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Old 05-16-11, 05:31 PM   #1
Anvart
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Originally Posted by ---1074;---1086;---1083;---1082; View Post
Interesting news by kaleuns ...

Ne nado skazki rasskazivatj...
...
You must know, that S3D don't correct show AI sensors...
Why..? becouse - wrong enum sequence...
For obj_Sensor Controller Type of sensor must be... enum{LOOKOUT, RADAR, HYDROPHONE, SONAR}.
Error of S3D.
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Old 05-16-11, 08:12 PM   #2
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Originally Posted by Anvart View Post

Ne nado skazki rasskazivatj...
...
You must know, that S3D don't correct show AI sensors...
Why..? becouse - wrong enum sequence...
For obj_Sensor Controller Type of sensor must be... enum{LOOKOUT, RADAR, HYDROPHONE, SONAR}.
Error of S3D.
Thank you Anvart. Nice catch.

TO ALL: WARNING! Just because someone says that there is a bug... does not always mean that there actually is a bug.

When I reworked the sensor values during the construction of GWX, I primarily used Timetraveller's File Tweaker... NOT S3D. (As I recall, S3D was not yet available, or was in an early beta state.)

At any rate, I trust Anvart, and he provides stable information. As you can see, he relates that S3D reads the file in question wrong.

With respect, Reaper 7 could you please remove the "FIX" that you have posted. I'm sure it wasn't anyone's intent to mislead users, but that is exactly what may happen.

I believe that the issue is as simple as a player being unable to effectively avoid a good anti-submarine crew.

There is no bug.
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Old 05-16-11, 09:57 PM   #3
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I believe the original poster was right. I posted a similar experience a few weeks ago. I was unable to shake a DD for over 2 days, and it constantly passed over me in a consistant pattern without dropping charges. But now your saying there is no problem??

I did read that it might have been a stock problem in SH3, but it was more severe with the GWX mod. Something about sensitive AI.sensors??

Anyway i only happened once in 1943 but since then i havent played much, took the wind out of my sails a bit with that bug.
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Old 05-17-11, 01:21 AM   #4
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Originally Posted by Kpt. Lehmann View Post
Thank you Anvart. Nice catch.

TO ALL: WARNING! Just because someone says that there is a bug... does not always mean that there actually is a bug.

When I reworked the sensor values during the construction of GWX, I primarily used Timetraveller's File Tweaker... NOT S3D. (As I recall, S3D was not yet available, or was in an early beta state.)

At any rate, I trust Anvart, and he provides stable information. As you can see, he relates that S3D reads the file in question wrong.

With respect, Reaper 7 could you please remove the "FIX" that you have posted. I'm sure it wasn't anyone's intent to mislead users, but that is exactly what may happen.

I believe that the issue is as simple as a player being unable to effectively avoid a good anti-submarine crew.

There is no bug.

Yes its possible that S3D is not reading the correct value, this definitly needs further testing. I will leave the file in place for now, and have edited the post to reflect this information.
It is available for further testing of the AI sensor - you never know
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Old 05-17-11, 02:13 AM   #5
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Originally Posted by Kpt. Lehmann View Post
Thank you Anvart. Nice catch.
...
Hi, Kpt. Lehmann.
...
In this case, S3D reads all correct...
But in this case, respected Skwasjer has used types of sensors from subs sensors for AI sensors... i think.
In game for AI sensors (obj_Sensor Controller) Type of sensors are enum{LOOKOUT, RADAR, HYDROPHONE, SONAR}.
In game for subs sensors (SensorData Controller) Type of sensors are enum{Visual, Radar, Sonar, Hydrophone, RadarWarning, RadioDF}.
...
I wrote to Skwasjer about it some years ago and last time some months ago... without answer.


P.S.
Everything happened (in this thread) as in the russian proverb: "Pospeshish - ljudej nasmeshish ...". It's transliteration from russian.
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Old 05-17-11, 04:43 AM   #6
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Has anyone tried loading the SHIII AI_Sensors using GoblinEditorApp and verify if also wrong using that editor?
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Old 05-17-11, 07:22 AM   #7
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A reminder: GWX enemy sensors are intended to be much more sensitive than Stock SH3. (Remember when you could pretty much surface your U-boat next to a destroyer... and shout at the enemy crew before they would be aware of your presence in Stock SH3?)

Just assuming for a moment that there is a bug, the implications are that it is a Stock SH3 bug. If this is true, it is not just a GWX problem as the title of this thread suggests... but everybody's problem also.

I'll look into it further as my time and situation permits.
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Old 05-17-11, 10:04 AM   #8
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Originally Posted by Kpt. Lehmann View Post
A reminder: GWX enemy sensors are intended to be much more sensitive than Stock SH3. (Remember when you could pretty much surface your U-boat next to a destroyer... and shout at the enemy crew before they would be aware of your presence in Stock SH3?)

Just assuming for a moment that there is a bug, the implications are that it is a Stock SH3 bug. If this is true, it is not just a GWX problem as the title of this thread suggests... but everybody's problem also.

I'll look into it further as my time and situation permits.
Good to hear Kapt.

Best regards.

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Old 05-17-11, 12:55 PM   #9
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Originally Posted by TheBeast View Post
Has anyone tried loading the SHIII AI_Sensors using GoblinEditorApp and verify if also wrong using that editor?

Great suggestion TheBeast never considered that. And here is the Results:



And this will be handy now to have another tool for the edit of SH3 dat files

Quote:
Originally Posted by Kpt. Lehmann View Post
A reminder: GWX enemy sensors are intended to be much more sensitive than Stock SH3. (Remember when you could pretty much surface your U-boat next to a destroyer... and shout at the enemy crew before they would be aware of your presence in Stock SH3?)

Just assuming for a moment that there is a bug, the implications are that it is a Stock SH3 bug. If this is true, it is not just a GWX problem as the title of this thread suggests... but everybody's problem also.

I'll look into it further as my time and situation permits.
So yes it is as Kpt. Lehmann posted S3D does indeed read the ennumerators in incorrectly showing the Text value for Sonar as Hydrophone and visa-versa.

This now proves that SH3 (All versions) are set up correctly for Hydrophone and Sonar entries

I shall remove the file above as this is now proved to be false and would have the incorrect results than that intended
Hope I didn't get everybody's hopes up by jumping on the bandwagon to soon without proper testing
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Old 05-17-11, 01:02 PM   #10
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Originally Posted by reaper7 View Post
Hope I didn't get everybody's hopes up by jumping on the bandwagon to soon without proper testing
Drat, drat and double drat........ darn you reaper, just as I was getting my hopes up ! Seems I'll never be rid of these pesky DD's

Best regards.

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Old 05-17-11, 05:54 PM   #11
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Originally Posted by reaper7 View Post
Great suggestion TheBeast never considered that. And here is the Results...
...

Need to know SH3 engine and read the Dev's help... and will not need to buy SH5 to watch SH3 files.

Quote:
Originally Posted by reaper7
So yes it is as Kpt. Lehmann posted S3D does indeed read the ennumerators in incorrectly showing the Text value for Sonar as Hydrophone and visa-versa.
Obviously the guy a little goofy ... and he does not understand the crux of the matter.
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Old 05-17-11, 12:57 PM   #12
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Originally Posted by Kpt. Lehmann View Post
Just assuming for a moment that there is a bug, the implications are that it is a Stock SH3 bug. If this is true, it is not just a GWX problem as the title of this thread suggests... but everybody's problem also.
Yes, as the original poster said, he only discovered it by playing GWX, but if the problem is true (?) - it is global, not limited to one supermod.

[edit]
Oh, I didn't see the previous information of reaper7 - so it looks like there is no bug. Excuse the storm in a teacup
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