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-   -   [REL] Wirebreak Mod (assembly code modding) (https://www.subsim.com/radioroom/showthread.php?t=240032)

Skwabie 02-20-19 09:31 PM

Wirebreak Mod + North Atlantic 2000
 
-WirebreakSpeedThreshold in weapons.txt now works. Wire break chance only affected by speed.

-Angled tube jams at ~10% chance (speed / 300) above 30.5 knots.

-Snake search pattern changed to much narrower. Default is 10deg/sec for 9 seconds turns. Changed to 2 deg/sec turn for 20 seconds.

-Torpedo vertical homing algorithm changed to pure pursuit. - By default it was only altitude difference based and has nothing to do with slant range. Torpedoes thus are mostly immune to large height difference/maneuver when homing.

-Torpedo run deep depth set to 200ft above sea floor, or 1000ft, whichever is shallower.

-“Advanced” torpedoes (sensor angle >=55 deg) reject wrecks, whales and oilrigs, and have a routine to evade if the target it locks on to is destroyed by another torpedo: stop homing - dive to run deep depth – snake search. Exception: countermeasure homing when target destroyed or evaded, upon which it will only circle search.

-AI launched torpedoes with sensor range above 2700yards will use drive through on jam. Below 2700 – drive around jam. By default AI torp drivethrough/drive around is based on chance. Player launched torpedoes: drive through jam on passive homing, drive around jam on active homing.

-AI launched torpedoes: sensor angles < 45 deg – snake; sensor angles between 45 and 55 deg – chance for either snake or straight; sensor angles > 55 deg – straight search.

-Player ASW missile torpedo will dive to depth of closest enemy at drop point and trigger AI reaction, and can also target surface ships.

-Sonar ping lines fade much slower so can get a solid bearing out of it.

-Max number of helos increased to 8 and min number ~ half of TF total. More chance for 8 if total helo count above 8. Initial patrol radius increased.

-Fixed wing aircraft is much less sticky.

-Enemy torpedoes can hit surface ships again.

-Mission start spawn range increased, by decreasing sonar contact strength requirement.

-AI detection range against player missile is largest at missile launch. Missiles have size factor 0.4 within launch +7 sec (booster is bright and lotta smoke), 0.2 outside launch +7 sec, 0.25 beyond waypoint. – Don Kay search radar range 50k yards, so launch detection 20kyds, missile detection 10k, active missile 15k. AI will only counter fire if launch detection. Largely decreased radar detection points on player by detecting player missiles.

Small tweaks against other AI... simplifications.


update:

-Fixed player ASW missile bug.
-Restored helicopter navigation.
-Player Mast radar returns reduced.
-Player visual range bumped.
-Periscope max zoom factor set to x64.


update2:


-Fixed torpedo deep run depth bug under surface ice.

-Ping lines fade a little faster.

-New entry in config.txt:
HeloMADMultiplier
Gives helicopters a MAD detection range multiplier so they are not completely useless - or not, default is 1... In config.txt it would look like (7.5 my own setting)
Code:

...
MADDetectionRangeInYards=400
HeloMADMultiplier=7.5

-Simulates wide aperture flank array. New entries in sensors.txt:

SonarWAARange -- range of the WAA, ala 15000 yds for the Seawolf.
SonarWAATMARate -- Sol increase rate due to angle rate while in WAA range.
SonarWAATMABaseSol -- absolute Sol increase rate while in WAA range.

In sensors.txt it would look like
Code:

SonarModel=usn_an_bqq_10
SonarType=ACTIVE/PASSIVE
SonarFrequencies=L,L
SonarActiveSensitivity=32
SonarPassiveSensitivity=46
SonarBaffle=150
SonarNoisePerKnot=1
SonarOutput=235
SonarWAATMARate=10
SonarWAARange=15000
SonarWAABaseSol=5

With above settings perfect Sol can be achieved in 5-10 time units once within 15000 yds.

On the target data page, once target is in WAA range the RNG readout turns cyan:
https://lh3.googleusercontent.com/uN...-=w333-h417-no

If the WAA cannont get a reading but the estimated range is within WAA range, the RNG readout turns yellow, indicating the estimate is false.
https://lh3.googleusercontent.com/dn...s=w333-h417-no


update3:

-New entry in \ColdWaters_Data\StreamingAssets\override\hud\defa ult.txt
PingLineFadeRate=
Changes tactical map ping line fade rate.
Game default is 0.5.

-New keystrokes:
-Stop Time Compression; Start Time Compression. Original “Set Time Compression” key renamed to “Toggle Time Compression”.
-Previous Tube.
-Previous Contact.
-Increase depth; Decrease depth. Changes depth control on helm panels by 50ft, works just like mouse clicking dive controls in the default game. Mouse control now changes depth on helm by 10ft intervals.
-Signature List Forward 5; Signature List Backward 5. Cycles through targeting list on the signature panel by 5 on each key press.

-MaxPitchAngle for missiles in weapons.txt all changed to 7.


update4:

description in post

Link



Install:

1. Extract.

2. Backup all.

3. Extract and overwrite.

4. Keybinding in game options no longer works with expanded keylist. Better manually edit options.txt for new key assignments.


How?

Reflector (eating ramens this spring..) + Reflexil
dnspy (awesome)
MS Visual Studio
A guide on steam




https://youtu.be/Gy86V4vuyqo

Skwabie 02-20-19 09:37 PM

Sonar ping lines:
https://lh3.googleusercontent.com/lq...=w1127-h901-no

Torpedo snake pattern:
https://lh3.googleusercontent.com/Po...=w1127-h901-no

Torpedo vertical homing:
https://youtu.be/-Ws6G5pTa0k

Skwabie 02-21-19 12:09 PM

update

Fixed player ASW missile bug.
Restored helicopter navigation.

Player Mast radar returns reduced.
Player visual range bumped.
Periscope max zoom factor set to x64.

jack33 02-22-19 01:17 PM

thank´s
 
Nobody thanks you for your work? I give you thanks:Kaleun_Salute:

CDR DPH 02-23-19 09:30 AM

Thx, will give this a try.

Skwabie 02-23-19 07:08 PM

update2:
-Fixed torpedo deep run depth bug under surface ice.
-New entry in config.txt: HeloMADMultiplier
-Simulates wide aperture flank array.

Details in OP.

CDR DPH 02-23-19 07:41 PM

Everything seems to work well on my end. I find the longer display period for the yellow sonar lines a bit too long. Was playing a mission with 20 enemy ships and all I could see on the screen was yellow. :-)

Skwabie 02-23-19 07:49 PM

Quote:

Originally Posted by CDR DPH (Post 2593300)
Everything seems to work well on my end. I find the longer display period for the yellow sonar lines a bit too long. Was playing a mission with 20 enemy ships and all I could see on the screen was yellow. :-)

Tried to make it a config variable but failed. In update2 it was set to 0.015 - before was 0.01, last night I tried 0.02 but found it fade a little too fast so... Will try again later to externalize it!

CDR DPH 02-24-19 04:17 PM

No rush, thx for your efforts.

jack33 02-25-19 03:11 AM

Dear Skwabie. Thank you for your work. Would there be any possibility to make marks on the map, for example of waypoints or historical positions? Thanks again

CDR DPH 02-25-19 08:51 AM

Here is a new issue that I suspect is related to the changes made to the dll.

I have given one of my US subs access to ss-n-16 torpedo launched asw missiles. After one of the updates to the dll, when these missiles are launch, they arc high into the air and then dive into the sea not far from where they were launched.

I believe the n-16s still worked after the first modification to the dll but one of the subsequent modifications may have broken them.

Skwabie 02-25-19 05:37 PM

Update 3. Details in OP.

Quote:

Will try again later to externalize it!
Success. PingLineFadeRate in \HUD\default.txt

Quote:

Would there be any possibility to make marks on the map, for example of waypoints or historical positions?
Would be nice!... but seems to be beyond what I can do atm. But I'm also learning!

Quote:

they arc high into the air and then dive into the sea not far from where they were launched.
Forgot that I changed that:X Original game set all missiles' maxpitchangle to 7 regardless of weapons.txt entry. I changed the game to follow the .txt entry and there's some missiles with MaxPitchAngle=89 in there and crash to sea after launch results. In update 3 I attached the edited weapons.txt.

CDR DPH 02-25-19 10:09 PM

We're all learning right along with you.

One aspect that drives me insane, is having to select the torp in the weapons store first, then click on a swim option or depth setting. I'd like to cut my clicks in half and just toggle the setting by clicking on the appropriate box.

Probably not addressable by the type of modding you are doing, but if KFG ever asks for suggestions again, I've got a list. :-)

Thx.

jack33 02-26-19 03:18 AM

Thank´s

JhonSilver 03-07-19 03:43 PM

Great job !! Very interesting results.

jack33 03-08-19 04:59 AM

No news:06:

CDR DPH 03-08-19 08:16 AM

I've used the modified dll for while now and kind of like some of the changes.

The longer display period for sonar lines is both useful and cluttering. The reduced torp snaking arcs, I'm on the fence.

I do like that enemy torps can sink enemy vessels again. That's only fair if my own torps can sink me.

Me thinks that many of these changes should have been adjustable from within the options screen from the outset.

AllQuiet 03-22-19 01:49 AM

Why do we need the Assembly-CSharp DLL file? Or for that matter, why do we need the dictionary and weapons file?

Wouldn't it be easier to simply post the changes you made in the text files instead of gathering up other files?

I have my own dictionary and weapons file and I don't want them disturbed.
In fact, every single file in the game has my fingerprint stamped on them now.

CDR DPH 03-26-19 06:03 PM

Quote:

Originally Posted by AllQuiet (Post 2598527)
Why do we need the Assembly-CSharp DLL file?

The dll is where the aspects that the modder wished to change are contained. These changes cannot be made by changes in any of the txt files alone. You need the other files (with their respective edits) to support the changes made in the dll.

AllQuiet 04-07-19 07:46 PM

Quote:

Originally Posted by CDR DPH (Post 2599569)
The dll is where the aspects that the modder wished to change are contained. These changes cannot be made by changes in any of the txt files alone. You need the other files (with their respective edits) to support the changes made in the dll.

Ok...nice improvement over stock weapon behavior. And I noticed a couple of things. Changing depths now have finer increments of 10 vs 50. Change you write the file so that we can use the shift key for larger depth increments and keep the finer increments for depth like you have it now?

I also noticed the F9 time acceleration was disabled. I'm not sure if this was a memory dump on my end or you culled it out on the dll file you created...


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