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#31 | |
Crusty
![]() Join Date: Apr 2005
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Ironic, but thats exactly what I did in Improved U-Boat! Seems to work fine for me. |
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#32 |
GWX Project Director
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ORGy,
Does your sensors change in IUB also include the snorkel fix by Jungman? (reduced radar cross-section) |
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#33 |
Crusty
![]() Join Date: Apr 2005
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I assume not, but the sensors.dat I use is based on RuB 1.43 with some modifications.
I assume the fix you mention is where Jungman increased the visual MinHeight in AI_Sensors.dat to 1m, to help hide it? I didn't include this fix because I am concerned as to the effect on the enemy noticing your periscopes. |
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#34 |
GWX Project Director
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Roger that ORGy,
Does reducing the virtual size of the snorkel also by default change the virtual size of periscope heads? Or is that something that remains a question mark? |
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#35 |
Crusty
![]() Join Date: Apr 2005
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Something of a question mark. Hopefully Jungman will know the answer.
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#36 |
Samurai Navy
![]() Join Date: Apr 2005
Location: Iowa, USA
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The periscope is seen just fine. It does help hide the snorkel from more than 4 km away. The game doubles the detection to 2 meters far away. It does not destroy the gameplay at all.
Go try it in the game. You're periscope will be spotted if you get up with 2 km of a ship as normal. I wonder what sonar maximum depth values you used? No use in repeating something. The Allies did not know the subs could dive that deep, it would seem the sonar should be able to get under it if deep enough, plus it makes it more fun. Thas is a nice idea you got there. I would like to integrate your idea into SonarDC. ![]() |
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#37 | |
GWX Project Director
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#38 | |
Grey Wolf
![]() Join Date: Apr 2005
Location: Sweden
Posts: 835
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#39 |
GWX Project Director
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Lol, It's wierd how this thread turned into a sensor / snorkel thread....
Ummm... we were talkin' about new flooding and damage modelling compartmental stuff right? ![]() I hope work is continuing in that vein. I haven't seen a working version download anywhere. Jungman, you rock! ![]() |
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#40 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Manchester UK
Posts: 881
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Hi all
I have just returned to this game after some time and have been reading this thread and trying to catch up with current events i.e. RUB etc. Many good things have happened and it is great to still see people like Jungman and others still working away to improve the game for us. I played quite a lot with the Hollywood mods but just as I was getting to grips with it, I had no choice but to dump the game for a while and leave it to others to continue tweaking. I will be playing the latest version of RUB over the next couple of nights and I want to test the damage model since its tweaks. I feel there is a number of ways to prolong death screens from flooding but it is a matter of choosing the most intense style imho. Lets look at what we can and cannot tweak. Zones.cfg lets you change flooding chance, time to fill and in some respect, it lets you decide how soon your sub should start sinking when flooding starts. After some time away from the game, one gets a new perspective/inspiration and that is happening to me now. One Idea, I would maybe try first is to up the amount of time a compartment takes to flood but dramatically increase that compartments floatability. This may let us sink to crush depths or rest on bottom but it has the benefit of maybe being able to get the boat back under control. I think I could maybe find a balance here but like you guys I want more. What I need to know before working on this issue is as follows: - 1. Have we discovered any control of hull integrity yet or is it very hardcoded? 2. Has anyone discovered anything about manipulating repairs i.e. being able to reduce repair squad numbers and increase times. 3. Do we actually need a repair squad because I know compartments repair themselves when crew are in them only at a lower rate. I just do not know what would happen if we could remove this feature and what possibilities it could give us. Overall, I believe that if we get together on this, we may be able to get many more improvements in the game i.e. near death experiences. Anyway, I had better play the game a bit more and hope some more replies/suggestions flow with this subject. |
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#41 | |
GWX Project Director
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My two cents... Welcome back and thanks for picking this up gouldjg!
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#42 |
Nub
![]() Join Date: Mar 2005
Posts: 2
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Bump!
Any update on this? ![]() |
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#43 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Manchester UK
Posts: 881
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Yes it has gone to another thread.
Seek Jungmanns Die Hard project. He Sussed out the Hull integrity out and now is just alpha testing a new damage model that will not dissapoint
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My Mods Gouldjg's Crew Ability Balancing Mod for SH5 1.2 http://www.subsim.com/radioroom/showthread.php?t=169630 |
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