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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#316 |
Captain
![]() Join Date: May 2011
Posts: 489
Downloads: 106
Uploads: 0
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My version was downloaded from Direct2Drive (which is now Gamefly) and the patcher works.
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#317 |
Lieutenant
![]() Join Date: Jan 2004
Posts: 251
Downloads: 177
Uploads: 0
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#318 | ||
XO
![]() Join Date: Mar 2008
Posts: 424
Downloads: 341
Uploads: 0
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![]() Quote:
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![]() http://en.wikipedia.org/wiki/G7a_torpedo "The G7a was of variable speed, running a distance of 6,000 m at 81 km/h (6,600 yd at 44kt), 8,000 m at 74 km/h (8,800 yd at 40 kt), and 14,000 m at 55.6 km/h (15,300 yd at 30 kt). The 44 kt setting was used only by torpedo boats like the Schnellboote." Really don`t know this value - 2m? Isn`t to far? |
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#319 |
Ocean Warrior
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Sorry, TDW.
What about our problem? posts 305-307?
__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#320 |
Black Magic
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I have a new patch in the works and the patcher app will be updated to cure this problem and to support my new upcoming patch.
The new patch will stop CO2 generation when snorkel is raised and sub is underwater. It will not set CO2 to 0, it will simply stop CO2 production (keep it at last value before snorkel was raised). I haven't found the function that reset the CO2 to 0 yet. But this, in itself, it very acceptable solution so far ![]() |
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#321 |
Ocean Warrior
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Thanks for the reply, TDW! And looking forward new patcher!
__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#322 |
Black Magic
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version 1.0.24.0 released. See post #1
This version fixes the problem with selecting colors and adds support for the CO2 bug ![]() |
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#323 |
Grey Wolf
![]() Join Date: Apr 2005
Location: Bucharest, Romania
Posts: 845
Downloads: 544
Uploads: 0
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#324 |
Black Magic
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Let me know if you have any problems with the CO2 fix. Here's what the CO2 fix does:
- should fix the problem of CO2 increasing sometimes when surfaced - fixes problem of CO2 increasing when submerged and snorkel above water This one was a little tricky because the devs put the CO2 code in SH5.exe and the code for checking when to switch propulsion modes (diesel or battery) in SHSim.act. There's a routine in SH5.exe that determines if sub is surfaced or submerged but that routine never takes the snorkel into account. The routine that checks when to switch propulsion modes does take snorkel into account. The CO2 code uses the is surfaced/submerged result to determine when to increase CO2 amount. What I did was hook into the propulsion mode routine and store it's result in a new variable. Then I hooked into the CO2 routine and added another check that checks this new variable. It's value determines whether to increase CO2 amount or leave as is. This is how the CO2 bug when surfaced has been mitigated (because the game constantly calls the update CO2 function and if this new value says sub is surfaced it cannot add to the CO2 amount anymore). Notice I said CO2 amount will not increase anymore. It will not zero out when snorkel is raised and you are submerged. The only time it will zero out is when you physically surface the entire sub. This fix is subject to the time compression bug that plagues many other things in SH5. If you have a high time compression and you submerge and/or raise snorkel when submerged or surface the game will not register this until time compression drops to a low value. I have almost narrowed down this high time compression bug ![]() One thing I'm looking into is increasing the rate of CO2 production when you have battle stations ordered. This way battle stations has a penalty behind it. |
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#325 |
Black Magic
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I've noticed in other forums that people are misinterpreting the magnetic detonator fix. The magnetic detonator fix allows magnetic torpedoes to detonate on GR2 style ships AND dat style ships (dat style ships already worked because they have the required node attached to the root node). This magnetic detonator fix also fixes the problem of player's sub not incurring hull damage (decrease in hull %) from depth charges and bombs.
The GR2 style ships and some of the dat style ships are missing collision spheres everywhere but the center of the ship. This means magnetic detonators will only detonate near the middle of the ship. Furthermore the stock magnetic detonator range specified in the torpedoes .sim file is set to 2m so magnetic torpedo has to be very near center and very close to keel in order to detonate. This should clear up any confusions. |
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#326 |
Captain
![]() Join Date: May 2011
Posts: 489
Downloads: 106
Uploads: 0
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Thank you soooo much, TDW!
If I modified the exe (used the hydrophone fix) with the previous version, then deactivated it, and am now using the new version of the patcher, do you think it could cause some damage to the game's files? Should I reinstall the game and then use the new version of the patcher or is it safe to patch with different versions? |
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#327 | |
XO
![]() Join Date: Mar 2008
Posts: 424
Downloads: 341
Uploads: 0
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In Historical mission with Cimmaron I sent three torps (11m depth - the tanker draft is 10,5m) So. I aimed and shot 1. at bow, 2. at bridge (under bridge - keel) and 3. rudder. Just for test. Results: 1st torp blow up under bow - good, the 2nd one blow up under the bridge - almost mid of the ship. And the 3rd passed under rudder. No worked. This is kind of lucky, maybe this is very close to realism too I mean another dude torpedo. I think it`s fair IMO ![]() I played to December 1940 last time and I noticed only 3 or 4 dudes torps. This is strange am I right (300 000 Brt +)? I mean should be a bit more. I used only G7a torps. The only thing I wish for this, it`s a set up torpedo a bit deeper (bigger tolerance ) - I don`t know is it possible - not sure about mechanism discribed by you above. It is really hard to set up by dragging the depth from 10.5 to 11m. 11.1m is to deep I`m affraid. Anyway I appreciate your hard job and thank you so much, Kurtz ![]() |
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#328 | |
Ocean Warrior
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__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#329 | |
Black Magic
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#330 | |
Black Magic
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