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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#2251 | |
Black Magic
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v1.0.124.0 released. See post #1 Starting with v1.0.124.0 Added a new patch to the SH5.exe, SHSim.exe, and SimData.dll: Electric engine properties. This patch will add a new section to the sub's .cfg files named [ElectricEngineProperties]. It allows you to define the engine ratios for the electric engines. See the Notes= of the patch for more info and an example. @gap - this will allow you to test your graphs and/or develop the correct electric engine ratios now ![]() For the airbases I will be looking into them in depth tomorrow to see what their capabilities are and whether they can use sensors or not. |
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#2252 |
Captain
![]() Join Date: May 2011
Posts: 489
Downloads: 106
Uploads: 0
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Great to see another update!
![]() @TDW: As always, apologies if this has been discussed before. ![]() Is there any chance that the randomized distance reported in the message box could be replaced with the words "long", "medium distance", "short distance" (or whatever the proper terminology might be)? The randomized number is a great idea, but is there perhaps a chance you might be able to make the sighting report more similar to the one from SH3/4? |
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#2253 |
Ace of the deep .
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At least now , some aircraft carriers placed strategically in some enemy ports will give better defence .
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#2254 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Code:
DIESEL PROPULSION RPM RATIO ________________________________________________________ German British Average SPEED ORDER source source ________________________________________________________ AheadSlow 0.37 0.33 0.35 AheadOneThird 0.57 0.54 0.56 AheadStandard 0.71 0.64 0.68 AheadFull 0.91 0.97 0.94 AheadFlank 0.98 1.00 0.99 BackSlow -0.37 - -0.37 BackStandard -0.43 - -0.43 BackFull -0.52 - -0.52 BackEmergency -0.82 - -0.82 ELECTRIC PROPULSION RPM RATIO ________________________________________________________ German British Average SPEED ORDER source source ________________________________________________________ AheadSlow 0.18 0.20 0.19 AheadOneThird 0.37 0.37 0.37 AheadStandard 0.53 0.53 0.53 AheadFull 0.83 0.78 0.81 AheadFlank 0.95 0.93 0.94 BackSlow -0.18 - -0.18 BackStandard -0.37 - -0.37 BackFull -0.53 - -0.53 BackEmergency -0.83 - -0.83 Knots / RPM gradients interpolated over data reported by each source are summarized below: Code:
DIESEL PROPULSION KNOTS/RPM RATIO ________________________________________ German British Condition source source ________________________________________ Condition "A" 0.0374 Condition "B" 0.0366 Calm weather 0.0357 ELECTRIC PROPULSION KNOTS/RPM RATIO ________________________________________ German British Condition source source ________________________________________ surfaced 0.0375 submerged 0.0280 0.0262 |
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#2255 | |
Ocean Warrior
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![]() Can I use this data to modified my edited u-boats .cfg files? is it true? (honestly, I'm already doing it right now ![]() ![]()
__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#2256 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#2257 |
Ocean Warrior
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Let me think a little
![]() No, so far.. but everything someday happens for the first time ![]()
__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#2258 |
Mate
![]() Join Date: Jan 2010
Location: the netherlands
Posts: 52
Downloads: 336
Uploads: 0
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hoi do i need all previous TDW patchers ??
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#2259 |
Ocean Warrior
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No.. just download last version and enable patches you want.. all the patches are there, within the last version
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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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#2260 |
Ocean Warrior
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Hi TDW
![]() Thanks for the new version.. And there is RUS manual for the next version - http://www.4sync.com/archive/FAuQqCH...l_RUS__10.html ![]()
__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#2261 | |
Black Magic
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![]() Yes it's a very simple measure to add sensors to them via their .sns file. The question is will the game recognize them? There are many strange things coded in SH5, this could be one of them. I tracked down why the type 500 units (subnets and minefields) aren't recognized by the game and it's because the game doesn't store a list of them (the devs coded it so the game reads the files in but does nothing with them). That is why the mission editor says platform x not found in platforms library ![]() |
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#2262 | ||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#2263 |
Black Magic
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I setup a single mission with an airbase, one victory cargo, and one VIIC sub (me). Hit a bookmark in the code where it iterates over all the units in the game. I was thrilled to see that the there were 3 units in the list (all 3 I had defined in the single mission) and upon investigating the second one (the airbase) I saw it was missing a pointer in one of it's memory addresses (it's a pointer to a type of Commanders controller). Without this pointer it will never use any sensors it has (any of them defined in the .sns file) and it will probably never fire any weapons given to it in it's .eqp file because this controller is missing (this controller is responsible for detecting contacts). I opened up it's .dat file and sure enough there is no commander controller specified in the .dat file. That explains why this pointer is missing
![]() I let the game continue running till it hit the bookmark for checking for airstrikes. This is where I'm at currently and seeing if I can make the airbase spawn aircraft based on units in the area within a certain radius of the airbase having a contact. If the unit within the radius of the airbase has a contact then I'm going to try and make the airbase spawn a unit to investigate the contact. |
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#2264 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#2265 | |
Black Magic
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![]() I've come up with a clever solution! When the game checks for airstrikes it iterates over all the units and finds those units with airgroups defined. Every unit it finds that has an airgroup is added to a list. Then that list is iterated over and each item of that list is checked to every unit in the game: - comparing sides - comparing distances between them If they meet the parameters then the game unit is added to the unit with airgroup's defined list of units to do airstrike against. Then the unit with airgroup list of unit's to do airstrikes against is iterated over and airstrikes commence. I'm inserting some code in here that will check to see if unit with airgroup is an airbase. If so then each game unit to commence airstrike on will be checked against all units in game to see if any of them have this unit as a contact. If so then each one will be checked to see if it radioed about it's contact (random number). If the game finds it did radio about it's contact then an airstrike will commence on the unit (plane(s) will be spawned from the airbase and given the waypoint of the unit). If not then the normal airstrike will be done (which spawns a unit in a random location around the contact and gives it random waypoints). Elegant, simple, and brilliant if I do say so myself ![]() |
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