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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#2206 | |
Black Magic
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![]() Coding in the reading of the new carrier entries in the \data\Cfg\AirStrike.cfg file currently. There will be two new entries: - Carrier Default Air Strike Probability - Carrier Night Modifier If these entries aren't found in the file then my default settings coded in will be used. If these entries are found then they override my default settings. |
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#2207 |
Ace of the deep .
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The carriers are now dangerous
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#2208 |
Black Magic
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Yes they are. They should've been this way from the start. Sometimes I wonder about the people who develop these games. Do they live in another reality where these things don't happen or what? I consider this a basic thing that should've been on the list of things the game has to do (along with ships able to fire torpedoes that actually did in real life).
But I digress...if they had already included this then they would've taken the fun away from me trying to figure out how to make it happen with their existing code ![]() |
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#2209 |
Black Magic
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v1.0.122.0 released. See post #1
Starting with v1.0.122.0 Added two new entries to \data\Cfg\AirStrike.cfg: Carrier Night Modifier and Carrier Default Air Strike Probability. If these entries are found in the file they will override the Carrier spawning aircraft patch's default settings for these. These would be the entries you'd add to your \data\Cfg\AirStrike.cfg file if you wanted to use the Carriers spawning aircraft default values: Carrier Night Modifier=0.75 ;[>0] Modifier on strike probability at night for carriers Carrier Default Air Strike Probability=85.0 ;[>0] Default probability to send an airstrike from a carrier Yes this means I'm becoming proficient at using the game's FileManager class ![]() Last edited by TheDarkWraith; 07-04-13 at 01:10 PM. |
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#2210 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#2211 |
Admiral
![]() Join Date: Mar 2007
Posts: 2,200
Downloads: 172
Uploads: 0
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Thank you very much Thedarkwraith
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#2212 |
Black Magic
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The hardest part of gap's idea is complete - changing memory size of allocated memory for sub data and adding new section to the sub's cfg file [ElectricEngineProperties] and reading all the values in
![]() Now just have to tell the game to use the [ElectricEngineProperties] values when it's using electric engines for propulsion ![]() |
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#2213 |
Black Magic
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With gap's idea everything is working except for:
- if you submerge/surface the engine ratios of the previous state are still used until you order a new throttle setting (ahead slow, ahead standard, back slow, etc.) - if you have a snorkel installed and you raise it while submerged the electric engine ratios will be used until you order a new throttle setting (ahead slow, ahead standard, back slow, etc.) - if you have a snorkel installed and you lower it while submerged (previously was extended before submerging) the diesel engine ratios will be used until you order a new throttle setting (ahead slow, ahead standard, back slow, etc.) It will be this way until I figure out how to get the position of the engine order telegraph. Forgot to mention that if the [ElectricEngineProperties] section doesn't exist in the sub's cfg file it's no problem. The game copies the diesel engine values to the electric engine ones on initialization. If the [ElectricEngineProperties] is found then these values overwrite the diesel ones copied. |
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#2214 |
Black Magic
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I might have a solution for gap's idea. It hit me while I was out riding one of my motorcycles (funny how things happen like this!).
What I can do is hook into when you ask for new ordered bell and new ordered speed. If you ask for new ordered bell then I set a bit denoting this. If you ask for new ordered speed I clear the bit. This bit will then be used when transitioning from surfaced/submerged states. If the bit is set then I know to update each engine's ordered speed with the appropriate engine ratio (if surfacing then use the diesel ratios, if submerging then use the electric ratios). If this bit is clear then I do not update each engine's ordered speed because the game will update them with the ordered speed the player selected. Seems to be a viable option. Now to code it in and see... |
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#2215 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#2216 |
Ace of the deep .
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Planes leaving from an airfield when spotted in an enemy port next
![]() Does a docked carrier have planes taking off ? |
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#2217 |
Captain
![]() Join Date: May 2011
Posts: 489
Downloads: 106
Uploads: 0
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Yes, there definitely need to be more repercussions for entering an enemy port and blowing stuff up. Could you code it so that planes come and patrol above the port you were detected in? Or even make it so that there's a chance of some sort of enemy patrol vessel arriving (maybe a torpedo boat)?
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#2218 | ||
Ocean Warrior
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Quote:
__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#2219 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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I think Trevally was referring to enemy planes in friendly ports, or friendly planes in in enemy ports. As far as planes and ports are on the same side (an there are not too many alien units around), there shouldn't be problems of any sort ![]() |
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#2220 |
Lieutenant
![]() Join Date: Jun 2007
Location: Abbotsford BC Canada
Posts: 258
Downloads: 141
Uploads: 0
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Where can I find the patch to update SH5 to 1.20 ?? The GU updater doesn't work. Thanx.
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