![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#1921 |
GLOBAL MODDING TERRORIST
|
![]()
I hate to be the bearer of bad news but I found another thing you'll hate.
![]() |
![]() |
![]() |
![]() |
#1922 |
CTD - it's not just a job
|
![]()
What? We can't use most of the import ships if they've got that bad 'reflection' thingie? Or are you gonna break someone's Maru heart? Extra work? I might be able to do it. I used to be pretty good at digging latrines, and filling in the old one with the dirt...
__________________
"...and bollocks to the naysayers" - Jimbuna |
![]() |
![]() |
![]() |
#1923 |
GLOBAL MODDING TERRORIST
|
![]()
Do I recall correctly that this Mod was originally for Multiplayer?
![]() What was done to a crap load of Ships was the cfg#FLG node was renamed to cfg#F01 Then an entry was added to the ships eqp file for the flag. Should you try the clone I showed s7rikeback you'll see no flags!! I can do a mass rename and write something to adjust the eqp files in mass also. It's gonna take a few days to correct this. Mostly because I work 10 hours a day at my real job. Last edited by Jeff-Groves; 09-15-16 at 06:45 PM. |
![]() |
![]() |
![]() |
#1924 |
CTD - it's not just a job
|
![]()
Multi-player? Yes, it was, for the AOTD gang of 20 (or thereabouts). No biggie, ~but~, if you can get it going, fantastic. We got all kind of days in my book... And really, it should be done correctly. They quit using v1.5 in the original incarnation of FotRS because of "better" multiplayer and networking. It would be nice to be able to properly ID your target in multiplayer before you sent a French or Norwegian tanker to the bottom...
I hear ya on those 10 hour days. But are you on call?... 'Cause you are here... ![]() ![]()
__________________
"...and bollocks to the naysayers" - Jimbuna |
![]() |
![]() |
![]() |
#1925 | |
Sink'em All
|
![]() Quote:
![]() ![]()
__________________
Head Deep and Keep'em Astern" - LtCDR Samuel D Dealy SHIV Guide | Imperial Japanese Navy | US Submarines |
|
![]() |
![]() |
![]() |
#1926 |
Sink'em All
|
![]()
Well it has happened again. I was patrolling south of Tokyo Bay when sonar picked up fast screws of a merchant heading my way. As I closed on the target I found out I had a Horai Maru heading my way. The I started getting other sonar reports and went to the free camera to check things out. I found Horai Marus sailing in single file. I counted 10 before the game crashed. This is starting to get frustrating.
PB, I started comparing the mis.files from TMO and FOTRSU and while there are differences I was hoping that the MaxUnitsSpawned=100 would be different, it was the same in TMO. Maybe FS will see something because I just don't know what I'm looking at. ![]()
__________________
Head Deep and Keep'em Astern" - LtCDR Samuel D Dealy SHIV Guide | Imperial Japanese Navy | US Submarines |
![]() |
![]() |
![]() |
#1927 |
CTD - it's not just a job
|
![]()
I don't know whether to link to Golden Earing, or Rod Serling... wow. A merchant vessel spawning like that... Let me ask you this (these): Are you using your H/K mod, to where there are fewer units of them? Are you using any portion of yours and s7rikeback's Maru duplicator mod? Reason I ask, is I don't believe anyone has ever posted about finding spawning merchants before, and as Steve on Blue's Clues used to say: "A clue! A CLUE!!!" - maybe. What was the date, if you remember?
All I've found that's different in the TMO files is that the number of most of the "year" MIS files is reduced, other than the H/K groups, which are increased, but I haven't gotten into any details of them yet. I was kind of wondering if there isn't a limit to how many waypoints a random group could have, that the game is able to keep up with.
__________________
"...and bollocks to the naysayers" - Jimbuna |
![]() |
![]() |
![]() |
#1928 | |
Sink'em All
|
![]() Quote:
Check this out from the RSRDC thread. http://www.subsim.com/radioroom/show...&postcount=426 Which I knew what lurker did with that patch or could look at it. I will continue to look throuth the RSRDC thread for any other clues that might be helpful later in the day.
__________________
Head Deep and Keep'em Astern" - LtCDR Samuel D Dealy SHIV Guide | Imperial Japanese Navy | US Submarines |
|
![]() |
![]() |
![]() |
#1929 | |
CTD - it's not just a job
|
![]() Quote:
He even replays the mission and gets them again. I wonder if he re-played nearly the same way / location, or what? It's nice though that he gave his location like that. That would amount to approximately 16200000.xxx and 3000000.xxx in the MIS files "spawn" location, or within that mythical 20km figure. I'm going to look at their patch "fix" for that also... Now, where did I put my old RSRDC download?... I sure wish I was a better housekeeper when it comes to computer files and backups... Of interest to me in so many of these reports is "there's got to be a hundred of them"... maxunits=100 is implicated - there is no "check" to make sure this doesn't happen if something goes amuck. If there was a sure-fire method for getting the run-a-way spawning, we could experiment there, and see if changing that changes things... like go to 500 and see what happens... ![]()
__________________
"...and bollocks to the naysayers" - Jimbuna Last edited by propbeanie; 09-16-16 at 09:27 AM. Reason: Added date to quote |
|
![]() |
![]() |
![]() |
#1930 |
CTD - it's not just a job
|
![]()
Wow... sometimes I feel like a hound dog that's on a scent trail. I can smell a little something... and then something catches my eye off to the right - wait, there it is off to the left - no! the right- the left -the right... ~oh, it's just my tail~!... nutz.
According to Wikipedia, and we all know how accurate they are, the Uboats add-on was released March 2008, so in theory, djeeper had v1.4 of SH4. That post is from late 2007, and the link to the "patch" is to filefront, which is dead, and searching on the name of the rar brings up nothing, and the download area here was updated in 2009, so it's kind of hard to figure out which version of RSRDC was around then, and what the actual name of the patch was... Who remembers their RSRDC version history and can enlighten us?... .
__________________
"...and bollocks to the naysayers" - Jimbuna |
![]() |
![]() |
![]() |
#1931 |
I break things
|
![]()
Good day all...
Just an update. These ships are now merged with the Maru Mod - again each Ship has been tested seperately in the museum and works. BBAH=Battleship Germania BBFuso=Battleship Fuso BBMontana=BB-67 USS Montana BBNewJersey=BB-62 USS New Jersey BBYamato=Battleship Yamato BBAlabama=BB-60 USS Alabama BBBismark=Battleship Bismark BBColorado=BB-45 USS Colorado BBIowa=BB-61 USS Iowa BBIse=Battleship Ise BBIseConv=Battleship Ise (Late War) BBKingGeorgeV=Battleship King George V BBKongo=Battleship Kongo BBNagato=Battleship Nagato BBNelson=Battleship HMS Nelson BBNevada=BB-36 USS Nevada BBNewMexico=BB-40 USS New Mexico BBNorthCarolina=BB-55 USS North Carolina BBPennsylvania=BB-38 USS Pennsylvania BBQueenElisabeth=Battleship HMS Queen Elisabeth BBRamillies=Battleship HMS Ramillies BBRevenge=Battleship HMS Resolution BBTennessee=BB-43 USS Tennessee 43-45 BBTennesseeEarly=BB-43 USS Tennessee 33-42 BBTirpitz=Battleship Tirpitz BBWestVirginia=BB-48 USS West Virginia BCGrafSpee=Battlecruiser Admiral Graf Spee BCRepulse=Battlecruiser HMS Renown CVShinano=Fleet Carrier Shinano CVAkagi=Fleet Carrier Akagi CVEnterprise=CV-6 USS Enterprise CVHiryu=Fleet Carrier Hiryu CVIllustrious=Fleet Carrier HMS Illustrious CVKaga=Fleet Carrier Kaga CVSaratoga=CV-3 USS Saratoga CVShokaku=Fleet Carrier Shokaku CVSoryu=Fleet Carrier Soryo CVTaiho=Fleet Carrier Taiho CVUSEarlyWar=CV-7 USS Wasp CVUSSEssexCV9=CV-9 USS Essex CVEAkitsu=Escort Carrier Akitsu CVEAttacker=Escort Carrier HMS Attacker CVEBogue=CVE-9 USS Bogue CVECasablanca=CVE-55 Casablanca CVEKaiyo=Escort Carrier Kaiyo CVEShoho=Escort Carrier Shoho CVETaiyo=Escort Carrier Taiyo CVSChitose=Seaplane Tender Chitose CABaltimore=Heavy Cruiser Baltimore CADeutschland=Heavy Cruiser Deutschland CAFurutaka=Heavy Cruiser Furutaka CAKent=Heavy Cruiser Kent Class CALutzow=Heavy Cruiser Lützow CAMaya=Heavy Cruiser Maya CAMogami=Heavy Cruiser Mogami CAMyoko=Heavy Cruiser Myoko CANorthampton=Heavy Cruiser Northampton CAPensacola_II=Heavy Cruiser Pensacola II CAPensacola=Heavy Cruiser Pensacola CAPortland=Heavy Cruiser Portland CAQuincy=Heavy Cruiser Quincy CATakao=Heavy Cruiser Takao CATone=Heavy Cruiser Tone CATuscaloosa=Heavy Cruiser New Orleans CAPr26bis=Light Cruiser Maxim Gorky My Work continues.... ==================== One error found so far... # BBIowa=BB-61 USS Iowa: Main cfg shows unit type= 20 Roster cfg shows unit type= 11 Unit types now matched to = 11 ==================== Regards, s7rikeback
__________________
|
![]() |
![]() |
![]() |
#1932 |
Sink'em All
|
![]()
Hey, pb
Just had a thought, no comments please. Anyway since this problem with the multiple ships spawning is caused by the submarine entering the area, is it possible to minimize the spawning area to lessen the impact of the submarine causing the problem, if you know what I mean. ![]() I've been reading in the RSRDC thread that in some instances when a submarine enters an area say where a major battle is going on some of the ships won't spawn correctly. So I'm wondering if changing the radius of the spawning area might make a difference. ![]()
__________________
Head Deep and Keep'em Astern" - LtCDR Samuel D Dealy SHIV Guide | Imperial Japanese Navy | US Submarines Last edited by cdrsubron7; 09-16-16 at 10:56 AM. |
![]() |
![]() |
![]() |
#1933 |
CTD - it's not just a job
|
![]()
Precisely sir. The game engine should have had something to catch the occurrence also, such as an
IF UserBoat within 30km THEN DoNotSpawn ELSE Spawn I added an extra 10km on that, just in case you're on a higher TC. Since they apparently felt no need for such, then making the spawn circle smaller should help. Also, limiting the units=100 to something that's more in line with what's being spawned, such as let's say "4" for the H/K groups, "4" for the Coastal Traffic, since that's usually just the junks and sampans, and then 30 for the convoys and TF groups. I haven't found any bigger than that yet. With that, hopefully you wouldn't see those monstrous groups of a hundred. Also, if the spawn sites are back-to-back, like they are in Stock and FotRS, then one of those groups is eliminated or moved. Including the "battle" MIS files, we'd have to plot where they are versus the random groups, and not spawn sites are allowed withing so many km of each other. Now, on to the math, 'cause: how far can a boat travel at 20knots in one hour when you're using 4096 TC? Spawn rates are based on the passage of hours... Wow - I need my kids to do that part of it. They're in high school and sharp on the math stuff... me, I'll forget to carry a one and end up plotting something into Australia's outback or something, like the Himalayan mountains... Thanks for the update man. You are very efficient... Is the "Type 11" a BB, and the "Type 20" a Super BB, or the other way around? You saw Jeff-Groves post above, right? He's working on the ships' flags from the MultiPlayer perspective?
__________________
"...and bollocks to the naysayers" - Jimbuna Last edited by propbeanie; 09-16-16 at 12:01 PM. Reason: s7rikeback |
![]() |
![]() |
![]() |
#1934 | |
Navy Seal
![]() |
![]() Quote:
__________________
Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
|
![]() |
![]() |
![]() |
#1935 | |
I break things
|
![]() Quote:
Yes those types are correct, and yes I am aware of the flag issue as I was in contact with Jeff-Groves on that very subject due to a ship issue i had and this was the cause.
__________________
|
|
![]() |
![]() |
![]() |
|
|