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Old 10-18-13, 01:44 AM   #571
gap
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Originally Posted by lodebeard View Post
Removing the mod solves the issue. I have identified two mods in my list which break camouflage. RSD and 'SH5 longer repairs V1'....
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Originally Posted by lodebeard View Post
Well this is damn peculiar - I just finished repeating the same test with versions 5.3 and 5.4. I expected no change, but for thoroughness' sake I did it anyway. I was quite surprised to find that camouflage worked with v5.4....
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Originally Posted by vdr1981 View Post
I understand now...Newest version of Rongels longer repair times, which is contained in v5.4., fixed this issue...
Hehe, when I read lodebeard's report of yesterday night I was too tired to reply, but a second after switching off my computer the same answer popped to my mind. Glad you anticipated me
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Old 10-18-13, 08:20 AM   #572
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Originally Posted by gap View Post
Okay, this leaves us with just two options: Nauticalwolf's and Drifter's UIs. Lesser work for us


Now , I would like to confront with SHcollision.act CTD...

Which value from gunsradars.sim controls rate of fire for AI AA guns?
And, regarding spreadsheet you gave me ,are those default game settings or modified by you? Some guns have really strange values, like elevation speeds 180 degr.per sec.?
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Old 10-18-13, 08:52 AM   #573
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Now , I would like to confront with SHcollision.act CTD...

Which value from gunsradars.sim controls rate of fire for AI AA guns?
There is not such a thing as a "rate of fire" setting in wpn cannon controllers. The two parameters you should look in are Recoiltime (it affects continuous rate of fire), and Reloadtime. Both of them, combined with Clip size, detemine the practical rate of fire. For the SHcollision.act CTD I think only Recoiltime of machine guns is relevant

P.S: have you tried with no Fx Update enabled, or with FXU combined with Rongel's patch (the one removing AA bullet particles)?

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Originally Posted by vdr1981 View Post
And, regarding spreadsheet you gave me ,are those default game settings or modified by you? Some guns have really strange values, like elevation speeds 180 degr.per sec.?
In the Gun Settings tab there are two row for each gun. The first row contains vanilla settings. The second one is for my suggested settings (based on real specs; the might require some adjustements though).

The 180 dps elevation speed that you are talking about probably refers to the stock setting for playable Flak guns.
Reworked U-boat Guns reduces them. Heavily.
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Old 10-18-13, 09:13 AM   #574
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I dont think that FXU or particles effect are involved because there are no any affect while sub is taking damage, no explosions, no pieces of metal flying around, nothing...Only water splashes...

I got it now...
We have recoil time - fire rate
clip size- burst lenght
and reload time- time between bursts


Edit: What about planes guns? SHcollision.act is most pronounced when high skill plane strafing submarine because they have the highest firing rate of all guns in the game. I can replicate it every time...If i use veteran plane in my test missions, i don't get SHcollision.act CTD , but if plane is 'elite', all I need is 1-2 bursts and there goes CTD...

Last edited by vdr1981; 10-18-13 at 09:38 AM.
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Old 10-18-13, 10:07 AM   #575
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Is the V 5.4 a beta?
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Old 10-18-13, 10:19 AM   #576
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Is the V 5.4 a beta?
Everything regarding SH5 is "beta", which is actually a good thing because SH5 is originally released as "alpha"...
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Old 10-18-13, 10:24 AM   #577
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Old 10-18-13, 10:40 AM   #578
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Originally Posted by vdr1981 View Post
...Only water splashes...
Probably unrelated, but you should try replacing DynEnv's data\Textures\TNormal\tex\water_splash_anim.dds with a resized copy of the same file contained in the Main Mod Low Resolution Patch. If you notice a partial benefit from it, I can reduce it even further.

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I got it now...
We have recoil time - fire rate
clip size- burst lenght
and reload time- time between bursts
cyclic RoF per barrel = 60 / (recoil time x number of barrels)
practical RoF per barrel = 60 / (recoil time x number of barrels + reload time / clip size)
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Old 10-18-13, 10:51 AM   #579
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Hold on...I think I'm onto something...
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Originally Posted by sober View Post
I had a ctd when 2 planes fired guns at my sub and I had damage . I have no idea what is causing it so not picking on this mod in particular . Do you use the EXE Patcher damage zone debugging ? Creates a damagezones text file in SH5 folder that describes all the problems with the players units damage zones .
I could bet in 5 bucks you have this patch enabled, right?
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Old 10-18-13, 10:59 AM   #580
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Originally Posted by vdr1981 View Post
Everything regarding SH5 is "beta", which is actually a good thing because SH5 is originally released as "alpha"...
Good point!
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Old 10-18-13, 01:04 PM   #581
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Ahhh my happiness, tell me Gap, is there a person who knows better this game then you?

You were right! Not a singele SHcollision CTD with bullet sparks test mod on board! As I remove Bullet spark test, there's CTD after 30-40 sec. of intensive engagement! 110% proven and easy testable...

We must note community about this...
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Old 10-18-13, 01:21 PM   #582
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Originally Posted by vdr1981 View Post
Ahhh my happiness, tell me Gap, is there a person who knows better this game then you?

You were right! Not a singele SHcollision CTD with bullet sparks test mod on board! As I remove Bullet spark test, there's CTD after 30-40 sec. of intensive engagement! 110% proven and easy testable...

We must note community about this...
Well done guys

This could also be the fix for ctd when air patrols attack harbours.
If so - this could set the way to add some nice effects to harbours later in the war
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Old 10-18-13, 01:26 PM   #583
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Probably...But still , this is a bit of mystery for me...Why bullet effects cause SHcollision CTD when there aren't any while submarine is engaged?!

Just for the record, I tested with all TDW SHcolission patches enabled, so they aren't problematic...
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Old 10-18-13, 02:04 PM   #584
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Quote:
Originally Posted by vdr1981 View Post
v5.4 Modifications:
- Fixed torpedo screen bug
- Damage menu functionally rearranged, regarding equipment's purpose.
- Removed incorrectly placed connecting lines form submarine pictures (Tnx GAP! )
- Rongel's changes for equipment.upc also fixes older bug when player couldn't select desired camouflage for submarine. Tumb Up Rongel!
- Added irreparable "hull integrity" for every individual compartment
- Red distress flare effect "turned on" again
- Revised HP/AP and repair times settings for the equipment
- Used different repair logic for submarine batteries, batteries are repairable but only certain percentage of their capacity can be retrieved. In other words, crew can repair only what's left of batteries...
- Save bug even more subdued with introduction of newly added savable zones which will act like "damage collectors" . This effects equipment which shouldn't be repairable at open seas, like planes, rudders, Shafts, GHG/ Balkon Great receivers ect.
[under construction]
New campaign is needed.
Here's change log for v5.4...Small of topic, is it possible to use "spoilers" at subsim?

Last edited by vdr1981; 10-18-13 at 02:27 PM.
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Old 10-18-13, 03:34 PM   #585
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Originally Posted by vdr1981 View Post
Ahhh my happiness, tell me Gap, is there a person who knows better this game then you?
Many of them: TDW, Trevally, Rongel, Sober, Targor, Volodya... and several others. The list is quite long, and mentioning all of them would make a long post. Enough to say that anyone of them has his sector of expertise, and a big part of what I know, I know from them.

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Here's change log for v5.4...Small of topic, is it possible to use "spoilers" at subsim?
Do you mean a tag for making parts of text hidden? Never seed such a thing in subsim forums.

Quote:
Originally Posted by vdr1981 View Post
You were right! Not a singele SHcollision CTD with bullet sparks test mod on board! As I remove Bullet spark test, there's CTD after 30-40 sec. of intensive engagement! 110% proven and easy testable...

We must note community about this...


Credit to Rongel, for having deviced that patch. Now I think we should focus on toning down FXU's flares...

Quote:
Originally Posted by vdr1981 View Post
...this is a bit of mystery for me...Why bullet effects cause SHcollision CTD when there aren't any while submarine is engaged?!
I don't have an answer right now: I should have a close look into FXU's files first, but it is likely that the answer to your question might also tell us why a collision act eception whas thrown.

Quote:
Originally Posted by Trevally. View Post
Well done guys

This could also be the fix for ctd when air patrols attack harbours.
If so - this could set the way to add some nice effects to harbours later in the war
Yes, I hope so, can't wait for your updates
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