View Single Post
Old 04-30-13, 12:33 AM   #1706
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by volodya61 View Post
When I tested all the new patches (report post at the previous page), I noticed that failure chance not even 40-50% but almost 100% sometimes..
I went back and looked over the patch for the circle runner fix. One thing I found is that it doesn't take effect until the torpedo makes it's initial turn. This made the rudder jam on initial turn patch obsolete and thus has been removed. The other interesting thing is if the torpedo doesn't make any turns (just goes straight ahead) then the circle runner chance is set to 0%. If the torpedo makes just a 1 degree turn then the circle runner chance is applied. Thus I have revised the circle runner fix patch. Now you will get a truly random % chance of a circle runner. The problem with the old code was I thought MSVCR90.rand returned a 32 bit number in EAX - it actually returns a 16 bit number in EAX. Thus my code was incorrect. Now the code reflects a max 16 bit number being returned from MSVCR90.rand


v1.0.85.0 released. See post #1

Starting with v1.0.85.0 added patch to SHSim.act and SHCollisions.act that stops destroyed ships and subs from falling through the sea floor and disappearing (1st draft of this patch - more work to do on it). Removed patch Rudder jam on initial turn from SHSim.act. Revised patch Fix circle runner chance in SHSim.act

TheDarkWraith is offline   Reply With Quote