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-   -   [REL] Depth charge water disturbances (https://www.subsim.com/radioroom/showthread.php?t=181540)

TheDarkWraith 03-19-11 12:03 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: changed lifetime of disturbance from 8 seconds to 45 seconds for each DC explosion

http://www.gamefront.com/files/20143...ce_v2_0_SH4_7z

:|\\

BillBam 03-19-11 12:31 PM

Awesome, I have always hoped for this. Just not realistic that the Japs can continue to listen and find you when DC are going off.

Bilge_Rat 03-19-11 02:00 PM

TDW, when do you find time to sleep...:salute:

TheDarkWraith 03-19-11 02:03 PM

Quote:

Originally Posted by Bilge_Rat (Post 1623255)
TDW, when do you find time to sleep...:salute:

I get 8-12 hours a night :yep:

CCIP 03-19-11 02:09 PM

Good to see you ported this over to SH4 as well, thanks a bunch! :up:

STEED 03-19-11 04:44 PM

Looks interesting I've give that ago next week. :up:

AVGWarhawk 03-19-11 05:46 PM

Nifty! :up:

TheDarkWraith 03-19-11 05:54 PM

I've received some feedback in the SH5 mods forum in regards to this saying that some other games that have modeled this behavior set the lifetime of the disturbance effect to 30-60 seconds. Currently I have it set to 8 seconds. What do you all think the lifetime of it should be :06:

razark 03-19-11 06:02 PM

Quote:

Originally Posted by TheDarkWraith (Post 1623479)
What do you all think the lifetime of it should be :06:

Do we have any historical data? I thought the disturbance lingered for a while. (As in several minutes. Really wish I could remember where and what I've read about it.)

Edit:
I'm also guessing this work would be based on Allied ASW technology? Would different values be appropriate for the PTO, based on the state of Japanese technology?

TorpX 03-20-11 12:41 AM

Great idea! :up:

As to the duration, my guess would be a minute or two. Perhaps it could be random; 60 to 120 sec. or something like that?

TheDarkWraith 03-20-11 10:05 AM

Quote:

Originally Posted by TorpX (Post 1623637)
Great idea! :up:

As to the duration, my guess would be a minute or two. Perhaps it could be random; 60 to 120 sec. or something like that?

As I love randomness I can't do that here. It has to be a concrete value :shifty:

TheDarkWraith 03-20-11 10:26 AM

v2.0 released. See post #1 for details :|\\

Sailor Steve 03-20-11 11:12 AM

Like others, I seem to recall much anecdotal evidence, but I can't remember where. This means that it may actually be talk I heard from others, which means it may not be true at all. That disclaimer aside, here's what I think I remember:

The disturbance lasts long enough for the submarine to have a chance of escaping from one escort, partly because the sub is behind the escort when the depth charges go off and the escort can't hear the sub anyway.

When being chased by a hunter/killer group a single escort is the 'hunter' and follows the sub guiding the others in but itself never attacking. The disturbance does cause the 'hunter' to lose contact, but almost always regains it, mainly because the sub can't go far even at 8 knots. Of course this is complicated by the fact that even if the sub escapes the 'hunter' they immediately go back into search mode and quickly find it again.

So how long is the right amount? Of course I have no clue. I just wanted to present some of the 'evidence' I'm pretty sure I've 'heard'.

AVGWarhawk 03-20-11 04:48 PM

8 seconds or 60 seconds...either way the fishing line from the destroyer to my rudder has just been cut. :up:

SkyBaron 03-20-11 06:51 PM

Has anybody else tested this mod with TMO 2.1? On my system it crashes whenever depth charges or airplane bombs are dropped even if I start a new career or play one of the single missions.

Don't know if this is going to help to sort out the problem:

Problem Event Name: APPCRASH
Application Name: sh4.exe
Application Version: 1.5.0.0
Application Timestamp: 476a5ca9
Fault Module Name: SHSim.act
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 476a5c4b
Exception Code: c0000005
Exception Offset: 00052e46
OS Version: 6.1.7601.2.1.0.256.1
Locale ID: 1033
Additional Information 1: 1e77
Additional Information 2: 1e77b59d6f3ce602eb1258478d561ede
Additional Information 3: 26df
Additional Information 4: 26df637c1b101bf365eefc3afebbcfec



I only have TMO 2.0 + update installed.

The mod is a great idea BTW! :salute:

Jan Kyster 03-20-11 08:10 PM

Can confirm the above for TMO 2.1.

Loads fine in new career and singlemissions, but only until fire is exchanged.


Ran a couple of identical tests with and without mod. Without mod no problems, but with mod SH4 always crashed.

Even before being DC'ed... but being fired at with all kinds of calibres...


Tried to blink: "It's only a trial-run!"...
http://i189.photobucket.com/albums/z...ots/TDW-DC.jpg

Hope you may find a solution! Mod idea is brilliant! :up:


In case you can use it, here's the log from two tests:

Navn på program med fejl: sh4.exe, version: 1.5.0.0, tidsstempel: 0x476a5ca9
Navn på modul med fejl: SHSim.act, version: 0.0.0.0, tidsstempel: 0x476a5c4b
Undtagelseskode: 0xc0000005
Forskydning med fejl 0x00052e46
Proces-id 0x5d8
Programmets starttidspunkt 0x01cbe76127278031
Programsti: E:\Pacific Wolves - TMO 2.1\sh4.exe
Modulsti: E:\Pacific Wolves - TMO 2.1\SHSim.act
Rapport-id: edd5855a-5354-11e0-9d7c-485b3986d3fb
-------------
Navn på program med fejl: sh4.exe, version: 1.5.0.0, tidsstempel: 0x476a5ca9
Navn på modul med fejl: SHSim.act, version: 0.0.0.0, tidsstempel: 0x476a5c4b
Undtagelseskode: 0xc0000005
Forskydning med fejl 0x00052e46
Proces-id 0xae4
Programmets starttidspunkt 0x01cbe762bb82aae9
Programsti: E:\Pacific Wolves - TMO 2.1\sh4.exe
Modulsti: E:\Pacific Wolves - TMO 2.1\SHSim.act
Rapport-id: 5563112a-5356-11e0-9d7c-485b3986d3fb

willielapus 03-20-11 09:02 PM

SH4 v1.5 + GFO + mod = CTD
 
Installed the mod in my game (Sh4 v1.5 + GFO) and it froze up just at the instant my torpedo was about to impact. Replayed the mission 3 times with the same result - CTD just as the torpedo was about to hit.

jldjs 03-22-11 07:16 AM

I'm playing TMO 2.1 with this mod and also get the ctd just torp nears the target. I restarted without this mod and all was ok.

Zakalwe 03-24-11 10:05 AM

If the CTDs are cured, would this work with the ATO Mod too?

Gereke 03-24-11 01:29 PM

I've been using this mod with Operation Monsun and have had zero CTD's.

Great mod. Adds a nice layer of realism to the game that was missing :D


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