SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SHIII Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 01-22-21, 03:41 AM   #1
Anvar1061
Ocean Warrior
 
Join Date: May 2012
Location: In the sea, on land and above
Posts: 3,486
Downloads: 878
Uploads: 0
Default

Quote:
Originally Posted by Anvart View Post
Hey, Andrew.
In the file FMO_30.dat, Entry: WaitForDown, the incorrect logic for lowering the antenna was writed after Order: Radar_turn_off...
Ver. 21
I understand the logic, but I don't understand the logic. It also works according to this logic.
__________________
Anvar1061 is offline   Reply With Quote
Old 01-23-21, 06:27 AM   #2
Anvart
Admiral
 
Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
wolf_howl15

Quote:
Originally Posted by Anvar1061 View Post
I understand the logic, but I don't understand the logic. It also works according to this logic.
Now, when executing any dive command mentioned in the logic, the radar antenna is lowered... but the radar continues to operate... it will continue to operate until the sub goes down to periscope depth. This was done by Hsie in the RadarFix -> Fix1 (High Wave) mod, which distorts the operation of the radar. In the original game, the radar is automatically turned off when the top of the antenna reaches 1 meter to the water surface (in accordance with the MinSensorHeight = 1 parameter in the SensorData controller for the FuMO-30 radar, etc.).
__________________
Alex ®


Moses said: "Don't create yourself an idol"...

Last edited by Anvart; 01-23-21 at 06:49 AM.
Anvart is offline   Reply With Quote
Old 01-23-21, 07:28 AM   #3
Anvar1061
Ocean Warrior
 
Join Date: May 2012
Location: In the sea, on land and above
Posts: 3,486
Downloads: 878
Uploads: 0
Default

That's right?
__________________
Anvar1061 is offline   Reply With Quote
Old 01-23-21, 01:46 PM   #4
Anvart
Admiral
 
Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
wolf_howl15

Quote:
Originally Posted by Anvar1061 View Post
That's right?
...
Yes.
 
Also, you have two commands hanging on one 'R' key ...
'Radar One Sweep' and 'Radar View'. Therefore, when you move to the radio operator's chair, your radar turns on, makes one full turn and turns off ... Do you need this? I think no. Hang 'Radar One Sweep' on 'Shift + S' ... preferably (in tune with Sweep), if not busy, or something else ...
Also, I can advise you not to use 'Radar Fix'. Cause? Radar Fix->Part2 works well ... no problem. This is the Fix that I asked Hsie to do to slightly simplify the antenna/radar logic. For the original game and for those who do not use Hsie's 'Radar Fix', will need to immediately execute the raising the antenna "Entry: Up", and then go to "Entry: Wait4Down".
Radar Fix->Part1 ... distorts the work of the radar ... if the player forgets to turn off the radar, it really turns off only at periscope depth. Some modders try to compensate for the disadvantage of this fix, for example, by connecting an additional Dial controller directly to the radar antenna, as in my first mod for raising/lowering the radar antenna. In this case, an indefinite state (what to call it?) Arises ... the display may not light up and even the steering wheel will stop rotating, but if you surface without going down to the periscope depth, the radar will be rotates again without player intervention. This indicates that the radar has not turned off. In addition, this Dial controller does not give stable results. Of course, there is the iron way to turn off the radar and work around the Fix->Part1 flaw ... but this is a rough, rectilinear way that will reduce the number of variation used commands.
The second argument: Fix->Part1 contradicts the concept of realism - the radar should not work at high waves ... just like the periscope in the Hsie's mod, it 'vibrates' or automatically descends at certain speeds of the sub.
Ideal variant: remove Fix->Part1 (in my opinion it is not needed) and leave Fix->Part2.
Another variant is to turn off Radar Fix.
__________________
Alex ®


Moses said: "Don't create yourself an idol"...

Last edited by Anvart; 01-23-21 at 04:42 PM.
Anvart is offline   Reply With Quote
Old 01-23-21, 03:37 PM   #5
Anvar1061
Ocean Warrior
 
Join Date: May 2012
Location: In the sea, on land and above
Posts: 3,486
Downloads: 878
Uploads: 0
Default

[Cmd68]
Name=Toggle_radar_view
Ctxt=1
Key0=0x52,,"R"

[Cmd460]
Name=Radar_one_sweep
Ctxt=1
MnID=0x3F2B0002
Key0=0x52,C,"Shift+S"
__________________
Anvar1061 is offline   Reply With Quote
Old 01-24-21, 06:43 AM   #6
Anvar1061
Ocean Warrior
 
Join Date: May 2012
Location: In the sea, on land and above
Posts: 3,486
Downloads: 878
Uploads: 0
Default

Quote:
Originally Posted by Anvart View Post
Yes.
 
Also, you have two commands hanging on one 'R' key ...
'Radar One Sweep' and 'Radar View'. Therefore, when you move to the radio operator's chair, your radar turns on, makes one full turn and turns off ... Do you need this? I think no. Hang 'Radar One Sweep' on 'Shift + S' ... preferably (in tune with Sweep), if not busy, or something else ...
Also, I can advise you not to use 'Radar Fix'. Cause? Radar Fix->Part2 works well ... no problem. This is the Fix that I asked Hsie to do to slightly simplify the antenna/radar logic. For the original game and for those who do not use Hsie's 'Radar Fix', will need to immediately execute the raising the antenna "Entry: Up", and then go to "Entry: Wait4Down".
Radar Fix->Part1 ... distorts the work of the radar ... if the player forgets to turn off the radar, it really turns off only at periscope depth. Some modders try to compensate for the disadvantage of this fix, for example, by connecting an additional Dial controller directly to the radar antenna, as in my first mod for raising/lowering the radar antenna. In this case, an indefinite state (what to call it?) Arises ... the display may not light up and even the steering wheel will stop rotating, but if you surface without going down to the periscope depth, the radar will be rotates again without player intervention. This indicates that the radar has not turned off. In addition, this Dial controller does not give stable results. Of course, there is the iron way to turn off the radar and work around the Fix->Part1 flaw ... but this is a rough, rectilinear way that will reduce the number of variation used commands.
The second argument: Fix->Part1 contradicts the concept of realism - the radar should not work at high waves ... just like the periscope in the Hsie's mod, it 'vibrates' or automatically descends at certain speeds of the sub.
Ideal variant: remove Fix->Part1 (in my opinion it is not needed) and leave Fix->Part2.
Another variant is to turn off Radar Fix.
Alex, I didn't find anything on the h.sie radar fix other than this.
https://www.subsim.com/radioroom/sho...d.php?t=217157
Where is Part1 and where is Part2?
https://www.subsim.com/radioroom/sho...49&postcount=1
__________________
Anvar1061 is offline   Reply With Quote
Old 01-25-21, 07:00 AM   #7
Anvart
Admiral
 
Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
wolf_howl15

Quote:
Originally Posted by Anvar1061 View Post
Alex, I didn't find anything on the h.sie radar fix other than this.
https://www.subsim.com/radioroom...
Where is Part1 and where is Part2?
https://www.subsim.com/radioroom/sho...49&postcount=1
Study the charter of the guard service! ... that means - carefully read the discussion of certain issues on the forum. What you are referring to does not apply to the topic under discussion... it's the usual verbiage of poorly understanding persons. Find in Hsie messages, in the signature, a link to resources and see Radar Fix source code in assembler... maybe you will understand something. Radar Fix is ​​a two-part change block (see the Hsie's super mod documentation).
By the way, you (or someone) put your naughty hands into my mod and inserted into the modified guns there. Also, if I understand correctly, you applied all this crap to another submarine ... If it is done crookedly or you chose an unsuccessful object (there should not be two different objects with the same registration in the game), this also will be the reason for "fly away" in the campaign. And also... don't forget about the credits.

Best regards.
__________________
Alex ®


Moses said: "Don't create yourself an idol"...

Last edited by Anvart; 01-26-21 at 11:33 AM.
Anvart is offline   Reply With Quote
Old 01-25-21, 11:25 AM   #8
Anvar1061
Ocean Warrior
 
Join Date: May 2012
Location: In the sea, on land and above
Posts: 3,486
Downloads: 878
Uploads: 0
Default

Alex, what is the approach to work? I did, but I did not finish. I knew, but I forgot. I spread, but lost. I'm good at assembler, but you should know that too!
__________________
Anvar1061 is offline   Reply With Quote
Old 01-25-21, 02:06 PM   #9
Anvar1061
Ocean Warrior
 
Join Date: May 2012
Location: In the sea, on land and above
Posts: 3,486
Downloads: 878
Uploads: 0
Default

GUNS_SUB.dat Anvart®
 
__________________
Anvar1061 is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 10:21 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.