![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#1261 |
Black Magic
![]() |
![]()
Hmm..what do we see below
![]() Why it's a message from another unit to us! ![]() ![]() ![]() I can send any kind of message now: unit to player, Bdu to player, Bdu to unit, unit to Bdu, unit to unit, etc. This opens up WHOLE new opportunities/possibilities - for one I can add random radio messages from unit to unit and oh by chance the radio operator intercepted it ![]() Today was a very productive day. In addition to the above I can now retrieve the current game time anytime I need it (local and what the game calls base time - if you're using my UIs mod this would be akin to local = nautical and base time = GMT). The game returns the current game time (or base time if I'm asking for that) in two parts - the time part (in 24hr format) and the date part (in year,mo,day format - i.e. 19400101). I can also apply formatting to strings so I will change the Bdu messages to say how many subs are being dispatched to you ![]() Oh and I can't forget the big one - I found the pointer to the player's u-boat hull number. Now I should be able to point that to another string so that you will always have the hull number you want. Trying to find the pointer to the captain's name so I can do the same thing for that! Something that I find really interesting is the KGrid number displayed - GR21. The game is actually calling a function to retrieve this value - this tells me that the game has a working KGrid map in memory and it knows what grid you are in at all times. Now I just have to figure out why it can't display the overlay on the maps... |
![]() |
![]() |
![]() |
#1262 |
Willing Webfooted Beast
|
![]()
Have destroyed HMS Hood X Badly damaged HMS Prince of Wales X continuing with operation Rheinubung X
KM Bismarck That could be added into campaign!
__________________
Historical TWoS Gameplay Guide: http://www.subsim.com/radioroom/showthread.php?p=2572620 Historical FotRSU Gameplay Guide: https://www.subsim.com/radioroom/sho....php?p=2713394 Last edited by Cybermat47; 09-05-12 at 12:22 AM. |
![]() |
![]() |
![]() |
#1263 |
Willing Webfooted Beast
|
![]()
How do i increase the chance of getting a wolfpack?
__________________
Historical TWoS Gameplay Guide: http://www.subsim.com/radioroom/showthread.php?p=2572620 Historical FotRSU Gameplay Guide: https://www.subsim.com/radioroom/sho....php?p=2713394 |
![]() |
![]() |
![]() |
#1264 | ||
Lieutenant
![]() Join Date: May 2012
Location: Waterkant
Posts: 252
Downloads: 74
Uploads: 0
|
![]() Quote:
![]() Quote:
![]() |
||
![]() |
![]() |
![]() |
#1265 | |
Captain
![]() Join Date: May 2005
Location: Kassel, Germany
Posts: 542
Downloads: 345
Uploads: 0
|
![]() Quote:
that is amazing. ![]() The communication between the different units would intensify the gameplay just as the campaign- and graphic-mods will do. I know, You are the one man show in front of ubis sh5.exe and You have Your own goals what to patch or not. ![]() But at this point, I can't be quiet and want to share or discuss an idea: You said, it could be possible to implement that units will send messages to others. So I think the game (or Your patch) has different triggers to jump into the message routines. Ok, my idea (wishlist ![]() - Add some new triggers to patch (to discuss / You will give):
- removing messages from existing radio mods, which are not related to the actual game status and have been implemented only for our fun. (Modders will do) - A template / instruction how to format the messages in the right way. So the modders could add the needed entries in textfiles. - Perhaps it would be possible to create different phrases for one action to get some variations in the given messages. Example: U0815 left Wilhelmshaven at 1939-12-01 -> Send message to BDU. - Perhaps repeat dayly status/weather-report to BDU, who knows - travels to assgigned patrol area -> message, weather-report. - Sends message to BDU if ship/convoy is sighted - sunk ship -> send info to BDU - shadows convoy -> send info to BDU -> get instructions how to act from BDU (I know, ai-boat will do their own thing ![]() - Boat gets damage from destoyer and will go home -> Info - Reaches port - patrol summary and welcome message. I know, that are many wishes and suggestions in one post, its not so easy to describe them in english. But I hope, I have done it half a way clearly ![]() Thanks, Paco.
__________________
My SH5-Mods: - Pacos German Folklore SubEmblems Mod - Pacos Environment Sound Mod - Lite Campaign German Edition |
|
![]() |
![]() |
![]() |
#1266 |
Helmsman
![]() Join Date: Mar 2010
Location: spain
Posts: 105
Downloads: 445
Uploads: 0
|
![]()
Hello TDW, and who walks exploring the depths of sh5.exe and act. and found independent control of the engines, it would be possible to control the sub's diving planes? elevators, etc. with this we would have total control of the submarine, giving a greater depth to the game simulation.
thanks |
![]() |
![]() |
![]() |
#1267 | |
Ocean Warrior
![]() |
![]() Quote:
![]()
__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
|
![]() |
![]() |
![]() |
#1268 | |
Seaman
![]() Join Date: Jan 2007
Posts: 39
Downloads: 206
Uploads: 0
|
![]() Quote:
![]() Thanks! |
|
![]() |
![]() |
![]() |
#1269 | |
Ocean Warrior
![]() |
![]() Quote:
__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
|
![]() |
![]() |
![]() |
#1270 |
Captain
![]() Join Date: May 2005
Location: Kassel, Germany
Posts: 542
Downloads: 345
Uploads: 0
|
![]()
Hm, I don't think so, because there are not to much boats on travel at one time. But I do not know, how the game is calculating the traffic. And for this advantage we could reduce a bit the other units to make it harder to find the ships.
__________________
My SH5-Mods: - Pacos German Folklore SubEmblems Mod - Pacos Environment Sound Mod - Lite Campaign German Edition |
![]() |
![]() |
![]() |
#1271 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
|
![]() |
![]() |
![]() |
![]() |
#1272 | |
Engineer
![]() Join Date: Mar 2002
Location: BF79
Posts: 209
Downloads: 71
Uploads: 0
|
![]() Quote:
I still have my aces of the deep grid kg map! May the force be with you, again! ![]() |
|
![]() |
![]() |
![]() |
#1273 | |
Captain
![]() Join Date: May 2011
Posts: 489
Downloads: 106
Uploads: 0
|
![]() Quote:
I hope one day we'll be able to communicate with friendly subs, order them to follow us, attack our target etc. ![]() |
|
![]() |
![]() |
![]() |
#1274 | |
Ace of the Deep
![]() Join Date: Sep 2010
Location: LA Area, Central coast, California
Posts: 1,023
Downloads: 827
Uploads: 0
|
![]() Quote:
Well, I think this is what the patch is trying to do now in it's way. I believe historically that it was up to the BDU or command to make those decisions for good reason. I am wondering if 10% is a big enough number as contact reports don't happen all that often (for me anyway). It would be nice if the player could adjust this number to fit his game. It may not be possible to adjust it because of it's nature being a patch. ![]() D40
__________________
Dogfish40 |
|
![]() |
![]() |
![]() |
#1275 |
Bilge Rat
![]() Join Date: Sep 2012
Posts: 1
Downloads: 10
Uploads: 0
|
![]()
Interesting...
|
![]() |
![]() |
![]() |
|
|