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01-06-15, 07:11 AM | #31 |
Ace of the Deep
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I doubt this mod works in SH3 at all. I have done many tests with it and could not see any difference in the escorts' behavior at all.
In additions, no one could give me an example where I can see that it works. Even in TDW's proposal I could not see any difference. I wish I was wrong because I tried many times to model such a disturbance, but until I see proof that it works, I don't believe it (no matter who made the mod, I trust in tests not in names). Regards, LGN1 |
01-06-15, 07:44 AM | #32 | |
Sea Lord
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01-06-15, 09:06 AM | #33 |
Lieutenant
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I understood that the parameters of the mod can be changed, duration, affected area and so on. A good test would be to exaggerate those settings to test if it works or not.
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01-06-15, 10:19 AM | #34 |
Sea Lord
Join Date: Mar 2011
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I had a look to TDW's mod. From what little I understood, I'm guessing TDW was able to make this mod by simulating the disturbances caused by the explosions by using the game engine's BOLD canisters. If my guess is correct, the "water disturbances" are in effect automatically released BOLD canisters, somehow linked to the depth charging.
If it is like this, it's a really clever way of bending the game engine to do (or rather fake) something what TDW wanted it do. The crude solution to the fact that the mod causes CTD's, or doesn't seem to work at all would be to cheat: 1. modify the game in a way that gives you BOLD canisters from the start of the war 2. give yourself an unrestricted amount of BOLD canisters 3. modify the BOLD canisters in a way that you think is the correct delay in the enemy hearing you after an explosion 4. have the self-discipline to only use them during explosions - when there's an explosion you have the right to release a BOLD canister It's a really ugly solution, but I think this should be doable, even with next to no modding experience. Many problems here, one being the effectiveness of the game engine's BOLD canisters. From what I remember from the one time I survived until 1944 GWX, the BOLD canisters didn't seem to help at all. I'm pretty certain they were very effective when they first appeared, though. Another problem is the linking of BOLD canisters to explosions. The dual task would cause problems when the BOLD canisters are introduced. The values used to simulate explosion disturbances might not be very sensible to simulate BOLD canister releases. Another thing came to my mind. Would it be possible to link flank speed key to the releasing of a BOLD canister? Perhaps with SetKeys? With h.sie's engine failure settings I rarely use flank speed, except to avoid imminent depth charging. A more experienced modder might be able to connect flank speed + BOLD together, and then give the option of putting the connection on and off. Like h.sie's mod with its ability to switch time compression limit on and off to enable one to cruise at a bigger time compression even if there are other ships closeby. Sorry if I'm ranting and unclear, but the possibility of perhaps being able to play with the explosion disturbances simulated is just so exciting
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01-06-15, 12:15 PM | #35 | ||
Ace of the Deep
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I also had the same idea with releasing the bold by yourself. However, the main problem is that the bold in this case is released next to you! So, imaging you are 1000m away from the hunting escorts who might or might not have lost contact with you. Now they throw DCs 1000m away. Will you release a bold that acts as a sound source and might attract the escorts again to your position? I would really love to see a mod that simulates DC disturbances. That's why I have already spent much time on finding a way to do it, but nothing has worked yet. I hope someone else might find a solution... Regards, LGN1 PS: Another issue I would like to solve is the 'non-reaction' of ships to a dud torpedo. In SH3 a dud torpedo explodes next to an escort and nothing happens. It's just ignored... I tried to solve this by spawning a dummy DC with a huge explosion radius and little damage HP from the dud explosion. In fact, this worked, ships got damaged, but unfortunately didn't react. My theory is that the resulting damage was not considered as coming from 'the enemy' by the game engine (like damage from waves, friendly fire,...) and, thus, no action was taken |
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01-06-15, 12:46 PM | #36 |
Sea Lord
Join Date: Mar 2011
Location: In the conning tower of my VIIC scanning the sea through the periscope
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oh damn. The distance was something I did not think about...
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01-06-15, 06:17 PM | #37 |
Village Idiot
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Part of the CTD issues can be resolved by renaming the dat and a part inside the dat.
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01-06-15, 06:20 PM | #38 |
Mate
Join Date: Apr 2014
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Pardon, about the Leap Frogging idea.
To Dronston and all.
If the Leap Frogging idea, I posted the other day. Was not in the spirit of Submariners, as to avoiding Destroyers, etc. Or as in the real world, at the time. during WW2 (or WW1.) As they possibly never did that, for good reasons. And I am aware, of a few. By all means Keel Haul me. And feed me to the sharks. I just couldn't get over the fact, that it at first, happened to me by accident. Which I didn't expect, too be honest. I was expecting, instant sinking to the depths, below. Instead, when I got little or no damage, from time to time. It was the destroyers who suffered. As in some cases, it wreaked their Rudders, or because both my Sub and the DD, was doing Full Steam Ahead, etc. It ripped out their Propellers, or damaged the hull around the Bow, or both. Which, I either had instant explosion, or them sinking, in some cases. Or, they limped way, slowly or at speed, with a bent or no rudder or missing Props. And them, for some slowly sank. Anyway, like I mentioned, if this is not how it might have happened, in the real world, at the time, pardon for that, to you all. Take care. See Ya. Last edited by Downunderjock; 01-07-15 at 06:46 PM. |
01-09-15, 01:53 PM | #39 | |
Engineer
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01-09-15, 01:58 PM | #40 |
Lieutenant
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Yeah, that would have been the wiser decision. But considering it is only just '41 I thought I could get away with it (which in the end I did even though I thought me and my crew were toast). And someone told me to "be more aggressive". But you can be sure after this I will only risk such an attack in deeper waters or simply return home with my handful of eels, especially when the counter measures will only get better as the war progresses.
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01-09-15, 02:31 PM | #41 | ||
Gefallen Engel U-666
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Laying 'DOGGO' on the bottom ain't plan A
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01-09-15, 02:38 PM | #42 |
Sea Lord
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As has been said: "There are old Kaleuns. And there are bold Kaleuns. But there are NO old AND bold Kaleuns."
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01-09-15, 03:05 PM | #43 |
Village Idiot
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01-09-15, 03:11 PM | #44 |
Village Idiot
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01-10-15, 02:27 PM | #45 |
Ace of the Deep
Join Date: Mar 2006
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