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-   -   [REL] Dark Waters (https://www.subsim.com/radioroom/showthread.php?t=243322)

fitzcarraldo 01-24-20 06:29 AM

Quote:

Originally Posted by Fifi (Post 2645962)
Give me a couple of hours, and i will post new settings :yep:

:Kaleun_Salute:


Many thanks!

Fitzcarraldo :salute:

Fifi 01-24-20 08:22 AM

Here you go:

Very important: DIABLO III compatibility in Inspector!

https://i.goopics.net/eNNv4.png

https://i.goopics.net/XLLpa.png

Important to set parameters in control panel ---> Global Parameters (other wise it will not take effect in Program parameters - don't ask, i dunno why)

https://i.goopics.net/wNNxm.png

https://i.goopics.net/dddQJ.png

Last in the Control Panel ----> Program Parameters:

https://i.goopics.net/NJJmy.png

https://i.goopics.net/kOOJL.png

As i am French, my Control panel IS in French...sorry but i will not get it in English :D

Ingame settings for best rendering (no need what is unchecked!)

https://i.goopics.net/5yyw7.png

fitzcarraldo 01-24-20 11:27 AM

Many thanks, Fifi.:Kaleun_Applaud:

It seems my problem is the Nvidia CP and those general options.

I´ll try now.

Best regards.

Fitzcarraldo :Kaleun_Salute:

dashyr 01-24-20 06:44 PM

I am really impressed by what I see.

There is perhaps a thing or two that grinds my gears a bit but it is easily overshadowed by a lot of good work.

I really like this and I simply cannot wait for you to upload V4 so I can start a proper patrol with it.

Meanwhile, I am going to take a look at this thread every 5 mins hoping to see V4. And play Dangerous Waters while waiting.

You shouldn't have told me V4 was incoming.....

fitzcarraldo 01-24-20 07:08 PM

I tried the Nvidia settings and work very fine.

Many thanks!

@TheBerbster: I think these settings should be added to the SH4 General Tips and Help resources.

Best regards.

Fitzcarraldo :salute:

Fifi 01-25-20 03:01 AM

DARK WATERS V4 IS OUT !!
See post #1

- AA guns have new ammunition, specially the AA with black burst
- Deck guns have star shells now
- Power of every shells have been revised. Up to you to find the more efficient !
- AI visuals have been increased but not in range distance. Your veteran crew will spot a ship at around 12000M while the cargo veteran crew will spot you surfaced around 6500M by clear weather. Night surface attacks still possible up to around 1000M with clear weather.
- Periscopes are now detectable. The more you raise it the faster you can be detected! Cargo with veteran crew can detect a fully raised periscope at around around 2000M with 2m/s waves, 1500M with 8m/s waves (the higher the waves, the closer you can go)
- No more invisible periscope for types VII & IX (AI couldn’t see them!)
- AI cargo guns skills slightly increased. They no longer fire all around but on your sub now. After some adjustment time, they will hit you.
- U-Boat have now visible damages (decals - only one type)
- Ability to raise and lower U-Boat flag via watch officer new order bar icon. When your U-Boat will be be snorkel equipped, activate new add-on mod to keep a static flag (because only way to raise/lower flag is via snorkel call)
- New add-on mod only for U-Boats snorkel equipped to keep static flag
- Deleted U-Boat flag add-on mod not necessary anymore
- External camera can’t go through object now
- Museum camera adjusted
- Cargo flags have been adjusted
- Cargo lifeboats have been adjusted so they no more stand in front of AA guns
- Fixed Egypt flag missing (thanks KaleunMarco)
- Unified Render Controller has been added to all ships when possible
- Unified Render Controller has been added to all planes when possible
- All ships have now water splash effect when rough sea (above 5m/s) Unique feature in any Silent Hunter!
- Some ships without URC have been color adjusted
- Few planes color adjusted
- Torpedo DUD chances are now lowered when slow speed, and angles DUD chances has been slightly lowered (ex: firing more than 50° was 99% DUD before, now it’s 90%)
- Torpedo G7e TII speed is now 30 knots (it was 28)
- All torpedoes have now same damage power (they had the same explosives weight in RL) according to TII’s
- Naval mines are now working, and damage adjusted (deadly)
- SMA mines for type VIID are working and power adjusted (deadly)
- Harder Escort L1 & L2 have been adjusted to new AI visuals

Here where to raise/lower the flag:

https://i.goopics.net/1yyQo.jpg

Hope you'll like it!

:Kaleun_Cheers:

dashyr 01-25-20 03:29 AM

I sure like what I saw when I tried V3. Sounds like you went for immersion above all.

To me. That is a serious contender for MOTY.

:Kaleun_Cheers:

lederhosen 01-25-20 03:51 AM

yippy

Fifi 01-25-20 04:29 AM

Yes, V4 is more immersive but harder too (not impossible!)
No more sitting ducks cargos, now you have to think twice and plan your approach like a real kaleun!
Well...at start of war, they are still unarmed, but from 1941 that’s an other story :D

dashyr 01-25-20 05:03 AM

Quote:

Originally Posted by Fifi (Post 2646084)
Yes, V4 is more immersive but harder too (not impossible!)
No more sitting ducks cargos, now you have to think twice and plan your approach like a real kaleun!
Well...at start of war, they are still unarmed, but from 1941 that’s an other story :D

Found a small issue thought.

Time compression disengages WAAAAAY too close to contacts. That combined with the changes you made ain't really... hmm.. fun. If water is clear you basicly get insta spotted with no chance to react.

Got a whole taskforce trying to nuke my sub. Staying in their blind side without having them dropping charges or something is quite the challenge with only 50m under the keel.

Fifi 01-25-20 05:55 AM

Quote:

Originally Posted by dashyr (Post 2646086)
Found a small issue thought.

Time compression disengages WAAAAAY too close to contacts. That combined with the changes you made ain't really... hmm.. fun. If water is clear you basicly get insta spotted with no chance to react.

Got a whole taskforce trying to nuke my sub. Staying in their blind side without having them dropping charges or something is quite the challenge with only 50m under the keel.

I didn’t change our crew spotting distance! The exact same as before... :hmmm:

It’s dropping to zero TC with merchants.
I don’t really see why and how escorts could have changed spotting distance further away...as i touched only merchant visuals...

I’ll have a look into it this afternoon anyway.

Keep in mind best time compression is X512 to X1024, no more :yep:

Fifi 01-25-20 06:17 AM

Ok made i quick test with escorted convoy, and running at 1024 TC, game dropped to 1 for the first DD spotted at ... 14 KM!

https://i.goopics.net/YJDgP.jpg

Can't do better, and it seems fine to me :yep:

BUT the destroyers seemed to spot me around 11Km. It's not that accurate you are right.

I think i will decrease a bit the escorts spotting distance, so player will have more time to plan the approach.

Keep around, i'll adjust this very soon :up:

Fifi 01-25-20 07:45 AM

V4_ESCORT_VISUAL_PATCH available on post #1!
Download and once unzipped copy/paste it in your Data/MODS folder.
To be activated very last on your list.

I decreased escort spotting range to around 9Km (depending their skill)
Stock OM was...50Km!! :o

Clear weather no fog, running X1024 TC, game will drop to 1 TC when destroyer spotted at around 14Km. Knowing he will spot you from 9Km, you have enough time to plan approach :yep:

Only with heavy fog you have to be careful with TC...
I tested an escorted convoy in bad weather with heavy fog, my crew was veteran, escort crew veteran also, running X1024 the game dropped to 1 when i spotted destroyer...i could see the destroyer shape in the fog, but around 1 minute later he spotted me!
That’s normal because of heavy fog distances are very close.
So or you crash dive as soon as something is spotted (again in heavy fog) or you have to slow down your surface speed and regularly dive and listen if something is closing (as it was in RL!)

I will include this patch in next V5, if all goes well.
But so far I’m satisfied of the results.

dashyr 01-25-20 01:05 PM

Quote:

Originally Posted by Fifi (Post 2646099)
I didn’t change our crew spotting distance! The exact same as before... :hmmm:

It’s dropping to zero TC with merchants.
I don’t really see why and how escorts could have changed spotting distance further away...as i touched only merchant visuals...

I’ll have a look into it this afternoon anyway.

Keep in mind best time compression is X512 to X1024, no more :yep:

What I mean is... when time compression stops. I'm like 1km away and get spotted instantly. Well maybe not 1km... but I ain't exactly got time to calculate.

I did follow install instructions. Thanks for the hotfix. Very appreciated.

dashyr 01-25-20 01:23 PM

Oh and BTW.

Did you change the navigation map? V3 Showed a more precise underwater topography.

Might be a bug on my end IDK but the map is very minimalistic. Wich can cause an issue with planning routes. I usually travel over zones where I can dive deep but now I got nothing on the map to help me find those.

I'm all in for immersion but some concessions has to be made for a game to be enjoyable. :) If the change was intended, could you make the old map as an optional addon?


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