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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#2326 |
Count Dracula
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thx gap sometimes somebody must kick my a** to be more carefull
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#2327 |
Mate
![]() Join Date: Jan 2010
Location: the netherlands
Posts: 52
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is it needit to patch shsound.act ,simdate.dll and sh_Nclient.dll ??
greets SU-33UB |
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#2328 |
Ocean Warrior
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I can't understand what you mean
![]() If you need those patches then yes..
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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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#2329 |
Mate
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Location: the netherlands
Posts: 52
Downloads: 336
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#2330 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
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![]() Quote:
the antennae zone definition is already in use on the "cabin" subset of the North Carolina battleship. Maybe it got special properties that we don't want to feature on every sigle ship in game? ![]() |
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#2331 | |
Navy Seal
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cabin => Antennae mast => LRRadio |
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#2332 | ||
Black Magic
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Quote:
![]() I finished rewriting the code yesterday so that it can accept two additional parameters: check human playable and do not check for radio. Now just have to code the checking for radio function. |
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#2333 | |
Navy Seal
![]() Join Date: Jan 2011
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I am currently adding new damage boxes to each ship in game, using the CommunicationsRoom and, optionally (when I find anything vaguely resembling an aerial), the Antennae zone definitions. Maximum one of each type per ship, as we had planned. Yet, today I have discovered that the Antennae zone is already in use on the radar turrets of at least two ships (i.e. the North Carolina and the Royal Sovereign class battleships), whereas so far we had thought that it was just a leftover. Now my doubts: - Since the game is already employing the Antennae zone definition, which is a special one by the way (Category=Radio), can't assigning it to a wider range of ships than initially planned by devs, have any sort of side effect? I mean: can't we suspect that the zone got some special properties attached to it that might be indesiderable in some cases? - The said zone is currently set to destructible=Yes, which makes sense given its use by stock game, on radar turrets. Nonetheless, I was planning to change it to undestructible for a simple reason: radio antennas that I assigned the zone definition to, are often part of wider structures (masts, or even ship's hull) which we don't want to disappear from game when the Antennae zone is destroyed (= HP zeroed). So: should I change the antenna damage box to another zone type? What do you suggest? ![]() EDIT: found two more boxes using the "Antennae" zone: Graf Spee's after mast + radar turret and Hood's fore castle top section. Last edited by gap; 07-11-13 at 02:22 PM. |
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#2334 |
Black Magic
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however you want to handle it. Probably adding new zone is best.
The code I'm making reads the zones and damage levels for each zone from the patch file so it doesn't matter to me. Revised the Carriers/Airbases spawning aircraft code so that it now checks to see if unit is human playable (thus eliminating bug of player's overzealous radioman calling out for assistance without being ordered to when player detects a contact) and when the bit is set denoting adjust logic steps value it's value is adjusted to some value between a min and max value defined in the patch file (currently 1 and 4). A stub check for radio function has been added (currently returns 1 to caller) that ultimately will contain the code for checking to see if unit has a radio and if the radio is operational. This code will be used in the Carriers/Airbases spawning units patch (to see if unit radioed for air assistance or not) and for an upcoming patch that will make harbor raiding much more difficult ![]() |
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#2335 |
Ace of the deep .
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Oh yeah
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#2336 | |
Navy Seal
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![]() I have a few doubts about zone damage that you or someone else might have an answer to: - if a damage box is entirely included within a bigger box, is a shell penetrating the big box able to damage the small one as well? - if the answer to the previous question is yes, is all the damage suffered by the bix box propagating "by default" to the second box, or rather the small box needs to be in the trajectory of the projectile (and within its min/max radius) in order to suffer damage? - if the big box has an high AP value, and the shell doesn't penetrate it, will it have a shielding effect on the smaller box? |
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#2337 |
Navy Seal
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What about the following new zone definitions?
Code:
[RadioRoom] Multiplier=1.000000 Flotability=0.000000 HitPoints=30 Destructible=No Armor Level=-1 Critic Flotation=0.300000 Critical=No Effect1=#sink_bubbles, 1 Effect2=BAZA_FX_FocFum_mic, 50 Effect3=BAZA_FX_Explozie_mica, 100 Effect4=BAZA_FX_Splinter_fire, 100 Effect5=BAZA_FX_scantei_explozie,100 FloodingTime=59.999996 CargoType=None [RadioTransmitAntenna] Multiplier=1.000000 Flotability=0.000000 HitPoints=8 Destructible=No Armor Level=-1 Critic Flotation=0.300000 Critical=No FloodingTime=59.999996 CargoType=None [RadioReceiverAntenna] Multiplier=1.000000 Flotability=0.000000 HitPoints=8 Destructible=No Armor Level=-1 Critic Flotation=0.300000 Critical=No FloodingTime=59.999996 CargoType=None ![]() |
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#2338 | |
Black Magic
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2) small box has to be in min/max radius 3) yes - small box will incur no damage (if patch enabled for reducing AP value then the box will suffer AP damage) |
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#2339 |
Black Magic
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v1.0.128.0 released. See post #1
Starting with v1.0.128.0 Revised the Carriers/Airbases spawning airplanes patch: fixed bug of player's radioman asking for air assistance when never told so, fixed bug of carriers/airbases using incorrect % chance of spawning units when they have no contacts and/or no units have contact passed to them, revised the code so that I can use whether unit has a radio or not (for determining if unit radioed for assistance and whether units/airbases received that message). Currently this determine if has radio function returns 1 (unit has radio and is operational). I have to code it in yet. When unit asks for air assistance the logic steps value is now set to a random value between 1 and 4 (defined in patch file). |
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#2340 |
Ocean Warrior
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Thank you sir
![]() EDIT: As I can see, there aren't new 'Change' folders in the Carriers patch.. am I correct?
__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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