![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#631 |
Black Magic
![]() |
![]() |
![]() |
![]() |
![]() |
#632 |
Grey Wolf
![]() Join Date: Feb 2009
Posts: 995
Downloads: 91
Uploads: 0
|
![]()
Use "sober's hydrophone fix".
With this mod I have no problem on or under surface.
__________________
![]() |
![]() |
![]() |
![]() |
#633 |
Black Magic
![]() |
![]()
Antar's posts about his testing with v0.0.21 caused me to dig deeper into the ship AI and see what was going on. I found more logic errors and bugs
![]() So far here's what's fixed in v0.0.22: v0.0.22 - more bug fixing in ship's tactics - fixed bug of escorts coming to all stop when they are assigned the role of guard convoy and they have a contact spotted - fixed bug of merchant leading convoy with contact detected and loses contact it immediately starts following waypoints. Now it waits some period of time before switching back to following waypoints (in that period of time it will continue to evade by changing speed and course) - gave the leader of a convoy that is not a merchant a specified time that it is allowed to use evade tactics (course and speed changes) when it has 'lost' it's contact - fixed bug of HK director not sitting 'still' for any period of time I'll be packaging up v0.0.22 for release here shortly. |
![]() |
![]() |
![]() |
#634 | |
Ocean Warrior
![]() Join Date: Aug 2007
Location: Montreal, Canada
Posts: 2,983
Downloads: 102
Uploads: 1
|
![]()
Will I ever even make it to the 1/4 point of a patrol without a new version
![]() You're the best lol Krauter
__________________
Quote:
![]() |
|
![]() |
![]() |
![]() |
#635 |
Black Magic
![]() |
![]()
the release of v0.0.22 is going to be a little longer than expected. Was testing a convoy with a merchant leader and found some big bugs. Basically I now have to account for all different kinds of contacts for a merchant convoy leader. This means lots of new tactics for it. Sigh.....Oh well, it will be killer when it complete
![]() |
![]() |
![]() |
![]() |
#636 |
Black Magic
![]() |
![]()
okay we have a serious problem that the devs need to look into and fix ASAP.....if you destroy the leader of a convoy another unit will take it's place....excellent. Here's the problem: that next unit is unable to set any tactics. There's something fundamentally wrong with the C++ code in this area. It wants to change to the tactic it wants but the call to Ship:SetTactic fails
![]() ![]() |
![]() |
![]() |
![]() |
#637 | |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
|
![]() Quote:
__________________
![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
|
![]() |
![]() |
![]() |
#638 | |
Black Magic
![]() |
![]() Quote:
![]() I put some conditional code in that says the leader can only set tactics if it's damage level is < some value. If it's greater than this value then all tactics and roles are removed and all ships in the convoy are in a free for all (they will act as independant units). So far seems to be working ok but really won't know for sure until I release v0.0.22 and the work around gets tested by all (I can't test every possible scenario - it's just impossible to do) I shouldn't have to do this work around - the game should handle this situation of leader being killed ![]() |
|
![]() |
![]() |
![]() |
#639 | |
Ace of the deep .
|
![]() Quote:
|
|
![]() |
![]() |
![]() |
#640 |
Helmsman
![]() Join Date: Jan 2009
Location: Area 7
Posts: 110
Downloads: 86
Uploads: 0
|
![]() |
![]() |
![]() |
![]() |
#641 | |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
|
![]() Quote:
![]()
__________________
![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
|
![]() |
![]() |
![]() |
#642 |
Black Magic
![]() |
![]()
was going to just arbitrarily pick a number out of thin air for the max damage that the commander can sustain before all tactics and roles get reset but then I remembered this crew state:
### ======= Ship state-machine: ABANDON ======= ### strategy StateAbandon(Ship) { precond { Ship:GetDamage() >= MAX_DAMAGE_STATE_CHANGE } there's the magic number: MAX_DAMAGE_STATE_CHANGE (which is 0.9) So there is what determines when the commander isn't a commander anymore ![]() EDIT: the work around I did didn't work correctly.....but I did manage to find another one that so far has been working perfectly! EDIT2: after multiple tests it's been discovered that any work around doesn't work all the time ![]() ![]() ![]() Last edited by TheDarkWraith; 08-24-10 at 01:01 AM. |
![]() |
![]() |
![]() |
#643 |
Seasoned Skipper
![]() Join Date: Jan 2002
Location: Oslo, Norway
Posts: 654
Downloads: 163
Uploads: 0
|
![]()
I mean sonar doesnt work at all, surfaced or submerged. No contacts detected or reported.
__________________
Intel I7-7800x CPU. 16Gb G.skill DDR4 3600MHz. Asrock Taichi X299 mb Palit RTX 2080Ti. Fortron 1000W PSU. BenQ XR3501R LCD. |
![]() |
![]() |
![]() |
#644 |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
|
![]()
I confirm that too. No sonar contact at all at scope deepth, the sonar will start to work only after I dived deep. Last night got the same bug reported by the others, escorts had no reaction at all they just keep sailing and more than that.. they had no intention to avoid the merchants who break the formation... is like they sail in a parallel world. They even left the convoy alone by doing this.
Finally got something that I really liked.. the abandoned ship. Hit in the stern a merchie and instead of sailing away burning and smoking, she just stopped. And was not the engine hit, only the stern part was in flame and flooded. 2 bad that when I surfaced to finish it with the deck gun, she almost got me.. the most active gun was the one from the stern :/ Wish that an abandoned ship remain really abandoned... By giving the convoy the FFA status is not like.. returning to the stock settings? Because that happens in the stock, is really a ffa.. wich means a complete chaos. Escorts engage the enemy, merchies sail all over around trying to escape.. the only problem was the dc's.. they never hit/damaged anything. |
![]() |
![]() |
![]() |
#645 | |
Soundman
![]() Join Date: May 2009
Location: Genova, Italy
Posts: 148
Downloads: 430
Uploads: 0
|
![]() Quote:
The "Report nearest sound contact" it's ok but when I use to "Follow nearest contact" I have "No sound contact" ![]() Last edited by von faust; 08-24-10 at 01:38 PM. |
|
![]() |
![]() |
![]() |
|
|