View Single Post
Old 03-28-07, 03:01 AM   #28
Ducimus
Rear Admiral
 
Ducimus's Avatar
 
Join Date: May 2005
Posts: 12,987
Downloads: 67
Uploads: 2


Default

Quote:
Originally Posted by bclaw2004
Hi Ducimus,

Great work on the mod, just wondering if it's possible to incorporate nvdrifter's Depth charge shake into yours.

As I beleive I can only run one or the other, because of the editing of the *.sim files for the boats.

Please correct me if I'm wrong

Brett

I'll look into it later. Ive had bigger fish in the fryingpan lately so i havent really gotten a chance to look at what other people are doing. One item of note that i did do in this mod that *might* give a similar effect to NVdrifers mod is the explosion radius tweak i did on depth charges. All that seems to be, is the radius at which you feel the depth charges. I might have to adjust that upward. as i beleive SH3's radius was 30, and i made it 50. Sh4's radius is 40.. so i may have to up it to 60. I think how much shaking you get might depend on the displacement of the boat. One item that you really have to watch out for when you tweak with that variable is not going overboard with it. On a whim i put in a number like 100 (or was it 1000?) in the explosion radius to see what it would do when experimenting. What happened was the force of the depth charges exploding acutally propelled the boat in speed. Very ludicrious speeds at that. Not to mention alot of shaking .


NEXT VERSION :
At any rate, i just got done looking at Increasing the rate at which flood water is pumped out of the boat. That looks like a dead end. After looking at the sub damage model again, im of the opinion that Ubi did some fundamental changes to the realism setting "realistic damage". The reality is if your pressure hull was punctured while submerged - your screwed. If punctured on the surface, you couldnt dive. It looks like how they accomplished this was a bulkhead piece of equipment, and making the floods fill in faster then you could pump them out. The more damaged your bulkhead is, the more water you take in. Im gong to stop looking at the sub damage variables.


I also got done looking at SD and SJ radar, and i *THINK* ive fixed the inconsistancy in their behavior. (IE not working, or working too well.) im going to restart a new carerr and test it out for a patrol and see if the squirly behavior is fixed. If it is, i'll include this file in the next update to this mod.

In addtion i have "radar depth" (acutally snorkel depth) renabled.

And sincei m on the subject of radar, it touches on one important subject that alot of players are having trouble with. AIRCRAFT! I think what's going on is the max visual distance is 9K in this game. Considering the speed of aircraft, this is a major handicap on the player because without a working SD radar because there is absolutly no way you can dive in time if you've visually spotted the plane in your 9KM max range. All it takes is one good aircraft bomb and you've lost the boat. So radar is CRUCIAL. Why not up the max visual range?

Two reasons.
1. If radar is working, no need to. SH4 seems to very radarcentric, and i have no problem with that.

2. more importantly, increasing the max visual distance also increases lag and degrades system performance.

This is why ive spent time on radar. If it turns out i havent fixed the radar, then what ill have to do then is go back and lower the speed on aircraft so they don't travel as bloody fast so you can acutally have time to dive if you see them at 8KM distance. Sort of a workaround for a broken function. But this is a worse case scenario. Im very hopeful that i just fixed the radar.
Ducimus is offline