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Old 11-04-10, 08:45 AM   #451
Silent Ace
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Quote:
Originally Posted by h.sie View Post
this can surely be made with 3 or 4 lines of assembler.
It would be awesome.

Above should prevent the game stops when any section of the submarine filled with water and add a button in the GUI for ordering escape from a submarine.

Last edited by Silent Ace; 11-04-10 at 09:02 AM.
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Old 11-04-10, 08:51 AM   #452
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Quote:
Originally Posted by h.sie View Post
this can surely be made with 3 or 4 lines of assembler.



How about this, after a successful patrol, say 100,000 tons, a 3d model of Karl Dönitz comes to the sub pens to meet you in person and shake your hand, if you scored more than 200,000 tons the Führer himself shows up to congratulate you! I think a few MOVs and PUSHs and one XOR will do the trick.
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Old 11-04-10, 10:34 AM   #453
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I'll neither shake Karls nor Adolfs hand.
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Old 11-04-10, 06:11 PM   #454
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Quote:
Originally Posted by h.sie View Post
this can surely be made with 3 or 4 lines of assembler.
That was a low punch h.sie, but it made me laugh.

You know, you should stick to good solid fixes. Your patch is 100% so far. Don't pollute it with trivial and uncertain things. Just things that are correct and real. I would suggest, if you don't have the data or are unsure, leave it out. The repair times, WO inaccuracy and CO2 are perfect works, and left at that alone, the sim has new life.
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Old 11-04-10, 06:14 PM   #455
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Currently trying to automatically switch off the hydrophones (including hydrophone contact reports) when snorkelling and/or diesels are on. but unfortunately the active sonar then is switched off, too. but I think that doesn't matter since sonar without hydrophones is useless because you need hydrophones to aim/focus for a target whose distance has to be measured. are my thoughts correct?
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Old 11-05-10, 07:57 AM   #456
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Quote:
but unfortunately the active sonar then is switched off, too
But you mean hydrophone from the sub or from all other units?

If it's the sub then I don't see the problem. Only the Type XXI had that active sonar and its use was during an attack, to get a good range reading (< 4-5000 metres or so). I doubt very much that they would be snorkeling so close to a target.
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Old 11-05-10, 08:05 AM   #457
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it's of course the sonar of the sub!

Thanks for help!

But a good idea to also disable the sonar of the enemy, that could make kaleun's life easier.....and would increase tonnage.
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Old 11-06-10, 03:22 PM   #458
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V15D_beta is available.

I call it beta because many code changes have been made in the last weeks and although I tested intensively, I cannot guarrantee that there is no bug. And maybe some fine-adjusting has to be done.

New in V15D:

1) C02-production / diving times
  • Diving times of Uboats enlarged (especially for XXI) to fit historical data.
  • Crew number affects CO2 production.
  • Silent Running reduces CO2 production.
  • Repairs boost CO2 production.
2) Speed restriction when snorkelling (wind speed dependent)
  • Wind speed = 0...5m/s: Uboat speed restricted to "1/3"
  • Wind speed = 6...10m/s: Uboat speed restricted to "slow".
  • Wind speed = 11...15ms/s: Uboat stopped. Snorkelling impossible.
(Speed restriction starts 20 seconds after beginning of snorkelling. This was necessary to prevent that speed restriction handicaps crash dive).


3) Restricted Periscope usage for higher speeds
  • For speed > 4,5kts Blur effect simulates vibrations. Periscopes nearly useless. (Not the ultimate solution, but the best I could do).
  • For speed > 7kts periscopes are moved down automatically.
4) Hydrophones useless when diesels are working
  • When snorkelling, you must stop diesels in order to use hydrophones. Otherwise you'll hear nothing.
  • No sound contact reports when diesels are working

Installation:

  • As described in the 1st post.
  • But: The patch kit contains a patched CameraBehavior.act which is needed for the blur effect. Move original file to a different directory and use the patched one instead. Renaming of the original file is not enough.

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Old 11-06-10, 04:38 PM   #459
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Amazing work, h.sie!

Thanks a lot! I am deeply impressed!

Cheers, LGN1
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Old 11-06-10, 05:02 PM   #460
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What he said, what he said!
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Old 11-07-10, 06:18 AM   #461
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Thank you h.sie, outstanding work .
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Old 11-07-10, 06:42 AM   #462
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After few tests, I can say: You doing incredible job!!!
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Old 11-07-10, 10:09 AM   #463
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Great work!
And if I may add one more idea to your long to do list, much more unreliable torpedos.(if anything can be done at all in that matter)


Best regards
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Old 11-07-10, 10:50 AM   #464
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So if I have the maximum allowed crew members and they're doing repairs for hours, how long I have before running out of air, around how many hours?

Is it historically accurate?

Great job H.sie!
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Old 11-08-10, 03:27 AM   #465
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Thanks, guys. Hope you like it. I don't know if I should like the blur effect or not, but I didn't find a better solution.

@PT: As you can see in post #214, LGN1 did some research regarding historical data. For the VII e.g. he found:

* In game diving time: 36h.
* Historical data: 72h with 37 men.

So I fixed the CO2 production so that 72h diving time can be reached with 37 men in silent running. But if repairs are made during the whole time, diving times are only 36h. In normal mode (no repairs, no silent running), a value inbetween can be reached: about 54h.

With 45 men, CO2 production is multiplied with 45/37 = 1,21. Diving times are reduced accordingly.

So we have a factor of 2,0 between silent running (rest) and repairs (hard work). This seems a little bit high on a first glimpse, because normally there is a factor of about 1,4....1,5 between rest and hard work (see my discussion with Hitman somewhere in this thread), but since I didn't find a way to take into account events like

* the work for torpedo reloading
* the tension when hunting
* the fear when being hunted

I gave repairs a factor 2,0 penalty instead of 1,5 in order to indirectly consider these 3 events, because repairs are correlated tightly to them.

Surely not 100% accurate, I know, but much better than considering nothing as in stock sh3.exe, where you alway have the same diving time. And even this approximation took 50 lines of assembler code. We have to live with compromises here, because I may not loose overview....

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Last edited by h.sie; 11-08-10 at 05:02 AM.
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