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Old 04-25-12, 03:33 PM   #1786
Trevally.
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How do you edit a raw file
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Old 04-25-12, 03:35 PM   #1787
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2 things , firstly if you want to see what you are doing when editing the depth . Go to this file and comment out the name .
Shaders\HDR\;QuadVS

Secondly i already did the whole area about 2 months ago , took half a day .
Its been in the download section for over 2 months but you wouldnt have needed to know that till now .

http://www.subsim.com/radioroom/down...o=file&id=3494

Last edited by THE_MASK; 04-25-12 at 03:52 PM.
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Old 04-25-12, 03:50 PM   #1788
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Quote:
Originally Posted by sober View Post
...Secondly i already did the whole area about 2 months ago , took half a day .

http://www.subsim.com/radioroom/down...o=file&id=3494
I'm sorry that interfere. I always use Sobers dredging project scapa flow and never had a CTD in Scapa
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Old 04-25-12, 04:15 PM   #1789
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Quote:
Originally Posted by Trevally. View Post
How do you edit a raw file
Photoshop has native support for RAW files (file-->Open).

A RAW file is nothing but a string of bytes in sequential order (there is no layout/structure/meaning)
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Old 04-25-12, 04:25 PM   #1790
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Originally Posted by Echolot View Post
We need to test at which depth the AI is not working anymore.

Maybe the dds files stores the changes with terrain editors texture brushes, the raw files for noise, circular and the other hight map related brush (starting game to check the name atm).

Edit: Level Brush to smooth the terrain
I just found out about Sober's dredging a little too late...I dredged out a nice valley so that when the patrolling escort would hear me he should be able to continue on...but no. Once he jumped out of cruise status and into alert status it was all stop and never moving again no matter what I did. I disabled IRAI and did the same test again and had same result. As soon as the enemy detects you they get maybe 5-10 seconds of reaction time then they go all stop and switch everything off. I don't understand why. This seems to only happen in scapa flow
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Old 04-25-12, 04:38 PM   #1791
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These units "portDefense.mis" are place in the game by Random Gen Groups and use waypoints to travel around the game world (looped back to first point).
I think this issue is not just in scapa, but most ports where there is land and shallow water.

DDs that never stop (deep sea) are from convoys and are place in the game by generators and use the common paths set by nodes to travel around the game world (a to b).

Could it be this method of generation and waypoints that is causing the problem


Edit - no it can't be as this is also the method used in single missions and they work ok
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Old 04-25-12, 05:27 PM   #1792
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Quote:
Originally Posted by volodya61 View Post
I'm sorry that interfere. I always use Sobers dredging project scapa flow and never had a CTD in Scapa
Without this I did three times or even 5! Scapa Flow. First time - ok. Hit the capital ship, sunk and escape. They follow me. One ship missed my head about 10 meters. So it was normal searching (dead ahead about 1-2kts my U) Tried sneak out but I forgot edit my SH5.exe for hydro. Reloaded all in JSGME. Edit SH5.exe and start new Campaign and back to SF. Three times in a row CTD - tried hit the second capital - I tought that was a reason.
Next SF - no activated this mission but I received message from Bdu - Scapa available with iron cross so I sneak to SF from South side go to the port and hit two battleships - mission completed - I escaped. No CTD - nice and steady.
Played with
IRAI_0_0_30_ByTheDarkWraith
IRAI_upgrade_to_v_0_0_31.
If I`m getting CTD - reason is one - RAM to low IMO.
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Old 04-25-12, 05:38 PM   #1793
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Quote:
Originally Posted by Trevally. View Post
These units "portDefense.mis" are place in the game by Random Gen Groups and use waypoints to travel around the game world (looped back to first point).
I think this issue is not just in scapa, but most ports where there is land and shallow water.

DDs that never stop (deep sea) are from convoys and are place in the game by generators and use the common paths set by nodes to travel around the game world (a to b).

Could it be this method of generation and waypoints that is causing the problem


Edit - no it can't be as this is also the method used in single missions and they work ok
I've added a V&W destroyer to the port defense. It's not a random group or anything but the actual ship. I gave it waypoints. Testing now to see how it behaves
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Old 04-25-12, 08:00 PM   #1794
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Quote:
Originally Posted by TheDarkWraith View Post
I've added a V&W destroyer to the port defense. It's not a random group or anything but the actual ship. I gave it waypoints. Testing now to see how it behaves
And in no time another version is out. Just when you think you've got the latest version of the mod. All hail the persistent modders in SUBSIM
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Old 04-25-12, 08:23 PM   #1795
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Originally Posted by ADMIRALTIA View Post
And in no time another version is out. Just when you think you've got the latest version of the mod. All hail the persistent modders in SUBSIM
Such is the life of progression and perfection And yes, v36 is just about to be released

I had to be devious on this one...the HK director now has the ability to ram. If you surface without checking for contacts first you could get a nasty surprise! Since he is the one who sits motionless and quiet you'd never know he's there unless you check for contacts first. He has the ability to fall back from the group and wait for you to surface (has a pretty long wait time before he has to rejoin the group)
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Old 04-25-12, 08:38 PM   #1796
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Originally Posted by TheDarkWraith View Post
Such is the life of progression and perfection And yes, v36 is just about to be released

I had to be devious on this one...the HK director now has the ability to ram. If you surface without checking for contacts first you could get a nasty surprise! Since he is the one who sits motionless and quiet you'd never know he's there unless you check for contacts first. He has the ability to fall back from the group and wait for you to surface (has a pretty long wait time before he has to rejoin the group)
Well that makes everybody's lives harder. But its better than the vanilla retarded AI that does nearly absolutely nothing.

Short story I had A DD right on top of me (it was vanilla AI) and it was very shallow Im within its Hydrophone range and suddenly nothing happended WTF.
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Old 04-25-12, 09:00 PM   #1797
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Been testing and trying to figure out this AI ship and shallow waters problem. No matter what if the enemy ship is in shallow waters and it detects a contact it will turn into a zombie and come to all stop and do absolutely nothing. You can ram it, shoot shells at it, fire torpedoes at it, nothing matters. It will not move or respond. Looks like a problem in shsim.act
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Old 04-25-12, 09:16 PM   #1798
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I read something in the patch 1.2 readme about something similar .
Patch 1.2 change list
===================
Bugs and issues
- Fix for CO2 not being saved correctly
-Fix for crew morale
- Fix for weather being reset to clear weather after load
- Fixes for crewmen showing under water under certain conditions
- Fixes for ships exploding in ports or hitting the shore
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Old 04-25-12, 09:23 PM   #1799
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Quote:
Originally Posted by TheDarkWraith View Post
Been testing and trying to figure out this AI ship and shallow waters problem. No matter what if the enemy ship is in shallow waters and it detects a contact it will turn into a zombie and come to all stop and do absolutely nothing. You can ram it, shoot shells at it, fire torpedoes at it, nothing matters. It will not move or respond. Looks like a problem in shsim.act
Ah,yes that takes me back to a historical Mission

Mission : In Spite of Everything
Story: Being hunted by DDs still in the shallow part of the harbor. One DD found me and dropped a large load of Depth Charges they all missed.
It turned around and all of a sudden stopped. It was not alone every other ship stopped including the Warspite and the other DDs that didn't find me and I ended sinking the Warspite from the surface. No gunshots or whatever. And we were having tea while the DDs where sitting there doing nothing.

EDIT:
Quote:
Originally Posted by TheDarkWraith View Post
v0.0.35 -
- When an airplane initially spots a contact it will drop down close to the water surface for it's initial run. If it's a torpedo bomber then it will stay close to the water until it delivers it's torpedo. If it's a bomber or a plane that has no bombs or torpedoes then it will pop up and make it's 'bomb run' at 3000m from the contact. This makes for a very nasty surprise because you have little to no warning that an airplane is tracking you!

Unless You have radar.
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Old 04-25-12, 09:34 PM   #1800
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v0.0.36 released. See post #1
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