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Old 04-19-13, 12:35 PM   #1681
TheDarkWraith
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Originally Posted by a17tares View Post
@TDW

I just realized that you are using two different TDWUtils.dll's in NewUIs_TDC_7_3_0_ByTheDarkWraith (10.03.2013 8KB) and TDW_GenericPatcher_v_1_0_83_0 (08.09.2011 7KB). Maybe this is of any significance for the problems some of us are encountering? By the way disabling Orbit Launcher in the SH_NClient Patch but not in SH5 Patches seems to get rid of the campaign progress bug. But I'm not sure yet about the effect on CTDs.
It will only make a difference if you overwrite the NewUIs one with the Generic Patcher one. You will most likely CTD as it will be missing some functions. When I build the patcher app it's supposed to 'pull in' the latest versions of those DLLs I set it to reference to. I'll have to look and see why Visual Studio is not doing this

Good news on the Orbit Launcher Should cure the CTDs also because since the Orbit Launcher is now a null pointer (with the SH_NClient patch enabled) SH5 code will skip over anything to do with it (including pings). Have a look in the DbgView output. If you don't see anything related to ping or orbit launcher then SH5 is 'jumping over' anything to do with the SH_NClient.
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Old 04-19-13, 01:24 PM   #1682
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Originally Posted by gap View Post
...
Max speed points for both diesel and electric propulsion are substantially aligned on the same straight line, wereas min speed values can be interpolated by two lines whose gradients are similar to the ones seen in the previous graph, with electric propulsion having a lesser slope than diesel propulsion (0.0262-0.0280 vs. 0.0357-0.0366). This makes me to think that the max speeds reported for each speed order are sort of theoretical values. What do you think guys?
I believe that both sources are more than credible. A linear speed-RPM dependency is normal for propellers in water (as opposed to air) for an example look at this chart and we here are talkin about very low RPMs at which this linearity would be even more pronounced. Let linearity here not confuse you: water, as opposed to air, is almost incompressible at these speeds that is why propellers are not loosing much of their effectiveness. It would be way more interesting to see speed-P.S. charts where there would be a lot more 'curviness'. As in terms of max-speed: I would go with British repots since German ones most probably give a brand-new boat specs as opposed to the British 'old-boat' ones and while at the moment we don't have a possibility to 'degrade' engines' performance we better set it slightly lower straight from the start.
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Old 04-19-13, 03:53 PM   #1683
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Quote:
Originally Posted by Vanilla View Post
I believe that both sources are more than credible. A linear speed-RPM dependency is normal for propellers in water (as opposed to air) for an example look at this chart and we here are talkin about very low RPMs at which this linearity would be even more pronounced. Let linearity here not confuse you: water, as opposed to air, is almost incompressible at these speeds that is why propellers are not loosing much of their effectiveness. It would be way more interesting to see speed-P.S. charts where there would be a lot more 'curviness'. As in terms of max-speed: I would go with British repots since German ones most probably give a brand-new boat specs as opposed to the British 'old-boat' ones and while at the moment we don't have a possibility to 'degrade' engines' performance we better set it slightly lower straight from the start.
Thank you for your clarifications, Vanilla, they make perfect sense

Talking about min/max speeds reported in the second set of data, the one taken from the Germanan manual, after having a closer look into the aforementioned source I have discovered what they are for. Diesel engine speeds are relative to two different (sea ?) conditions, named A and B. As for Electric propulsion speeds, max speeds apply to surface navigation, thus the big difference with min speeds (due to the extra drag caused by boat's superstructure and armament during submerged navigation). Unfortunately, I don't think the game takes the above factors into consideration.

Concluding, given the linear proportionality between r.p.m. and speeds, I think that the best way to set EngineProperties relative to each speed order, is calculating them from rpm's, as rpm'sr are lesser affected by disturbance factors (such as weather conditions, drag, etc.) compared to navigation speeds. In order to do it, we need to know maximum operative rpm's. The "U-boat Information for U-boat Type VII C" reports the following figures for both M.A.N. and G.W. Diesel engines (pp. 118, 124)

Full load: 470 RPM
Overload: 480 RPM
Maximum load: 490 RPM

Coparing the two sources I have recently mentioned, I think the "Maximum load" was the theoretical maximum speed that an engine in operational conditions wouldn't have been pushed to. Therefore I would set max diesel rpm to 485. As for Electric motors, this limit had to be a bit higher than 300 RPM, though I couldn't find any explicit mention to it in the sources I have consulted so far.

Using the above figures (480-485 and 300 rpm's) as reference, we should set EngineProperties as follows:

According to British Admiralty records:

Code:
[Diesel]

AheadSlow=0.33
AheadOneThird=0.54
AheadStandard=0.64
AheadFull=0.97
AheadFlank=1.00

[Electric]

AheadSlow=0.20
AheadOneThird=0.37
AheadStandard=0.53
AheadFull=0.78
AheadFlank=0.93
According to specs reported by the German manual:


Code:
[Diesel]

AheadSlow=0.37
AheadOneThird=0.57
AheadStandard=0.71
AheadFull=0.91
AheadFlank=0.98

[Electric]

AheadSlow=0.18
AheadOneThird=0.37
AheadStandard=0.53
AheadFull=0.83
AheadFlank=0.95
Note that I have not included backward speed orders yet. The German manual lists their respective rpm's, but not their resuting speeds. I ignore if propeller's hydroninamic efficency is the same in both ways, and I am therefore hesitant in homolgating reverse rpm's with backward speeds the same way I did with astern speed orders; nonetheless, assuming that propellers work the same way in both directions, we would have:

Code:
[Diesel]

BackSlow=-0.37
BackStandard=-0.43
BackFull=-0.52
BackEmergency=-0.82

[Electric]

BackSlow=-0.18
BackStandard=-0.37
BackFull=-0.53
BackEmergency=-0.83

Last edited by gap; 04-19-13 at 04:08 PM.
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Old 04-20-13, 09:18 PM   #1684
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Hi TDW

As I mentioned in the NewUIs thread, I returned to the game after a short break and tested today all new patches since the version 1.0.75..

short report:

1. Render Patches
Change12 - Disables rendering of torpedo line
not working at all..

.

2. TDC AOB and Speed dials fix
Change3 - Fixes TDC Speed dial resetting
Change4 - Fixes TDC Speed dial resetting

When these two changes are enabled auto targeting is not working.. Changes 1 and 2 (AOB dial fixes) are working correctly..

3. Fixes torpedo circle runner chance
This patch is not working correctly or, on the other hand, it is working better than excellent .. all eleven torpedoes each test have their 100% chance to be a circle runner ..



Other torpedo patch - Checks for torpedo rudder jam on initial turn - is working properly, one circle runner torpedo for every two-three tests..



4. Revised AI Crew Damage control seems is working correctly so far, but this patch requires much more testing as it happened the last time ..

PS: not tested Orbit Listener patches, there is reason ..
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Old 04-21-13, 05:41 AM   #1685
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WOW Volodya, congratulations on your good testing work
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Old 04-21-13, 06:06 AM   #1686
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Originally Posted by gap View Post
WOW Volodya, congratulations on your good testing work
Ooops..
Thank you for reminded me, Gap.. I again forgot to ask

TDW, do we still need AI Crew Damage Control Revised Zones.cfg when using AI Crew Damage Control patch?
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Old 04-21-13, 08:33 AM   #1687
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Quote:
Originally Posted by volodya61 View Post
Hi TDW

As I mentioned in the NewUIs thread, I returned to the game after a short break and tested today all new patches since the version 1.0.75..

short report:

1. Render Patches
Change12 - Disables rendering of torpedo line
not working at all..

.

2. TDC AOB and Speed dials fix
Change3 - Fixes TDC Speed dial resetting
Change4 - Fixes TDC Speed dial resetting

When these two changes are enabled auto targeting is not working.. Changes 1 and 2 (AOB dial fixes) are working correctly..

3. Fixes torpedo circle runner chance
This patch is not working correctly or, on the other hand, it is working better than excellent .. all eleven torpedoes each test have their 100% chance to be a circle runner ..



Other torpedo patch - Checks for torpedo rudder jam on initial turn - is working properly, one circle runner torpedo for every two-three tests..



4. Revised AI Crew Damage control seems is working correctly so far, but this patch requires much more testing as it happened the last time ..

PS: not tested Orbit Listener patches, there is reason ..
nice collors how u made it ?
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Old 04-21-13, 10:27 AM   #1688
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Originally Posted by hitmanuw View Post
nice collors how u made it ?
I will PM you a bit later so as not to spam in the thread ..
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Old 04-23-13, 12:41 PM   #1689
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Hello from Portland Got diverted to the main Intel site in Portland for some work for the next two weeks. On the plane flight I managed to generate some code that prevents destroyed ships/subs from sinking through the ocean bottom. The sinking through ocean bottom is actually two problems: the SH5 code does two things with destroyed ships/subs:
- the actual problem of the unit falling through the ocean bottom is because of a timing issue in the code. One part of the code is updating the unit's depth with a new - offset every frame update while another part of the code checks to see if it's under ocean bottom every 5-6 frame updates (which then adds a small offset to try and raise it above the ocean bottom when it finds it below - problem is this small offset addition isn't large enough to counter all the - offsets from the previous frame updates). Once the destroyed sub/ship reached 500m in depth the game would finally remove it. I have code to fix the falling through ocean bottom problem now.
- the other problem with destroyed ships/subs is that there is a deletion timer set to 30.0 seconds. After the destroyed sub/ship hits the sea floor then a deletion timer is started. Once 30.0 seconds is up the destroyed sub/ship is removed from the game. I have code to override this now. The new code reads a memory value that:
- if set to a value less than 0 will cause the unit to never be deleted
- if set to a value >= 0 will cause the unit to be deleted after the deletion timer = value.

There are a couple of small problems I'm still working out on the new code. One is the unit will slightly bob up and down on the sea floor with the new code. I have to modify the new code so that when the unit contacts the sea floor it 'sinks' in just a little and thus doesn't bob up and down. The other small problem is the effects are continually played (destroyed noise and bubble effects) if the unit is set to never delete. I'm still looking for a couple of controllers so that I can disable them when the unit hits the ocean bottom.

Now the great thing about the new code is the game still treats the unit as an active unit in the game - meaning you can still collide into it and it will cause damage, it can be picked up as a contact by destroyes and escorts thus providing a false contact (them thinking it's a sub).

I'm still looking for the code that deletes airplanes immediately when their HPs are <= 0
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Old 04-23-13, 02:30 PM   #1690
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Quote:
Originally Posted by TheDarkWraith View Post
Hello from Portland Got diverted to the main Intel site in Portland for some work for the next two weeks. On the plane flight I managed to generate some code that prevents destroyed ships/subs from sinking through the ocean bottom. The sinking through ocean bottom is actually two problems: the SH5 code does two things with destroyed ships/subs:
- the actual problem of the unit falling through the ocean bottom is because of a timing issue in the code. One part of the code is updating the unit's depth with a new - offset every frame update while another part of the code checks to see if it's under ocean bottom every 5-6 frame updates (which then adds a small offset to try and raise it above the ocean bottom when it finds it below - problem is this small offset addition isn't large enough to counter all the - offsets from the previous frame updates). Once the destroyed sub/ship reached 500m in depth the game would finally remove it. I have code to fix the falling through ocean bottom problem now.
- the other problem with destroyed ships/subs is that there is a deletion timer set to 30.0 seconds. After the destroyed sub/ship hits the sea floor then a deletion timer is started. Once 30.0 seconds is up the destroyed sub/ship is removed from the game. I have code to override this now. The new code reads a memory value that:
- if set to a value less than 0 will cause the unit to never be deleted
- if set to a value >= 0 will cause the unit to be deleted after the deletion timer = value.

There are a couple of small problems I'm still working out on the new code. One is the unit will slightly bob up and down on the sea floor with the new code. I have to modify the new code so that when the unit contacts the sea floor it 'sinks' in just a little and thus doesn't bob up and down. The other small problem is the effects are continually played (destroyed noise and bubble effects) if the unit is set to never delete. I'm still looking for a couple of controllers so that I can disable them when the unit hits the ocean bottom.

Now the great thing about the new code is the game still treats the unit as an active unit in the game - meaning you can still collide into it and it will cause damage, it can be picked up as a contact by destroyes and escorts thus providing a false contact (them thinking it's a sub).

I'm still looking for the code that deletes airplanes immediately when their HPs are <= 0
Totally awesome!
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Old 04-23-13, 05:01 PM   #1691
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Quote:
Originally Posted by TheDarkWraith View Post
...I managed to generate some code that prevents destroyed ships/subs from sinking through the ocean bottom...

Now the great thing about the new code is the game still treats the unit as an active unit in the game - meaning you can still collide into it and it will cause damage, it can be picked up as a contact by destroyes and escorts thus providing a false contact (them thinking it's a sub).


Quote:
Originally Posted by TheDarkWraith View Post
I'm still looking for the code that deletes airplanes immediately when their HPs are <= 0
Can't wait for it. As we are at it, please don't forget to check what is preventing planes from dropping bombs with the latest IRAI version
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Old 04-23-13, 09:10 PM   #1692
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The circle runner patch works, and I've combined it with the rudder jam (which is essentially the same thing?) but it's overall frequency is very high. I'm getting far more than 2.5%, anecdotally, it's nearly 40 to 50%. Whether this is affected by gyro angle, or your torpedo man's skills I don't know...
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Old 04-27-13, 09:54 AM   #1693
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Hello,

I have applied all patches using the generic patcher on sh5.exe and the .act files and my game crashes when using the periscope.

As far as i know, everything else is working as intented, but when accessing the attack periscope by clicking on it, the game crashes without any error message.

Any guess?
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Old 04-27-13, 10:48 AM   #1694
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Originally Posted by Mysterius View Post
I have applied all patches using the generic patcher on sh5.exe and the .act files and my game crashes when using the periscope.
....
Any guess?
Try to disable the patches one by one and see/test what happens in the game..
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Old 04-28-13, 04:22 AM   #1695
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Quote:
Originally Posted by Jace11 View Post
The circle runner patch works, and I've combined it with the rudder jam (which is essentially the same thing?) but it's overall frequency is very high. I'm getting far more than 2.5%, anecdotally, it's nearly 40 to 50%. Whether this is affected by gyro angle, or your torpedo man's skills I don't know...
Same problem 50-75% of my torpedo make circle.
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