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Old 10-28-05, 02:27 PM   #16
Beery
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Quote:
Originally Posted by Stiebler
But Der Teddy Bar (originator of the new minefields) must give his permission first...
Agreed.
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Old 10-29-05, 09:20 AM   #17
Stiebler
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A further very necessary test patrol:

7. Added Teddy Bar's new minefields to the original SH3 with patch 1.4 (after removing original minefields) in file campaign_scr.mis. Patrolled between Hartlepool and Hull in usual way until fuel ran out (41 days). No CTDs at all, despite plenty of traffic of all sorts.

There must still remain some bug in RUb 1.44 which causes the UZO-CTD when certain warships are sighted.

Possible candidates:
a) deeper hull depths of some ships, striking minefields and causing strange results elsewhere, as previously speculated.
b) defects in ship model/skins for some particular class of warship.
c) overcrowded escort groups. (Noticeable with created missions that ships too close together tend to run amok, in all directions, instead of following plotted route.)
d) defective set-up for a single destroyer or other warship. I've checked campaign_scr.mis in the Mission Editor for warships crossing the Hartlepool/Hull line, and can't see any obvious faults.
e) Anyone got any other ideas?

Stiebler.
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Old 10-29-05, 06:39 PM   #18
Der Teddy Bar
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For all of my minefields I have checked the depth to ensure that none are too deep. I have checked the density for both framerate impact and potential crashes.

The density in the end was decided upon by testing and arriving at a figure that I thought would be reasonably accurate without being an uber weapon.

I have set the minimum depth, the dates of exisitance and width to the historical if known. If the historical depth exceeded the depth of the water, I adjusted the depth to suit. If the historical depth was too shallow for escorts it was adjusted it to suit.

Stiebler is mistaken in that I "the new minefields were seaward of the merchant traffic areas". My first and only priority was historical accuracy.

I had hoped that the project would have had some interest, but it did not. So I stopped work on it as it would require that the merchant ships paths be modified to be within the East coast minefields along with scripted escorts and aircraft to make the minefield effective.

Also, the time taken to attain historical information is immense. There is little to no information available.

Beery now has the work in progress minefield and will also get any updates that I produce for use in RUB.

It should be noted that I did ensure that the depth of the shallow minefields was sufficient to allow all the escorts free travel through them.

Thankyou to Stiebler and Kpt. Lehmann for taking the time to test my minefields, and for your input.
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Old 10-29-05, 11:09 PM   #19
Beery
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Quote:
Originally Posted by Der Teddy Bar
I had hoped that the project would have had some interest, but it did not...
I think the lack of interest in your work that was apparent in the SH3 Mod Team forums was due to the fact that the Ops mod team - the guys who were working on the SCR layer - had pretty much split up (or at least I believe they have - I haven't heard anything from them for a while). I was waiting for one of them to say something because I thought they were still working together, but it seems they weren't.

Hehe, now they'll probably all prove me a liar by resurfacing and claiming they've been in their underground lair plotting version 2.0.
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"More mysterious. Yeah.
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- Bob Harris, Lost in Translation.

"Anyrooad up, ah'll si thi"
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