SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
07-09-10, 08:14 PM | #91 |
Black Magic
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v0.0.5 released. See post #1 for details.
Now I'll try and figure out why torpedoing a carrier results in CTDs. I also have to fix the ship AI remaining in constant alert state after they detect their first contact. |
07-09-10, 11:35 PM | #92 |
The Old Man
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I am using version 0.05 of this MOD. I noticed that when I am stopped and I set depth to 100 Meters on my VIIC that it only dives to 87 Meters. you may want to ajust this floating issue a bit. I think increasing the submerged displacement value will make the depth more accurate. Currently when submerged moving ahead slow the boat drops from 87 Meters down to 93 Meters so it is taking a lot of extra battery power just trying to keep the submarine down to the specified depth of 100 Meters.
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07-10-10, 01:41 AM | #93 |
Samurai Navy
Join Date: Nov 2007
Posts: 567
Downloads: 210
Uploads: 1
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Yes, it was as soon as the torpedo hit. When the mod was disabled the carrier did go up with a single hit (strange, but that's a whole different problem ).
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07-10-10, 08:01 AM | #94 |
Seaman
Join Date: Apr 2005
Location: Northern Highlands Scotland
Posts: 32
Downloads: 210
Uploads: 0
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TDW, I mentioned this a page or two back.Do the starshells come as part of the remit on the IR AI work? Perhaps you will deal with this under the AI tactics Would be nice as part of the eye candy side side of things
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07-10-10, 08:24 AM | #95 | |
Black Magic
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Quote:
EDIT: single carriers and single battleships don't cause CTDs when you torpedo them. It's only when they are part of a group...... Last edited by TheDarkWraith; 07-10-10 at 09:07 AM. |
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07-10-10, 10:14 AM | #96 | |
Black Magic
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Quote:
I just ran the single mission 'The Pedestal' and took out the carrier (which was the commander). As soon as the torp hit the planes all went up in flames, the carrier's back broke, and no CTD. Everything was ok |
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07-10-10, 10:57 AM | #97 | |
Machinist's Mate
Join Date: May 2005
Location: The Windy City
Posts: 130
Downloads: 16
Uploads: 0
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Quote:
When I hit my QE yesterday I was also using Uboat killer mod. This may cause some conflicts. I installed that mod first, then yours. |
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07-10-10, 12:09 PM | #98 | |
Black Magic
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Quote:
That was one hell of a hard one to find and figure out |
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07-10-10, 12:42 PM | #99 | |
The Old Man
Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
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Quote:
__________________
He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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07-10-10, 02:20 PM | #100 | |
sim2reality
Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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Quote:
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07-10-10, 07:59 PM | #101 |
Black Magic
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turns out it wasn't the whole DC thing causing the CTD. It was my trying to issue a command for the ship assigned to the tactic to head to the contact's location when the contact was NULL. Game doesn't like trying to figure out NULL contacts
I've been testing this for about 3 hours now and it's stable I've added some new tactics and roles to the ships in v0.0.6. I'll be uploading it here very soon. Last edited by TheDarkWraith; 07-10-10 at 08:09 PM. |
07-10-10, 08:26 PM | #102 |
Black Magic
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v0.0.6 released. See post #1 for details.
Hopefully noone will experience CTDs anymore with this |
07-10-10, 08:39 PM | #103 |
sim2reality
Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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07-11-10, 04:09 PM | #104 |
The Old Man
Join Date: Aug 2006
Location: Mountain Ash, Wales, U.K.
Posts: 1,548
Downloads: 179
Uploads: 3
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Thanks DarkWraith, this Community is indebted to you. You have made SH5 playable again.
__________________
***THE GENERAL*** |
07-11-10, 05:04 PM | #105 |
Black Magic
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thanks! the motivation for me is to make the game playable. Right now I still don't find it playable and thus more work needs to be done. I have much more to do on the AI yet
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