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04-22-11, 03:45 AM | #1141 |
Admiral
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please describe the "lazy helmsman bug".....
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04-22-11, 04:18 AM | #1142 |
Hellas
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hello H.Sie ,
i think he means this time delay that officers have at executing orders. would be very nice (if it is easy 'fix') to make them execute immediatelly (especially the rudders orders time delay is very annoying) also, have a look , (if it easy to find out) to make the boat turning at the ordered new course (it is ending with 1 to 1,5 degrees off most of the times)
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04-22-11, 05:23 AM | #1143 | ||
Chief
Join Date: Apr 2007
Location: ger
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Quote:
http://www.subsim.com/radioroom/showthread.php?t=182071 Quote:
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04-22-11, 08:33 AM | #1144 |
Admiral
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I not seldom get requests via PM to mod some graphical stuff and my answer is NO. In order to give you an impression how hard this would be in assembler, I decided to post the assembler sources that are necessary for a simple graphical fix: Move the Watch Officer up to the bridge when surfacing. Maybe you understand now why I'm not cooperative.
//--------------------------------------------------------------- // Patch 7: // Automatically move 1WO on bridge when surfacing //--------------------------------------------------------------- patch7: cmp byte ptr [Move1WO_Switch],0FF // Test Patch ON/OFF switch jne patch7_ende // Local Definitions / Pointers define(Bridge_Status,05f6270) define(Bridge_Data,05f6238) define(BowQuarters_Status,05f6990) define(BowQuarters_Data,05f6958) define(SternQuarters_Status,05f6a74) define(SternQuarters_Data,05f6a3c) // Check if Officer-Slot on the bridge changes from invisible // to visible. Only in this case: Try to move 1WO to the bridge mov eax,[5449B0] // Prepare ptr to OfficerSlotBridgeVisible mov eax,[eax+100] // Prepare ptr to OfficerSlotBridgeVisible mov eax,[eax+1D38] // Prepare ptr to OfficerSlotBridgeVisible mov bh,[eax+8C] // Load OfficerSlotBridgeVisible -> BH mov bl,[OfficerSlotBridgeVisible_Old] // Load old value -> BL mov [OfficerSlotBridgeVisible_Old],bh // Save current value as old value cmp bx,0100 // Change from invisible to visible ?? jne patch7_ende // If not: exit patch // OfficerSlotBridgeVisible changed from invisible to visible. // First test if Officer Slot on bridge is empty. cmp [Bridge_Status],(int)-1 // Is Officer Slot on bridge is empty? jne patch7_ende // If not: exit patch // Check if Turm damage is < 0.9 (Observations showed that Turm damage can // be accessed via one of the following 2 pointers: // Ptr1: Static=5547D4 Offsets: 4,14,14 OR // Ptr2: Static=5547D4 Offsets: 14,14. // If the difference of the 2 addresses referenced by these 2 pointers is // smaller that 0x1000, then (according to observations), Ptr1 is the // correct pointer, otherwise Ptr2. mov eax,[5547D4] // Prepare Ptr1 and Ptr2 mov ebx,[eax+4] // Prepare Ptr1 mov ebx,[ebx+14] // Now [ebx+14] holds 1st possible address of Turm damage (Ptr1) mov ecx,[eax+14] // Now [ecx+14] holds 2nd possible address of Turm damage (Ptr2) // Now calculate eax = abs(ptr1-ptr2) = abs([ebx+14]-[ecx+14]) = abs(ebx-ecx) mov edx,ecx mov eax,ebx sub eax,edx cdq xor eax,edx // now eax = abs(ptr1-ptr2) // compare abs(ptr1-ptr2) with 0x1000 cmp eax,01000 jb short patch7_continue mov ebx,ecx // Use Ptr2 instead of Ptr1 patch7_continue: // [ebx+14] now holds the correct address of turm damage fld dword ptr [ebx+14] // Load Turm Damage -> FPU mov [esp-04],(float)0.9 // Load 0,9 for comparison fcomp dword ptr [esp-04] // Compare with 0,9 fstsw ax sahf jae patch7_ende // If Turm damage >= 0,9 : exit patch // Now: Officer Slot on bridge is empty and Turm Damage < 0,9 // Check if Bow Quarters contains an Officer cmp [BowQuarters_Status],(int)-1 // If there is no Officer in Bow Quarters je short Test_SternQuarters // Check if Stern Quarters contains Officer // Bow Quarters contains Officer. Move him to the bridge. mov esi,BowQuarters_Data // ptr to data transfer source -> ESI mov edi,Bridge_Data // ptr to data transfer destination -> EDI mov ecx,039 // 0x39 DWORDS to transfer cld // Increment ESI and EDI after each transfer repe movsd // Execute data transfer mov [BowQuarters_Status],(int)-1 // Set Bow Quarters status to "No Officer" mov [Bridge_Status],0 // Set Bridge status to "Officer present" jmp short Refresh_Crew_Screen // Refresh Crew Screen if necessary // Check if Stern Quarters contains an Officer Test_SternQuarters: cmp [SternQuarters_Status],(int)-1 // If there is no Officer in stern Quarters: je short patch7_ende // ... -> exit patch // Stern Quarters contains Officer. Move him to the bridge. mov esi,SternQuarters_Data // ptr to data transfer source -> ESI mov edi,Bridge_Data // ptr to data transfer destination -> EDI mov ecx,039 // 0x39 DWORDS to transfer cld // Increment ESI and EDI after each transfer repe movsd // Execute data transfer mov [SternQuarters_Status],(int)-1 // Set Stern Quarters status to "No Officer" mov [Bridge_Status],0 // Set Bridge status to "Officer present" jmp short Refresh_Crew_Screen // Refresh Crew Screen if necessary // Refresh Crew Screen if necessary Refresh_Crew_Screen: mov eax,[6307BC] // Prepare ptr to current screen ID cmp [eax+50],030 // Is Crew/Damage Screen visible jne short patch7_ende // If not: No refresh necessary. Exit // Crew Screen is visible. Do a refresh by changing to NavMap screen // and immediately switch back to Crew Screen mov ecx,[6307BC] // Prepare "Change Screen" call push 0 // Prepare "Change Screen" call push 0 // Prepare "Change Screen" call push 040024 // Choose "NavMap" call 50fef0 // call "Change Screen" mov ecx,[6307BC] // Prepare "Change Screen" call push 0 // Prepare "Change Screen" call push 0 // Prepare "Change Screen" call push 040030 // Choose "Crew Screen" call 50fef0 // call "Change Screen" patch7_ende: |
04-22-11, 11:20 AM | #1145 | |
Silent Hunter
Join Date: Dec 2004
Location: AN9771
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Quote:
[EDIT] Warning, feature creep! With improvements based on experience!?!
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My site downloads: https://ricojansen.nl/downloads Last edited by Pisces; 04-22-11 at 11:31 AM. |
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04-22-11, 03:30 PM | #1146 |
Chief
Join Date: Apr 2007
Location: ger
Posts: 313
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I think I came across a problem with the new restrictions on external reloading. Riding a IXC I got a bug when I wanted to load external torpedos inside, similar to this old one: http://www.subsim.com/radioroom/show...ernal+torpedos
The torpedos didn't appear in the externals anymore but they weren't loaded inside either. One of them became all black, the other one stayed in the greyish color, and I could drag both around the screen. Also, the weapon screen appeared a tone darker than normal, as if there was an extra "layer" above it. I remember someone once adviced to just submerge and surface again to get rid of such behaviour - but that wasn't possible with the bugfix because it forbids diving. But I couldn't abort the loading either, maybe because it never had started correctly. So there I was, forced to stay surfaced making 5 knots. I tried to save and reload the game to see if that helps - but of course the game crashed to desktop. However, this was the first time this happened to me, a lot of external torpedo reloading went well before. The only special thing this time was that I was sitting near a harbor and the game kept popping up "merchant sighted"-messages when I wanted to load the external torpedos inside. Maybe that caused the trouble. |
04-22-11, 04:01 PM | #1147 |
Chief of the Boat
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That bug was fixed in GWX2.0
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04-22-11, 04:03 PM | #1148 |
Chief
Join Date: Apr 2007
Location: ger
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04-22-11, 04:19 PM | #1149 |
Chief of the Boat
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Can't understand why because there would be hundreds if not thousands of similar posts on here.....I can only presume a conflict of mods.
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Wise men speak because they have something to say; Fools because they have to say something.
Oh my God, not again!! GWX3.0 Download Page - Donation/instant access to GWX (Help SubSim) |
04-22-11, 04:30 PM | #1150 | |
Chief
Join Date: Apr 2007
Location: ger
Posts: 313
Downloads: 25
Uploads: 0
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Quote:
GWX - 16km Atmosphere GWX - Lite Harbor Traffic GWX - No Medals on Crew GWX - Open Hatch Mod M.E.P v3 TheDarkWraith_DC_Water_Disturbance_v4_0_SH3 TheDarkWraith_Ship_Plane_Fire_Damage_v1_4_SH3 Supplement to V15E3_NOSF (JSGME) GWX 2 - No RING RING Mod by Melendir M.E.P v3-Patch M.E.Pv3 VisualSensors-GWX3 Waterstream+Exhaust Combi V2.3 for GWX3 WBs Mission Orders Lite Wooden_Lifeboats_Mod_1.1 Real Depth Charge TMTv2+ThomsensShips v4.4 for GWX3+Xtra ships MaGui F optional-blue recmanual for MaGui F optional-stopwatch with speed lines for MaGui F TorpedoSolutionButton for MaGui F (LSH3) Edit: whoops, exchanged for the correct one now. Rbs1_SH4_Effects_GWX_30_71 German Images for MaGui F GWX - Contact Color Flags_enlighten Aaaaaand: Q Ship mod GWX3.0 |
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04-22-11, 05:54 PM | #1151 |
Admiral
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@KaleunCook: Can you reproduce the error?
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04-23-11, 02:14 AM | #1152 |
Chief
Join Date: Apr 2007
Location: ger
Posts: 313
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I'll try to later this weekend!
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04-23-11, 03:46 AM | #1153 |
Admiral
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@Kaleun: It is very important to be able to reproduce the error. After that, it would be interesting to see if the CTD occurs with an unmodded sh3.exe.
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04-23-11, 06:10 AM | #1154 |
Admiral
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Now I need some help from those who use the patches for sh3.exe.
Since I'm now able to generate console messages (e.g. "external topedoes cannot be reloaded in bad waether" or "fog arises, sir"), these messages have to be placed in the de_menu.txt and en_menu.txt. I discovered that in my GUI, the entries between 4813 and 4899 are not used. But I want to be compatible to all available GUIs. So here's my 2 questions: 1. What GUI do you use? 2. Are entries 4813 to 4899 empty in de_menu.txt / en_menu.txt of your GUI? Thank you! |
04-23-11, 06:39 AM | #1155 |
sim2reality
Join Date: Jun 2007
Location: AM 82
Posts: 2,280
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Using Makman94's MaGui Final
Entries are: de_menu.txt Code:
4812=Bericht konnte nicht gesendet werden! ;Sonar 4900=Horche ... Code:
4812=Could not send report! ;Sonar 4900=Sweeping! |
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