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Old 05-15-13, 11:28 AM   #1936
gap
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Originally Posted by Sartoris View Post
I've been out of the loop recently, so I don't entirely understand the latest changes. If I remember correctly, the aim of the v1.0.94.0 patch is to randomize the distance the game returns when you ask for range. Does this mean that the game gives you a completely random number (e.g. the ship is 5000 meters away, and the game says it's 14000 meters away), or is the number approximate (e.g. the game says it's 5000 meters away even though the ship is 5500 meters away)?

What I mean is, can the game be relied upon to give a range report that is somewhat accurate, or is it now wildly inaccurate to remove the annoying advantage of being given a precise report?
The reported range is randomized by a percent of the true range (reported range = true range x (1 ± random percent). Max error percent vary depending on crew experience and weather state. In addition, in future there will be a customizable option for rounding the reported range to a multiple of an input number
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Old 05-15-13, 11:32 AM   #1937
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The reported range is randomized by a percent of the true range (reported range = true range x (1 ± random percent). Max error percent vary depending on crew experience and weather state. In addition, in future there will be a customizable option for rounding the reported range to a multiple of an input number
Ah, thank you for clearing that up! I think that's a great idea, can't wait to see TDW's next addition, they're really exciting stuff.

However, there's still one major problem that keeps bugging me when I play.

Almost 50% of the time, when I reload a game all the crew members go completely silent. The watch officer and the sonar man are mute, and I can never get them to resume speaking. I often have to restart the game to fix that bug. Is anyone else experiencing this? (I usually play with sober's mod list, just shortened a bit, and of course with all the patches, both official and unofficial).
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Old 05-15-13, 01:01 PM   #1938
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Originally Posted by Sartoris View Post
Almost 50% of the time, when I reload a game all the crew members go completely silent. The watch officer and the sonar man are mute, and I can never get them to resume speaking. I often have to restart the game to fix that bug. Is anyone else experiencing this? (I usually play with sober's mod list, just shortened a bit, and of course with all the patches, both official and unofficial).
Yes sounds, also ambient sounds, stopping to work use to happen to me too, but not necessarily after a game reload
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Old 05-15-13, 01:10 PM   #1939
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This bug and the fact that destroyers blow themselves up with their own depth charges are the two things currently keeping me away from sh5. I really hope that the sound bug can be fixed.
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Old 05-15-13, 01:20 PM   #1940
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This bug and the fact that destroyers blow themselves up with their own depth charges are the two things currently keeping me away from sh5. I really hope that the sound bug can be fixed.
I don't know about the sound bug which also annoys me quite a lot, but I am sure that the issue of the destroyers... destroying themselves can be fixed with some compromise. Doing it is in my todo list for Historical Guns Specs, though I haven't a deadline for it
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Old 05-15-13, 01:20 PM   #1941
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Yes sounds, also ambient sounds, stopping to work use to happen to me too, but not necessarily after a game reload
Quote:
Originally Posted by Sartoris View Post
This bug and the fact that destroyers blow themselves up with their own depth charges are the two things currently keeping me away from sh5. I really hope that the sound bug can be fixed.
Just don't use TC 8192 guys

I'm usually use not more than 256 and haven't sound's issue
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Old 05-15-13, 01:21 PM   #1942
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Just don't use TC 8192 guys

I'm usually use not more than 256 and haven't sound's issue
yes, high TC levels are one of the causes
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Old 05-15-13, 01:29 PM   #1943
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yes, high TC levels are one of the causes
I did not know that, thanks! I will try not to go over 256 in the future, though that just seems like a temporary solution before a proper bug fix.
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Old 05-15-13, 01:33 PM   #1944
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yes, high TC levels are one of the causes
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I did not know that, thanks! I will try not to go over 256 in the future, though that just seems like a temporary solution before a proper bug fix.
My thought about this issue - at high TC levels game disables unnecessary at this point triggers (like sound triggers) and then 'forgets' to enable them back..
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Old 05-15-13, 01:35 PM   #1945
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My thought about this issue - at high TC levels game disables unnecessary at this point triggers (like sound triggers) and then forgets to enable them back..
That is a good suggestion, hopefully TDW will be able to look into it further.
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Old 05-15-13, 02:03 PM   #1946
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Why not just provide a link to the patched SH5.exe file???
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Old 05-15-13, 02:55 PM   #1947
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Why not just provide a link to the patched SH5.exe file???
Because of the Copyright laws of any country..
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Old 05-23-13, 02:00 AM   #1948
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I tried to do this mod but like others could not find 0x197A4A even with a search. I have been wondering if there are not slightly different versions of sh5.exe released over the years. In truth I suppose it must be there even if under a differing piece of code. Thanks TDW for the effort on this.
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Old 05-23-13, 03:31 AM   #1949
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Originally Posted by sidslotm View Post
I tried to do this mod but like others could not find 0x197A4A even with a search. I have been wondering if there are not slightly different versions of sh5.exe released over the years. In truth I suppose it must be there even if under a differing piece of code. Thanks TDW for the effort on this.
You don't need to patch the game manually anymore. Just download from post #1 the latest TDW's generic patcher which includes all the patches released so far, and use it for enabling your prefered patches.

See this tutorial by Trevally on how to use the patcher.
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Old 05-24-13, 01:56 AM   #1950
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A bit back to torpedo duds .I just updated to newest patch.
Fun with depth and gyro ..3 of 4 hit (august 1940) but 100 percent duds until I tested like 15 torps at perfect 90 degrees. Then I got an impact. Took away kiddy factor and no duds. enabled kiddy factor patch and took away topedo dud fixes, then 2 of 3 exploded. (one deep) perfect for me, but what did I do? I would think remove kiddy factor and dud fixes were linked somehow?
is there a link to what changes lies in the patches?
And would the rounded lower part of the merch have some effect on impact angle? I hit at 90 degree but since this was a small merch it went 3 metres deep and was round shaped.
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