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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1561 |
Ace of the deep .
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I have a ctd on loading a save game with the new rendering patches when i click on the navigation map icon . This save game was a save with all the rendering patches enabled . I just tried disabling one by one and it seems to be the sub rendering patches . Does it have something to do with real navigation ?
Last edited by THE_MASK; 03-26-13 at 05:18 PM. |
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#1562 | |
Black Magic
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#1563 |
Black Magic
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Here's a question/something to test:
Can you totally drain the batteries? I mean does battery level ever go to 0% and you lose propulsion? Looking at the game code here (just stumbled onto it ![]() ![]() ![]() |
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#1564 |
Navy Seal
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You are right TDW!!
![]() Flank speed underwater, i fall to 2% (and never can go under this value) but speed finally fall to 1 knot...and i can navigate submerged for ever! (unless i have no more CO2) So batteries never can stop...this is a major bug you have to fix IMO!! ![]()
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#1565 | ||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#1566 | |
Black Magic
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![]() Unrealistic. Time to patch this out ![]() ![]() |
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#1567 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
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![]() http://www.ibt-power.com/Lead_acid_t...cid_tech.html# http://www.yuasaeurope.com/en-gb/ind.../products/npl/ The graphs available from the above links are relative to modern batteries, indeed, but hopefully they didn't change that mutch since WWII ![]() |
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#1568 |
Navy Seal
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Good luck with it! I'm sure you'll offer a nice fix as usual
![]() Luckily you are here ![]()
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#1569 | |
Black Magic
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![]() alright put your thinking caps on ![]() Here's the problem: the below defines how the game gets the speed in knots from ordered speed (ordered speed in range -1.0 to 1.0). I can't figure it out ![]() VIIC submerged (12m) with no snorkel so using electric engines. Ordered speed set to 0.1. Current speed is 0 knots: Loads something dealing with engine into XMM1 (3.913995) <----- what is this number? This number is something dealing with the electric engines multiplies XMM1 by ordered speed (0.1) - ordered speed in range -1.0 to 1.0 XMM1 now equals 0.3913995 compares 0.0 to XMM1 If after then do something with it - ours is before so it's good compares XMM1 to 0.0 if before or equal then jump - ours is after so: loads XMM2 (1.0) into a stack variable compares XMM0 (0.0) to XMM1 loads XMM1 into XMM0 (XMM0 now equals 0.3913995) if after then do something - ours is before so it's good loads constant 0.333333 (1/3) onto top of floating point stack adds XMM2 (1.0) to XMM0 (0.3913995) thus XMM0 now equals 1.3913995 divides XMM0 by 559500.0 <---- what is this number? This number is something dealing with the electric engines XMM0 = 2.486862e-06 multiplies XMM0 by 7432.328 <---- what is this number? This number is something dealing with the electric engines XMM0 = 0.01848318 multiplies XMM0 (0.01848318) by XMM1 (0.3913995) XMM0 = 0.007234306 multiplies XMM0 (0.007234306) by XMM1 (0.3913995) XMM0 = 0.002831504 raises XMM0 to the 0.3333333 power (why the 0.3333333 power?) XMM0 = 0.1414726026023053196 multiplies XMM0 by 30.99133 <---- what is this number? This number is something dealing with the electric engines XMM0 = 4.3844245387299654350 which is the new speed of the sub in knots multiplies XMM0 by direction (1.0 = forward, -1.0 = reverse) - we are going forward saves XMM0 to engine's speed in knots memory address Anyone make any sense of this ![]() I need to figure this out so I can try and code in something that decreases the engine's efficiency (wear) over time (time being career) |
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#1570 |
Navy Seal
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Location: CJ8937
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Sorry, I have no idea about those numbers
![]() but I have noticed that in describing the whole process you used often the words before and after as if you were sure that the discussed variables are times. Is it so, or am I misunderstanding your reasoning? ![]() |
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#1571 |
Navy Seal
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Location: CJ8937
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Totally off topic (well, actually the topic is that I finally catched you online
![]() http://www.subsim.com/radioroom/show...postcount=1940 I suspect that the problem could be in some hardcoded gun camera or tooltip assignation, as it only appears when walking close to the gun. ![]() Otherwise the gun works perfectly. If you want, I can send you my files making the gun available as armament upgrade. |
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#1572 |
Black Magic
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Sorry, assembly language speak. When something is TESTed it sets flags in the FLAGS register of the CPU. You can then check those flags to manage execution. In this case two XMM values (for this argument consider them float values) are TESTed. Then the game code checks to see if value 1 is before (<), equal (==), after (>), etc. value 2 and if so execution jumps to some other place.
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#1573 | |
Sea Lord
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#1574 |
Lieutenant
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Location: St. Petersburg, Russia
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1/3 power (cube root) is to give lesser speed increase at greater speed orders. That is - less and less efficiency (speed increase) at greater and greater PS applies. Just look at the plot of the cube root.
NB: Cube root works well both for positive and negative ordered speeds as compared to even roots (that is why it is not square root - 1/2 power). ![]() I will give my full analysis later, I am at it at the moment. My wild guess so far is that it is xmm2 you should tinker with to lower or increase the engine 'efficiency'. |
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#1575 |
Lieutenant
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Ok, here is the analysis:
Let's first derive the formula implied in the code: speed = 30.99133 x cube_root[ (7432.328 / 559500) x (XMM2 + ordered_speed x XMM1) x (ordered_speed x XMM1)^2 ] or: speed = 30.99133 x 0.23683266 x cube_root[ (XMM2 + ordered_speed x XMM1) x (ordered_speed x XMM1)^2 ] We can try to simplify it further but if we just insert this formula into excel/calc we will get to the following values (we drop the negative values since we cannot see what what is done with those from the code excerpt given): Code:
0 0,00000 0,1 4,38442 0,2 7,55932 0,3 10,58301 0,4 13,54768 0,5 16,48260 0,6 19,40030 0,7 22,30711 0,8 25,20658 0,9 28,10086 1 30,99133 The other thing to see is that the combination of constants 3.913995 (xmm1) and 7432.328/559500 works so that the max speed at order 1.0 will be equal to the constant given later in the code (30.99133) if we change this number to, say, 20, the speed at 1.0 setting will be also 20 with speeds at other settings changing accordingly (@TDW this can be the answer to your question), at 0.4 setting the speed will be 8.7 knots. What is puzzling is XMM2 which changes almost nothing. If we set it to 0 the max speed (30.99) will change only by 2 knots to 28 and the speed at 0.4 will be 11.49. Why this xmm2 variable is needed at all? To put some logic into the formula here is my thinking:
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