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08-16-12, 09:32 AM | #871 | |
中国水兵
Join Date: Mar 2010
Location: Scapa Flow, underneath a ferry
Posts: 272
Downloads: 125
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Quote:
The process is this, 1: Click the metal pin to unlock the magnetic switcher 2: Then change to magnetic or impact. 3: Then manually click the lock-pin again to lock it. If you have a convoy coming and you are preparing 4 torpedos, its redundant to have 4 yes/no dialogs popping up, its better to have a lock on the switcher. You only need to unlock it once and then you can work on all torpedos, then lock the switcher afterwards.
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A u-boat is a vessel for goodness - DelphiUniverse 2012 |
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08-16-12, 09:47 AM | #872 |
Captain
Join Date: May 2011
Posts: 489
Downloads: 106
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That sounds good to me!
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08-16-12, 09:59 AM | #873 |
中国水兵
Join Date: Mar 2010
Location: Scapa Flow, underneath a ferry
Posts: 272
Downloads: 125
Uploads: 0
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I'm not sure what the hotkey is for changing to magnetic/impact but, if the lock pin is locked and you press the hotkey, it should unlock the pin on the first key press, if its not locked it should change to magnetic or impact. So that the hotkey doesnt override the pin lock. if its locked you need to press hotkey twice, if not, only once. Locking must be done manually with the mouse or a unique hotkey.
If this pin thing is not an attractive thing, you could also allow to set all torpedo settings and then have some sort of "apply" button when you are satisfied so that torpedo settings doesnt take effect immediately. You could also use a circular lock button with a red/green color if a pin is not attractive. Or even put a 10 second delay after you have changed to impact, so that if you accidentially click the switcher, you have 10 seconds to switch it back before it takes effect.
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A u-boat is a vessel for goodness - DelphiUniverse 2012 |
08-16-12, 11:55 AM | #874 |
Black Magic
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Here is a new SHSim patch file for testing new sub on bottom work: http://www.mediafire.com/?19niodpc6fa5svu
Disable all old patches first (for SHSim) before enabling this one. Let me know if it cures the depth greater than ordered problem |
08-16-12, 03:54 PM | #875 |
Black Magic
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v1.0.54.0 released. See post #1
New: No crew spotting when submerged. Does just what it says. When you raise a scope up no longer will you hear aircraft spotted or ship spotted Revised: Sub on bottom. Problem with taking depth greater than ordered depth should be fixed. Working on the CO2 problem now when surfaced and hatch is open (CO2 not resetting sometimes). NOTE: You need clean, unmodifed (i.e. stock) files for SH5.exe, SHCollisions.act, and SHSim.act. Not using stock files will result in CTD! |
08-16-12, 04:00 PM | #876 |
Ocean Warrior
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I've just tested new fix.
VIIA - ok VIIB - ok VIIC - ok All subs dive to the depth ordered in cfg-file Thank you sir! EDIT: Wow.. And thank you for the new patcher.
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. Where does human stupidity end? . El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
08-16-12, 10:01 PM | #877 |
Black Magic
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Look at this gold mine of information I found (had the game write this info to a file):
Silent Hunter 5 DamageZone - Compartment mapping information Submarine: NSS_Uboat7c Unmapped unit parts: Compartment without damage zone: Damage Control Team Compartment without damage zone: Flak Room Equipment slot without damage zone: After Torpedo Room Bulkhead Equipment slot without damage zone: AFT DIVE PLANES Equipment slot without damage zone: RUDDER TRANSMISSION Equipment slot without damage zone: Starboard Rudders Transmission Equipment slot without damage zone: PROPELLER SHAFTS Equipment slot without damage zone: Starboard Propeller Shaft Equipment slot without damage zone: TORPEDO CONTROL Equipment slot without damage zone: ATTACK PERISCOPE Equipment slot without damage zone: OBSERVATION PERISCOPE Equipment slot without damage zone: RADAR Equipment slot without damage zone: Radar Warning Receiver Equipment slot without damage zone: FORE DIVE PLANES Equipment slot without damage zone: HYDROPHONE RECEIVERS Equipment slot without damage zone: HYDROPHONE RECEIVERS Equipment slot without damage zone: Submarine Coating Equipment slot without damage zone: Conning Emblem Equipment slot without damage zone: PERISCOPE HEADS Equipment slot without damage zone: Radio Antenna Equipment slot without damage zone: Radar Warning Antenna Equipment slot without damage zone: Radar Antenna Equipment slot without damage zone: Radar Antenna Equipment slot without damage zone: Radar Warning Antenna Weapon slot without damage zone: TORPEDO TUBE V Weapon slot without damage zone: TORPEDO TUBE I Weapon slot without damage zone: TORPEDO TUBE II Weapon slot without damage zone: TORPEDO TUBE III Weapon slot without damage zone: TORPEDO TUBE IV Weapon slot without damage zone: DECK GUN Weapon slot without damage zone: LIGHT FLAK End of unmapped unit parts Damage zone mapping: DZ 021 : mapped DZ 022 : mapped DZ 023 : mapped DZ 024 : mapped DZ 025 : mapped DZ 030 : mapped DZ 031 : mapped DZ 043 : mapped DZ 049 : mapped DZ 050 : mapped DZ 053 : mapped DZ 055 : mapped DZ 056 : mapped DZ 057 : mapped DZ 059 : mapped DZ 104 : !UNMAPPED! DZ 138 : mapped DZ 192 : mapped DZ 204 : mapped DZ 206 : mapped DZ 207 : mapped DZ 208 : mapped End of damage zone mapping There are 'tools' hidden with the exe that are disabled! I wondered why certain things on the subs never got damaged Now to figure out how to use this information. I'm assuming this information can be found in the .upc and .upcge files? I'm going to make a patch that will allow you all to 'get' this information also. This will allow others to try and fix the problems it mentions. Last edited by TheDarkWraith; 08-16-12 at 10:44 PM. |
08-17-12, 01:43 AM | #878 |
Watch
Join Date: Mar 2006
Location: New Windsor, MD
Posts: 17
Downloads: 383
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Fantastic work.... Amazing... A small request...
TDW
I look forward to each new discovery, and version. It's the first thing I look for. Using latest .54 now, except crew still notifies me about "A Task Force" being in sight every time the sonar man hears another/new contact. Can you make the XO shut the hell up? He has to tell me so many times about a task force that I think he's gonna wet himself or something... Between that and all of the "smoke on the horizon" notices, I've gone through 3 sets of headphones! (They tend to break when thrown across the room...) Not to mention looking like I've had one to many DC's too close to my skull..... Just asking.... Hate the XO... |
08-17-12, 02:54 AM | #879 |
Silent Hunter
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Many thx for new version TDW!
Best regards, Magic |
08-17-12, 03:50 AM | #880 | |
The Old Man
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Quote:
Also maybe some name specified in data\UPCDataGE\UPCUnitsData\Equipment.upc are not correct for SH5. Since you are able to pull this info from the EXE, I would like to work with you on this issue. Regards! TheBeast |
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08-17-12, 08:04 AM | #881 | |
Black Magic
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Quote:
Let's take a look at one of them: [UserPlayerUnit 1.Compartment 1.EquipmentSlot 6] ID= EqSlot14 NameDisplayable= Starboard Propeller Shaft Type=NULL AcceptedTypes=NULL UserCustomizable=No IDLinkEquipmentIntervalDefault1= NULL, NULL, EqpPropellerShaft ExternalNodeName3D= NULL ExternalDamageZoneTypeID3D= 68 I'm assuming that the dump file says that this entry has no damage zone defined because ExternalNodeName3D is NULL? That's the only thing that stands out when I compare it to other entries that are not in the dump list The .upc and .upcge files I still don't fully understand. There really is nothing that one can read that tells you how these are used or why they are needed. I saw that SH4 was the first to start using these but I shelved SH4 within 10 mins of playing and have never done anything else with it since. |
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08-17-12, 08:11 AM | #882 | |
Black Magic
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08-17-12, 08:55 AM | #883 |
Grey Wolf
Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
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Concerning the sub damage zones etc... I guess many have noticed that there is a bug with damage repairs. When sub takes damage, the steam and water effects start to run. But when the damage is repaired, still some of the damage effects continue. Weeks can go by, and they just never stop, you have to reload the game to make them go away. With repair sounds mods activated, this is pretty annoying as the crew is shouting and banging hammers eventhough all is fixed days ago!
I was just wondering could this bug be connected with your recent findings, and could it be fixed? Last time the bug happened in the engine room, not sure if it's always there or not. Still, the unstoppable repairs during silent running are my biggest annoyance! |
08-17-12, 10:05 AM | #884 |
Helmsman
Join Date: Mar 2010
Location: spain
Posts: 105
Downloads: 445
Uploads: 0
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Hello, this new version Generic Patcher v1.0.54.0, the fixes broken hydrophone station, does not work, I hear nothing in the hydrophone can look please?
someone also happens? I tried without mods, only the original game, if a mod was the cause, but does not work. I looked with a hex editor and 0x197A4A instead of 74 the value is 90 that's where the fault? Thank you. Last edited by chun; 08-17-12 at 10:33 AM. |
08-17-12, 12:44 PM | #885 | |
Black Magic
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