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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | ||||
Rear Admiral
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Im thinking it's one of the two you mentioned. I havent been running any underwater fix, nor forcing any settings on my card drivers and havent had any crash's. Quote:
http://www.ducimus.net/sh4/release/SD_Radar_Fix.zip Or the one that was orginally packed in the mod that i goofed on? |
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#2 |
Rear Admiral
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Just FYI, i am following up on the SD radar again. I found a better way to test what im donig and im getting better results. I beleive ive found one problem with the height of the radar (it scales a bit differently then the SJ), and im trying to gauge its behavior. For example, i *think* the SD shuts off when you turn off the SJ radar. Im testing that now to be sure thats what im seeing (primarly by temporaraly nerfing the hell out of the SJ radar so the only radar results im getting are from the SD)
I'll have more info in a bit. |
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#3 |
Mate
![]() Join Date: Apr 2005
Posts: 60
Downloads: 12
Uploads: 0
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Yeah, something is definitely off. I had both SD-I and normal SJ in my Gato class (June 1942) and was not getting aircraft contact reports. I then started a test campaign with just the SD-I and no SJ with the same results. Probably nothing you don't already know but I thought I'd throw it in just the same.
Oh, and this was with the SD fix you linked a few posts up. |
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#4 |
Rear Admiral
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Ok heres an update, i tink i gota handle on it now.
This bugger has defied all logic and reasoning. I mean, ok. min height of 6 meters (stock). If you look at the rec manual, ships are alot higher then that. Putting two and two together, you figure,.. ok whats the average maximum ship height? Enter some abitrary figure, and you think problem solved. That was my first attempt. WRONG. What ive learned is that the min height variable on this radar is SUPER.. and i mean SUPER sensitive. If you enter 6 meters min height, your right back where you started. If you enter 9 meters min height, you get no contacts. So back it off to 8 meters and its as if it were the 6 meters min height. SOme ships you pick up, some you don't. Ok.. so 6 is too low, and 8 it still works, but 9 it doesnt. So the figure lays in between 8 and 9 right? I make the min height 8.5... guess what.. radar doesnt work. So this is my new working theory (IE,im guessing and pulling this out of my ass, its the only explantion i can come up with) ![]() Im thinking theres a small incline of an unknown degree that radiates outward. (think in terms of geometric shapes) The farther you are away from the center of the radar transmission (your sub) the higher the space between that incline and the surface of the ocean. The min height etablish's itself from the top of that incline, not the surface of the ocean. So your blind spot at say, at 30,000 meters is going to be ALOT higher in altitude then say 15,000 meters. WHen your talking large distances, a single degree from the source, can make a huge difference when at the end of its path of travel. In our case since were talking fairly long distances, were talking about a fractions of meters. 8 meters too low, 8.5 meters too high. So my next stab at this is 8.25 and ill go from there. |
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#5 |
Rear Admiral
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Ok. try the file again, and tell me what happends. You can enable it at sea, i just don't know if it will take effect right away or not.
http://www.ducimus.net/sh4/release/SD_Radar_Fix.zip Same D/L link, just an updated file. I was unable to totally remove surface contacts. It came down to this. Min height of 8.3025. I only detected half of the planes that were present, and what contacts i did get were MOSTLY intermittant. Min height of 8.3 , i detected all of the planes present, and later on picked up a couple surface objects as well. WIth a Min height of 8.35, it pretty much stopped working. It's THAT sensitive. |
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#6 |
Nub
![]() Join Date: Mar 2007
Posts: 4
Downloads: 0
Uploads: 0
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Can you make another post for us technically challenged telling us which files to download and in what order to install... THANKS!!
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#7 |
Torpedoman
![]() Join Date: Mar 2007
Location: Virginia (USA)
Posts: 113
Downloads: 7
Uploads: 0
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great work Ducimus.... Been watching this grow... (and I've been using it since the first).
I also appreciate the documentation. Makes it easier for me to go in and flavor to my taste ![]() Cheers! -m |
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#8 |
Rear Admiral
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Enable FTT first. Then the SD radar fix over that. When JSGME tells you the file conflicts with the FTT mod, it's ok, click yes and enable it.
When disabeling these mods, remember to disable the SD fix first, then FTT after that. Inverse operation basically. |
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#9 | |
Sea Lord
![]() Join Date: Jul 2002
Location: Pacific NW
Posts: 1,894
Downloads: 6
Uploads: 0
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#10 | |
Rear Admiral
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#11 |
Rear Admiral
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Whenever i say "this is my last version for awhile", automatically assume im full of schite.
New version. Some changes - I decided remove the gramaphone tracks to make the D/L smaller. This one file has been getting alot of D/L's and my allowed bandwidth meter on my server has been going up in percentages every day. I guess it got popular or something. ![]() ![]() - i redid the sub "toughness". I only increased the hitpoints on compartments, watchtower, mainpump and bulkhead to reduce the likelyhood of fatal damage. With double the equipment hitpoints, something seemed odd in repairs that i can't quite put my finger on. - increased sub dive time by im guessing 10 seconds tops. It needed to be a little faster, but not too fast. These arent type7' uboats after all. - pretty sure i got the SD radar to be as good as its going to get in terms of not picking up (alot) of surface contacts. I dont think its posible to remove surface contacts entirely. Fishing boats are really odd, i think they're acutally taller then they look because whle a destroyer wont get picked up on the SD radar, a FISHING BOAT will. Go figure. On a side note, there is another bug with radar in general, and i can't figure it out. Works fine going to your patrol area, and while patrolling, but i swear, the instant i shoot the last torpedo out of the boat and head for home, it stops working and i get buzzed by planes. With the slow diving time, it feels like im back in a type9c off the US east coast- submerge by day, surface only at night in order to survive. I figure with a bit faster dive time, i might have more of a chance if surprised. I think thats about it. I was going to start dabbeling in the flotilla files, but decided id rather mess with that later. One thing i REALLY want to do, is increase the time it takes for the torpedo tube doors to open. It takes a full 7 seconds. Theres some delay in when you issue the command and when the command acutally executes. Perhaps its a function of crew effeciency, i don't know. What i do know is when firing salvo's, its AGGRIVATING when you feel like your waiting damn near 10 seconds before the next tube is ready. 10 seconds is ALOT when your at the firinng point and must shoot. |
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#12 | ||
Watch
![]() Join Date: Mar 2007
Location: Poole, UK
Posts: 28
Downloads: 20
Uploads: 0
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Probably one of the hard coded CTD's *cough* ![]()
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