SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
03-15-14, 09:36 PM | #3001 |
Black Magic
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v1.0.157.0 released. See post #1
Starting with v1.0.157.0 revised the manual diveplanes control patch to fix the CTD that would happen if you had manual control of any diveplanes enabled and you exited to main menu and then loaded a save game or picked another single mission |
03-16-14, 06:28 AM | #3002 |
Sea Lord
Join Date: Jun 2008
Location: Noch dabei
Posts: 1,732
Downloads: 618
Uploads: 0
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03-17-14, 07:22 AM | #3003 |
Samurai Navy
Join Date: Jun 2009
Location: Germany, 50 Kilometers away from Kiel
Posts: 576
Downloads: 343
Uploads: 0
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Hey TDW,
thank you very much for your great efforts. It's getting better and better to get more controls of the boat. Great that you implement it that way that other uis benefit from it By the way i like to ask you if you found the error why the order compute solution to target still not working to get an autimatic solution to the target? I don't wanna hurry because i know very well how much work it is to find the needle in the haystack.... Best Regards DrJones |
03-18-14, 04:57 AM | #3004 |
Samurai Navy
Join Date: Jun 2009
Location: Germany, 50 Kilometers away from Kiel
Posts: 576
Downloads: 343
Uploads: 0
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Hey gap,
am i allowed to use this Icons in the Magui Interface? Thank you for that good work. Best Regards DrJones |
03-18-14, 05:17 AM | #3005 |
Admiral
Join Date: Mar 2007
Posts: 2,200
Downloads: 172
Uploads: 0
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__________________
What we do in life echoes in Eternity |
03-18-14, 07:45 AM | #3006 |
Sea Lord
Join Date: Jun 2008
Location: Noch dabei
Posts: 1,732
Downloads: 618
Uploads: 0
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03-18-14, 08:04 AM | #3007 |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Of course you are. Feel free to use any of my UI graphics, and let me know if you need them adjusted to fit better MaGui's style
Last edited by gap; 03-18-14 at 08:15 AM. |
03-18-14, 01:16 PM | #3008 |
Helmsman
Join Date: Mar 2010
Location: spain
Posts: 105
Downloads: 445
Uploads: 0
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Extraordinary job this last patch
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03-18-14, 08:15 PM | #3009 |
Nub
Join Date: Apr 2012
Posts: 2
Downloads: 8
Uploads: 0
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Hey all. I'm having issues with the patch ... The most important thing I want is the Hydrophone fix. I have tried both using the Hex editor as well as the generic patcher and I receive the same errors.
1) If I try running the game via the edited .exe file I receive error: "The application was unable to start correctly (0xc0000005)." 2) If I try running the game with the copied backup .exe file I receive error "Unable to start application, terrain.dll file missing from computer"... But I can go into the folder and clearly see the file, which is in the same and appropriate place. It's frustrating because your mods have made this game an incredibly rewarding and enjoyable simulation experience, the only issue is that without a working hydrophone/the sound guy basically having mute headphones, the sub can pass within 8-10 km of an entire bloody convoy and miss it... I.E without the hydro fix I don't see the point .... any help would be awesome. |
03-18-14, 08:40 PM | #3010 |
Canadian Wolf
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Welcome to SUBSIM dubod, first post since 2012 eh'
Someone will be along to assist you. |
03-18-14, 09:09 PM | #3011 | |
Grey Wolf
Join Date: Sep 2006
Location: NY
Posts: 994
Downloads: 1078
Uploads: 6
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Quote:
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JSGME help links and common error solutions Last edited by Mikemike47; 03-19-14 at 09:02 PM. |
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03-19-14, 11:16 AM | #3012 |
Nub
Join Date: Apr 2012
Posts: 2
Downloads: 8
Uploads: 0
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Hey guys! Yes I havn't had to post anything because you are all so smart and so helpful that when I have an issue it is usually already resolved ...
This worked like a charm! I got a free norton trial with my pc-build.... removed it and voila! What a great new hydrophone! Thanks so much for the help guys! Much appreciated! These mods/patches are incredible! |
03-19-14, 12:15 PM | #3013 |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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You could as well have added SH5.exe to the list of Norton AV exceptions, but switching to another antivirus was a good idea anyway
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03-23-14, 09:30 PM | #3014 |
Black Magic
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Let's talk about our crew's ability to see visual targets. I've been looking over the game code for this and figured out how the game determines when our crew 'sees' a visual contact.
As you may or may not know the crew's ability to see is because of the AI_Visual sensor attached to the submarine. If we look at the data\Cfg\Sensors.cfg file we see no parameter for minimum signal strength as is found in \data\Cfg\Sim.cfg. The game does some lengthy computations using all the values in data\Cfg\Sensors.cfg's Visual parameters to come up with a derived minimum signal strength. The last thing the game does is check to see if it's nighttime. Nighttime is an on/off thing - it's either nighttime or it's not. This does not model real life! The game has a hard coded value of 0.283 as the value for determining it's nighttime. If the current light amount value is < 0.283 then it's nighttime otherwise it's daytime. The game has a memory address that stores the current light amount value. This value is in the range 0.0-1.0 with 1.0 being all available light is available (very bright daylight). Now here's where things get interesting. I've made some single missions where visually it's nighttime but the game thinks it's still daytime. The current light amount value was 0.385 with 0.283 being the value that the game uses for nighttime. If it is nighttime then the game takes the derived minimum signal strength and multiplies it by 3. Then the signal strength of the visual sensor is compared to the minimum signal strength. If greater than then the contact is spotted. You can now see why the crew is able to spot contacts at far away distances at supposedly nighttime. I'm deriving a fix for this. What I have come up with so far is defining a value that defines start of nighttime. I have this value currently at 0.5. When the game checks to see if it's nighttime for the visual sensor and it reports back that it is daytime (but visually it appears to be nighttime) I have some new code doing the following: - if game reports back it's daytime: -- compare game's nighttime value (0.283) to start of nighttime value (0.5) - I do this comparison because it's possible someone may screw up and assign the start of nighttime value <= 0.283 since it's a variable in the patch file -- if greater than or equal then jump to end of function -- if less than then subtract game's nighttime value (0.283) from start of nighttime (0.5) - result is 0.217 -- take current light value (say it's 0.385) and subtract game's nighttime value (0.283) - result is 0.102 -- divide 0.102 by 0.217 - result is 0.47 -- subtract 0.47 from 1.0 - result is 0.53 -- multiply 0.53 by game's nighttime multiplier for player's crew (3.0) - result is 1.59 -- multiply 1.59 by derived minimum signal strength (let's say it's 0.1) - result is 0.159 - this is the new minimum signal strength What this does is instead of making nighttime either an on/off state it makes it a progressive one. This is how it is in real life - as it gets darker out your ability to see objects diminishes. I might have to change the nighttime multiplier also. This will be another variable in the patch file if I do. I'm thinking it's going to have to be raised to either 3.5 or 4 from it's current value of 3. I'm also making another patch that will let the searchlights turn on at dusk. Currently the searchlights only turn on if the game says it's nighttime out (< 0.283 for light value). I'm going to raise this value to 0.40 which should have the searchlights turning on at start of dusk. |
03-24-14, 12:15 AM | #3015 |
Ace of the deep .
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I really cannot think of anything to type other than WOW .
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