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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#451 |
Seaman
![]() Join Date: Feb 2010
Posts: 36
Downloads: 64
Uploads: 0
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It would be awesome.
Above should prevent the game stops when any section of the submarine filled with water and add a button in the GUI for ordering escape from a submarine. Last edited by Silent Ace; 11-04-10 at 09:02 AM. |
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#452 |
Lieutenant
![]() Join Date: Mar 2010
Location: South Atlantic
Posts: 262
Downloads: 673
Uploads: 2
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![]() ![]() How about this, after a successful patrol, say 100,000 tons, a 3d model of Karl Dönitz comes to the sub pens to meet you in person and shake your hand, if you scored more than 200,000 tons the Führer himself shows up to congratulate you! I think a few MOVs and PUSHs and one XOR will do the trick. ![]() |
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#453 |
Admiral
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I'll neither shake Karls nor Adolfs hand.
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#454 |
Weps
![]() Join Date: Apr 2007
Location: Nottinghamshire
Posts: 368
Downloads: 68
Uploads: 0
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![]() ![]() ![]() ![]() ![]() You know, you should stick to good solid fixes. Your patch is 100% so far. Don't pollute it with trivial and uncertain things. Just things that are correct and real. I would suggest, if you don't have the data or are unsure, leave it out. The repair times, WO inaccuracy and CO2 are perfect works, and left at that alone, the sim has new life.
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Windows 8 Pro 64-bit, Intel Core i7-2760QM @ 2.40GHz, 8GB RAM, AMD Radeon HD 6990M |
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#455 |
Admiral
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Currently trying to automatically switch off the hydrophones (including hydrophone contact reports) when snorkelling and/or diesels are on. but unfortunately the active sonar then is switched off, too. but I think that doesn't matter since sonar without hydrophones is useless because you need hydrophones to aim/focus for a target whose distance has to be measured. are my thoughts correct?
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#456 | |
Pacific Aces Dev Team
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![]() Quote:
If it's the sub then I don't see the problem. Only the Type XXI had that active sonar and its use was during an attack, to get a good range reading (< 4-5000 metres or so). I doubt very much that they would be snorkeling so close to a target.
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One day I will return to sea ... |
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#457 |
Admiral
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it's of course the sonar of the sub!
![]() Thanks for help! But a good idea to also disable the sonar of the enemy, that could make kaleun's life easier.....and would increase tonnage. |
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#458 |
Admiral
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V15D_beta is available.
I call it beta because many code changes have been made in the last weeks and although I tested intensively, I cannot guarrantee that there is no bug. And maybe some fine-adjusting has to be done. New in V15D: 1) C02-production / diving times
3) Restricted Periscope usage for higher speeds
Installation:
h.sie |
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#459 |
Ace of the Deep
![]() Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
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Amazing work, h.sie!
![]() Thanks a lot! I am deeply impressed! Cheers, LGN1 |
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#460 |
Admiral
![]() Join Date: Feb 2006
Location: PQ AN 25
Posts: 2,178
Downloads: 70
Uploads: 0
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What he said, what he said!
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SH3+GWX SH5+WoS Still Sailing....still Deep ![]() |
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#461 |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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Thank you h.sie, outstanding work
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#462 |
Planesman
![]() Join Date: Jan 2008
Location: Control room
Posts: 181
Downloads: 154
Uploads: 0
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After few tests, I can say: You doing incredible job!!!
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#463 |
Helmsman
![]() Join Date: Oct 2008
Posts: 103
Downloads: 349
Uploads: 0
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Great work!
![]() And if I may add one more idea to your long to do list, much more unreliable torpedos.(if anything can be done at all in that matter) Best regards |
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#464 |
Old Gang
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So if I have the maximum allowed crew members and they're doing repairs for hours, how long I have before running out of air, around how many hours?
Is it historically accurate? Great job H.sie! ![]()
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To each his own |
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#465 |
Admiral
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Thanks, guys. Hope you like it. I don't know if I should like the blur effect or not, but I didn't find a better solution.
@PT: As you can see in post #214, LGN1 did some research regarding historical data. For the VII e.g. he found: * In game diving time: 36h. * Historical data: 72h with 37 men. So I fixed the CO2 production so that 72h diving time can be reached with 37 men in silent running. But if repairs are made during the whole time, diving times are only 36h. In normal mode (no repairs, no silent running), a value inbetween can be reached: about 54h. With 45 men, CO2 production is multiplied with 45/37 = 1,21. Diving times are reduced accordingly. So we have a factor of 2,0 between silent running (rest) and repairs (hard work). This seems a little bit high on a first glimpse, because normally there is a factor of about 1,4....1,5 between rest and hard work (see my discussion with Hitman somewhere in this thread), but since I didn't find a way to take into account events like * the work for torpedo reloading * the tension when hunting * the fear when being hunted I gave repairs a factor 2,0 penalty instead of 1,5 in order to indirectly consider these 3 events, because repairs are correlated tightly to them. Surely not 100% accurate, I know, but much better than considering nothing as in stock sh3.exe, where you alway have the same diving time. And even this approximation took 50 lines of assembler code. We have to live with compromises here, because I may not loose overview.... h.sie Last edited by h.sie; 11-08-10 at 05:02 AM. |
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