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#1 |
CTD - it's not just a job
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When I get a chance here, I'll run through the files with Fifi, and we'll attempt to chase those kinds of gremlins out. What we have discovered in FotRSU, is that any little thing "off" with a given grouping in the game, can cause bad spawns like that, almost like the ship was dropped into the water, instead of being spawned into it, so it took on a bit of water and took damage when it was created somewhere near your location. From what we've seen previously, it could be a bad configuration date, where that particular ship might not be appropriate for the group at that time of the war, ie: an Evarts being used in 1941. The game at times will run right over a "date" restriction of that type, and attempt to spawn the ship anyway.... Other times, when the group was built, the MaxSpeed for the slowest ship in the group was set at 12 knots. Well, someone comes along later and goes, "ya know, that Medium Tanker was really only capable of 9.5 knots in real life. I think I'll change it!" while the guy who did the campaign files has the group set at 11 knots, which will now exceed that Medium Tanker's 9.5 knot MaxSpeed. It's like the little dog in Vacation, where "Poor little guy. Probably kept up with you for a mile or so... tough little mutt... ee-yup... sob"... (Disclaimer: I am not laughing at animal cruelty - just gallows humor [end disclaimer]).
Those kinds of errors though, are difficult to find, due to the number of Waypoints in just one file. Then there are the groups that are "placed" in the game, but the "zoom" isn't used in close enough to see that the fourth and fifth waypoints go across a teeny little island just off the coast of the origination harbor... Mathematically insignificant, but to Silent Hunter 4, it's not!... Then there is the "ship spacing" issue, where the game says it's OK to place one ship within 300 meters of another, while the ME has a 500 meter default, but what wer're finding is that it's not just ship length that to be added in, but also ship type and ship speed, as well as ship activity, such as the a DD set as escort needs to be set well away from the main body of the group, else its little "knuckles" and pirouettes could very well put it in the path of that Medium Tanker, struggling to keep up... All I need from you lederhosen is "what year was this occurrence? Thanks! ![]()
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"...and bollocks to the naysayers" - Jimbuna |
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#2 |
Navy Seal
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At beginning of 2020, I’ll release next Dark Waters V3 with type XXI re-worked to match other U-Boats standards, new funnel smoke for all ships.
Funnel smoke will be different for cargos/heavy warships/destroyers (actually they are all the same) So with some practice, you should be able to identify ships category just via smoke ![]() The graphical bug problem with type VIIB 2 (1942/1945) will be corrected also. Dunno why this type suddenly had problem, as nobody touched its files...the joy of computers ... HAPPY CHRISTMAS TO ALL ![]()
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Last edited by Fifi; 12-22-19 at 01:16 PM. |
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#3 |
Navy Seal
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DARK WATERS V3 IS OUT!!
See end of post #1 Best is start new career... - Indicator lights working for type VII and IX, but fake (till i find a solution) - Type XXI interior brought to other types level (lights, crew etc) - Type VIIB2 turm bugged fixed - Different smoke for cargo, destroyers, heavy warships. You should be able to identify ships by smoke with some practice. - Belgium ships missing texture fixed (thanks S7rikeback) - New add-on mod to restaure the U Mark when submerged - Added AI_VIIUF asset (Submarine and German Roster folders), which can be in Dark Waters w/o U-Flak, no issue (thanks Propbeanie) - Changed NAux_SmallLC, NAux_LC, NLCT, and NLCT_GE all to Type=15 for "Landing Craft". This also changes the Rosters for British, German & Russia.(Propbeanie) - Added KSS.cfg to Roster Poland Sea for SingleMission files.(Propbeanie) - Added a small "WH_CoastalTraffic.mis" file for 1939 to 1943 Western Hemisphere coastal traffic. Plans are for later splitting into "layer" files with more traffic, including fishing and other small coastal vessels.(Propbeanie) - Edited RUM 400121 U22, RUM 400921 U100, RUM 430317 U338, RUM 430317 U600, RUM 430430 U515, RUM 440329 U223, and RUM 441224 U806 SingleMission files for conformity.(Propbeanie) - Edited RUM 430522 U441, RUM 431004 U256, RUM 440210 U183, and RUM 440517 U183 SinglePatrol files for slight corrections.(Propbeanie) We need testers for this version, please report here any campaign troubles, so we hopefully fix them as they come! Our friend and tester KaleunMarco can't test everything, plus S7rikeback and propbeanie are also working on FOTRSU as everybody knows...thanks ![]() Enjoy and good hunting...and best wishes for this new submarine year ![]()
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#4 |
Growing Old Disgracefully
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Hi Fifi
Kappy New Year to you. What type of testing you need? If I can be of help just let me know. Peter
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#5 | |
Navy Seal
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![]() Quote:
![]() I think we will need the U-Boat type, the date, the position and the ships involved in any encountered issue ![]() Hopefully nothing really bad to report, lets keep fingers crossed...but we never know ![]() |
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#6 |
Seaman
![]() Join Date: Jan 2017
Location: Finland
Posts: 33
Downloads: 1049
Uploads: 0
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Hi!
Good job! Type2 interior is now more living than ever! But..Baltic sea is very quiet. I made three patrols there and no ships at all! I have not more mods than Dark Waters v2. Regards,Paroni |
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#7 |
CTD - it's not just a job
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There isn't much traffic in the Baltic. We'll have to do some research for Fifi, and add to the layer... There are "shipping lanes" though, that you have to find.
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__________________
"...and bollocks to the naysayers" - Jimbuna |
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