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Old 08-11-13, 06:17 PM   #2731
Glock30Eric
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Quote:
Originally Posted by Fifi View Post
Recharging batteries when all stopped, i have only one RPM gauge working:

No prop turning of course...and no engine animation.
As soon as the charging battery icon stops blinking after ordering ---> right RPM gauge on 500 rpm.
Yeah baby!!!!!!
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Old 08-12-13, 10:09 PM   #2732
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Originally Posted by vdr1981 View Post
i have check that, everything is on dead stop, but batteries, by some magic, are still reloading...

We need someone with older version of TDW patcher to test this also...
this is the way the stock game recharges batteries. They never enabled the diesel animation. I'm trying to figure out how to make the diesel animation always active when battery recharging is active.

Quote:
Originally Posted by Fifi View Post
Recharging batteries when all stopped, i have only one RPM gauge working:

No prop turning of course...and no engine animation.
As soon as the charging battery icon stops blinking after ordering ---> right RPM gauge on 500 rpm.
Stock game bug or feature however you want to look at it.

Quote:
Originally Posted by vdr1981 View Post
And i'm also wondering about those cool feature of TDW patcher,deck awash and electric engines on surface...Are they really have some effects on AI detection ability (visual and noise factor) or they're just there for better immersion?
Yes they do alter the AI detection ability

Quote:
Originally Posted by Fifi View Post
Would be nice to have the light signal code a la SH4
What is this? I played SH4 for a total of 10 mins then shelved it. I thought it was total crap.

Quote:
Originally Posted by Captain73 View Post
My boys Flak 20 mm, shoot at enemy planes!
I can't force them to shoot at the enemy ship!
It's on my list of things to figure out (how to make crew shoot AA guns at objects other than airplanes).

Anyone been testing the new radio patch? I see Fifi says it causes problems. I can report that I have no problems nor do I experience any of the symptoms he posted. Can anyone else confirm this

@gap - haven't had any time to test your revised zon files you posted up. Maybe here in a couple of days I'll be able to check them out.
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Old 08-13-13, 12:18 AM   #2733
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What is this? I played SH4 for a total of 10 mins then shelved it. I thought it was total crap.
...no, not total crap imo. Missing SH5 eye candy mainly, but it's very stable game (never had CTD with it even modded)

About light signal in SH4, as soon as a warship (only works with warship) detects you, you can see in his main mast (or is it on top of control room?) a little signal light flashing like using morse with other boats. Very nice feature imo, would be really cool to have it in SH5. Furthermore, it's an indication to know we are detected

Back on the Generic Patcher, only 2 sorts of patches are causing me troubles: radio patches (as i explained) and electric patches.
At the point i can't activate them at all.
Electric patches cause my speed cursor to no respond correctly (yes again!) when underwater, and as soon as my sub switch itself on electrics, speed order dials decrease by themselves 1 step below...
Lets say i was running on speed 3 (standart), when sub is switching on electrics all dials decrease to 2 (Inside main room/engine room and my speed cursor)
But it seems my running speed is still corresponding to 3!

EDIT:
With your latest NewUIs version test, i tried to activate radio patches again...and...it seems to work without any issue (3 tests).
My joy was short ...untill i finished a boat in last single mission (was already dead, but was testing my gun) with deck gun.
The boat finally exploded in huge explosion and burned with the bug:


This never happen without radio patches enabled.
---> i noticed the boat was also firing many red SOS flares, one after one, even when dead...(first time i notice this)
Could it be Old Style explosion mod related? Or Sober's smoke screen (DynEnv&OldStyle Explosions compatible)?

Also, then, i activated electric patches again to see if issue is gone...and it's gone!
So i don't understand...

I'm going to let all patches activated, and test all that in my current career.
Because sometimes things happens in single mission, but not in career...

Last edited by Fifi; 08-13-13 at 01:48 AM.
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Old 08-13-13, 02:23 AM   #2734
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Quote:
Originally Posted by Fifi View Post
..Could it be Old Style explosion mod related? Or Sober's smoke screen (DynEnv&OldStyle Explosions compatible)?..
Is it hard to check? just disable these mods and check..
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Old 08-13-13, 03:52 AM   #2735
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Quote:
Originally Posted by volodya61 View Post
Is it hard to check? just disable these mods and check..
... i will
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Old 08-13-13, 06:02 AM   #2736
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Quote:
Originally Posted by volodya61 View Post
Is it hard to check? just disable these mods and check..
Done, and i still get the bug
Thanks god it's not old style or smoke screen...cause i love them.

Using TDW torp tutorial single mission vs the liberty ship, i get this bug each time.
Just deactivating radio patches, bug is gone.
Maybe it has something to do with the new antennas radio room hit boxes? Don't know
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Old 08-13-13, 09:05 AM   #2737
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Quote:
Originally Posted by volodya61 View Post
Is it hard to check? just disable these mods and check..
I newer used old style explosions mod and i also have that problem with radio patches, just for the record...
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Old 08-13-13, 09:09 AM   #2738
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Quote:
Originally Posted by TheDarkWraith View Post
this is the way the stock game recharges batteries. They never enabled the diesel animation. I'm trying to figure out how to make the diesel animation always active when battery recharging is active.
Tnx for explanation TDW! Now IMO, engine animation is not necessary . We only need some fuel loss during that period. We should not have free energy in the middle of Atlantic...
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Old 08-13-13, 03:57 PM   #2739
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Quote:
Originally Posted by vdr1981 View Post
I newer used old style explosions mod and i also have that problem with radio patches, just for the record...
Good to hear i'm not alone with this bug!
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Old 08-13-13, 10:57 PM   #2740
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Quote:
Originally Posted by vdr1981 View Post
I newer used old style explosions mod and i also have that problem with radio patches, just for the record...
Quote:
Originally Posted by Fifi View Post
Back on the Generic Patcher, only 2 sorts of patches are causing me troubles: radio patches (as i explained) and electric patches.
At the point i can't activate them at all.
With your latest NewUIs version test, i tried to activate radio patches again...and...it seems to work without any issue (3 tests).
My joy was short ...untill i finished a boat in last single mission (was already dead, but was testing my gun) with deck gun.
The boat finally exploded in huge explosion and burned with the bug:

This never happen without radio patches enabled.
---> i noticed the boat was also firing many red SOS flares, one after one, even when dead...(first time i notice this)
Could it be Old Style explosion mod related? Or Sober's smoke screen (DynEnv&OldStyle Explosions compatible)?
Quote:
Originally Posted by Fifi View Post
Done, and i still get the bug
Thanks god it's not old style or smoke screen...cause i love them.

Using TDW torp tutorial single mission vs the liberty ship, i get this bug each time.
Just deactivating radio patches, bug is gone.
Maybe it has something to do with the new antennas radio room hit boxes? Don't know
Problem was an intermittent one and I was finally able to figure out what was going on (it was some of my new code). Problem has been fixed.

v1.0.148.0 released. See post #1

Starting with v1.0.148.0 fixed intermittent bug in Units must use radio patch that could cause endless animation looping and possible CTD. Added a new patch to SH5.exe Advanced users: Damage zone debugging. See the patch's Notes= for info on how to use it.

Last edited by TheDarkWraith; 08-13-13 at 11:13 PM.
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Old 08-13-13, 11:23 PM   #2741
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You're an awesome modder! ...Champagne!

Edit: tested with the single mission wich occured each time ---> all is fine again! Good job TDW!

Now, only one patch i don't activate: random visual distance patch. Just because estimation is too far off IMO.
I would prefer few hundreds meters off, rather than more than 1000m!

Last edited by Fifi; 08-14-13 at 12:00 AM.
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Old 08-14-13, 01:31 AM   #2742
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Quote:
Originally Posted by Fifi View Post

Now, only one patch i don't activate: random visual distance patch. Just because estimation is too far off IMO.
I would prefer few hundreds meters off, rather than more than 1000m!
IMO the randomized offset is not to much off. I sailed on a naval boat for 4 years and believe me distance estmation on the open sea without a visual reference is really hard.
There is no I WO that could estimate distance over 15000m with an offset less than 1000m.

My suggestion would bei if possible to reduce the offset depending on the distance

i.e visual distance > 10000m offset > 1000m
Visual distance between 5000 - 10000m offset 500-1000m
Visual distance < 5000m offset < 500m
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Old 08-14-13, 01:33 AM   #2743
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Quote:
Originally Posted by oakdesign View Post
My suggestion would bei if possible to reduce the offset depending on the distance

i.e visual distance > 10000m offset > 1000m
Visual distance between 5000 - 10000m offset 500-1000m
Visual distance < 5000m offset < 500m
I like your idea oakdesign
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Old 08-14-13, 03:38 AM   #2744
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Any chance of linking hydrophone to snorkel, or engine operation?

Havn't gotten far enough in the campaign to test, but one of things I like about the exe fixes for SHIII is that your hydrophones turned off when snorkelling
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Old 08-14-13, 05:03 AM   #2745
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Quote:
Originally Posted by TheDarkWraith View Post
v1.0.148.0 released. See post #1
Thank you, TDW

Generic Patcher manual Ru (1.0.134 test - 1.0.148) - http://www.4sync.com/archive/Xky3ZF5...l_Ru__101.html

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