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Old 10-25-10, 11:07 AM   #421
Sailor Steve
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Even the newest version is quite cheap now, and it has none of the problems associated with the earliest release. It's worth the little that it costs.
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Old 10-25-10, 11:12 AM   #422
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Ok Thanks all,

Regards

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Old 10-25-10, 01:47 PM   #423
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Quote:
Originally Posted by ryanwigginton View Post
"- simulate periscopes vibrations for speed > 4knots" Awesome!
Don't expect too much. The blur-effect does not look like vibrations, it looks like a water film on the scope which is renewed every second. but the effect is the same: peri is nearly useless. additionally, I can only switch the blur-effect ON or OFF, no fading is possible, so that at 4 knots you can see through the scope, but at 5 knots you'll see all blurred. by the way: it's in early alpha state and there is still a little chance that it won't work as desired......some problems still have to be solved.
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Old 10-31-10, 05:58 AM   #424
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Blur effect to simulate vibrations for periscopes when speed is above 4kt does not work (WinXP is okay, but Win7 not - so it's surely a memory problem related to the pointers I had to reengineer). After 2 weeks I give up. I'll try the second best solution now: Automatically move down and block periscopes under these speed conditions, so that peris cannot be used. Shlt.
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Old 10-31-10, 08:40 AM   #425
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Quote:
Originally Posted by h.sie View Post
Blur effect to simulate vibrations for periscopes when speed is above 4kt does not work (WinXP is okay, but Win7 not - so it's surely a memory problem related to the pointers I had to reengineer). After 2 weeks I give up. I'll try the second best solution now: Automatically move down and block periscopes under these speed conditions, so that peris cannot be used. Shlt.
I admire your patience. Especially taking into account sh3 loading times... It must be an horror.
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Old 10-31-10, 09:59 AM   #426
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it's not patience - it's compulsivity (psych.)
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Old 10-31-10, 10:29 AM   #427
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This was a quick shot. Moving down periscopes when submerged speed is above a certain speed already works. Now I need to know a realistic value for max. speed.

(I'll choose 5.0 knots if noone finds better values)
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Old 10-31-10, 12:30 PM   #428
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Just an Idea that popped into my head while you were working on the Peri-Vibrations.

The effect that plays when the player is on the bridge and when a shell hits (that blur like thing) would be a better option for the vibration look.

I don't know who feasible it is to implement!!
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Old 10-31-10, 02:54 PM   #429
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@Myxale: I already tried that idea. Try the Bismarck Single mission, surface and and look through the periscopes while the enemy is shredding your Uboat. No vibrations when looking through the periscopes. So I see no way to realise that.
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Old 10-31-10, 03:05 PM   #430
h.sie
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Just in that moment I gave up, I did find a way to use blur effect to simulate vibrations.

so in V15D periscopes will behave as follows:

1) for submerged speed > 4,5 knots blur effects simulates vibrations
2) for submerged speed > 7,0 knots periscopes are moved down.

already works. yeah. blur makes peris almost useless, but it doesn't really look like vibrations. but better than nothing.
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Old 10-31-10, 03:39 PM   #431
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and it works with win7??
if so great work.
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Old 10-31-10, 03:56 PM   #432
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not tested yet, but I'm optimistic that it will work under Win7
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Old 11-01-10, 02:51 AM   #433
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Fantasitc work, h.sie. Congrats!!!!

It really amazes me the comitment you modding people have with this game, wich YOU made so enjoyable.

The care and love for this game really shows in your work, it seems to me you are really giving a lesson to the developpers.

I recently discovered your thread, so I have tried to catch up.

Anyway, as you were some time in the past asking for suggestions, could it be possible (and interesting), to made the morale variable? I mean, those long unsuccesful patrols, those hours beneath the waves dodging DC attacks, would certainly affect the overall morale of the crew (it does affect mine), which by the way would affect how efficient they would be.

Maybe you could tied it to time spend on patrol, or linked to (or busted up by) tonnage sunk...

So I don't know if that's doable, or if you people would agree, or if you have the time for such a matter, but it really bugged me the morale in this game being fixed (or it is not and I am completely wrong - which could be by the way-?).

Anyway, congrats again, looking forward to finishing my patrol to implement your patch!

Thx!



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Old 11-01-10, 05:47 AM   #434
Silent Ace
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[QUOTE=h.sie;1482376]

Quote:
Little fixes like rising repair times, or (as LGN1 wanted), manipulating the dive time and CO2 level, are possible. Or maybe the "WO stays in bed when surfaced" bug can maybe be fixed. We'll see.
33 survived submariners with USS Squalus (SS-192) had the air for the next 48 hours the consumption of 12 m3 air per day per man.
Total volume of air in the USS Skualus was reduced by three sunken section (after torpedo room, E engine room, diesel engine room).



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Old 11-01-10, 08:49 AM   #435
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It is possible to change something to set weather changing period to 12h, instead 24h from last game load?
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