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02-27-12, 03:46 PM | #3211 |
Watch
Join Date: Dec 2008
Posts: 17
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fantastic job
@h.sie
many thanks! Fantastic, i played my first wolfpack attack in sh3. You made my day :-) you are the of sh3 Leutnant_Werner |
02-27-12, 04:14 PM | #3212 | |
Hellas
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so, you think that you can 'heal' somehow all the above 'issues' and give a more realistic behaviour to hydro and sonars ? or you are saying that nothing can be done about this ? have you look on other supermods settings and see the hydro-sonar's behaviour there ? have you 'dig' at all on radars settings ? ps: now ,that H.Sie managed to fix the issues at visual sensors will be superb,if you are right, to have a taken care to the rest sensors too !
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Knowledge is the only thing that nobody can ever take from you... Mediafire page:http://www.mediafire.com/folder/da50.../Makman94_Mods |
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02-27-12, 04:48 PM | #3213 |
Admiral
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@Olamagato: Sorry, I overlooked your comment.
1) If tried to reproduce the 'bug' - without success: I did set ahead flank while submerged, set TC=128, then surfaced (still flank without touching the machine telegraph again) and after some time I got a damage. As expected. Only issue: In this special situation the message "All we've got" does not occur, because there is no speed change from <FLANK to FLANK. Minor glitch. 2) Maybe it is irritating, but I programmed it exactly this way. The message "If we don't cut power now, we're risking a breakdown!" is sent at the same moment when a little damage is applied to one diesel. Thus, in this mod, this applied little damage must be interpreted as a warning - maybe overheating or similar - and not as normal damage! I admit: This is not elegant (but also not that bad), but it was the ONLY possible way for me to save the state of the diesel (overheated! don't drive too fast!) IN A SAVEGAME. In all other aproaches this information got lost after save/reload. @Leutnant_Werner: Thanks. Glad you like it. h.sie |
02-28-12, 04:32 AM | #3214 |
Sea Lord
Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
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nice to see, you are still at work thanks for that. did the point "water shaders" slide up on your list?
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02-28-12, 04:45 AM | #3215 | |
Ocean Warrior
Join Date: May 2007
Posts: 2,689
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can you provide some sources that support your description of sonar activity?
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"Enemy submarines are to be called U-Boats. The term submarine is to be reserved for Allied under water vessels. U-Boats are those dastardly villains who sink our ships, while submarines are those gallant and noble craft which sink theirs." Winston Churchill |
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02-28-12, 09:16 AM | #3216 | ||||
Torpedoman
Join Date: Nov 2010
Location: Zielona Góra, Poland
Posts: 116
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No problem. Thanks for reply.
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Personally, I expected more to be able to do it like the very deep draft, when the officer warned the commander of a potential problem, and the commander is able to continuer, alter the decision as to the desired depth, or even stop diving eliminating (probably > 90%) the risk of damage to the hull. If it is possible to read the state of engine power achieved immediately after loading the game, it may be a good solution would be mandatory to reduce engine power less than 0.97 if it is then higher (with or without crew message). This also could solve this problem, and without having to damage the motor to the power cut. Conversely, if a player will increase the power, after a generation of warnings by the officer could enter a randomly initialized counter followed by damage (more or less severe - depending on the achieved state power, and engines). Then you will never be a situation that has been loaded the game, the engines are overloaded, and never will damage the engine. |
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02-28-12, 09:42 AM | #3217 | |
Torpedoman
Join Date: Nov 2010
Location: Zielona Góra, Poland
Posts: 116
Downloads: 72
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But recently I came across a good enough site of Federation of American Scientists that may be many people on this forum a help: Basic sonar system http://www.fas.org/man/dod-101/navy/...ys/asw_sys.htm Introduction to Naval Weapons Engineering http://www.fas.org/man/dod-101/navy/...0/syllabus.htm Underwater Weapons http://www.fas.org/man/dod-101/navy/...ns/uw_wpns.htm This is the state of knowledge from the period 1950-1980 as estimated, but many projects on underwater weapons testing conducted in the Third Reich and in the subsequent research in the allied countries is still a secret. This probably means that some German results and development of weapons are still applicable. |
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02-28-12, 10:15 AM | #3218 |
Admiral
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@Olamagato: Unfortunately, I have to concentrate on my job now for the next months, thus I cannot completely re-write the Fixes.
That means, that the Diesel Damages Fix in it's current state only works well for Repair-Time Factors in the range of [30.....120]. Sorry, sorry! By the way: Even if one diesel is slightly damaged, you indeed are free to decide to continue running at FLANK speed, but then you risk a severe damage. Last edited by h.sie; 02-28-12 at 12:34 PM. |
02-28-12, 11:20 AM | #3219 |
Watch
Join Date: Mar 2011
Location: Mar del Plata, Argentina
Posts: 25
Downloads: 52
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Question about torpedo types and failures.
Sorry if i'm asking something offtopic. But under this fix, under the same conditions (torpedo depth, trigger, sea conditions, ect). Which type of torpedo is more likely to fail? TI or TII? I ask this to know if the trail of bubbles left by the TI is compensated by TII problems, so it's better to use TI? Now i use the TI -early war- cause i don't trust the TII.
I apologize for my english, i hope you can understand my post. Once again i take this opportunity to thank you for this awesome work. |
02-28-12, 12:21 PM | #3220 | |
The Old Man
Join Date: Mar 2005
Location: Poland
Posts: 1,500
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I have waited for your info about sonar/hydrophone problems here at this forum, after I've read about your investigation at http://ja.gram.pl/blog_wpis.asp?id=4756&n=19 Maybe it's a good idea to publish your corrected setup files for sonar/hydrophone here at subsim forum for everybody to tests. Let's check and try it. Tell something about your work with widescreen fix, like you informed at ja.gram.pl site, please. It's very interesting For subsim users - Olamagato is an author of Polish translation for GWX. |
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02-29-12, 02:08 AM | #3221 |
Admiral
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@urfisch: I just consulted google/wikipedia in order to see what exactly a shader is. You see: I'm not competent. Also, I'm not available. Additionally, since I never played a modern pc game, I am not petted by nice/modern graphics and thus very much satisfied with sh3 graphics as it is.
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02-29-12, 08:25 AM | #3222 |
Torpedoman
Join Date: Nov 2010
Location: Zielona Góra, Poland
Posts: 116
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I'm working on a competent response to makman94, so when I finish, it should also satisfy you. This, however, requires the collection of knowledge about the treatment of this problem by various super mods and present it in easy to analyze manner. It must therefore take some time.
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03-03-12, 04:16 AM | #3223 | |||
Torpedoman
Join Date: Nov 2010
Location: Zielona Góra, Poland
Posts: 116
Downloads: 72
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03-06-12, 08:02 PM | #3224 |
Sailor man
Join Date: Apr 2011
Posts: 45
Downloads: 205
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V16B1
H.Sie
Short note to say that I am really enjoying V16B1... The torpedo failure bit is excellent and the weather fix is also a huge improvement. One small idea for you - I don't think that its really realistic but it would be cool if when you switched to Silent Running, the red lights came on... Just a thought for you and LGN as I don't know if something like that would be possible. Once again, thanks to all of you who help to make this possible. Especially H.sie. Kindest as always DC |
03-08-12, 03:55 PM | #3225 |
Admiral
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As the maker of the "Mod of the year 2011",
http://www.subsim.com/radioroom/show...48#post1851148 I am - from now on - no more able to care about profane things like mod support and similar. Please understand that my press relations officer is now responsible for those things. -- thanks to those who voted. I wasn't even aware that there is such a contest, until I realised that blue-green button below my avatar. without help of this community, this patch wouldn't have been possible! Last edited by h.sie; 03-08-12 at 04:29 PM. |
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