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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1711 |
Ocean Warrior
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OK, then another argument.. in the early WWII magnetic detonators practically/almost didn't work.. this issue was fixed later.. I don't remember the exact dates..
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. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#1712 | |
Engineer
![]() Join Date: Mar 2012
Posts: 219
Downloads: 199
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Render Patches: Remove certain items from ever being rendered in the game. I have activated only "change 1, change 2 and change 3" (inside render patches) * If active any more then I have CTD when I enter the NAVMAP. (map). I use real_navigation.
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. . . . . . my mod: RPM Hydrophone 2.2 (updated July/06/2013) http://www.subsim.com/radioroom/showthread.php?t=205625 . |
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#1713 | |
Black Magic
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![]() ![]() If it disappeared before reaching ground that means it was >= 500m in depth. I left that part of the code alone since you can't take your sub that deep. I'll take a look at the code for magnetic detonators again. It's possible I made the same assumption about MSVCR90.rand returning a 32bit number when it actually returns a 16bit number. |
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#1714 | |
Samurai Navy
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Oh so you get more reliable torps as the war advances? That is cool. |
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#1715 |
Black Magic
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Looking over the magnetic detonators again. I did make the same assumption about MSVCR90.rand returning 32bit number instead of 16bit number. I'm revising the code.
Another interesting thing has shown itself while looking over the code for magnetic detonators. Did you know that the torpedo could detonate upon firing if the magnetic detonator is active and the wave height is within the parameters of the premature chances defined in the torpedoes .sim file? I see the code for it but the devs 'dumbed it down' so it RARELY ever happens. Time to fix this ![]() ![]() |
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#1716 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() maybe give it an higher chance... but not 100% ![]() P.S: any news on the RPM/boat's speed curve, and about separate speed ratios for diesel/electric propulsions? http://www.subsim.com/radioroom/show...postcount=1683 Last edited by gap; 04-30-13 at 09:34 AM. |
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#1717 | |
Ocean Warrior
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Perhaps you should start a new campaign after enabling other changes.. ![]() Perhaps you can't using other Changes enabled and Real Navigation together.. ![]()
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. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#1718 |
Ocean Warrior
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Patch AI units falling through seafloor test report
![]() 1. Scapa Raid Two hours after sank - ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Last screen shows the severed stern of the ship that sank three kilometers from here.. ![]() To be continued ![]()
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. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#1719 |
Ocean Warrior
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Ten hours after sank -
![]() ![]() ![]() ![]() ![]() ![]() After ten hours some ships have disappeared.. some migrated.. some I wasn't able to find the post-migration.. ![]() 2. The patch also has a negative effect on the subnets - the patch is enabled ![]() ![]() the patch is disabled ![]() ![]() At the moment I don't see sense to enable the patch because some ships in ten hours migrated from a place of sinking farther than 5-6 km.. how far are they able to migrate in a week? ![]() Requires further improvements ![]() PS: revised circle runner patch will be tested later ![]()
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. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#1720 |
Black Magic
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Actually I'm trying to fix a problem that doesn't really exist. The problem is the data entered in the torpedoe's .sim file
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#1721 | |
Black Magic
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I can fix the problem with the subnets and the patch. I just have to check the unit's type first to see if the patch applies to it or not ![]() |
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#1722 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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@ Volodya
Man, I will sponsor you for the "Beta Tester of the Century" Subsim Award, if ever they will introduce such a contest ![]() ![]() |
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#1723 | |||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#1724 | |
Samurai Navy
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![]() Oh ****.... Just out of interest, how deep should the torp run to prevent beeing triggered by the waves? |
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#1725 |
Watch
![]() Join Date: Dec 2012
Posts: 29
Downloads: 42
Uploads: 0
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Hello, since my steam version of the game doesn't accept this patcher, what if I used the downloaded uplay version of this game, is it same with the retail version? so this patcher will work correctly?
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