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Old 06-29-11, 06:46 PM   #31
Wolfstriked
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Vodkaphile,if your still working on this,can you tell me if you will have realistic damage done?I mean like pumps destroyed,hydroplanes destroyed,air compressor etc?Would love to lose my compressor and have to head back to port under power to keep ship afloat,or lose front hydroplane and have to deal with the trek back to port for repairs.

Also,how different will stalking a convoy be in regards to sensors?Right now it seems like they do not use hydrophones until you attack or they spot the periscope.I would think that a DD would constantly be scanning and for the real distance they could.
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Old 07-02-11, 10:08 AM   #32
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Quote:
Originally Posted by Wolfstriked View Post
Vodkaphile,if your still working on this,can you tell me if you will have realistic damage done?I mean like pumps destroyed,hydroplanes destroyed,air compressor etc?Would love to lose my compressor and have to head back to port under power to keep ship afloat,or lose front hydroplane and have to deal with the trek back to port for repairs.

Also,how different will stalking a convoy be in regards to sensors?Right now it seems like they do not use hydrophones until you attack or they spot the periscope.I would think that a DD would constantly be scanning and for the real distance they could.
If possible.

It'll have to be done by abstract means I believe though. Unless I can reprogram a lot of it from the ground up which would mean it would be for a single sub at least in the beginning, most likely VII mod since it was most common and already has a great nearly full interior model add-on. Also it is my fav sub and I'm working on the mod so..
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Old 07-02-11, 10:16 AM   #33
urfisch
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hey vp...what about a progress update? reads very well, what you have been doing in your mod!

is an overview list of done improvements made available?

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Old 07-02-11, 10:31 AM   #34
vodkaphile
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Small update:

Added filters for attack and observation periscope. No Icon, only a key command to switch out. Red and Amber. I'll have to research on all filters that were available to uboat captains.

Red is pretty easy, Amber is slightly off. Will post screenshots at a later time, esp for the amber since I'm gonna need some feedback on that.

Partially added ballast system with more fidelity. Causes hydrodynamic cavitation which alerts AI. Currently abstract, eg using a short duration bold to cause the bubbles. Blow ballast command still performs a full blow. Adjusting depth while not using dive planes/moving causes this same effect now and depletes compressed air reserves accordingly.

Working on manual dive plane adjustment.
Still working on individual systems control, pumps etc
Changed default setting of battery recharge when surfaced to off. You will have to switch it on manually. Also at flank speed you cannot recharge batteries as you need both screws/engines to achieve that speed.

Reworking Attack and Observation periscopes to make them more different/useful in realistic ways.

Researching, researching, researching.

EDIT: Also working on a "8 hour crew shift" system. Crews do not fatigue above 256 TC. "Damage Control" does not cause crew stamina loss or regeneration. This is meant to house extra crew, watch crew etc... It can be thought of as crew on break but not sleeping, doing small maintenance, cleaning tasks..etc - I am trying to set this 'station' to cause stamina loss when doing repairs however. Harder to do than it seems. This is very much a WIP and a secondary WIP, as my main goals now are changing 'minor details' to sub operation, giving the user more control over his sub.

I want crew fatigue to be a factor in your head but I don't like babysitting nor do I like no fatigue. I don't even like switching fatigue off @ a certain TC but it is my current work-a-round.

Ideally a clicking an officer and telling him to change crews and having them switch up..keeping the same personnel in the same areas as would be more realistic. Similiar to SHIV.
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Old 07-02-11, 03:07 PM   #35
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sounds great!!!

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Old 07-02-11, 06:31 PM   #36
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Thanks for the update!
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Old 07-02-11, 06:56 PM   #37
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Sounds great.Love to see less automation and more player interaction.
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Old 07-02-11, 06:56 PM   #38
vodkaphile
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Some gameplay footage of the mod so far, WIP!
HTML Code:
http://www.youtube.com/watch?v=ngfUvUYCiQk
Tell me what you think...






























HEHE
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Old 07-02-11, 07:54 PM   #39
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Rewriting the AI -

starting with escort type ships then merchants then the rest.

I'm talking total reverse engineered re-write. Making the AI really...AI.

I know I am bouncing around a lot on this mod and it will take ages....but as I delve deeper into the workings of SH3 and understanding the little bits, I get ideas and fall into new things.


As a computer scientist/physicist these things interest me. In real life I generally design computer models of theoretical physics, string theory - m-theory and the like. I specialize in trying to create artificial intelligence to react to different physical laws, etc...


Instead of scripted AI, I wish to create a true ai that reacts and makes decisions. I want the AI to know what it is, what it is doing and how to do it but not so much as to always form the perfect equation for your action.

This may not even be possible in SH3. It seems so however. I really need source code though, hacking it as much as possible and reverse engineering it is time consuming and wasteful.

Anyway, just a random spammy update.
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Old 07-02-11, 08:08 PM   #40
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Sounds great, hope this can be achieved - any update to the AI would be outstanding. Any chance of getting the AI for subs working, at the moment its totally broken?
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Old 07-03-11, 02:32 AM   #41
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Amber filter


HTML Code:
http://imageshack.us/photo/my-images/192/amberh.jpg
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Old 07-10-11, 08:29 AM   #42
Wolfstriked
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Dude???Any news on your mod or did you call it quits....if so its kool.
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Old 07-10-11, 11:33 AM   #43
urfisch
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i am very pleased about your ideas...nice work!

any screens or vids?
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Old 07-10-11, 12:15 PM   #44
brett25
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subscribed! vodkaphile, I really like the direction you are taking, great job

amber looks good, its hard to see from that image, but it does have a warmish tint
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Old 07-14-11, 06:24 AM   #45
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I'm still working on it, it is just coming more slowly hehe.

I've been busy with work and other things. Plus playing the game as well lol.

I'm currently doing my own work as mentioned above but also trying to utilize other mods/supermods and take what I can from them to make it go faster as I stated previously. Once I figure out what I can include from the other mods etc, I will put a better list.

I'm trying to combine what I liked about mods like RUb, NYGM and GWX and the various other smaller mods and UI mods like Manos UI and Hitman's Scopes. These things are especially important because I am not good with graphics. Plus since I am focused on trying to model realism the best I can within the constraints of the game engine, I feel Hitman has it done very well. e.g. No artificial enhancements etc, I understand OLC/Manos GUIs have added zooms, etc to negate the depth perception issues and that sort of thing due to the nature of games however I still feel it is more unrealistic adding something that wasn't there.

I do love their UI though and feel it is leaps and bounds above Ubisofts UI.
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