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Old 03-22-10, 02:44 PM   #1
silversurfer
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I made the change to the HF guy, for me this caused a lot of ctd. When it did work I had the HF guy doing a wierd sitting movement thru the CR until he reached his proper location. He would walk a few steps go into the seated position then get up and do it all over again. The change did bring the WO down into the boat but any time I gave a order to change the direction of the boat it CTD. I changed the HF line back to its original from but still got CTD. The changes were are in Mightyfine crew mod 1.2 alt faces.
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Old 03-22-10, 02:52 PM   #2
Heretic
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Quote:
Originally Posted by silversurfer View Post
I made the change to the HF guy, for me this caused a lot of ctd. When it did work I had the HF guy doing a wierd sitting movement thru the CR until he reached his proper location. He would walk a few steps go into the seated position then get up and do it all over again. The change did bring the WO down into the boat but any time I gave a order to change the direction of the boat it CTD. I changed the HF line back to its original from but still got CTD. The changes were are in Mightyfine crew mod 1.2 alt faces.
Any syntax error causes a CTD. Can be a real pain in the butt to track down. I think this'll have to wait for me to fix it this evening. Sorry I let this slip through.
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Old 03-22-10, 02:55 PM   #3
silversurfer
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I can't remember what the error message was it flashed up to quick. Don't be sorry either its an awesome mod bound to be teething problems, glad I could help you out in a small way.
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Old 03-22-10, 03:27 PM   #4
Chromius
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Savegame CTD's, may or may not be related. Only change was 1.1.1 to 1.2 and workaround.

I happened to be in port when I removed 1.1.1 stock, and enabled 1.2 stock and MFCM 1.2 Workaround. I went on patrol.

I used the Dive key and Surface key for initial commands, dove (periscope depth key) upon spotting merchant, fired 2 torpedoes , used surface key. Upon getting to the bridge I ordered crew to man deck gun and used the binoculars to targeted merchant. After merchant was sunk and I unmanned deck gun, and I found ( I believe this happened before diving again) that I had only 2 crew members on deck, the watch officer and 1 other, both crouching. I could not order dive, I saved and attempted reload and had a ctd. But trying to reload any save after leaving port with 1.2 and workaround activated I also had ctd's on reload. Till I went back to port save and reverted to 1.1.1
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Old 03-22-10, 03:30 PM   #5
Heretic
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Quote:
Originally Posted by Chromius View Post
Savegame CTD's, may or may not be related. Only change was 1.1.1 to 1.2 and workaround.

I happened to be in port when I removed 1.1.1 stock, and enabled 1.2 stock and MFCM 1.2 Workaround. I went on patrol.

I used the Dive key and Surface key for initial commands, dove (periscope depth key) upon spotting merchant, fired 2 torpedoes , used surface key. Upon getting to the bridge I ordered crew to man deck gun and used the binoculars to targeted merchant. After merchant was sunk and I unmanned deck gun, and I found ( I believe this happened before diving again) that I had only 2 crew members on deck, the watch officer and 1 other, both crouching. I could not order dive, I saved and attempted reload and had a ctd. But trying to reload any save after leaving port with 1.2 and workaround activated I also had ctd's on reload. Till I went back to port save and reverted to 1.1.1
That could be related to the same issue. Some of the strategies are not playing well together. Should have a fix this evening.
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Old 03-22-10, 08:12 PM   #6
Heretic
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Version 1.2.1 released

hopefully this fixes the problem with the aft hydroplane operator.

Please let me know if you have any problems.

Last edited by Heretic; 03-22-10 at 08:24 PM.
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Old 03-22-10, 09:37 PM   #7
Ragtag
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Thanks for the effort
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Old 03-22-10, 09:57 PM   #8
Stormfly
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...if this is working, i make a small addon for the DBSM collection, including special sounds to sound properly with this
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Last edited by Stormfly; 03-23-10 at 02:19 AM.
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Old 03-25-10, 03:28 AM   #9
Gandalfi2005
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Great Mod. Im always using it and looking forward for your next releases.
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Old 03-25-10, 10:26 AM   #10
ACSoft
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Hi Heretic,

Looking at your mod files, I think I found perhap some missing statements "Wp:ScriptCompleted()"

In:
crash_dive.aix - > strategy crashd_VALVE(wp)
dive.aix - > strategy dive_CHIEF(wp)
periscope_depth - > strategy pscope_VALVE(wp)
snorkel_depth - > strategy snorkd_VALVE(wp)

Maybe it is not important or even voluntary, I don't know (I am totally newbie with SH scripting !!!). By curiosity, I just tested a corrected version of the mod and all seem to work well too with these statements added. Anyway, just in case they were really missing, you will know !!!

ACS

PS: I was looking there, to see if there is a way to tune the crash dive duration, so that all 4 guys have the time to go down. Do-you know if this timing can be tuned in some way ?
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Old 03-25-10, 11:02 AM   #11
Heretic
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I'll look into the missing statements. They should be added, but I've tried to get the stock Crash_dive scipt trigger with no result. So I don't think that's an issue for triggering.

The reason the guys don't go down on crash dive is the crash dive script doesn't get called by the crash dive command, VAR_DIVE_ORDER doesn't get set, so they go under the old way - by the IsSubmerged trigger.

Here's the squence that's supposed to happen:

The command is given and one of the sounds listed in Commands.cfg get's played
Sound_0=ELO_Helm,MC_CR_CHIEF_33
Sound_1=ELO_Helm,MC_QRF_WATCH_29

Then the command script gets called and the various crewmen perform the strategies specified in crew_commands.txt.
The chief calls out his engine, ballast tank and hydroplane orders. - Yells in crash dive
The Ballast tank guy turns his valves
The Helman is used only to play the dive alarm bell
The XO is used to play the "ALARM" call, then some 'move it!' commmands
The HA, HF, and WO come rushing down the ladder because VAR_DIVE_ORDER = 2. - Stumble at bottom in crash dive

*edit* A sure indicator the crash dive script is being called is the guy falling down at the base of the ladder.

Then set_depth gets called and plays it's hydroplane orders - usually these are skipped because the previous orders sounds are still playing.

Since Crash_dive doesn't get called, normally you'll only hear the inital sounds triggered from Commands.cfg and then the hydoplane orders in set_depth.

My override changes it so that the set_depth command uses the Crash_dive scripts to get the crew down and the vocalizations played. That's why when the override is installed, you'll see the full crash dive sequence. They're being triggered by set_depth.

I'd like to disable the sounds tirggered from command.cfg so I can controll them. I've done that with the dive commands.

Last edited by Heretic; 03-25-10 at 11:58 AM.
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Old 03-25-10, 12:17 PM   #12
ACSoft
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Quote:
Originally Posted by Heretic View Post
I'll look into the missing statements. They should be added, but I've tried to get the stock Crash_dive scipt trigger with no result. So I don't think that's an issue for triggering.

The reason the guys don't go down on crash dive is the crash dive script doesn't get called by the crash dive command, VAR_DIVE_ORDER doesn't get set, so they go under the old way - by the IsSubmerged trigger.

Here's the squence that's supposed to happen:

The command is given and one of the sounds listed in Commands.cfg get's played
Sound_0=ELO_Helm,MC_CR_CHIEF_33
Sound_1=ELO_Helm,MC_QRF_WATCH_29

Then the command script is gets called and the various crewmen perform the strategies specified in crew_commands.txt.
The chief calls out his engine, ballast tank and hydroplane orders. - Yells in crash dive
The Ballast tank guy turns his valves
The Helman is used only to play the dive alarm bell
The XO is used to play the "ALARM" call, then some 'move it!' commmands
The HA, HF, and WO come rushing down the ladder because VAR_DIVE_ORDER = 2. - stumblea at bottom in crash dive

*edit* A sure indicator the crash dive script is being called is the guy falling down at the baase of the ladder.

Then set_depth gets called and plays it's hydroplane orders - usually these are skipped because the previous orders sounds are still playing.

Since Crash_dive doesn't get called, normally you'll only hear the inital sounds triggered from Commands.cfg and then the hydoplane orders in set_depth.

My override changes it so that the set_depth command uses the Crash_dive scripts to get the crew down and the vocalizations played.

I'd like to disable the sounds tirggered from command.cfg so I can controll them. I've done that with the dive commands.
Thanks, Heretic, for all these precious informations ! They removed some doubts I had about my numerous tests. For your informations, this is the behaviors I have:

First, without the optional crash_dive workaround, I NEVER get your crash dive script, but with it, I ALWAYS get it, not only with a direct mouse click on the deep-meter, BUT ALSO with the crash dive command, which is in my case, the old style "C" key (Key0=0x43,C,"C").

The only problem I have, is that for crash dives, most of the time, ONE OR TWO guys don't have enough time to go down, before the coning tower get submerged and for sure, I am speaking of YOUR script, not the IsSubmerged trigger. The behavior with IsSubmerged trigger, is clearly different (all guys remain on the deck until the submarine is submerged).

This is why I was wondering if the crash dive time (which seem far to short to me in any cases) can be made longer. This would be just perfect: enough time for the guys to go down, plus a more realistic dive time.

Do-you think this can be tweaked ?

ACS
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Old 03-25-10, 12:32 PM   #13
Heretic
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Quote:
Originally Posted by ACSoft View Post
First, without the optional crash_dive workaround, I NEVER get your crash dive script, but with it, I ALWAYS get it, not only with a direct mouse click on the deep-meter, BUT ALSO with the crash dive command, which is in my case, the old style "C" key (Key0=0x43,C,"C").

The only problem I have, is that for crash dives, most of the time, ONE OR TWO guys don't have enough time to go down, before the coning tower get submerged and for sure, I am speaking of YOUR script, not the IsSubmerged trigger. The behavior with IsSubmerged trigger, is clearly different (all guys remain on the deck until the submarine is submerged).

This is why I was wondering if the crash dive time (which seem far to short to me in any cases) can be made longer. This would be just perfect: enough time for the guys to go down, plus a more realistic dive time
Do-you think this can be tweaked ?

ACS
That's exactly what the override is supposed to do. The set_depth command is triggered immediately after crash dive. So when you hit crash dive by mouse click or hotkey, you'll see my crash_dive script being performed by the set_depth command.

As far as coming down faster, I think they need to finish the animation they're on first before they can move on to the next command. I do think it's possible the boat is submerging faster than historical, but that's a job for another mod.

It's definitely something I can continue tweaking
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Old 03-25-10, 12:58 PM   #14
ACSoft
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Quote:
Originally Posted by Heretic View Post
That's exactly what the override is supposed to do. The set_depth command is triggered immediately after crash dive. So when you hit crash dive by mouse click or hotkey, you'll see my crash_dive script being performed by the set_depth command.
So great, all is working properly by me too !


Quote:
Originally Posted by Heretic View Post
As far as coming down faster, I think they need to finish the animation they're on first before they can move on to the next command.
Yes, I confirm this. The whole time required for your script to fully accomplish vary, as we can see "guys behaviors timings" differences.


Quote:
Originally Posted by Heretic View Post
I do think it's possible the boat is submerging faster than historical, but that's a job for another mod.

It's definitely something I can continue tweaking
Hope you will be more lucky than me, because I searched quite long since now, to found something which could inspire me about tweaking the diving timing, but I found nothing until now !!!

ACS
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Old 04-12-10, 07:53 AM   #15
KarlSteiner
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Default crew on deck

Hi Heretic,

I am a great fan of your good jobs related to the crewanimations.

And so I will submit your work with my poor feedback and proposals:

The last crewman on starboardside looks into the near sea surfice.
Maybe you can alter the angle more up to the horizon.

Also the glasses are too far from the eyes generally, I think.

What do you mean?

Have you seen the two workless crewmembers in the engine room, if
the diesel engine are running, only?

Can you place them into the crew-room for rest.

Best regards

Karl
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