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11-03-13, 03:39 AM | #616 | |
Navy Seal
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Heh, when I saw that large font i was like "crap, something is broken again"... Luckily, it is not...
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11-03-13, 08:17 AM | #617 | |
Navy Seal
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11-06-13, 01:09 AM | #618 |
Ace of the deep .
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11-06-13, 09:37 AM | #619 |
Navy Seal
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11-11-13, 12:49 PM | #620 | |
Navy Seal
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Leakage into external tanks with the boat surfaced (Table 1). Leaks into external tanks are not dangerous for the boat. The reserve buoyancy in each case gives enough displacement, which also is not affected by trim change. In the case of flooding all external main ballast tanks, and main ballast and reserve fuel oil tanks, including regulating tanks, regulating and reserve fuel oil tanks, and negative buoyancy tanks, the pressure-proof main ballast tank 3 gives enough displacement of 47.00 m³ with level immersion. The buoyancy when external tanks are flooded is (values are rounded, regulating tanks, regulating and reserve fuel oil tanks, and negative buoyancy tanks are half full): This is not possible to simulate in SH5 because we do not have access to manual controls for submarine ballast tank and dive planes. I can simulate extra weigh cause by flooded external ballast tanks but problems will start if you try to dive in these conditions.
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11-11-13, 10:36 PM | #621 | |
Grey Wolf
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We love your dedication and enthusiasm. You gave us something better that Ubisoft did not finish. Something is better than nothing. Thank you for your hard work and all others that helped on this project.
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JSGME help links and common error solutions |
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11-14-13, 12:26 PM | #622 |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
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@ Vecko
can you please have a look at the following chart? It contain a little piece of information that you might be interested in https://docs.google.com/spreadsheet/...lE&usp=sharing |
11-14-13, 12:37 PM | #623 |
Navy Seal
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Tnx Gap and as always, very professional ...
One depth charge near your boat and only trained ear of sonar man will be able to hear something...One more , and you can say good bay to KDB until you reach home base...
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11-14-13, 01:01 PM | #624 | |
Navy Seal
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also notice that the KDB couldn't stand diving depths beyond ~100 m. There are ways to simulate it, through the 'Crash Depth' zone property, but you should create a new zone for the KDB alone. Now combining KDB's vulnerability with the ability to fit it together with the GHG, would be very cool: if either of them gets destroyed\damaged, you can still rely on the other (unless you manage to destroy it as well ). I am going to create a quick patch for testing this possibility in game. Fingers crossed |
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11-14-13, 01:29 PM | #625 | |
Navy Seal
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I never had luck with crash depth value form zones.cfg, it looks like it only works with AI units, but I'm still testing that... Right now I'm experimenting with "colisionable object" controller for KDB object...
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11-14-13, 02:05 PM | #626 | |
Navy Seal
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Never seen this controller used elsewhere than on unit root nodes, but worth a try anyway |
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11-14-13, 02:31 PM | #627 |
Navy Seal
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Nice..."Crash depth" works fine, I dont know what I was testing before, maybe I tried to apply it to special zone ID...Who knows...
I got some interesting preliminary results regarding colisionable obj. controller applied to KDB main node, like damage taken from water pressure/depth... I think this will work...One way or the other, KDB will be killed when submerged to deep...
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11-14-13, 03:58 PM | #628 | |
Navy Seal
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Does the KDB get destroyed as soon as you reach the set depth? If possible, it would be cool if it took gradual damage |
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11-14-13, 08:56 PM | #629 | |
Navy Seal
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No need for it. While digging in upcge files for hydrophone settings, I have noticed that the GHG/Balkon slot got the zone ID #139 assigned (UHydrophReceivers), whereas the KDB uses the zone ID 209 (UKDBReceivers). I think you can safely use them on sensors' 3d models as well.
On a side note, I have finally discovered how equipment linking bones on U-boat 3d models, are connected with equipment slots in upcge files: for each slot there is an ExternalNodeName3D entry, pointing to the corresponding bone. I wonder how I had missed it before For hydrophones we have: Code:
;------------------------------------------------------------ ; RADIO ROOM ;------------------------------------------------------------ [UserPlayerUnit 1.Compartment 5.EquipmentSlot 2] ID= EqSlot41 NameDisplayable= Hydrophone-Apparatus-EquipmentSlot-Name Type=NULL AcceptedTypes=NULL UserCustomizable=No IDLinkEquipmentIntervalDefault1= NULL, NULL, EqpGhGStation ExternalNodeName3D= NULL ExternalDamageZoneTypeID3D= 49 GUIPlaceHolderIndex= 1 GeneralDescription= Hydrophone-Apparatus-General-Description TechnicalDescription= Hydrophone-Apparatus-Tehnical-Description ... ;------------------------------------------------------------ ; BOW TORPEDO ;------------------------------------------------------------ [UserPlayerUnit 1.Compartment 7.EquipmentSlot 3] ID= EqSlot53 NameDisplayable= Hydrophone-Receivers-EquipmentSlot-Name Type=NULL AcceptedTypes=NULL UserCustomizable=No IDLinkEquipmentIntervalDefault1= NULL, NULL, EqpGHG ExternalNodeName3D= H01 ExternalDamageZoneTypeID3D= 139 GUIPlaceHolderIndex= 4 GeneralDescription= Hydrophone-Receivers-EquipmentSlot-General-Description TechnicalDescription= Hydrophone-Receivers-EquipmentSlot-Tehnical-Description [UserPlayerUnit 1.Compartment 7.EquipmentSlot 4] ID= EqSlot54 NameDisplayable= Hydrophone-Receivers-EquipmentSlot-Name Type=NULL AcceptedTypes=NULL UserCustomizable=No IDLinkEquipmentIntervalDefault1= NULL, NULL, NULL ExternalNodeName3D= H02 ExternalDamageZoneTypeID3D= 209 Also notable is the usage of the IDLinkEquipmentIntervalDefault lines (in green). They are used for setting the equipment fitted by default aboard any new boat; the first and the second slots are set respectively to 'EqpGhGStation' and 'EqpGhG', because the GHG is the default hydrophone; the third slot is set to 'NULL' because it is empty by default, and it requires the selection of an upgrade for being "filled up". The names used here are the equipment ID's set in Equipment.upc, marked in blue below: Code:
;Hydrophones ;============================================================================================================ [Equipment 24] ID=EqpGhGStation NameDisplayable= Hydrophone Station FunctionalType= EqFTypeSonarStation EquipmentInterval= NULL, NULL EquipmentSlotType=NULL ExternalLinkName3D= NULL; Hitpoints= 100 DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4 DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10 DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15 [Equipment 25] ID=EqpGHG NameDisplayable= GHG FunctionalType= EqFTypeHydrophoneSensor EquipmentInterval= NULL, NULL EquipmentSlotType=NULL ExternalLinkName3D= GHG9,data\Objects\Sensors\UBoot_Sensors Hitpoints= 100 DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4 DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10 DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15 DamageDescription4= NULL, 0.9, 1, 0, 1, 1, Sonar Head broken, 0, 0, NULL, 1, 1, 15 [Equipment 26] ID=EqpKdbStation NameDisplayable= Hydrophone Station FunctionalType= EqFTypeSonarStation EquipmentInterval= NULL, NULL EquipmentSlotType=NULL ExternalLinkName3D= NULL; Hitpoints= 100 DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4 DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10 DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15 [Equipment 27] ID=EqpKDB NameDisplayable= KDB FunctionalType= EqFTypeHydrophoneSensor EquipmentInterval= NULL, NULL EquipmentSlotType=NULL ExternalLinkName3D= KDB_type9,data\Objects\Sensors\UBoot_Sensors Hitpoints= 100 DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4 DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10 DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15 DamageDescription4= NULL, 0.9, 1, 0, 1, 1, Sonar Head broken, 0, 0, NULL, 1, 1, 15 [Equipment 28] ID=EqpBalkonGerat NameDisplayable= Balkon Gerat FunctionalType= EqFTypeHydrophoneSensor EquipmentInterval= NULL, NULL EquipmentSlotType=NULL ExternalLinkName3D= BalkonGerat,data\Objects\Sensors\UBoot_Sensors Hitpoints= 100 DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4 DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10 DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15 DamageDescription4= NULL, 0.9, 1, 0, 1, 1, Sonar Head broken, 0, 0, NULL, 1, 1, 15 [Equipment 29] ID=EqpBalkonGeratStation NameDisplayable= Hydrophone Station FunctionalType= EqFTypeSonarStation EquipmentInterval= NULL, NULL EquipmentSlotType=NULL ExternalLinkName3D= NULL; Hitpoints= 100 DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4 DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10 DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15 There is more: how do the game know which equipment slots are involved for each upgrade? We should take a look in the UpgradePackSlot and FunctionalSubsystem sections of each upcge file: Code:
;************************************************************ ; ; UpgradePackSlot ; ;************************************************************ [UserPlayerUnit 1.UpgradePackSlot 3] ID= UpgHydrophone NameDisplayable= UpgSlotHydrophone-Name Type=NULL AcceptedTypes= UboatType7Hydrophone UserCustomizable=Yes IDLinkUpgradePackSlots= EqSlot41, EqSlot53, EqSlot54 IDLinkUpgradePackSlotsIntervalDefault1= NULL, NULL, UpackUb7GHG ;IDLinkUpgradePackSlotsIntervalDefault2= 1941-01-01, 1945-12-31, UpackUb7KDB ;IDLinkUpgradePackSlotsIntervalDefault3= 1941-01-01, 1945-12-31, UpackUb7Balkon ... ;************************************************************ ; ; FunctionalSubsystem ; ;************************************************************ [UserPlayerUnit 1.FunctionalSubsystem 8] ID= ListeningGear NameDisplayable= Hydrophone FunctionalType= SensorHydrophone IDLinkFunctionalSubsystemSlots= EqSlot41, 1, EqSlot53, 0, EqSlot54, 0 Code:
; Hydrophone-Sonar ;========================================================= [UpgradePack 3] ID= UpackUb7GHG NameDisplayable=UpackIXGHG-Name Info=UpackIXGHG-Info Notes=UpackIXGHG-Notes FunctionalType= UpFTypeSensorSonar UpgradePackSlotType= UboatType7Hydrophone Type=NULL ImageIndex=19 UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0 UnitUpgradePackIntervalOptions1=NULL, NULL, 1000 IDLinkUpgradePackElements= EqpGhGStation, EqpGHG, NULL TrackingID=500 [UpgradePack 4] ID= UpackUb7KDB NameDisplayable=UpackIXKDB-Name Info=UpackIXKDB-Info Notes=UpackIXKDB-Note FunctionalType= UpFTypeSensorSonar UpgradePackSlotType= UboatType7Hydrophone Type=NULL ImageIndex=12 UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0 UnitUpgradePackIntervalOptions1=1939-09-01, NULL, 2000 IDLinkUpgradePackElements= EqpKdbStation, NULL, EqpKDB TrackingID=501 [UpgradePack 5] ID= UpackUb7Balkon NameDisplayable=UpackIXBalkon_Gerat-Name Info=UpackIXBalkon_Gerat-Info Notes=UpackIXBalkon_Gerat-Notes FunctionalType= UpFTypeSensorSonar UpgradePackSlotType= UboatType7Hydrophone Type=NULL ImageIndex=13 UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0 UnitUpgradePackIntervalOptions1=1943-01-01, 1943-10-01, 4000 UnitUpgradePackIntervalOptions2=1943-10-01, 1944-03-01, 2000 UnitUpgradePackIntervalOptions3=1944-03-01, NULL, 1500 IDLinkUpgradePackElements= EqpBalkonGeratStation, EqpBalkonGerat, NULL TrackingID=502 Let's take a step back to default equipment settings now; if, for a given u-boat type, we wanted to leave the GHG as default early-war hydrophone, switching to the KDB during mid-war, and to the Balkon during late-war, the following settings should be used in sub's upcge file: Quote:
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11-15-13, 03:16 AM | #630 |
Navy Seal
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Like I said before , those UPC's are brain killers...
Is this what you're trying to accomplish Gap? For example, we can edited balkon gerat upgrade pack form this... Code:
[UpgradePack 9] ID= UpackUb7Balkon NameDisplayable=UpackIXBalkon_Gerat-Name Info=UpackIXBalkon_Gerat-Info Notes=UpackIXBalkon_Gerat-Notes FunctionalType= UpFTypeSensorSonar UpgradePackSlotType= UboatType7Hydrophone Type=NULL ImageIndex=13 UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0 UnitUpgradePackIntervalOptions1=1943-01-01, 1943-10-01, 4000 UnitUpgradePackIntervalOptions1=NULL, 1943-10-01, 4000 UnitUpgradePackIntervalOptions2=1943-10-01, 1944-03-01, 2000 UnitUpgradePackIntervalOptions3=1944-03-01, NULL, 1500 IDLinkUpgradePackElements= EqpBalkonGeratStation, EqpBalkonGerat, NULL TrackingID=502 to this... Code:
[UpgradePack 9] ID= UpackUb7Balkon NameDisplayable=UpackIXBalkon_Gerat-Name Info=UpackIXBalkon_Gerat-Info Notes=UpackIXBalkon_Gerat-Notes FunctionalType= UpFTypeSensorSonar UpgradePackSlotType= UboatType7Hydrophone Type=NULL ImageIndex=13 UnitUpgradePackIntervalOptionCurrent= NULL, NULL, NULL UnitUpgradePackIntervalOptions1=1943-01-01, 1943-10-01, 4000 UnitUpgradePackIntervalOptions1=NULL, 1943-10-01, 4000 UnitUpgradePackIntervalOptions2=1943-10-01, 1944-03-01, 2000 UnitUpgradePackIntervalOptions3=1944-03-01, NULL, 1500 IDLinkUpgradePackElements= EqpBalkonGeratStation, EqpBalkonGerat, EqpKDB TrackingID=502 Balkon apparatus ready for action underwater... ...and also KDB receiver is there... ...and because of changes from RSD, both devices are properly shown in damage menu... *Pictures taken from "Final Years" campaign...Type VIIC/41 Now , what I'm worried about is, how game will react in case of damage/destruction of single component because we only have "single pair" of virtual headsets simulated in SH5.
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