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11-15-13, 04:52 AM | #631 | |||
Navy Seal
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yep, exactly. The main source of confusion is that the settings of every single compartment/equipment are fragmented over several files and different sections within the same file. The best way for figuring out the interconnections between them, is following a single equipment as I did yesterday, and copying/pasting the relevant sections in a new file
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On a side note: 'Balkon Gerät' is spelled 'Balkon Great' in your screenie. ...and since we are at it: were did you get those GHG/KDB electric connections from? |
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11-15-13, 05:54 AM | #632 | |
Navy Seal
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Damage levels shown there come directly from boxes with special zone ID which are applied to main sensors bone from uboat sensors file. Because they are zones with hardcoded properties and only they have abilities to modify .sim controlers when damage is taken, I needed the name which will best fit with those harcoded properties...
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11-15-13, 01:07 PM | #633 | |
Navy Seal
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11-15-13, 01:24 PM | #634 | |
Navy Seal
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Best regards... Vecko The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update PDF Install Instructions How to report an issue If You wish to support my work... |
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11-15-13, 01:28 PM | #635 |
Navy Seal
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11-15-13, 04:33 PM | #636 |
Navy Seal
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This won't work gap... Player interaction with hydrophones is totally messed up and it's different for every submarine type, one destroyed hydrophone will collaps function of the other one ect ... It's like game can't decide which controller should be used. You really need to test this personally...You still don't have SH5 on board?
EDIT: It looks like AI handling pretty well with multiple controllers from two different objects, but like I said player interaction is heavily effected. One hydrophone station is not enough for two hydrophones...
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Best regards... Vecko The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update PDF Install Instructions How to report an issue If You wish to support my work... Last edited by vdr1981; 11-15-13 at 04:57 PM. |
11-15-13, 04:39 PM | #637 |
Grey Wolf
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continuous wonderful teamwork gap and vdr1981. Do you mean this message for volodya61, not gap?
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JSGME help links and common error solutions |
11-15-13, 04:58 PM | #638 |
Navy Seal
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It's for gap...He had GPU overheating problems with his laptop before...
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11-15-13, 06:47 PM | #639 |
Admirable Mike
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Info please
From the thread heading I understand this is a work in progress. You provide links for downloading. Is this intended for us to 'test' your mod?
Also, what is the Hydrophone mod (second download) indicated in relation to the main damage mod? Does it fix the first download? Is it a required fix? Thanks for your efforts. |
11-16-13, 06:13 AM | #640 | |
Navy Seal
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11-16-13, 06:20 AM | #641 |
Navy Seal
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Maybe this?
This actually works ...
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11-17-13, 05:32 AM | #642 | |
Navy Seal
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'electric connections' entries shown in the damage management interface are the actual sensor slots, whereas hydrophone 'sensor' entries are the new slots you have added. The latter are dummies, because they are not linked to any bone on boat's 3d model, and they are not functionally related to hydrophones, because they are not listed among the other ListeningGear subsystem slots, in the FunctionalSubsystem section of UPCGE files. They are nonetheless linked to a couple of dummy equipments (HydSensZone and KDBHydSensZone), and they will likely get damage when the bow compartment is damaged. Moreover, through Father zone settings, they are connected to the functional equipment slots, so that when an 'electric connection' equipment is damaged/destroyed, also the dummy 'sensor' is affected, and conversely when a 'sensor' is damaged, also the corresponding 'electric connection' is. Is this correct? What I miss now is: I am sure there had to be some advantage for you to devise such a complicated plan, but which one? |
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11-17-13, 06:24 AM | #643 | ||||
Navy Seal
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Summing up, AI detection works as supposed, whereas human detection works well until one or both sensors get damaged. From then on, the game keeps switching among the two controllers. Is this correct? Have you done your tests with R.E.M. enabled? If so, my advise is to disable it for further testing: given its usage of multiple controllers on the same sensor, it could contribute to the problem. Possible, but we need to investigate it further. I have some tests in mind, but I will wait for your answer before going on with them Quote:
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SH5 is always installed on my system, but unfortunately the GPU overheating problem still persists. I have abused my laptop in the past, and I am now paying the consequences. I can still play the game for short periods or even a bit longer if I place a big fan on its backside LOL, but I prefer not to stress too much my poor GPU, if possible Last edited by gap; 11-17-13 at 06:39 AM. |
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11-17-13, 06:39 AM | #644 |
Navy Seal
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v5.4 Modifications:
- Fixed torpedo screen bug - Damage menu functionally rearranged, regarding equipment's purpose. - Removed incorrectly placed connecting lines form submarine pictures (Tnx GAP! ) - Rongel's changes for equipment.upc also fixes older bug when player couldn't select desired camouflage for submarine. Tumb Up Rongel! - Added irreparable "hull integrity" for every individual compartment - Red distress flare effect "turned on" again - Revised HP/AP and repair times settings for the equipment - Used different repair logic for submarine batteries, batteries are repairable but only certain percentage of their capacity can be retrieved. In other words, crew can repair only what's left of batteries... - Save bug even more subdued with introduction of newly added savable zones which will act like "damage collectors" . This effects equipment which shouldn't be repairable at open seas, like planes, rudders, Shafts, GHG/ Balkon Great receivers ect. New campaign is needed. The problem is this...Different from other equipment, hydrophone sensors will become unusable for player soon as even slightest damage is taken. So I move damage zones inside the u-boat, give them faster repair time in the attempt to simulate some kind of damage which should be repairable at open seas...This means that players ability to use hydrophones will be restored after damage is taken, but when enough damage is accumulated in the zones from main sub model, hydrophones will be destroyed... Basically what I'm trying to accomplish is to analyse hardoced properties of special zones ID's and after that to use them in best possible way. Further more take Main pump for example...I discovered that damage taken form this zone effects only submarine ability to maintain depth and to manage buoyancy . Water from flooded compartments will always will be pumped out at the same rate regardless of pumps been destroyed or not... So, from next update Main pump slot will be called "Variable ballast tanks pumps" (because it is just that) and when variable ballast tanks gets destroyed this will collapse function of the pumps also...
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11-17-13, 08:34 AM | #645 | ||||
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