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Old 11-14-11, 05:21 PM   #2716
h.sie
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Cool, I could put the whole Torpedo failure code into a special library file named hsie.act and two small binary files, which I can offer as JSGME-Mod. No patching necessary for testing this fix. Only thing left to do: Parameter fine-adjustment.
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Last edited by h.sie; 11-14-11 at 06:08 PM.
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Old 11-14-11, 06:08 PM   #2717
dariocapcro
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Speaking of realism in the SH 3 plotted course and driving, in bad weather, submariners did not know where they are, there is a kind of mod?
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Old 11-14-11, 06:11 PM   #2718
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... and why there is no able to use electric motors on the surface?
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Old 11-14-11, 09:37 PM   #2719
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Looks like the DL link is down.
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Old 11-15-11, 05:01 AM   #2720
Magic1111
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Quote:
Originally Posted by Letum View Post
Looks like the DL link is down.
For me h.sie´s MediaFire Page work...! Please try again!

Best regards,
Magic
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Old 11-15-11, 02:09 PM   #2721
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Quote:
Originally Posted by h.sie View Post
Cool, I could put the whole Torpedo failure code into a special library file named hsie.act and two small binary files, which I can offer as JSGME-Mod. No patching necessary for testing this fix. Only thing left to do: Parameter fine-adjustment.
Hi h.sie,

does that mean that you can now provide a fix via a .act file and players can enable/disable the fix via JSGME, i.e., an option selector is no longer required because selecting different fixes can be done via JSGME?

Cheers, LGN1
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Old 11-15-11, 03:14 PM   #2722
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Hi LGN1,

yes, that could be a consequence. In principle, I can now offer all my code in one or more .act files, which could be enabled / disabled using JSGME, without OptionsSelector.

BUT:

1) Coding directly into sh3.exe is much easier for me.

2) Coding directly into sh3.exe is less risky regarding stability.

Thus, I'll stick at the current patching system including OptionsSelector, but from now on I can provide new fixes in .act files (for JSGME) for testing purposes, without the need to offer a new patch-kit for every single new fix I publish. This will lower the frequency of new major updates (V16B, V16C), but will make testing and development easier. A new major update will then contain all new and well-tested fixes that have been developed since the last major update.
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Last edited by h.sie; 11-15-11 at 05:52 PM.
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Old 11-15-11, 03:50 PM   #2723
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Torpedo Failures Fix V1.0 Beta available

Features:
- models torpedo crisis until 1942
- models duds resulting from too shallow torpedo depth settings.

Notes:
- Install via JSGME.
- Only compatible to sh3.exe V16A3.
- Updates V16A3 to V16A4

Fix consists of a DLL named hsie.act and three binary files containing the code for the torpedo failures. On game load, when sh3.exe loads hsie.act, the code will be automatically applied to sh3.exe.

Download here:
http://www.mediafire.com/?4rnx2kb6leneg3f

Failure model: LGN1
Programming: h.sie
Credits to reaper7 (for his important code finding).

The image below shows how torpedo failure rates are calculated:




The Depth D1 is the windspeed-dependent wave amplitude.
D1 can be calculated:

D1 = 0.25 * Windspeed = Windspeed / 4

Torpedoes above D1 are surface runners and lead to a failure probability of p = 98% (see red part of the diagram).

The depth D2 can be calculated:

D2 = 0.4 * Windspeed = 4 * Windspeed / 10

Water below Depth = D2 is assumed to be calm. Torpedos below D2 will have a low failure probability of p = po. The value of po depends on the time (torpedo crisis until 1942) and the pistol chosen (magnetic/impact). Details see below.

The area between the depths D1 and D2 is the area of turbolences. Here, the failure probability sinks linear with rising depth from p=98% at Depth = D1 to the small value of p=po at Depth = D2.

Failure rate po for Impact pistol:
- until June'40: 25%
- until June'42: 10%
- after June'42: 2%

Failure rate po for Magnetic pistol:
- until June'40: 7%
- until June'42: 5%
- after June'42: 1%

The torpedo failures caused by this fix are ADDED to the already existing failures, resulting from bad impact angle etc.

The fix models a failure by simply setting the torpedo depth to 25m.
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Last edited by h.sie; 11-16-11 at 01:24 PM.
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Old 11-15-11, 03:56 PM   #2724
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A very interesting technique. Quite the innovation, thank you and congrats on the creativity!
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Old 11-15-11, 04:19 PM   #2725
reaper7
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Quote:
Originally Posted by h.sie View Post
Torpedo Failures Fix V1.0 Beta available

On game load, when sh3.exe loads hsie.act, the code will be automatically applied to sh3.exe.
Confirmed that code is being read into Sh3. Sh3 is reading as V1.6A4 in Game Menu.
Going to test Torpedoes now


EDIT: Working ok, Got 2 out of 4 deep runners in 12 meter/sec winds .
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Old 11-15-11, 05:30 PM   #2726
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Thanks, reaper. Good to know it works. Do you have 64 or 32 Bit Windows?
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Old 11-15-11, 05:51 PM   #2727
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Using the wolfpack mod and i am very satisfied til know. Really great work! Thanks a lot!



During the game, i came back to my favorite modding topic of the last month: water. I created some nice looking new stuff. But i came across an old question, which always was impossible to answer...foam beeing created, also on low windspeeds.



I saw the data, in the sh3.exe or the env.act file. There the foam is defined and rendered onto the water.

What do you think, H.Sie...is it big work to change the parameters, so also on low wind we can have (maybe a certain) foam?

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Old 11-16-11, 12:38 AM   #2728
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@h.sie
may this patch be applied to existing career saved games?
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Old 11-16-11, 06:58 AM   #2729
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Hello everyone, I do not know whether there is a mod handmade navigation, total realism in mapping the course, in bad times of the German submariners did not know where they are, and made me who can explain how can I make changes to the game, it's about 3 sh
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Old 11-16-11, 11:29 AM   #2730
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@urfisch: Thank you. Glad you like it. I must admit that sea foam is currently not on top of my todo-list.

@Robin40: Can be enabled anytime.

@dariocapro: Try to switch off map contacts in the realism options menu. If I remember correctly, you then have to navigate manually. But that is not in the area of my expertise.
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