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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#2731 |
Ru$
Join Date: Feb 2013
Location: Southern Maryland
Posts: 75
Downloads: 20
Uploads: 0
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Yeah baby!!!!!!
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#2732 | ||||
Black Magic
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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. Quote:
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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#2733 | |
Navy Seal
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![]() 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...
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Last edited by Fifi; 08-13-13 at 01:48 AM. |
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#2734 |
Ocean Warrior
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Is it hard to check? just disable these mods and check..
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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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#2735 |
Navy Seal
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#2736 |
Navy Seal
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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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#2737 |
Navy Seal
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I newer used old style explosions mod and i also have that problem with radio patches, just for the record...
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Best regards... Vecko ![]() The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update ![]() PDF Install Instructions How to report an issue ![]() If You wish to support my work... |
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#2738 |
Navy Seal
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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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Best regards... Vecko ![]() The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update ![]() PDF Install Instructions How to report an issue ![]() If You wish to support my work... |
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#2739 | |
Navy Seal
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#2740 | |||
Black Magic
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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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#2741 |
Navy Seal
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![]() ![]() 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!
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Last edited by Fifi; 08-14-13 at 12:00 AM. |
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#2742 | |
A-ganger
![]() Join Date: Sep 2007
Posts: 76
Downloads: 65
Uploads: 0
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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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---------------------------------------------------------------- Seemann prüf dein Sackgewicht an Backbord kommt Laboe in Sicht ---------------------------------------------------------------- |
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#2743 | |
Navy Seal
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#2744 |
Medic
![]() Join Date: Dec 2009
Posts: 168
Downloads: 389
Uploads: 1
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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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#2745 |
Ocean Warrior
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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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. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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