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Old 12-08-05, 01:18 PM   #601
Marhkimov
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Sorry Cb.., I think I'm blind.

I will try your settings later.
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Old 12-08-05, 01:28 PM   #602
CB..
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Quote:
Originally Posted by marhkimov
Sorry Cb.., I think I'm blind.

I will try your settings later.
no worries-- it's not compulsory y'know!!
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Old 12-08-05, 01:57 PM   #603
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Does anybody know what Sudor.dat is for??

Also what is this reference to DMY_this and DMY_that (like DMY_Spark_Sudura)??? I see a fair amount of reference to DMY...

Maybe Dummy??? (*maybe I'm a dummy!!)

TT

P.S.

Looks like all the particle effects aren't just in the particles.dat file.

Each unit has its own wake, even torpedoes, usually defined in the unit's DAT file. All this time I thought it was in the particles.dat file. That's just the start of it.
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Old 12-08-05, 02:18 PM   #604
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CB-

Can't find any buoyancy values.

The closest I came was in each unit's .VAL file. It has several references to a FloatingHeight value. Not sure what that is. A ShipFrontAngle value appears in the same context.

TT
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Old 12-08-05, 06:05 PM   #605
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Thanks CB, just now able to get back into site.
Will try those changes you mentioned.
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Old 12-08-05, 06:21 PM   #606
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Quote:
Originally Posted by timetraveller
Does anybody know what Sudor.dat is for??

Also what is this reference to DMY_this and DMY_that (like DMY_Spark_Sudura)??? I see a fair amount of reference to DMY...

Maybe Dummy??? (*maybe I'm a dummy!!)

TT

P.S.

Looks like all the particle effects aren't just in the particles.dat file.

Each unit has its own wake, even torpedoes, usually defined in the unit's DAT file. All this time I thought it was in the particles.dat file. That's just the start of it.
I remember that the dev team put some romanian words in some files of the game

for example Pescarus=sea gull

perhaps there are more words .. :hmm:

i look for sudor in romanian and i found this :

Romanian to English dictionary

sudor = welder ... joins pieces of metal by welding them together

i don´t know if it has any sense...
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Old 12-08-05, 07:01 PM   #607
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TT many thanks for the efforts--best i could find was reference to the centre of gravity in the sim.act (not bouyancy i know but )

SH3sim.act
0340d0 gravity center horizontal position [>0] 1=FRONT 0.5=MIDDLE 0=REAR

which i was toying with the thought that perhaps if the sub c-o-g was shifted slightly to the rear it might rest slightly nose down in the water when submerged--then setting the all stop speed to 0.2 knots it might- if the game works like this- slowly push the boat deeper--or it might just move thru the water at this funny angle without changing depth --depends on the dive planes really do they actually work or are they eye candy etc?
allso depends on wether i've understood the C-O-G modelling correctly--

what do you think---are those entrys just reference or can they be edited--?


HEMISENT

yes me too couldn't get into the site at all untill right now--
if you still have problems with the DD's not pinging let me know what year your in in the campaign --as they hydrophones do get better as the campaign goes on it maybe i need to adjust them to get round this --my test campaign is currently at October 1942--where abouts are you?
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Old 12-08-05, 07:03 PM   #608
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oops double post
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Old 12-08-05, 07:14 PM   #609
timetraveller
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Quote:
Originally Posted by Hartmann
Quote:
Originally Posted by timetraveller
Does anybody know what Sudor.dat is for??

Also what is this reference to DMY_this and DMY_that (like DMY_Spark_Sudura)??? I see a fair amount of reference to DMY...

Maybe Dummy??? (*maybe I'm a dummy!!)

TT

P.S.

Looks like all the particle effects aren't just in the particles.dat file.

Each unit has its own wake, even torpedoes, usually defined in the unit's DAT file. All this time I thought it was in the particles.dat file. That's just the start of it.
I remember that the dev team put some romanian words in some files of the game

for example Pescarus=sea gull

perhaps there are more words .. :hmm:

i look for sudor in romanian and i found this :

Romanian to English dictionary

sudor = welder ... joins pieces of metal by welding them together

i don´t know if it has any sense...
Thanks Hartmann. That must be the welder at the dock I guess. Probably not something we need to be concerned about.

TT
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Old 12-08-05, 07:17 PM   #610
CB..
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Quote:
Originally Posted by timetraveller
Thanks Hartmann. That must be the welder at the dock I guess. Probably not something we need to be concerned about.

TT
ahh yes!!! wonder if DMY is one of the animation keys?
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the world's tinyiest sh3 supermod-
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Old 12-08-05, 07:33 PM   #611
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Quote:
Originally Posted by CB..
TT many thanks for the efforts--best i could find was reference to the centre of gravity in the sim.act (not bouyancy i know but )

SH3sim.act
0340d0 gravity center horizontal position [>0] 1=FRONT 0.5=MIDDLE 0=REAR

which i was toying with the thought that perhaps if the sub c-o-g was shifted slightly to the rear it might rest slightly nose down in the water when submerged--then setting the all stop speed to 0.2 knots it might- if the game works like this- slowly push the boat deeper--or it might just move thru the water at this funny angle without changing depth --depends on the dive planes really do they actually work or are they eye candy etc?
allso depends on wether i've understood the C-O-G modelling correctly--

what do you think---are those entrys just reference or can they be edited--?
It's definitely worth a try. I believe the devs originally wanted the dive planes to work, but maybe cut it short at the end to get the game out. Everything is in there dive plane -drag, effect, etc. Even the dive plane bubble in the control room.

Changing the FR center of gravity might work. Yes, I think you understand it. Two kinds of c-o-g in game, FR (front to rear), and gc_height (height above bottom of boat). Also, great idea on setting the All Stop to .2!

Try setting fr_ratio (SH3 Inspector can do it) to a smidgen under .5, maybe .45).

Good luck.

TT
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Old 12-08-05, 07:50 PM   #612
CB..
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Quote:
Originally Posted by timetraveller
It's definitely worth a try. I believe the devs originally wanted the dive planes to work, but maybe cut it short at the end to get the game out. Everything is in there dive plane -drag, effect, etc. Even the dive plane bubble in the control room.

Changing the FR center of gravity might work. Yes, I think you understand it. Two kinds of c-o-g in game, FR (front to rear), and gc_height (height above bottom of boat). Also, great idea on setting the All Stop to .2!

Try setting fr_ratio (SH3 Inspector can do it) to a smidgen under .5, maybe .45).

Good luck.

TT
Cheers TT-- it was see-ing the gc_height (gravity centre height) in the mini tweaker that prompted the idea--
i'll give it a try

UP_DATE//////////////////


worth a try sadly the hold depth button (A) is semi pernament so it cancels it out---the boat did gradualy go deeper tho at around 1 knot all stop--but not the A key really does hold depth no matter what so it doesn't really work out gameplay wise--(had forgotton about the hold depth)

had some perculiar side effects as i saw it tho- the corvettes were running at decks awash --i had loaded an in game saved career tho to test it so that's probably what caused that--

worth a try as you never know untill you do as they say---this isn't the way tho--
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Old 12-08-05, 09:54 PM   #613
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CB
Thanks for reply. Bad snowstorm here sat connection in and out.
Anyway my test campaign mission was sept 1943. Moot point now as a single DD was hounding me for 6 hours game time. With 1000m min distance stealth meter would stay completely green allowing me to attempt escape then when DD was approx 1000m distance the meter would go instantly red, DD would come charging back to my area inside the safe 1000m zone he lost me and would meander around searching w/o using active sonar(SR, any speed/any depth made no difference he could not detect me). I would attempt to get away but as soon as he got to the magic 1000m line he would start all over. This went on for 6 hours. I finally got fed up and took the boat too deep in an attempt to evade.
Starting again same time frame but this time I'll reset the crew ratings and noise as you recommended.
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Old 12-08-05, 10:06 PM   #614
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Can I ask for a summary of the major developments in this thread. I hope its not too lazy of me to not want to read all 25 pages
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Old 12-09-05, 07:25 AM   #615
CB..
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Quote:
Originally Posted by P_Funk
Can I ask for a summary of the major developments in this thread. I hope its not too lazy of me to not want to read all 25 pages
yup if your suffering from uber DD's --stop playing the single missions and start playing the campaign--that's is really about it---if your suffering from useless DD's do this


just start with a stock AI_sensors.dat

and make two alterations--

one-
REDUCE all the hydrophones max distances by 4000 metres--so if it's 6500 as stock reduce it to 2500 metres--do this for all the hydrophones--

two-
INCREASE the minimum distances for all the hydrophones to 1000 metres--

three-
use these sim.cfg entrys

[Mech]
Waves amplitude=0.4 ;[0,1]
Waves attenuation=0.02 ;>=0

[AI Cannons]
Max error angle=20 ;[deg]
Max fire range=5000 ;[m]
Max fire wait=22 ;[s]

[AI AA guns]
Max error angle=5 ;[deg]
Max fire range=1000 ;[m]
Max fire wait=7 ;[s]

[AI detection]
Lost contact time=6 ;[min]

[Visual]
Detection time=0.5 ;[s] min detection time.
Sensitivity=0.01 ;(0..1) at (sensitivity * max range) we have a double detection time.
Fog factor=0.3 ;[>=0]
Light factor=1.0 ;[>=0]
Waves factor=1.0 ;[>=0]
Enemy surface factor=400 ;[m2]
Enemy speed factor=15 ;[kt]

[Radar]
Detection time=1 ;[s]
Sensitivity=0.03 ;(0..1)
Height factor=0 ;[m]
Waves factor=1.0 ;[>=0]
Enemy surface factor=3.0 ;[m2]

[Hydrophone]
range factor=1 ;[>=0]
fog factor=0 ;[>=0]
light factor=0 ;[>=0]
waves factor=0.2 ;[>=0]
speed factor=0.5 ;[>=0]
enemy speed=0 ;[>=0]
aspect=0 ;[>=0]
noise factor=1.0 ;[>=0]
sensor height factor=0 ;[>=0]
already tracking modifier=20 ;[detection probability modifier]
decay time=150 ;[>0] already tracking bonus decay, in seconds
uses crew efficiency=true ;[true or false]

[Sonar]
Detection time=5 ;[s]
Sensitivity=0.03 ;(0..1)
Waves factor=0.50 ;[>=0]
Speed factor=10 ;[kt]
Enemy surface factor=200 ;[m2]
Lose time=2



four--
reduce the maximum revs for the electric engines using the mini tweaker by 30 to 50 revs per minutes--i reduced mine to 250 rpm max--

and that's it--
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the world's tinyiest sh3 supermod-
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The best lack all conviction, while the worst
Are full of passionate intensity.

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