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04-26-12, 12:28 PM | #16 |
Black Magic
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I have to update my patcher app so that it can patch .act files. Currently I have it hard-coded to sh5.exe. I'll make it so that it reads the file it's supposed to patch from the patch file
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04-26-12, 12:57 PM | #17 | |
Grey Wolf
Join Date: Jul 2011
Location: UK
Posts: 856
Downloads: 87
Uploads: 3
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04-26-12, 01:15 PM | #18 |
Seaman
Join Date: Apr 2010
Posts: 32
Downloads: 563
Uploads: 0
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Im no expert but just an idea, is that not maybe why the subs are not taking DC damage to the hull?
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04-26-12, 01:16 PM | #19 | |
Black Magic
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Patcher app updated and I have patched my shcollisions.act file. Now testing in game |
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04-26-12, 01:20 PM | #20 | |
Grey Wolf
Join Date: Jul 2011
Location: UK
Posts: 856
Downloads: 87
Uploads: 3
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Looking forward to seeing this implemented |
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04-26-12, 01:23 PM | #21 |
Black Magic
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Alright, testing works! I fired torpedo at NLL ship (GR2) with magnetic detonator turned on. As soon as the torpedo was under the keel kaboom! Now I wanted to see if I switched off the magnetic detonator what would happen. So with magnetic detonator turned off I fired another torpedo at NLL. Torpedo passed under keel without exploding I fired another torpedo at NLL this time with depth set to 1m (surface). Torpedo exploded on impact with ship.
Did all the same tests with dat style units and they passed also. Look for release here very soon! |
04-26-12, 01:27 PM | #22 |
Grey Wolf
Join Date: Nov 2010
Posts: 908
Downloads: 89
Uploads: 0
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It's great to hear that the magnetic torpedo issue is almost fixed. Not trying to complicate things, but how has the realistic magnetic pistol dud rate been factored in or is that a challenge for later?
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04-26-12, 01:31 PM | #23 | |
Black Magic
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Now there is one anomoly with GR2 units and magnetic detonators - when the torpedo explodes from magnetic detonation the unit will incur damage BUT there will be NO visible signs of damage to the hull WHEN viewed below water (camera is below water). When camera is above water you can see the damage to the hull. Minor annoyance EDIT: just tried with impact detonation and same thing happens. Guess I never noticed this before. |
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04-26-12, 01:37 PM | #24 | |
Grey Wolf
Join Date: Nov 2010
Posts: 908
Downloads: 89
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04-26-12, 02:10 PM | #25 |
Black Magic
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You can find the new version of the patcher and the patch file for the broken magnetic detonator here: http://www.subsim.com/radioroom/show...39&postcount=1
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04-26-12, 02:33 PM | #26 | |
Black Magic
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I overrided the missing item in the GR2 files that the game was looking for. If this item doesn't exist the game doesn't check for collision - if no collision then no damage. I have no idea what all is impacted by this change so we have to test it and see what is now working/not working/etc. |
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04-26-12, 03:01 PM | #27 |
Grey Wolf
Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
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That's really good news TDW!
Glad to see you working with this, as it's the the biggest bug in SH 5 currently. Maybe I have some free time to test this in the weekend. Sounds promising! |
04-26-12, 03:16 PM | #28 |
Grey Wolf
Join Date: Jul 2011
Location: UK
Posts: 856
Downloads: 87
Uploads: 3
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Downloaded, will test alongside IRAI .36 shortly
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04-26-12, 03:32 PM | #29 |
Black Magic
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04-26-12, 04:36 PM | #30 |
Grey Wolf
Join Date: Jul 2011
Location: UK
Posts: 856
Downloads: 87
Uploads: 3
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