed to be, is freed and are being used for something else. The estimates in such case, will seem to be totally random.
Why isn't the locked target cleared, since no ship is locked?

I'll have a look on it tonight.

Thanks for reporting.

Updates
151029:
I can't find the cause of this, or reproduce the problem with the information given. This doesn't mean that the bug doesn't exists.
Further reports regarding this problem are welcome.
160111:
Since this error has not been reported again. It will be removed from the bug list.

LGN1 10-29-15 06:18 AM

Quote:

Originally Posted by Fader_Berg (Post 2354239)
That's a cool idea.

Hi,

I think this would be very nice even if it is not connected with any antenna position (for players without moving antenna).

Regards, LGN1

PS: I think it's already possible to receive messages at periscope depth, but not sending :hmmm:

LGN1 10-29-15 06:24 AM

Quote:

Originally Posted by Fader_Berg (Post 2354238)
I'm looking in to it.

I know I'm gonna integrate some of them, but I'm not sure I'll go for all. Comments are few, often in german (Google translate sucks) and H.sie have forgotten much of it. He also don't have time to support the little he remembers.

But we'll see.

Hi again,

I guess features from version D would be of most benefit. H.Sie never released this version although it has some great additions (e.g., a dynamic response to the players' actions).

If you have specific questions about H.Sie's work, please feel free to ask me. I might be able to support a bit.

Regards, LGN1

Fader_Berg 10-31-15 11:01 AM

r32:
  • Removed no_autoload since it worked so bad. Maybe later...
  • Added night_vision_factor
Night vision factor

Lets you set the reduced view range when its dark, to make spotting of ships act more realistic. This path is based on H.sies Night Vision Fix.

Fahnenbohn 10-31-15 11:34 AM

Quote:

Originally Posted by Fader_Berg (Post 2354778)
r32:
  • Removed no_autoload since it worked so bad. Maybe later...
  • Added night_vision_factor
Night vision factor

Lets you set the reduced view range at night, to make spotting of ships act more realistic. This path is based on H.sies Night Vision Fix.

And when is it night ? When sunlight/ambiant light color is dark ? Or are there other parameters ?

Fader_Berg 10-31-15 11:53 AM

Quote:

Originally Posted by Fahnenbohn (Post 2354793)
And when is it night ? When sunlight/ambiant light color is dark ? Or are there other parameters ?

Dark. From when the sun sets in the horizon til its gets dark (or vice versa), there's a transision to what ever you set this value to.

Fahnenbohn 10-31-15 01:12 PM

But in data/Cfg/Sim.cfg or Sim.cfg, there is already a parameter for visual detection called Light factor. So, what's new ? How was it working before ?

Another question : may the different improvments of your work be enabled one by one ?

Fader_Berg 10-31-15 02:08 PM

Quote:

Originally Posted by Fahnenbohn (Post 2354825)
But in data/Cfg/Sim.cfg or Sim.cfg, there is already a parameter for visual detection called Light factor. So, what's new ? How was it working before ?

Another question : may the different improvments of your work be enabled one by one ?

I don't know really. H.sie made the fix with input of some experienced modders, so I've never questioned it. I guessed that all other means had failed. Now I just needed it to have a nice game (spotting trawlers at 12k meters in pitch black is ridiculous).
Do you need a fix for reducing view range at dark nights, or does changes in sim.cfg work for you?

Yes. You can enable or disable each one of them. Except for the repair fix, which is not compatible with h.sies paches. It will be auto-disabled in such cases.

makman94 11-01-15 07:36 AM

Quote:

Originally Posted by Fader_Berg (Post 2354778)
r32:
  • Removed no_autoload since it worked so bad. Maybe later...
  • Added night_vision_factor
Night vision factor

Lets you set the reduced view range when its dark, to make spotting of ships act more realistic. This path is based on H.sies Night Vision Fix.

Thank you Fader_Berg ! :yeah:

can you get the WatchOfficer automatically on bridge when boat is surfacing ?

Fader_Berg 11-01-15 09:40 AM

Quote:

Originally Posted by makman94 (Post 2354963)
Thank you Fader_Berg ! :yeah:

can you get the WatchOfficer automatically on bridge when boat is surfacing ?

That shouldn't be any problem. I'll look into it.

sublynx 11-01-15 10:38 AM

Visibility reported in meters (randomized and approximate) would be cool. Now with different mods the visibility is really variable and hard to know from the weather report. Nighttime medium visibility could be perhaps 2 km in NYGM and perhaps double that in vanilla / GWX.

Magic1111 11-02-15 07:11 AM

Quote:

Originally Posted by makman94 (Post 2354963)
can you get the WatchOfficer automatically on bridge when boat is surfacing ?

Donīt understand, because this Option is in original h.sie Patch already included! :hmmm:

You can choose this Option on/off via h.sie OptionsSelector! :03:

SquareSteelBar 11-02-15 09:39 AM

Quote:

Originally Posted by Fader_Berg (Post 2350290)
...I'm restarting this project from scratch, since h.sie's project have died out. The first goal is to rewrite the h.sie patches (copy the behaviour, not the code) into this project, and later on extend them further and add new patches....

:03:

Fader_Berg 11-04-15 04:26 AM

I would like to get in touch with someone that's good with graphics - for a small upcoming patSH3r-feature. Not necessarily 3D-graphics in this particular case.

PM me.

Niedowidek 11-14-15 02:44 PM

How is your work going, Fader? It's great work you're doing. I hope we'll see more features in your patch :)

Fader_Berg 11-15-15 05:14 AM

Quote:

Originally Posted by Niedowidek (Post 2358440)
How is your work going, Fader? It's great work you're doing. I hope we'll see more features in your patch :)

I'm having a short break from it right now - thank you, but I'll be back soon.

a.g. 11-19-15 02:29 PM

I wonder if it would be possible to implement a feature to auto-dive to listen on hydrophone at regular periods when cruising around looking for things to attack. You'd enable it by pressing some key combination in navigation map, and then it'd basically repeat this until time compression drops below 64 for any reason:

Code:

wait X
periscope depth
wait Y
surface


Fader_Berg 11-20-15 03:19 AM

Quote:

Originally Posted by a.g. (Post 2359936)
I wonder if it would be possible to implement a feature to auto-dive to listen on hydrophone at regular periods when cruising around looking for things to attack. You'd enable it by pressing some key combination in navigation map, and then it'd basically repeat this until time compression drops below 64 for any reason:

Code:

wait X
periscope depth
wait Y
surface


Thanks for your suggestion. I guess it is possible. However, it doesn't change gameplay enough for me to see a point in having it. Pressing 'P' and 'S' is simple enough if you like doing your hunting that way.


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