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Old 05-01-07, 05:45 PM   #76
Fearless
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Great stuff Ducimus, looking forward to the update.
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Old 05-01-07, 05:51 PM   #77
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Quote:
Originally Posted by Ducimus
Thats my experiences as well. Im fairly confident in saying this is a stock game issue, probably with the damage model.

As an aside i am working on verion 2.5. I stopped playing immediatly after i noticed AI visuals on planes and have been monkeying with it since.

Right now 2.5 is looking to have

- fixed AI visuals

- decreased player visuals (its just too good right now)

- retouch patrol assigments to get some more variety, and try and place the player in the locations of major battles when the happen, (no promises here though)

- further reduction of task force and troop convoy spawn requency.
Sounds great... Unfortunately all the hard work that all you modders do, seems to make UBI kinda lazy.

They sure owe you all bit of thanks.
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Old 05-01-07, 05:53 PM   #78
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Quote:
Originally Posted by Bando
Hello Ducimus,

First of all, I'd like to thank you for your effords to make SH4 the sim it should be. I've played SH1 extensively, skipped sh2 and sh3 due to a whole lot of other commitmennts, but i'm glad to be back in the simworld.
The vanilla game needed finetuning to say the least. People like you make this game much more fun. Thanks for that.

There is a little question i'd like to ask;
When sailing from Java my batterie was 100%. After a few days and a few dives it did not recharge to 100% but to some 94% or so. No problem, I can live with that. Leaving the option on to recharge gives a drastic reduction in your range when running on diesels however.
Now everytime I surface I have to remember to shut the recharger off, otherwise I won't make it to port.
Is this intentionally?

Regards,
Bando
I can also confirm that after repairing battery damage, the batteries would never fully recharge, aswell as it took longer for them to charge and they held a charge for a shorter duration. Seems like a neat damage effect.

PS. You think my signature file is a bit too bright???? It seems kinda distracting.
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Old 05-01-07, 06:28 PM   #79
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Quote:
Originally Posted by Fearless
Great stuff Ducimus, looking forward to the update.
Way things are going, maybe next week. Im still working on the AI visuals. If my wife would stop trying to take up my time, id have finished with it already
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Old 05-01-07, 07:36 PM   #80
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Thanks, very nice indeed.
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Old 05-01-07, 08:10 PM   #81
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I use some of this mod 'cause I don't like what you did to some of the mod an asked in another thread if I could get the SH3 tweak program so I could re-enable something you disabled but they never replied. I like the radar fix but don't like how I have to manualy turn it on when I surface. My question is ? Is there anyway I can get the radar to come on automaticly as it does without your mod? Meaning I like to use your radar fix but also having the radar come on when I surface....

I'm still using REL_Flavored_to_taste_2_3.7z cause I have a modem an I'm not DL a 11+ mb file thats mostly sound files...

Thanks....
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Old 05-01-07, 09:04 PM   #82
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As i recall, i left a version of the US sub sensors file in the support directory that works like normal. Complete with SD radar that picks up everything. Try that.

As for FTT 2.4's file size, a good chunk of it is sounds, true, but another good chunk of it is the data files for the Gar class, as its independant of the tambor and has its own statistics now.

This mod isnt going to get any smaller unfortunatly, as sooner or later im going to include a german uboat to represent the german monsun boat presence in the area, and that alone will increase the D/L size by about 5 MB's or so after being compressed.
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Old 05-01-07, 09:31 PM   #83
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Quote:
Originally Posted by Ducimus
@LZ_Baker

Yes thats an easy fix. Go to that units SNS file in the data/sea/ directory and simply rename the sonar entry from its current form to NULL. (I thought it was just hydrophones they had?)
It is hydrophones. I have to remember to be more specific

EDIT: The file looks like this:


[Sensor 1]
NodeName=O01
LinkName=AI_Visual
StartDate=19380101
EndDate=19451231

[Sensor 2]
NodeName=H01
LinkName=TypeSimpleP
StartDate=19380101
EndDate=19430901

[Sensor 3]
NodeName=H01
LinkName=Type93-1P
StartDate=19430901
EndDate=19451231

[Sensor 4]
NodeName=N01
LinkName=NULL
StartDate=19380101
EndDate=19451231

[Sensor 5]
NodeName=R01
LinkName=NULL
StartDate=19380101
EndDate=19430901

[Sensor 6]
NodeName=R01
LinkName=Type13
StartDate=19430901
EndDate=19451231

[Sensor 7]
NodeName=D01
LinkName=NULL
StartDate=19380101
EndDate=19451231

[Sensor 8]
NodeName=C01
LinkName=NULL
StartDate=19380101
EndDate=19451231

Which sensor is the hydrophones??
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Old 05-01-07, 09:33 PM   #84
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As far as with batteries recharge differences after repairs have been made, I'd say that it is accurately simulated. The repair crew may well have stopped the acid leaking from the batteries but most certainly not all the battery cells would be 100% in tact therefore the recharge maxima would be reduced in those circumstances.
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Old 05-01-07, 09:47 PM   #85
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@LZ_Baker

The hydrophones are the "H01" nodes. the hydrophones themselves are TypeSimpleP and Type93-1P. (P means passive)
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Old 05-01-07, 09:51 PM   #86
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Sweet, thanks alot mate!
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Old 05-02-07, 03:25 AM   #87
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If I get you right the file SD_Sensors_sub_US.sim in the support folder has the rader/sonar fix but will auto turn on when one surfaces? If that's the case...GREAT!

Also, I'm sorry to hear of nvdrifter troubles an would like to thank him for letting someone else post his work! I've downloaded his work an will see how all you modders do the good stuff!


I go over to a friend house ounce in a while an he has cable, so I can mass DL stuff, but at home large files take too much time.
I mix different mod's to my taste an would love to learn how to tweak some of these file just incase....
Oh, an THANKS.....
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Old 05-02-07, 04:25 AM   #88
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Hello all,

As for the batteries, thanks for your reply. I was sailing from Java, had no damage whatsoever and my batteries were slowly wearing and tearing as i thought they were. Next three patrols (last night, my wife starts complaining, but that's another issue) it happened again. Then on the fourth patrol it did not. E.g my batteries now load to 100% and the recharger automaticcaly shuts down => hence my fuel to range ratio improved dramaticcaly.

When people encounter this they should be aware of the fact that after surfacing they shut the recharger manually, otherwise the homebase is unreachable.

Thanks for all your respons,

Happy hunting
Bando
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Old 05-02-07, 06:35 AM   #89
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Thanks for your efforts...
This mod work fine..evvaidibello.....................
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Old 05-02-07, 02:01 PM   #90
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Well, as the AI visuals are going, for now, im tossig in the towel. I could go into this big long speil, but suffice to say, the AI visual detection is just F**king depressing.

I can't get it to spot a periscope at an apporpriate range without making it ultra uber when your on the surface, and by toning down so AI surface ship detection is a little harder, but not uber, the AI can't see periscopes anymore, and planes ability to detect you still remains crappy. Balance for one, spork the other.

I think the only real answer is extra visual nodes like NYGM did for sh3. I suspect that AI _sensors.dat could work for SH4, but its going to be alot of work to rewrite all the SNS files to use it. Im not putting forth that much work until i know for sure Sh3 is getting another patch or not.

As for the visuals applied to this mod next release. I increased the light factor so night surface attacks should be easier (from 2 to 5), brought he wave factor back up to 1, and lowered the detection time from 30 seconds (0.5 ) to 20 seconds (0.4).

My hope is that aircrafts belated detection is a result of the 30 second detection time, which admitdily for an aircraft is alot, as it can cover a good distance in 30 seconds.
:hmm: come to think of it, i might lower that down to 15.
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