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-   -   [REL] Depth charge water disturbances (https://www.subsim.com/radioroom/showthread.php?t=181513)

TheDarkWraith 03-18-11 09:33 PM

[REL] Depth charge water disturbances
 
This mod will cause water disturbances when depth charges explode underwater. These water disturbances will mess with the destroyers/escorts sonar and hydrophone allowing the player's sub to take more evasive maneuvers and higher speeds for a short period of time after the depth charge(s) explodes. This is to model natural effects that happen in real life in the water.

Each person may want to tweak the size (m2) that this area effects to their taste, the ilfetime (in mins), and the noise value (don't know what/how this one works in game)

Can be enabled/disabled at any time

To install:
unzip straight to MODS folder and enable via JSGME

v1.0: first release
v2.0: adjusted surface, lifetime, and noise (via some feedback from Rubini)
v3.0: added support for hedge hogs
v4.0: adjusted lifetime of disturbance from 8 seconds to 45 seconds for each DC explosion

http://www.gamefront.com/files/20143...ce_v4_0_SH3_7z

:|\\

Sailor Steve 03-18-11 09:56 PM

Cool! Will install at the end of this patrol. :rock:

frau kaleun 03-18-11 10:10 PM

At the rate cool stuff is being released lately, I may never get out of base again.

"Every time I think I'm out, they pull me back in..." :haha:

Bakkels 03-18-11 10:15 PM

"Our true enemy, has yet to reveal himself!" :haha::03:

But once again, great little mod DarkWraith. Thanks.

Fish In The Water 03-18-11 10:18 PM

Great innovation...

Between this and fire damage things are really (pardon the pun) heating up. Thanks very much! :salute:

Victor Schutze 03-18-11 10:57 PM

Very good improvement realism wise!:rock::rock::rock:

I try it as soon as i get back to port

Damo 03-19-11 12:30 AM

Well TDW, always been a fan of your work ever since SH4 Effects for SH3. I kind of build most of my SH3 installs around that mod. Just recently got SH5 and been tinkering with a few of your offerings on that too. In fact, with all the stuff you do over there, then find time to come over here and solve age old problems that have been crying out for a solution for so long, I worry that you may be neglecting your real life, maybe dreaming in binary by now?

So as a thankyou, and I'm sure the rest of the subsim community will agree with me, take the rest of the weekend off, kick back with a beer in your hand (or your favorite ladyfriend, fnarr, fnarr) and relax. Report back once you are refreshed and rested with news of your next groundbreaking endeavour.

We'll cover for you at BdU.

:03:

Rubini 03-19-11 12:37 AM

Hi TDw,

Thanks again for more this mod. I didnīt tested it yet..but my curiosity already openned the file.:DL You know that I tried to make it without success...:damn:

So, I noticed that it isnīt attached to the DC/DC effects in any way (no parent ID related - itīs zero in truth) So, how you attached the bold effect to the DC explosion?:hmmm:

If you prefer you can reply me by PM.
Cheers!

TheDarkWraith 03-19-11 12:43 AM

Quote:

Originally Posted by Rubini (Post 1622898)
Hi TDw,

Thanks again for more this mod. I didnīt tested it yet..but my curiosity already openned the file.:DL You know that I tried to make it without success...:damn:

So, I noticed that it isnīt attached to the DC/DC effects in any way (no parent ID related - itīs zero in truth) So, how you attached the bold effect to the DC explosion?:hmmm:

If you prefer you can reply me by PM.
Cheers!

Look closely at the file. You'll find the IDs of the DC explosion effects as the parents of a special controller. This controller exists in an .act file but I had to 'make' it (this goes way back to my SH4 effects for SH3 mod as to how I did the secondary explosions) from the data I found in that .act file as it didn't exist anywhere in any of the files (it took many, many tries to get the format of it correct) :yep:

Rubini 03-19-11 12:44 AM

Donīt Mind!

Got it!:up:

Rubini 03-19-11 01:40 AM

Ok, i canīt resist. First feedback:

At first: it really works!! Kudos TDW! (I have get close, I just didnīt put a 3D ID object on the main node!):yeah:

I make a round of quick tests on U505 mission and I found it more useful adjusting the parameters as below:
life_time=10
surface=250
noise=0,5

In each DC attack round all the DC explodes on a short period from the first one to the last, in less than ten seconds (medium), so adjusting it for 10 we will have almost 20 seconds of disturbance.

The noise parameter is a hydrophone only disturbance (i guess), so 0,5 seems a good number&good results ( based on sim.cfg hydrophone values).

Could be good if others could also looked at these values&test them to we find the best ones. I guess that TDW havenīt enough time to make deep tests on this.

Someone knows something historical about how much the DC brings a ASDIC/Hydrophone disturbance? :hmmm:

Cheers again TDW!

rik007 03-19-11 02:05 AM

Wow! TDW, thank you! How long have we been waiting for this! :)

Robin40 03-19-11 02:16 AM

TDW...the SuperModder

Can I activate this mod in mid-patrol?

I want to escape those damned DD's:DL

Magic1111 03-19-11 07:09 AM

Quote:

Originally Posted by Rubini (Post 1622912)
life_time=10

@ rubini: Do you mean really 10, not 0,10 ??? :hmmm:
Because the current setting from TDW is 0,12. And I mean the setting from 0,12 (TDW) to 10 (from yours) is a great difference !

@ TDW: Wonderful MOD as ever, many thanks ! :rock:

Best regards,
Magic:salute:

TheDarkWraith 03-19-11 10:28 AM

Quote:

Originally Posted by Rubini (Post 1622912)
I make a round of quick tests on U505 mission and I found it more useful adjusting the parameters as below:
life_time=10
surface=250
noise=0,5

In each DC attack round all the DC explodes on a short period from the first one to the last, in less than ten seconds (medium), so adjusting it for 10 we will have almost 20 seconds of disturbance.

The noise parameter is a hydrophone only disturbance (i guess), so 0,5 seems a good number&good results ( based on sim.cfg hydrophone values).

Could be good if others could also looked at these values&test them to we find the best ones. I guess that TDW havenīt enough time to make deep tests on this.

According to the .act file, the lifetime is in minutes thus is why I set it for 0.12 (0.12 * 60 seconds = 7.2 seconds). Surface is in square meters (m2) and from looking at all the bold decoys available in game the bold type 1 had the smallest m2 value so I used it. I really didn't have a clue what I should set the m2 value to. By releasing this for everyone to test we can come up with an appropriate value. The Noise value, well I really had no clue on this one. The .act file said >= 0. If that's not vague I don't know what is :shifty: What does this noise do? What is an appropriate value to set it to :06: Once again by releasing this and letting you all play around and test it we can come up with appropriate values.
Now why did I choose 7.2 seconds for the lifetime? It's a number I pulled out of the air :yep: I don't know how long these water disturbances should last when a DC explodes :-?

Gerald 03-19-11 10:34 AM

Quote:

Originally Posted by TheDarkWraith (Post 1623087)
According to the .act file, the lifetime is in minutes thus is why I set it for 0.12 (0.12 * 60 seconds = 7.2 seconds). Surface is in square meters (m2) and from looking at all the bold decoys available in game the bold type 1 had the smallest m2 value so I used it. I really didn't have a clue what I should set the m2 value to. By releasing this for everyone to test we can come up with an appropriate value. The Noise value, well I really had no clue on this one. The .act file said >= 0. If that's not vague I don't know what is :shifty: What does this noise do? What is an appropriate value to set it to :06: Once again by releasing this and letting you all play around and test it we can come up with appropriate values.
Now why did I choose 7.2 seconds for the lifetime? It's a number I pulled out of the air :yep: I don't know how long these water disturbances should last when a DC explodes :-?

The density of water, is the larger one in the air so your figure may well be relevant, btw thanks for a great addition :salute:

TheDarkWraith 03-19-11 11:29 AM

Quote:

Originally Posted by Robin40 (Post 1622915)
TDW...the SuperModder

Can I activate this mod in mid-patrol?

I want to escape those damned DD's:DL

can be activated/deactivated at any time :up:

v2.0 released due to some feedback received from Rubini.

Robin40 03-19-11 11:56 AM

Quote:

Originally Posted by TheDarkWraith (Post 1623122)
can be activated/deactivated at any time :up:

v2.0 released due to some feedback received from Rubini.

thx TDW

I found out that with this mod activated oxygen reserve is immediately 100% when sub emerges

while it takes some time (2 to 6 mins) in stock SH3-GWX

I must check more

TheDarkWraith 03-19-11 11:58 AM

v3.0 released. See post #1 for details.

This version adds support for hedge hogs.

Can't see how this mod can make the oxygen reserve go immediately to 100%. All IDs are unique (they follow the format that I use) and the method I use to make this work hooks some of the depth charge explosions effects and spawns a virtual bold decoy when they (effects) are called.

irish1958 03-19-11 01:09 PM

DW
What program do you use to tweak the dsd file?:hmmm:
:woot:Thanks for these wonderful mods.:|\\
Not that you don't have enough to do:arrgh!:, but are you going to release these for SH4 and SH5?:know:


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