SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
06-27-11, 04:17 PM | #1681 | |
Black Magic
|
Quote:
|
|
06-28-11, 01:33 AM | #1682 | ||
Fuel Supplier
|
LGN1 said:
Quote:
Hitman said: Quote:
Clearly then, a new wolf-packs mod by H.sie will make a significant difference to SH3, and I withdraw my doubts (originally stated privately, but, as H.sie says, subsequently stated publicly with my permission.) Stiebler.
__________________
NYGM Tonnage War Mod - More than a mod: it's an experience! |
||
06-28-11, 07:13 AM | #1683 | |
The Old Man
Join Date: Apr 2007
Location: Netherlands
Posts: 1,547
Downloads: 26
Uploads: 3
|
Quote:
S3D is a crappy tool... S3D is a crappy tool... S3D is a crappy tool... S3D is a crappy tool... S3D is a crappy tool... S3D is a crappy tool... S3D is a crappy tool... We get it... Goblin, never heard of it, is that a good hex editor?
__________________
SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
|
06-28-11, 08:04 AM | #1684 |
Admiral
|
so many things I did with S3D. helped me a lot. thanks, skwasjer.
|
06-28-11, 08:36 AM | #1685 |
Pacific Aces Dev Team
|
Quote:
TDW, from the several ways you could have said that you prefer to work without S3D to avoid limitations and have a broader perspective, this was probably not one of the better ones. S3D has been a wonderful thing for many of us, and we appreciate that. Honestly, I don't think that swaskjer should take any offence from TDW's comment, as I don't believe it was intended to offend at all, but I understand he didn't like it. Now please let us return to the topic, as anyone has some less fortunate expressions from time to time.
__________________
One day I will return to sea ... |
06-28-11, 10:11 AM | #1686 |
Sea Lord
Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
Uploads: 0
|
@skwasjer:
skwasjer, thanks a lot for your tool! it enables many people to mod this game. and the more people we have, who are modifying this game, the more fun it is for all of us. simple calculation. btw, have you released the modified templates for sh5 i was asking for the last year?? there where some datastring issues, s3d was not able to read/write the correct data. maybe you remember. in general: TDW is obliged to be quite confident about his skills, but he has the opinion everyone who mods, should have these skills too and not uses easing software. this is kind of religious thing. like if you use apple-products or not (i dont pray for apple, just using a 2005 ipod). i would say: let the people mod!
__________________
|
06-28-11, 10:19 AM | #1687 | |
Hellas
|
Quote:
i will do the tests when you are ready to go for it ! just let me know when you are
__________________
Knowledge is the only thing that nobody can ever take from you... Mediafire page:http://www.mediafire.com/folder/da50.../Makman94_Mods |
|
06-28-11, 11:55 AM | #1688 |
Grey Wolf
Join Date: Apr 2011
Posts: 756
Downloads: 230
Uploads: 0
|
Hsie,if I may I will also gladly test your new sink mod.As someone mentioned,if its possible to make it so that the mass of the boat rises faster the deeper you are then thats superb stuff!!!Now the silent running fix does this by just lowering the set depth slowly and it works well IMO.If it accomplished the same thing then is it worth it??If you can change it so it gets worse with depth then again superb stuff.
Whats kool is it seems to model the 10 pound ballast compressor.If you blow ballast or just surface normally the sub seems to not be fully filled with air for awhile.You can blow ballast again and it now rises fully out of the water right away. ""The 10-pound MBT blowing system is used to remove water from the main ballast tanks when the boat is on the surface. It completes the work started by the 600-pound MBT blowing system, thus saving high-pressure air."" It is turned on when the hatch is opened and just sucks in air and forces into main tank^^^saving the valuable compressed stuff. |
06-28-11, 04:53 PM | #1689 |
Admiral
|
Need help!
I remember many people offering help. Now maybe time has come.... Problem: Our current AI-Subs from Sergbuto have an action radius of only about 2-3 km. That means: If they discover an enemy, they only shoot at him, if he is closer than 2-3km. But if the distance is larger than 2-3km, the Subs do not try to get closer to the enemy. They do nothing. Using them to intercept a convoy would require to beam a high number of them to the estimated interception area in order to find and attack the convoy - hoping, that one of them is close enough. So our subs need better AI. Sh3 isn't very flexible in this point. Since I still don't know how to add new AI or modify existing AI, we can only use what Sh3 offers. LGN1 found out that (additionally to the cmdr_AI setting in *.sim) setting Type=4 in the .cfg file gives ships an aggressive destroyer AI. I tried to also set Type=4 for the AI-Sub, but CTD. Possible reason: Type=4 (destroyer) only works for surface ships. So I moved the Sub into the Sea-Folder and changed the Roster-Entries accordingly. CTD. Possible reason: A surface ship cannot load the Turm 3D objects from the Objects folder. So in my opinion there a 2 possible solutions: 1) Modify Serbutos AI-Sub so that it accepts Type=4 entry without CTD, probably by moving the whole Sub into the Sea folder. It is not required that it looks like a sub. In RL the subs didn't see each other. 2) Create a new destroyer model that shoots without sound and visible fire, that is very small (or invisible?) and thus cannot be seen and maybe uses the same weapons as Sergbutos AI Subs, or, even better : Torpedoes. For 1) and 2) Hydrofones would also be cool! Thanks. Woldpacks isn't an 1-Man-Project. H.Sie @Wolfstriked: Let us please discuss that topic (slow sinking , ballst compressro) if I start to mod that. Currently all my focus is on Wolfpack. Last edited by h.sie; 06-29-11 at 03:27 AM. |
06-28-11, 05:18 PM | #1690 | |
Lieutenant
Join Date: Sep 2006
Posts: 259
Downloads: 289
Uploads: 3
|
CTD
Quote:
The XXI U-boot have not Turm inside Objects, his -one and only- Turm is incorporate to .dat file. Can be useful with a fake skin of VII or XI ? Sorry, ok ? |
|
06-28-11, 05:39 PM | #1691 |
Grey Wolf
Join Date: Apr 2011
Posts: 756
Downloads: 230
Uploads: 0
|
Copy that Hsie.Also I reread your post on buoyancy mod and its very different then the current silent running.Ok,back to Wolfpacks
|
06-29-11, 02:47 AM | #1692 |
Sea Lord
Join Date: May 2006
Location: U-73
Posts: 1,638
Downloads: 624
Uploads: 0
|
|
06-29-11, 07:11 AM | #1693 | |
Pacific Aces Dev Team
|
Quote:
__________________
One day I will return to sea ... |
|
06-29-11, 07:13 AM | #1694 |
Pacific Aces Dev Team
|
BTW another wild idea ... does anyone know if there is an Ai specifically for torpedo boats? Even if they don't have AI torpedoes, the pattern of "high speed approach, shoot, turn around and escape" would be most useful if it exists. Also, is it possible to give airplane bomber AI to a sea unit? Again it uses the same pattern
__________________
One day I will return to sea ... |
06-29-11, 09:04 AM | #1695 |
Sea Lord
Join Date: May 2006
Location: U-73
Posts: 1,638
Downloads: 624
Uploads: 0
|
Just tried it and it is working [sub folder moved to Sea folder but there're no connings then]. Did you also change UnitType value in .mis file to 4? Maybe you missed that? -> reason for CTD
|
|
|