SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
06-18-20, 11:08 AM | #1336 |
CTD - it's not just a job
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Those IJN (and American & German) AI subs are basically surface vessels, set to Type=17, which in Stock is "Elite Destroyer Escort". That way, they are aggressive when encountering enemy assets, and will charge their position with guns and torpedo tubes a-blazing. They will alter their speed and direction as dictated by the AI_Ship internal settings in the sim file and executable for the game, but they will not submerge, and if they do, they will "stop". You cannot have them on a given course that you have set with waypoints, and have them submerge. They will attempt to, and they will get a pinch lower in the water, but they will then slow down, and if the weather is rough, and the waves up, they might fully submerge - but when they do that, they are actually sinking. The Ko is a different kind of bird. I have not looked at its dat versus sim yet, but I do know that it will submerge itself when its speed increases, such that if you encounter it in the game, it will come at you for an attempt at a 90° attack on your "estimated" position. As it speeds up for that, it is almost like its shape pushes it under water, but it is able to continue at the speed the AI_Ship dictates for attack / run-away. If it keeps attacking, it will eventually sink itself also. My one thought on that a while ago was that it is running on electric all of the time off of its batteries, and as such, that might allow it to continue, I don't know...
These and other issues with the subs will be looked into though for FotRSU. If you initially set one of the current Type=17 AI subs in FotRSU to say -18 or so, intending it to be at PD, it will do so, but it will not motor about there. If you change it's Type= to 200 for a submarine, it will still sit there usually, because of the way it was built and then altered to be an AI surface vessel. If you instead take the original playable submarine, and clone it and make it into an AI sub, it will motor about. I do have a JyunsenB and the US Fleetboat done up that way, and with the torpguns on them, they will shoot torpedoes at you or any other enemy vessel (or airplane). One bad thing about those as they are now, is that they are "visible" to surface vessels, which will then shoot at them with their cannons, and attempt to avoid them, well outside the 'normal' range of torpedo launching for the sub... There are still several things in line ahead of getting back into attempting to add the submerged AI subs as an add-in to FotRSU, but when I do, I'll keep you in mind, and see what changes we make for that. In the meantime, look in the Sea folder for the current AI subs, and in the Submarine folder for the AI_SubName_sub folders for the submerged ones, as they stand now. The submerged ones are NOT a finished product yet, and the surfaced ones will all likely be altered some. Also, do remember that keltos01 created the IJN subs, which were then edited by s7rikeback & CapnScurvy to function as AI assets in FotRSU. I then took their work to create the submerged ones that don't work quite right yet... "All right mister! Break is over! Get back to WORK!!!" - I've been found! |
06-18-20, 04:00 PM | #1337 |
Mate
Join Date: Apr 2011
Posts: 60
Downloads: 756
Uploads: 4
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blue fleetboat skins?
When in the war do fleetboats get that blue skin for which they became so well known? I played a campaign through to 1943, but the tambor I was using for that campaign never got the new skin, and instead remained black-skinned with the early war conning tower the whole way through. Bug?
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06-19-20, 06:00 AM | #1338 |
Navy Dude
Join Date: Dec 2014
Location: St. Petersburg, FL
Posts: 175
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Is in-game CO2 Build-up dependent on crew size?
Just curious... When I submerge at dawn in my Tambor class boat I find that I'm starting to get CO2 warnings about noon. That's maybe 6-8 hours tops.
I do have more than the standard 60 man crew. I know that in Real life it would make a difference but do you know if it does in the game? The real world Tambor is reported as being able to go 48 hours at 2 knots submerged. And I understood that staying submerged from 12-48 hours was not unusual
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06-19-20, 06:43 AM | #1339 | |
Sonar Guy
Join Date: Feb 2013
Location: Sarasota Florida
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I get that, worked in computers for 38 years. BUT.. Why does the game go from a TC of 1024 down to 8. I do understand a pause while the PC (Win 7 64 bit) does it's 'housekeeping' , but not the game change part.
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I spent the cold war under water. |
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06-19-20, 09:22 AM | #1340 |
Navy Dude
Join Date: Dec 2014
Location: St. Petersburg, FL
Posts: 175
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Hey, neighbor! I feel your pain! Spent a few decades in software development myself. I'm not sure that we'll ever get satisfying answers to all the technical whys and hows. This game was built pre-Vista and has never played nicely with many of Windows features. Plus it's a bit of a Frankenstein's monster. There are artifacts that appear to have been copied whole-cloth from Silent Hunter III then just never used. Some of it's been repaired over the years with mods (which can easily introduce their own weirdness) My latest "death" occurred when I plotted a course into Freemantle and came in with Time Compression over 1000. Loaded up a save and ran it again reducing Time compression just before I got close to port... worked just fine. I like to tell myself that TC didn't give some "friendlies" time enough to navigate outta my way. Of course, there's some confirmation bias. We tend to notice these things more when something goes wrong.
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If I can't be a good example, I'll be a glaring warning! AMD Ryzen 7 2700X Eight-Core Processor, 3700 Mhz, 8 Core(s), 16 Logical Processor(s) Windows 10 Home Installed Physical Memory (RAM) 16.0 GB NVidia RTX2070 16 Gig |
06-19-20, 10:44 AM | #1341 |
Stowaway
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Just “listening”, but look in sim.cfg and you see which events cause the TC to drop, some to 8 others to 1. Change them if you’d like!
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06-19-20, 10:56 AM | #1342 |
Admiral
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^sim.cfg is for the AI surface ships sensors.cfg, its Main.cfg for time compression.
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06-19-20, 11:25 AM | #1343 |
Watch
Join Date: Dec 2007
Posts: 20
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...and me, too. Thanks for your ideas; I've been using the same 1920x1080 60 hz monitor, windowed or not, vsync or not, adjusted scaling in the Radeon program, and no joy. Isuppose I could just never use an external view, but that seems a bit extreme.
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06-19-20, 11:40 AM | #1344 | ||||
CTD - it's not just a job
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RadioReport=8The Radio Report is the most common, but some don't change the TC at all, others take you to 1x TC. PrayState is when you are being hunted. Particles are generated, such as a torpedo launch... or smoke... Quote:
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06-19-20, 12:01 PM | #1345 | |
CTD - it's not just a job
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Edit: I did find this AMD Knowledgebase article: https://www.amd.com/en/support/kb/faq/dh2-012 Last edited by propbeanie; 06-19-20 at 12:12 PM. |
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06-19-20, 12:15 PM | #1346 |
Willing Webfooted Beast
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Any chance for an optional sub-mod to remove the flag from the rear of the boat? AFAIK the flag wasn’t flown while on patrol.
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Historical TWoS Gameplay Guide: http://www.subsim.com/radioroom/showthread.php?p=2572620 Historical FotRSU Gameplay Guide: https://www.subsim.com/radioroom/sho....php?p=2713394 |
06-19-20, 02:21 PM | #1347 | |
Mate
Join Date: Apr 2011
Posts: 60
Downloads: 756
Uploads: 4
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Sea Trials in Sargo
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I tested how long I could stay under. The following was tested in a Sargo-Class Boat on an in-game date of December 11, 1941: Class: Sargo-Class Crew Size: 83 Men Time spend Underwater: 48 hours (6:53 AM December 11 - 6:53 AM December 13) Remaining Oxygen percent upon surfacing: 5% Remaining Battery Charge upon surfacing 1% (Speed was 3 knots, until battery charge dropped below 10%, after which time, speed slowly decreased to 1 knot, which was the underwater speed just prior to surfacing.) It is true that the Co2 indicator pops up when Co2 levels are over 10%, however you can safely ignore it - focus on your overall level indicator which is located at the bottom right-hand corner of the screen |
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06-19-20, 06:18 PM | #1348 | |
Silent Hunter
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there are only two things in the world: submarines and targets. Fortis et stabilis et fidelis, semper ------------------------------------------------------------ Silent Hunter 4 1.5 Gold Edition on CDROM LAA enabled Dell XPS with 32 GB Ram running Win10 |
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06-19-20, 11:55 PM | #1349 |
Navy Dude
Join Date: Dec 2014
Location: St. Petersburg, FL
Posts: 175
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Still Digging
Still Digging into the files included in the mod. (Am thinking of attempting a small mod of my own)
I noticed when looking in the Sea directory that most of the files in each subdirectory tend to agree as to name with their directory. e.g. the "NCVE_Attacker" directory contains a bunch of files that all start out NCVE_Attacker... Yet, the NCVE_Bogue directory contains file for both NCVE_Bogue and CVE_Bogue Is it supposed to be like that or are some of the files leftovers from a rename? I notice that many of the ships listed in shipdata.pdf show a class without the N prefix that many of the actual directories have. And since you said in an earlier post that shipdata.pdf is out of date I'm wondering if there wasn't a naming convention change. Really just curious. It doesn't seem to affect my game so far in any way.
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If I can't be a good example, I'll be a glaring warning! AMD Ryzen 7 2700X Eight-Core Processor, 3700 Mhz, 8 Core(s), 16 Logical Processor(s) Windows 10 Home Installed Physical Memory (RAM) 16.0 GB NVidia RTX2070 16 Gig |
06-20-20, 03:36 AM | #1350 | |
I break things
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Last edited by s7rikeback; 06-20-20 at 09:44 AM. |
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