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Old 10-11-13, 10:42 AM   #1
vdr1981
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Starshells still visible, please help!

They are present in the game even with IRAI_0_0_39_ByTheDarkWraith patch 1. This makes every attack on convoys very CTD risky ,especially on my PC, game freezes for 2-3 sec. when submarine's detected are common thing for me, in combination with some TC, CTD is imminent...

So please, help me to get rid of those white flares!
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Old 10-11-13, 10:53 AM   #2
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Quote:
Originally Posted by vdr1981 View Post
They are present in the game even with IRAI_0_0_39_ByTheDarkWraith patch 1. This makes every attack on convoys very CTD risky ,especially on my PC, game freezes for 2-3 sec. when submarine's detected are common thing for me, in combination with some TC, CTD is imminent...

So please, help me to get rid of those white flares!
That's weird: Fx Update's white flares are fired by dummy guns, and the IRAI patch should prevent them from being used. Nonetheless, red flares are ship zone effects triggered by damage, and the aforementione patch won't affect them. Are the flares you are seeing white?
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Old 10-11-13, 10:57 AM   #3
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Very much white, blasting white...CTD white...
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Old 10-11-13, 11:13 AM   #4
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Very much white, blasting white...CTD white...


...and not red ones? I might have confuse them then
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Old 10-11-13, 11:42 AM   #5
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...and not red ones?
NO!
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Old 10-11-13, 11:46 AM   #6
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All I can say I already said - http://www.subsim.com/radioroom/show...postcount=1090
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Old 10-11-13, 11:50 AM   #7
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The only time I've seen white flares with that mod was when I surfaced to hit an unarmed convoy one night. All the ships sent one up as they spotted me.
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Old 10-11-13, 11:50 AM   #8
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NO!


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Originally Posted by volodya61 View Post
Yep, try Volodya's suggestion V13
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Old 10-11-13, 11:51 AM   #9
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Quote:
Originally Posted by volodya61 View Post
OK then... Here's entry from IRAI patch1, can you see something strange then?

Code:
# Edited by TheDarkWraith for IRAI_0_0_40
# Edited on 2/11/2013 @ 1700

# Copyright notice:
# The code changes made to this file are the intellectual property of TheDarkWraith and may not be used, modified, or duplicated in whole,
# or in part, without the express written permission of TheDarkWraith. The code changes made to this file may not be used in any commercial
# application of any form without the express written permission of TheDarkWraith.


###################################################################################################
#
#	Ship weapons:
#

strategy ShipFire(Ship)
 {
	precond
	{
		Ship:ContactPresenceIs(PRESENCE_SENSORS, 0) or (Ship:ContactPresenceIs(PRESENCE_LOOSING, 0) and Ship:GetContactLostTime() <= 360.0)
	}
	strategies
	{
		DC,
		Cannons,
		CannonsAtSubmerged
		#CheckStarshellEnable,
		#ShipFireStarShells,
		#ShipFireStarShellsDistance
	}
}

strategy DC(Ship)
{
	precond
	{
		Ship:ContactIs(SUBMARINE) or (Ship:ContactIs(UNITUNKNOWN) and Ship:GetContactDepth() <= -4.0)		#SUBISSUBMERGEDDEPTH
	}
	strategies
	{
		DCRacks,
		HHogs,
		DCThrower
	}
}

strategy DCRacks(Ship)
{
	precond
	{
		Ship:CanFireDCRacks() and Ship:GetContactDepth() <= -4.0 and Ship:GetCurrentSpeed() >= 2		#SUBISSUBMERGEDDEPTH
	}
	action
	{
		Ship:FireDCRacks();
	}
}

strategy HHogs(Ship)
{
	precond
	{
		Ship:CanFireHHogs()
	}
	action
	{
		Ship:FireHHogs();
	}
}

strategy DCThrower(Ship)
{
	precond
	{
		Ship:CanFireDCThrowers()
	}
	action
	{
		Ship:FireDCThrowers();
	}
}

strategy Cannons(Ship)
{
	precond
	{
		Ship:CanFireCannons()
	}
	action
	{
		Ship:FireCannons();
	}
}

strategy CannonsAtSubmerged(Ship)
{
	precond
	{
		(Ship:ContactPresenceIs(PRESENCE_LOOKOUT, 0) or Ship:ContactPresenceIs(PRESENCE_SONAR, 0)) and (Ship:ContactIs(SUBMARINE) or Ship:ContactIs(UNITUNKNOWN)) and Ship:GetContactDepth() <= 0.0 and Ship:GetContactDepth() >= -20.0 and Ship:GetContactRelDist() <= 8000
	}
	action
	{
		Ship:FireCannons();
	}
}




#strategy CheckStarshellEnable(Ship)
#{
#	precond
#	{
#		(Ship:ContactPresenceIs(PRESENCE_SENSORS, 0) or Ship:ContactPresenceIs(PRESENCE_LOOSING, 0)) and Ship:GetContactRelDist() <= 10000
#	}
#	action
#	{
#		Ship:EnableStarshells();
#	}
#}



#
#strategy ShipFireStarShells(Ship)
#{
#	precond
#	{
#		Ship:CanFireStarShells() and Ship:GetContactRelDist() <= 10000
#	}
#	action
#	{
#		Ship:FireStarShells();
#	}
#}
#
#strategy ShipFireStarShellsDistance(Ship)
#{
#	precond
#	{
#		Ship:GetContactRelDist() <= 10000
#	}
#	action
#	{
#		Ship:FireStarShells();
#		#Ship:ShipWaitAction(10)
#		Ship:TimeEventHappen(5);
#	}
#}
Maybe i have wrong version or something?
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Old 10-11-13, 11:56 AM   #10
vdr1981
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Quote:
Originally Posted by Oleander View Post
The only time I've seen white flares with that mod was when I surfaced to hit an unarmed convoy one night. All the ships sent one up as they spotted me.
Exactly , that is the problem, although, they are visible during day light also...
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Old 10-11-13, 11:57 AM   #11
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Quote:
Originally Posted by gap View Post
Yep, try Volodya's suggestion V13


Quote:
Originally Posted by vdr1981 View Post
OK then... Here's entry from IRAI patch1, can you see something strange then?
If my IRAI 0.37 (its files) isn't damaged I'll send it to you later..
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Old 10-11-13, 12:01 PM   #12
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Quote:
Originally Posted by volodya61 View Post




If my IRAI 0.37 (its files) isn't damaged I'll send it to you later..
Very well, tnx Volodya!
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Old 10-11-13, 01:01 PM   #13
vdr1981
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Small breakthrough...Unquoting linkname values from ships eqp file will remove starshells effects...

Code:
;SH5 FX Update
[Equipment 23]
NodeName=M90
LinkName=NULL;5InchStarShellGun;NULL
StartDate=19380101
EndDate=19451231

;SH5 FX Update
[Equipment 24]
NodeName=M91
LinkName=NULL;scc_9_gun;NULL
StartDate=19380101
EndDate=19451231
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Old 10-12-13, 03:28 PM   #14
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Quote:
Originally Posted by vdr1981 View Post
Very well, tnx Volodya!
Hi Vecko, do you still need my files?
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Old 10-12-13, 03:31 PM   #15
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Sure,why not!
I can remove starshells but i could use more elegant solution...
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