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Old 04-28-12, 04:49 PM   #316
Sartoris
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My version was downloaded from Direct2Drive (which is now Gamefly) and the patcher works.
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Old 04-28-12, 05:06 PM   #317
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Awesome thank you!
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Old 04-28-12, 06:17 PM   #318
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Quote:
Originally Posted by Rongel View Post
OK! Thanks for the info

So could the torpedo detonation value be tweaked to 1m-1,5 meters? I remember too that it was the value used in SH 4. Still, this is already pretty good.
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Originally Posted by TheDarkWraith View Post
The default value for the magnetic detonators is 2m (in the .sim file). I set them to 5m for my testing. That way I could shoot torps 3m under the keel and watch them explode!
Actually don`t know this. But I found information about G7a. Speed 44kts used only on torpedoe boats - Schnellboot This is wiki (I know) but I saw the same information somewhere else too.
http://en.wikipedia.org/wiki/G7a_torpedo
"The G7a was of variable speed, running a distance of 6,000 m at 81 km/h (6,600 yd at 44kt), 8,000 m at 74 km/h (8,800 yd at 40 kt), and 14,000 m at 55.6 km/h (15,300 yd at 30 kt). The 44 kt setting was used only by torpedo boats like the Schnellboote."
Really don`t know this value - 2m? Isn`t to far?
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Old 04-29-12, 03:39 PM   #319
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Sorry, TDW.

What about our problem? posts 305-307?
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Old 04-29-12, 06:06 PM   #320
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Quote:
Originally Posted by volodya61 View Post
Sorry, TDW.

What about our problem? posts 305-307?
I have a new patch in the works and the patcher app will be updated to cure this problem and to support my new upcoming patch.

The new patch will stop CO2 generation when snorkel is raised and sub is underwater. It will not set CO2 to 0, it will simply stop CO2 production (keep it at last value before snorkel was raised). I haven't found the function that reset the CO2 to 0 yet. But this, in itself, it very acceptable solution so far
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Old 04-29-12, 06:29 PM   #321
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Thanks for the reply, TDW! And looking forward new patcher!
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Old 04-30-12, 02:55 AM   #322
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version 1.0.24.0 released. See post #1

This version fixes the problem with selecting colors and adds support for the CO2 bug
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Old 04-30-12, 03:02 AM   #323
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Quote:
Originally Posted by TheDarkWraith View Post
adds support for the CO2 bug
Another essential breakthrough
Many thanks TDW, and... keep'em comin'
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Old 04-30-12, 08:17 AM   #324
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Let me know if you have any problems with the CO2 fix. Here's what the CO2 fix does:
- should fix the problem of CO2 increasing sometimes when surfaced
- fixes problem of CO2 increasing when submerged and snorkel above water

This one was a little tricky because the devs put the CO2 code in SH5.exe and the code for checking when to switch propulsion modes (diesel or battery) in SHSim.act. There's a routine in SH5.exe that determines if sub is surfaced or submerged but that routine never takes the snorkel into account. The routine that checks when to switch propulsion modes does take snorkel into account. The CO2 code uses the is surfaced/submerged result to determine when to increase CO2 amount. What I did was hook into the propulsion mode routine and store it's result in a new variable. Then I hooked into the CO2 routine and added another check that checks this new variable. It's value determines whether to increase CO2 amount or leave as is. This is how the CO2 bug when surfaced has been mitigated (because the game constantly calls the update CO2 function and if this new value says sub is surfaced it cannot add to the CO2 amount anymore).

Notice I said CO2 amount will not increase anymore. It will not zero out when snorkel is raised and you are submerged. The only time it will zero out is when you physically surface the entire sub.

This fix is subject to the time compression bug that plagues many other things in SH5. If you have a high time compression and you submerge and/or raise snorkel when submerged or surface the game will not register this until time compression drops to a low value. I have almost narrowed down this high time compression bug

One thing I'm looking into is increasing the rate of CO2 production when you have battle stations ordered. This way battle stations has a penalty behind it.
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Old 04-30-12, 09:34 AM   #325
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I've noticed in other forums that people are misinterpreting the magnetic detonator fix. The magnetic detonator fix allows magnetic torpedoes to detonate on GR2 style ships AND dat style ships (dat style ships already worked because they have the required node attached to the root node). This magnetic detonator fix also fixes the problem of player's sub not incurring hull damage (decrease in hull %) from depth charges and bombs.

The GR2 style ships and some of the dat style ships are missing collision spheres everywhere but the center of the ship. This means magnetic detonators will only detonate near the middle of the ship. Furthermore the stock magnetic detonator range specified in the torpedoes .sim file is set to 2m so magnetic torpedo has to be very near center and very close to keel in order to detonate.

This should clear up any confusions.
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Old 04-30-12, 09:55 AM   #326
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Thank you soooo much, TDW!

If I modified the exe (used the hydrophone fix) with the previous version, then deactivated it, and am now using the new version of the patcher, do you think it could cause some damage to the game's files? Should I reinstall the game and then use the new version of the patcher or is it safe to patch with different versions?
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Old 04-30-12, 10:37 AM   #327
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Quote:
Originally Posted by TheDarkWraith View Post
I've noticed in other forums that people are misinterpreting the magnetic detonator fix. The magnetic detonator fix allows magnetic torpedoes to detonate on GR2 style ships AND dat style ships (dat style ships already worked because they have the required node attached to the root node). This magnetic detonator fix also fixes the problem of player's sub not incurring hull damage (decrease in hull %) from depth charges and bombs.

The GR2 style ships and some of the dat style ships are missing collision spheres everywhere but the center of the ship. This means magnetic detonators will only detonate near the middle of the ship. Furthermore the stock magnetic detonator range specified in the torpedoes .sim file is set to 2m so magnetic torpedo has to be very near center and very close to keel in order to detonate.

This should clear up any confusions.
Yes - noticed that.
In Historical mission with Cimmaron I sent three torps (11m depth - the tanker draft is 10,5m) So. I aimed and shot 1. at bow, 2. at bridge (under bridge - keel) and 3. rudder. Just for test. Results:
1st torp blow up under bow - good, the 2nd one blow up under the bridge - almost mid of the ship. And the 3rd passed under rudder. No worked. This is kind of lucky, maybe this is very close to realism too I mean another dude torpedo. I think it`s fair IMO
I played to December 1940 last time and I noticed only 3 or 4 dudes torps. This is strange am I right (300 000 Brt +)? I mean should be a bit more. I used only G7a torps.
The only thing I wish for this, it`s a set up torpedo a bit deeper (bigger tolerance ) - I don`t know is it possible - not sure about mechanism discribed by you above. It is really hard to set up by dragging the depth from 10.5 to 11m. 11.1m is to deep I`m affraid.

Anyway I appreciate your hard job and thank you so much,
Kurtz
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Old 04-30-12, 10:46 AM   #328
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Quote:
Originally Posted by TheDarkWraith View Post
I've noticed in other forums that people are misinterpreting the magnetic detonator fix. The magnetic detonator fix allows magnetic torpedoes to detonate on GR2 style ships AND dat style ships (dat style ships already worked because they have the required node attached to the root node). This magnetic detonator fix also fixes the problem of player's sub not incurring hull damage (decrease in hull %) from depth charges and bombs.

This should clear up any confusions.
Thanks for the explanation.
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Old 04-30-12, 02:21 PM   #329
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Quote:
Originally Posted by Sartoris View Post
Thank you soooo much, TDW!

If I modified the exe (used the hydrophone fix) with the previous version, then deactivated it, and am now using the new version of the patcher, do you think it could cause some damage to the game's files? Should I reinstall the game and then use the new version of the patcher or is it safe to patch with different versions?
The patcher app does nothing but read the patch files and apply/deapply them. The version of the patcher app has no bearing on it's functionality or lack of. There is no need to reinstall. Different versions can apply/remove another versions patch without problems
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Old 04-30-12, 02:22 PM   #330
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Quote:
Originally Posted by col_Kurtz View Post
The only thing I wish for this, it`s a set up torpedo a bit deeper (bigger tolerance ) - I don`t know is it possible - not sure about mechanism discribed by you above. It is really hard to set up by dragging the depth from 10.5 to 11m. 11.1m is to deep I`m affraid.

Anyway I appreciate your hard job and thank you so much,
Kurtz
I'll release a modifed torpedoes .sim file that increases the magnetic detonator range of the torpedoes to 4m here soon.
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