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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1666 |
Lieutenant
![]() Join Date: Nov 2006
Location: St. Petersburg, Russia
Posts: 264
Downloads: 72
Uploads: 0
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@TDW,
There are some other bugs that are still there: the crew scripting is very buggy. The most obvious would be non-working crash_dive command. It is never called. Rubini used Rescue_survivors script to work around the problem but it would be nice if the script worked as supposed. To illustrate here is an excerpt from \data\Submarine\NSS_Uboat7a\crew_commands.txt: Code:
// Crash_dive currently not getting triggered // Added Rescue_Survivors command and MCCD modifications by Rubini Crash_dive 1 1 4 ( CR_CHIEF = crashd_CHIEF, CR_VALVE = crashd_VALVE, CR_HELM = crashd_HELM, CR_SO_01 = crashd_SO ) [.....] Rescue_Survivors 1 1 4 ( CR_CHIEF = ccrashd_CHIEF, CR_VALVE = ccrashd_VALVE, CR_HELM = ccrashd_HELM, CR_SO_01 = ccrashd_SO ) [.....] I would love to add to that the annoying bug of animation orientation. I am not sure if you can remember that but there are two numbers in animation scripts that suppose to give initial and final orientation of the crew member's animation but they don't work. It would be also awesome if some methods to get current time, date, and weather as well as some kind of timer and a random number were available in crew scripts as they are in ship AI scripts, currently all these things like battlestations, watches changes or changing to bad-weather outfit are next to impossible to mod-in since crew scripts have no knowledge of what's going on outside or inside the boat. There are many other problems with crew scripting like bad pathfinding, no knowledge of other members proximity, hard-coded turning animation (that uses only 90 degree slow turns), etc. etc. since the crew modelling was just half or 1/3 done when the games was released, but those methods I mentioned are of prime importance. |
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#1667 |
Black Magic
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This one is near the top of my list to do. Problem is I haven't found/figured out where the damages are stored at yet.
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#1668 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() On the topic of possible new patches, in SH5 general forum a French speaking member has asked about a patch making sinking ships not to disappear as soon as they touch the seabottom. This is not the worst SH5 flaw indeed, but since I know you have already looked into this problem, do you have any news about it? |
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#1669 | |
Black Magic
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#1670 |
Black Magic
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A link to the SH_N_Client patch has been placed at post #1. I'll ensure it's in the next version
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#1671 |
Navy Seal
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As to give you my only request with your patches and mods:
I'd love to see SH5 keeping marks (ruler etc) when saving/reloading. SH3 and 4 do this, don't see why SH5 can't! As well as destroyed marks...the NewUIs ones never worked here (or very few times) and nothing to be done here to make it work correctly (even boat's log activated) ![]() I'd love to keep tracks of my adventures with those stupid little icons, and i'd love to get back stock destroyed icons each time i save/reload! Cherry on the cake would be game saving current weather too...but that's an other story ![]() EDIT: sorry, didn't see your reply in other thread! lol
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#1672 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() On a side note, have you seen the graph at page #1665? I wonder which rpm/speed curve is coded in game. Setting a realistic curve (especially for electric propulsion) is going to impact the optimal silent speed for evading enemy attacks. This is supposing that, as in rela life, enemy detection in game is affected by propeller's rpm, rather than by speed per se. According to the article mentioned in the above post, the most silent running speed was at about 90 rpm, which should correspond to the second slowest speed order in U-boat speed telegraphs: "Langsame Fahrt". Also note that speed orders for diesel propulsion (expressed as a fraction of the maximum speed/rpm) had a different "spacing" among them than their equivalent for electric propulsion: Code:
Diesel Electric KF 0.34 0.20 LF 0.54 0.39 HF 0.62 0.54 2xHF 0.80 0.69 GF 0.95 0.80 AK 0.98 0.97 3xAK 1.00 - ![]() |
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#1673 |
Black Magic
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v1.0.83.0 released. See post #1
Added more support code to each patch file. Fixed bug in sh5.exe when writing DestroyedUnits.ini file. Added new entries to the DestroyedUnits.ini file. YOU NEED TO OPEN EVERY PATCH FILE PROVIDED SO THAT THE FILE ASSOCIATED WITH THE PATCH GETS IT'S NEW/UPDATED SUPPORT CODE. Added new torpedo failures to the SHSim.act file. ENSURE YOU REMOVE ALL OLD PATCHES FIRST! Last edited by TheDarkWraith; 04-19-13 at 01:09 AM. |
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#1674 |
Black Magic
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I can probably do something for this. I would make it so that a file is read that contains all the data for every sub. So take all the engine properties for every sub and copy them into a file. Add a header to each one like so [x] where x is the sub's classname from it's cfg file. Adjust the values to what you want and post a link to it.
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#1675 |
Ocean Warrior
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Good news
![]() Unfortunately destroyed marks doesn't show up in my game when I'm using the NewUIs (at all), so I was forced to restore the stock destroyed marks texture.. I hope with this new patch everything will show up as expected ![]()
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. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#1676 | |
Black Magic
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#1677 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() Quote:
For a start, from a table at p. 21 of the Cumulative Edition of the British interrogation reports, I got confirmation that the "misaligned" point in the graph posted at post #1665 (electric propulsion), is due to a mistyping. R.p.m. at Langsame Fahrt were 112, and not 90, as wrongly reported in this document. ![]() The correct rpm/speed chart for type VIIC U-boats is therefore: Code:
DIESEL speed order rpm speed ======================================== Kleine Fahrt 161 6.10 kts Langsame Fahrt 263 9.63 kts Halbe Fahrt 310 10.98 kts 2x Halbe Fahrt 404 14.24 kts Große Fahrt 469 16.73 kts Äußerste Kraft 485 17.29 kts ELECTRIC speed order rpm speed ======================================== Kleine Fahrt 60 1.50 kts Langsame Fahrt 112 3.00 kts Halbe Fahrt 160 4.10 kts 2x Halbe Fahrt 200 5.23 kts Große Fahrt 233 6.10 kts Äußerste Kraft 280 7.40 kts ![]() This is what British had measured on captured boats... the Kriegsmarine manual for U-boat Type VII C (p. 14), reports slightly different figures: Code:
DIESEL speed order rpm max speed min speed ========================================================= Kleine Fahrt 180 7.20 kts 7.00 kts Langsame Fahrt 275 10.20 kts 10.00 kts Halbe Fahrt 340 12.40 kts 12.00 kts 2x Halbe Fahrt 396 14.60 kts 14.00 kts Große Fahrt 435 16.30 kts 16.00 kts Äußerste Kraft 471 17.70 kts 17.50 kts 3x Äußerste Kraft 480 18.10 kts 17.90 kts ELECTRIC speed order rpm max speed min speed ========================================================= Kleine Fahrt 55 2.30 kts 1.50 kts Langsame Fahrt 110 4.50 kts 3.00 kts Halbe Fahrt 160 6.30 kts 4.50 kts 2x Halbe Fahrt 215 8.20 kts 6.00 kts Große Fahrt 250 9.30 kts 7.00 kts Äußerste Kraft 285 10.5 kts 8.00 kts 3x Äußerste Kraft 300 11.00 kts - ![]() Max speed points for both diesel and electric propulsion are substantially aligned on the same straight line, wereas min speed values can be interpolated by two lines whose gradients are similar to the ones seen in the previous graph, with electric propulsion having a lesser slope than diesel propulsion (0.0262-0.0280 vs. 0.0357-0.0366). This makes me to think that the max speeds reported for each speed order are sort of theoretical values. What do you think guys? ![]() |
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#1678 | |
Ocean Warrior
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__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#1679 |
Swabbie
![]() Join Date: Apr 2013
Posts: 14
Downloads: 54
Uploads: 0
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@TDW
I just realized that you are using two different TDWUtils.dll's in NewUIs_TDC_7_3_0_ByTheDarkWraith (10.03.2013 8KB) and TDW_GenericPatcher_v_1_0_83_0 (08.09.2011 7KB). Maybe this is of any significance for the problems some of us are encountering? By the way disabling Orbit Launcher in the SH_NClient Patch but not in SH5 Patches seems to get rid of the campaign progress bug. But I'm not sure yet about the effect on CTDs. |
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#1680 | |
Ocean Warrior
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__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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