SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > Silent Hunter 4: Wolves of the Pacific > SH4 ATO Mods
Forget password? Reset here

View Poll Results: Which version of TSWSM are you looking forward to?
Version 1 156 20.72%
Version 2 79 10.49%
Version 3 29 3.85%
Version 4 77 10.23%
All of them 490 65.07%
Multiple Choice Poll. Voters: 753. You may not vote on this poll

Reply
 
Thread Tools Display Modes
Old 01-25-09, 04:22 PM   #1
polyfiller
Weps
 
Join Date: Sep 2005
Posts: 359
Downloads: 43
Uploads: 0
Default

Quote:
Originally Posted by DarkFish
In my newest ships I've made all main guns into upgradepacks so that you can see them all in the dmg screen.
The only problem is that they all use the same damage zone id so they probably can't be damaged apart from each other.
Darkfish - I am communicating with Observer over at Submarine Sim Central and believe I have a working solution to this based on the way RFB has implemented damage zones for the deck guns (there were none in stock). I really intend to wait for the next version of S3D before doing more on this - because the spheres / boxes need to be well placed. I have an alternate solution which results in damage showing up for each gun (seperately) but am not sure that this results in the gun ceasing to function once the damage screen says it's destroyed. Will be testing a fix to this tonight.

Also see my earlier comment - we need to agree how many engine of "batches" of engines we will configure for all ships .... the way engine damage is translated to loss of speed means we only have one level of configuration - i.e. if we want all ships to have four levels of redundancy e.g. 4 engines, then all ships will have to have 4 engines configured. Bit of pain, I know, but there is no way round this.
polyfiller is offline   Reply With Quote
Old 01-25-09, 04:26 PM   #2
polyfiller
Weps
 
Join Date: Sep 2005
Posts: 359
Downloads: 43
Uploads: 0
Default

On a completely different tack, does anyone know whether sim.cfg or sensors.cfg control whether or not your deck watch pick up contacts i.e. warship spotted ? Reason I ask is one of my damage testing missions has windspeed set to 15ms and with the waves, the crew don't detect a bunch of cruisers at 6000 m.

Anyone know which file to mod (I think it's sensors.cfg) but anything I've tried does not make the crew spot the ships. I can manually target, but this really bugs me. Oh and the mission also has zero fog, medium clouds.

I guess we should also have a generic discussion about how far away we should be able to spot a target from a BB's spotting towers ? Ivan - have you played with any of this stuff yet for the campaign ?
polyfiller is offline   Reply With Quote
Old 01-25-09, 06:19 PM   #3
nautilus42
Watch Officer
 
Join Date: Apr 2007
Posts: 333
Downloads: 225
Uploads: 0
Default

Quote:
Originally Posted by polyfiller
On a completely different tack, does anyone know whether sim.cfg or sensors.cfg control whether or not your deck watch pick up contacts i.e. warship spotted ? Reason I ask is one of my damage testing missions has windspeed set to 15ms and with the waves, the crew don't detect a bunch of cruisers at 6000 m.

Anyone know which file to mod (I think it's sensors.cfg) but anything I've tried does not make the crew spot the ships. I can manually target, but this really bugs me. Oh and the mission also has zero fog, medium clouds.

I guess we should also have a generic discussion about how far away we should be able to spot a target from a BB's spotting towers ? Ivan - have you played with any of this stuff yet for the campaign ?
Hi polyfiller,
What Mods you installed? What Subs or Ship you played? Maybe I know this problem but imust know your information.
I have had the same bug since the sensors.dat .sim, .zon, .dsd, from SH3 integrated in OpsMonsun. I.E. I`ve deleted the Visual_Nodes from the sensors.dat and the problem is gone. All new SH3 Uboats in OpsMonsun used some sensors from the SH3_sensors.dat.

regards
nautilus42
nautilus42 is offline   Reply With Quote
Old 01-25-09, 10:40 PM   #4
ivank
The Old Man
 
Join Date: Apr 2008
Location: Huntington, Long Island, New York
Posts: 1,426
Downloads: 284
Uploads: 0
Default

Quote:
Originally Posted by polyfiller
On a completely different tack, does anyone know whether sim.cfg or sensors.cfg control whether or not your deck watch pick up contacts i.e. warship spotted ? Reason I ask is one of my damage testing missions has windspeed set to 15ms and with the waves, the crew don't detect a bunch of cruisers at 6000 m.

Anyone know which file to mod (I think it's sensors.cfg) but anything I've tried does not make the crew spot the ships. I can manually target, but this really bugs me. Oh and the mission also has zero fog, medium clouds.

I guess we should also have a generic discussion about how far away we should be able to spot a target from a BB's spotting towers ? Ivan - have you played with any of this stuff yet for the campaign ?
If I understand what your saying, that the crew does not spot ships in storms even if they are right next to you? Then yes I have met similar results, during my trials with my Hilfskreuzers(raiders) and AMC's I attacked a convoy in 15kt winds and heavy seas, and my crew did not spot a large tanker until it rammed me! This issue needs to fixed before a release of The Surface Warfare Super-Mod Version 1.

On other hand, I am currently patrol with the Fiji class CL off the southern tip of Australia, and I noticed that when damaged, I only get small, camp fire type, fires. I was even attacked by a Maya Class CA and was hit about 5 times. I received massive damage but only 2 small campfire size fires started. No smoke, and only small fires. In RL the fires on ships was much larger. I will post pictures of the fires I experienced and the fires that should be occuring. Does anyone know, if we can make the fires larger, and the smoke bigger, and darker?
__________________
Head of The Surface Warfare Super-Mod Team

Leutnant z. S. David U. Ziegler
U-105 IXB On Patrol 1

ivank is offline   Reply With Quote
Old 01-26-09, 09:43 AM   #5
DarkFish
Sea Lord
 
Join Date: Aug 2008
Location: Stinking drunk in Eindhoven, the Netherlands
Posts: 1,844
Downloads: 28
Uploads: 0
Default

Quote:
Originally Posted by ivank
Does anyone know, if we can make the fires larger, and the smoke bigger, and darker?
It is possible. This could be done by editing the fire effects from Particles.dat.
But I'm not good in editing effects, I only say it can be done, not that I can do it.
DarkFish is offline   Reply With Quote
Old 01-26-09, 05:21 PM   #6
polyfiller
Weps
 
Join Date: Sep 2005
Posts: 359
Downloads: 43
Uploads: 0
Default

A quicker fix to small fires for damage would be to look at the fire sizes allocated in zones.cfg for the ship being used - Ivan - mail be the package for the ship you are testing, inlcuding the zones.cfg and I'll take a quick look.

As for mods I'm running - only parts of EE5, plus my ships mod (which does include changes to sensors.cfg and sim.cfg) and a custom mission with 15 M/s wind but now other bad condiations (no fog, cloud rain etc).
polyfiller is offline   Reply With Quote
Old 01-26-09, 06:08 PM   #7
DarkFish
Sea Lord
 
Join Date: Aug 2008
Location: Stinking drunk in Eindhoven, the Netherlands
Posts: 1,844
Downloads: 28
Uploads: 0
Default

It would be quicker yeah. But then you'd have one fire effect less to choose from (if I understand you correctly and the small fire effect will not be used in the ships anymore), so I'd go for the slower but better solution of enlarging the effects itself.
DarkFish is offline   Reply With Quote
Old 01-27-09, 06:47 PM   #8
polyfiller
Weps
 
Join Date: Sep 2005
Posts: 359
Downloads: 43
Uploads: 0
Default

Erm - not sure what you mean by removing an effect - following is the damage zone for a deck gun;

[BBForeDG]
Multiplier=1.0
Flotability=0
HitPoints=200
Destructible=No
Armor Level=25
Critic Flotation=0.01
Critical=No
Effect1=#Splinter_explosion, 75
Effect2=#Fire_small, 90
Effect3=#Fire_big, 20
FloodingTime=60
CargoType=None

As you can see - different effects applied, including both small fires, large fire & explosion. If we're looking for something more spectacular, then a new effect would need to be generated (and I don't know how to do that).
polyfiller is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 02:21 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.