SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH4 ATO Mods (https://www.subsim.com/radioroom/forumdisplay.php?f=234)
-   -   [REL] Dark Waters (https://www.subsim.com/radioroom/showthread.php?t=243322)

propbeanie 11-16-21 10:19 PM

Really nice... glad it worked! Any edits needed besides the one?

KaleunMarco 11-17-21 12:44 PM

Quote:

Originally Posted by propbeanie (Post 2778965)
Really nice... glad it worked! Any edits needed besides the one?

the only edit was replacing the NULL(s) in Flotilla.
as you suggested in your previous post, SH4 assigns values to NULL that are not necessarily what we might think are appropriate.
entering absolute dates within the bounds of the Base dates seems to be critical, especially for the expiration date of the boat.
what i am really surprised about is that i was able to make a change to a system file, during a mission, and did not get sent to the Land of CTD for doing so.
shocking.
but, i'll take it and say thank you, very much may i have another....which i probably won't get.:haha:
:Kaleun_Salute:

[Flotilla 5.UserPlayerUnitType 1]
ID= F5VIIC
NameDisplayable= Type VIIC U-boat
AvailabilityInterval= 1941-10-02, 1944-08-30
IDLinkUserPlayerUnitType= VIIC
UnitTypeCommonality= 5
IDFlotillaLinkTransferTo= 11Flotilla_BERGEN

propbeanie 11-17-21 02:49 PM

:hmmm: You might also notice that if a CareerStart.upc is set for a period of 15 January to 17 January of a given year, that you will actually sail on the 18th of the month. Along those lines, one thing of the Flotillas file that we have also found, is that if a Command begins on say December 12, 1943, and you set the Sub to NULL, NULL, it is actually "active" as far as mission assignments go, two days prior, on December 10. The NULL on the Base and Boat, as well as Objective mission assignments do work, but can lead to issues. Doing the dates wrong though, can lead to CTDs... This is why you will see some of the subs in FotRSU that start December 7, 1941, have December 1 mission assignments. If they aren't in-place prior to the start date, nothing is assigned, and you most likely CTD. This is also why the New Construction can fail, in that you HAVE to have an active assignment, but the game might give you 14 days, or it might give 24 days "rest" at the home port. To play it safe, the assignments are usually done for a short rest, you then "skip either the 2nd or 3rd assignment in New Construction, and/or any "automatic" transfer fails. We have suspected the "end" of a Command / Base / Boat is similar in the Date, but sometimes all NULLs do function as intended... you just never know. It is advisable though, to have the Command and / or Base end the day AFTER a boat leaves, so that the boat does transfer properly. However, again, we have seen that if a player is on "rest" in-base at the time, it is a crapshoot (roll of the dice) as to what will happen... In theory, you will transfer while you sleep, having gone to bed in Pallice, and awaken then in Bergen... Who brought your boat over?? You still get a Pallice assignment first though... Coming back in: Next Mission assignment, then upgrades / awards, then transfers... maybe :salute:

KaleunMarco 11-23-21 09:16 PM

Torpedo DDS files
 
i am playing DW but i suspect that this is not a DW issue.

who can teach me how to vary the color of a torpedo head, within the DDS file?
i only want to vary the T5 so that i can tell it apart from the T3. Currently, they are nearly identical.

i can open the file with GIMP but there is a waffle-like overlay that shades every piece-part...which is another issue: which piece-part is the warhead (tip of the spear)?

not only is the visual of the file difficult to see because of the waffle overlay, it is also difficult to know which part is which part, if you understand my meaning.

propbeanie 11-24-21 02:26 PM

You are probably seeing the transparency of the alpha channel. Some modders use that for the camouflage. Look at the same files in TMO for the US torpedoes. I forget what you have to do with GIMP, if it can even edit the alpha channel, but there is a "mode" in photoshop for it... I always get it backwards, while other people think that way...

KaleunMarco 11-24-21 02:40 PM

Quote:

Originally Posted by propbeanie (Post 2780097)
You are probably seeing the transparency of the alpha channel. Some modders use that for the camouflage. Look at the same files in TMO for the US torpedoes. I forget what you have to do with GIMP, if it can even edit the alpha channel, but there is a "mode" in photoshop for it... I always get it backwards, while other people think that way...

i looked at the Mk14.dds.
it was worse.
i DID find the "remove" alpha channel somewhere in GIMP but it was no help.

propbeanie 11-24-21 07:09 PM

We both should have known:

https://thegimptutorials.com/how-to-add-alpha-channel/

https://parkerphotographic.com/advan...channel-guide/

https://lizsscribbles.com/photoshop/...a-in-gimp.html

These young whippersnapper kids of today! Able to think abstractly and all that... lol - and then there is Jeff-Groves- he ain't no spring chicken, who "thinks" programming while driving, writes it in his head, and then steps through and debugs it while he's driving... I used to be able to steer and brake while driving, but code? I usually ended-up in a puddle of drool (not always my own) on the keyboard at work while coding... alpha channel - who'd a-thunk it? Good luck reading. I cannot verify the accuracy of either one of those 3 hits there... I am drooling already, but it is not the Pavlov's Dog "supper!" effect, it is the "sleep" effect...

KaleunMarco 11-24-21 07:53 PM

Quote:

Originally Posted by propbeanie (Post 2780151)
We both should have known:

https://thegimptutorials.com/how-to-add-alpha-channel/

https://parkerphotographic.com/advan...channel-guide/

https://lizsscribbles.com/photoshop/...a-in-gimp.html

These young whippersnapper kids of today! Able to think abstractly and all that... lol - and then there is Jeff-Groves- he ain't no spring chicken, who "thinks" programming while driving, writes it in his head, and then steps through and debugs it while he's driving... I used to be able to steer and brake while driving, but code? I usually ended-up in a puddle of drool (not always my own) on the keyboard at work while coding... alpha channel - who'd a-thunk it? Good luck reading. I cannot verify the accuracy of either one of those 3 hits there... I am drooling already, but it is not the Pavlov's Dog "supper!" effect, it is the "sleep" effect...

thank you for the tutorials.
i can design and code while sleeping and frequently have, but not in graphics.
i still do not know what i am looking at when i open G7e_TV.dds, which i am assuming is the graphics for the Type 5 acoustical torpedo.
based on the tutorials you sent me i now understand that there are three different, color layers represented, however i do not know which piece of the graphic is the torpedo head, which is what i want change so that i can tell it apart from the T3.

propbeanie 11-24-21 10:23 PM

Warning Will Robinson - Warning! Potentially horrific file conversion ahead!"

OK, in the Torpedoes.dat

https://i.imgur.com/CGmnauV.jpg

(torpedo selected as an example). Make certain that you have the correct texture, either by copying and searching on its ID, or double-checking it when looking at the names - check that the ID matches. We personally know someone who spent half of a day noodling in files, only to find later that they had edited an incorrect texture... sigh - Anyway, here:

https://i.imgur.com/0TVeUeg.jpg

match the IDs. knowing you, this step is probably correctly completed - but just in case. Then, when you open the file in your editor, it won't look this bad, but... (bad conversion for imgur - yikes):

https://i.imgur.com/2VXMpET.gif

you should still be able to get the idea... The more or less rectangle to the left is the body, those circles at the bottom of the added blue rectangle go inside those half-circles on the tube "wrap", and just above the "circles" is the "cone" with a "circle" at its top to fit the pistol through. As you can see, you now know why I leave textures and other files of that sort to other, more competent people... sigh.

dex 11-26-21 06:24 AM

about new career start and changing turm upgrade
 
Hello sailors ...After a year I m planing to start again with Dw excellent mod,new career..
We talk about turm upgrade issues a lot
IF YOU HAVE THE TURM UPGRADE ISSUE (from SKIDMAN):

« Both the Typ VII and the Typ IX U-Boat will receive conning tower upgrades as the game proceeds. Every time I was awarded a new "Turm", the result was a submarine that could not move forward, or backward. A "Cannot comply" message was displayed instead. The crew screen showed missing and empty slots. This bug has been experienced and described before, and -as lurker put it- it is a nasty one. So from my experience a conning tower upgrade means end of your career. This is not acceptable.

How can you continue? Well, there is a workaround: You have to create a dummy file.

I try this ofcourse, but this applies only when we recieve turm upgrade in base,bunker...My question : when we change other equipment(deck gun,flack gun,sensors...) no need for creating dummy file

KaleunMarco 11-26-21 11:06 AM

Quote:

Originally Posted by dex (Post 2780327)
Hello sailors ...After a year I m planing to start again with Dw excellent mod,new career..
We talk about turm upgrade issues a lot
IF YOU HAVE THE TURM UPGRADE ISSUE (from SKIDMAN):

« Both the Typ VII and the Typ IX U-Boat will receive conning tower upgrades as the game proceeds. Every time I was awarded a new "Turm", the result was a submarine that could not move forward, or backward. A "Cannot comply" message was displayed instead. The crew screen showed missing and empty slots. This bug has been experienced and described before, and -as lurker put it- it is a nasty one. So from my experience a conning tower upgrade means end of your career. This is not acceptable.

How can you continue? Well, there is a workaround: You have to create a dummy file.

I try this ofcourse, but this applies only when we recieve turm upgrade in base,bunker...My question : when we change other equipment(deck gun,flack gun,sensors...) no need for creating dummy file

dex,

what is your question?
did you mean to ask: do i have to perform the turm upgrade issue if i upgrade specific equipment while in port?

if it is, then the answer is: no, it is not required.

the Turm-upgrade thing has to be performed when you get a new Turm. this happens after a mission and you receive a screen that announces the upgrade. when it happens, you will know that it happened, and you will have to react to it.

Good Luck, Herr Kaleun!

:Kaleun_Salute:

dex 11-26-21 12:00 PM

Quote:

Originally Posted by KaleunMarco (Post 2780351)
dex,

what is your question?
did you mean to ask: do i have to perform the turm upgrade issue if i upgrade specific equipment while in port?

if it is, then the answer is: no, it is not required.

the Turm-upgrade thing has to be performed when you get a new Turm. this happens after a mission and you receive a screen that announces the upgrade. when it happens, you will know that it happened, and you will have to react to it.

Good Luck, Herr Kaleun!

:Kaleun_Salute:

Hi...Yes you are in right...I mean on that
So conlusion is: 3 turms upgrade= 3 dummy save created files each time

For example IXB have 3 turm upgrades,VIIC sub have 4 turm upgrades I think...

KaleunMarco 11-26-21 02:07 PM

Quote:

Originally Posted by dex (Post 2780357)
Hi...Yes you are in right...I mean on that
So conlusion is: 3 turms upgrade= 3 dummy save created files each time

no, you only have to create a dummy once for each upgrade.
and if there are three upgrades, then you would have to perform the process three separate times IF you are given the upgrade.
i believe that your performance has to be good enough to be given the upgrade, so you may not qualify for one or more upgrades based on your performance.


Quote:

For example IXB have 3 turm upgrades,VIIC sub have 4 turm upgrades I think...
if that is the correct count of turms then, yes, you have the possibility of performing the fix-process that many times.

KaleunMarco 11-26-21 05:37 PM

Radar constantly turning on
 
here is another oddity to chew on as this is the first time i have noticed it.
because the Allies in the Atlantic have radar detection equipment, it is disadvantageous to leave one's radar on after initial detection.
however, even after turning the set off, it powers itself back on.
i have looked for a setting of some type that causes this behaviour but have not found it.

playing DW V6 and not using any mods that alter radar performance.

any suggestions?

propbeanie 11-26-21 07:02 PM

Are you referring to the radar coming back on after a wave goes over you, or if you are submerged and then come back up? Or does it just not stay off when on the surface no matter the sea state? How heavy are the seas at the time you are referring to? Which of the radars is it?

KaleunMarco 11-26-21 10:04 PM

Quote:

Originally Posted by propbeanie (Post 2780436)
Are you referring to the radar coming back on after a wave goes over you, or if you are submerged and then come back up? Or does it just not stay off when on the surface no matter the sea state? How heavy are the seas at the time you are referring to? Which of the radars is it?

so many questions, so little space.
driving a Type XXI which has only one radar and one radar detector.
i believe the unit is a type 65 and it is the radar unit because we cannot really operate the HF-DF, only see the results.
the behaviour occurred while we were surfaced and the waves were raucous, 14 or 15 kt.
now that you mention it, i do not remember that behaviour when the seas were quieter.
so, you think this is related to the sea state? i know i am going to hate myself in the morning for asking, but, why do you think that?

propbeanie 11-26-21 11:10 PM

Well, that is the "normal" behavior of the SH4 radar. It gets "wet", it assumes it's going under the surface, so it shuts-off. Wave finishes going over you, it gets "dry", time to turn back on. Now, if you're like me, you want a radar off, or you want a radar on. Turn it on, let it sweep a few rotations, find something, turn it off. No need to have a beacon saying "here I are!!!" But the game does not do that. Oh sure, you can turn the radar off (FotRSU <Ctrl><T>), but first wave over the conn, and presto-change-oh, and it turns back on, because it got "wet", then got "dry", and "time to turn on again". Short of a hammer, I don't know how to keep it turned off after it gets "wet", nor do I know of a way to keep it on for those short spurts of "wet"... someone else might.

KaleunMarco 11-26-21 11:20 PM

Quote:

Originally Posted by propbeanie (Post 2780454)
Well, that is the "normal" behavior of the SH4 radar. It gets "wet", it assumes it's going under the surface, so it shuts-off. Wave finishes going over you, it gets "dry", time to turn back on. Now, if you're like me, you want a radar off, or you want a radar on. Turn it on, let it sweep a few rotations, find something, turn it off. No need to have a beacon saying "here I are!!!" But the game does not do that. Oh sure, you can turn the radar off (FotRSU <Ctrl><T>), but first wave over the conn, and presto-change-oh, and it turns back on, because it got "wet", then got "dry", and "time to turn on again". Short of a hammer, I don't know how to keep it turned off after it gets "wet", nor do I know of a way to keep it on for those short spurts of "wet"... someone else might.

ok, ok, i get it.
the violent sea state causes the unit to think that it was submerged and so when the wave passes, it thinks it has surfaced.
terrible design and programming. just terrible.
thanks for making me aware of the obvious :haha:

dex 11-27-21 03:17 AM

Thanks for reply KaleunMarco

NiKuTa 12-01-21 05:36 PM

Hi. Where I can find this mod for DL?
900 DarkWaters V6_Errors-fix


All times are GMT -5. The time now is 07:42 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.