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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Watch
![]() Join Date: Nov 2005
Location: San Jose, CA
Posts: 26
Downloads: 30
Uploads: 0
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If you have the bug you'll notice it. I can't stay submerged for more than three hours because the air runs out.
The bug is not in SH4 stock, or at least I have never seen it and I have run with stock SH4 and limited mods for many hours. I know I can do elimination, but that is a very slow and boring process. I hope other people who are running lots of mods can tell me if they experience the same thing or not. Both pieces of information will server as a form of elimination as well. |
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#2 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Treading Water
Posts: 847
Downloads: 56
Uploads: 0
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You would think that someone else would be encountering it, and perhaps they are but don't stay submerged long enough to notice. However, I have not heard of anyone else having the issue.
Good luck with it, hopefully someone will pipe up and give you a clue where to look. |
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#3 |
Ensign
![]() Join Date: Apr 2002
Location: Saltcoats, Ayrshire, Scotland
Posts: 233
Downloads: 322
Uploads: 0
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I encountered this bug, to fix it you need to see which mod is changing data/sim.cfg file. If the wave attentuation is set to anything lower than 0.75 { this is not the stock setting I know but I tweaked around with it } it will cause the boat to sink deeper as you go along, hence the game uses compressed air to keep at the depth you ordered.
This is a copy of the relevant section of my sim.cfg file [Mech] Waves amplitude=0.2 ;[0,1] Waves attenuation=0.75 ;>=0 Hope this helps The Harder escorts has the attentuation set to 0.06.....this is the cause of your problem, remove via jsgme and change the file in the mods folder, then reinstate. |
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#4 |
Rear Admiral
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Mine changes the sim.cfg file, but i was very careful about, and deliberatly avoided messing with the wave mech settings
![]() edit: It just occured to me hes running my mod (which ramps up the AI), and another AI difficulty mod at the same time. There has to be a mod conflict there. If you run FTT, you really dont need to improve the AI. That is, unless you want it even harder then what ive set it at. |
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#5 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Treading Water
Posts: 847
Downloads: 56
Uploads: 0
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If 0.06 burns your compressed air in 3 hours...
I am curious at the burn rate for .7 and .65 ... |
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#6 | ||
Watch
![]() Join Date: Nov 2005
Location: San Jose, CA
Posts: 26
Downloads: 30
Uploads: 0
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![]() Quote:
Quote:
Thanks everyone. |
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#7 |
Ensign
![]() Join Date: Apr 2002
Location: Saltcoats, Ayrshire, Scotland
Posts: 233
Downloads: 322
Uploads: 0
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And what a mod RTR was { and still is mate
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#8 | ||
Rear Admiral
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![]() Quote:
Well, as modders go, i beleive everyone has certain areas their more apt at. Some guys are good at hex editing. Others are good at skinning or remixing sounds. Others are excellent campaign scripters, and ohters are good at tweaking variables and behaviors. While i dont think im the best at it, tweaking the Ai is one of those areas where im a bit more apt at then other areas. Honestly ive thought about releasing my AI adustments as a standalone mod, but didnt want to "compete" with anyone. So i jsut kept all my doings in my own work and minded my own buisness. I have gotten some good feedback on it: http://www.subsim.com/radioroom/show...6&postcount=75 http://www.subsim.com/radioroom/show...2&postcount=93 http://www.subsim.com/radioroom/show...4&postcount=94 Still needs a bit of work with the depth charges, but overall its sounding pretty close to being "there". |
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