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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#286 | |
Admiral
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thank you for your words. for you and a few other people (me included) this might be true, but looking on the download counters for V15C (20 downloads) we are a minority. but I don't care about that. the intention of my work is not downloads or tribute (I am too old for that kind of intention), it's only to have a good game. and I would even continue if there were 1 download (initiated by myself). By the way: I promised you a DIY for tweaking WP/WO range estimation. I didn't forget that. Until the DIY is ready, contact me via PM regarding that. ![]() h.sie |
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#287 | |
Silent Hunter
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I agree totally with makman´s words, you´re doing a wonderful job and I like your MODs very much !!!!!! ![]() ![]() ![]() Best regards, Magic ![]() |
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#288 | |
Medic
![]() Join Date: Sep 2010
Posts: 160
Downloads: 25
Uploads: 0
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Because of H.sie and Hans mods, yesterday I've ordered a second-hand motherboard and processor (Athlon 64 3600), to have a better sh3 experience ![]()
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#289 |
Admiral
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fishing for compliments was not my intention. sorry for misunderstanding.
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#290 | |
Medic
![]() Join Date: Sep 2010
Posts: 160
Downloads: 25
Uploads: 0
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#291 | |
Silent Hunter
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#292 |
Admiral
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Yesterday I made some tests in order to become familiar with compressed air (CA) and related problems and bugs. Somewhere I read that you cannot run out of CA, which in fact would be a big bug.
So I stopped the boat at 150m depth (with 0 knots) and ordered "blow ballast". I heared the according blowing sound and the boat began to move up. it needed about 320 seconds to surface. Then I completely emptied the CA and stopped the boat again at the same depth with 0 knots and ordered again "blow ballast". I again heard the sound and now the boat needed 4 times longer to surface. at the first moment I thought this was a bug, because I expected: no CA - no moving up. but then I remembered the little positive buoyancy the GWX-team gave the U-boats by setting mass a little bit lower than displacement. so I installed the Anti-hummingbird mod for GWX which I found somewhere, and which gives uboats a little negative buoyancy instead. I ordered again "blow ballast" at the same situation with no CA available. I again heard the sound, but......the boat did not move up. It slowly sank instead. So you in fact CAN get out of compressed air!!! People using the Anti-hummingbird mod can diretly see that. People using the GWX positive buoyancy will surely see that, too, if a compartment is floodded a little bit because of a leakage. the only "bug" is, that you still hear the blowing sound. this sound in conjunction with the positive buoyancy gives the impression that blowing ballast still works a little bit even without any compressed air. to be honest, I don't know what to fix. Hitman stated that CA is not used when changing depth. but when you press "S" to surface, a little amount of CA is used short before surfacing. the remaining question is: is it gameplay relevant and worth the effort to make a fix that makes the Uboat consume some CA everytime you change depth? I never read about a situation where they ran out of CA and thus couldn't change depth. if the answer is YES: I need to know, how much CA is consumed per depth-change operation? is it only consumed for lowering depth or for rising depth, too? Maybe I could make a fix that mutes the sound when no CA is available or I could disable the blow-ballast button and "E" key. but I think there are more important things to fix. ????? Last edited by h.sie; 10-12-10 at 04:19 AM. |
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#293 |
Sea Lord
![]() Join Date: May 2006
Location: U-73
Posts: 1,638
Downloads: 619
Uploads: 0
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#294 | |
Pacific Aces Dev Team
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There is a reasoning behind that, though: To change depth you use the diving planes, so you can theoretically do it without using compressed air as long as your speed is >2 Knots. However, for surfacing you always must use compressed air to empty ballast tanks and have the uboat be permanently buoyant (Otherwise it would dive again). But as I said before, the thing is that most upwards depth changing maneuvers should actually need a bit of compressed air.
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One day I will return to sea ... |
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#295 | |
Engineer
![]() Join Date: Jul 2010
Location: Derby, UK
Posts: 200
Downloads: 86
Uploads: 0
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I haven't downloaded a later version since I downloaded your first version, simply because being a technophobe, I would rather do the patch once. I am very happy with the version I am running, (took me 6 hours game time to repair a damaged propeller once! awesome.) but I am waiting until you say, that's it I can do no more, then I will download that final version straight away. |
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#296 |
Admiral
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Since I am still not totally sure how a compressed air (CA) fix could work, I want to discuss the algorithm BEFORE starting to program. This prevents me from wasting a lot of time: My idea for the fix (correct me if I am wrong):
Definition: dCA is the little amount of CA that is consumed for every depth change into surface direction. 1) The only affected dial is the depth gauge. 2) When a depth change via the depth gauge is ordered, do the following: Check if ordered depth < current depth. If no: Change depth If yes: Ckeck if speed <= 2kt If no: Change depth If yes: Check if CA > dCA (is CA supply enough?) If no: Ignore the change depth command. If yes: Calculate CA := CA - dCA (Subtract little amount dCA amount from CA supply) AND Change depth. Is this okay? |
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#297 |
Admiral
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Hi CherryHarbey: Nice to know that your life is harder now with the longer repairs. With the new patch-kit patching is easy and takes about 1 minute. but if you don't like that, just wait and update only if important fixes have been added. I could stop working now, but the more I work on this, the more ideas I get (from LGN1
![]() Thank you for the reply. h.sie |
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#298 | |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
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How are you mate? I´m a bit out of Sh3 game lately..this is why i´m a bit absent from this discussion. First, for me is a surprise that sh3 consumes CA when we hit "S"...I never noted this behaviour, in true I always thinked that it was a feature totally absent on sh3..(well, perhaps I never payed a real full attention on it)...so, are you sure about this? ![]() If so, then the problem is already half way fixed (for me). Perhaps we could also raise the consume a little bit when hit "S", to make it more clear and the game more challenge on this matter? And I fully agree with Hitman: "But as I said before, the thing is that most upwards depth changing maneuvers should actually need a bit of compressed air. "... for this particular issue seems that your algorithm is very good! ![]() Cheers!
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#299 |
Weps
![]() Join Date: Apr 2007
Location: Nottinghamshire
Posts: 368
Downloads: 68
Uploads: 0
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Likewise. I visit this thread almost daily but have not downloaded yet.
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Windows 8 Pro 64-bit, Intel Core i7-2760QM @ 2.40GHz, 8GB RAM, AMD Radeon HD 6990M |
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#300 |
Admiral
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@Rubini: Hi there. I am fine. But "unfortunately" (
![]() @ryanwigginton & CherryHarbey: I don't know if this can ever be finished. There will always be something to optimize. At the moment many new ideas arise and I like very much this type of modding, because (theoretically) there are no (hardcoded) restrictions anymore. . So I don't know if there will be an end in the next months?? (In reality, of course, there are restrictions: my time, my brain, the complexity of assembler code and, interconnected with that, the risks of making errors -> CTD). Using the Patch-Kit, patching is easy. You are not forced to update to every new version I publish. V15A and V15B are stable. V15C is stable, too, but will be optimised in V15D in the next days. For me it's much easier to publish patches step-by-step with "little" enhancements / additions instead of working 2 years for my own in silence and then publish the final version V17Z, simply because I need some resonance and dialog to locate errors and so on. h.sie Last edited by h.sie; 10-13-10 at 08:35 AM. |
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