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08-18-12, 12:01 AM | #901 |
Black Magic
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Here's how the whole CO2 thing is calculated:
Every frame update the timer value is incremented 100 @ TC1 (while using the debugger - frame update time is 0.1 when using debugger) Once the timer value >= timer value for triggering (357100) then: It gets the timer value for triggering (357100) and divides it by 1000.0 this results in 357.1 (this would be a value in seconds) the game takes 48.0 and takes the reciprocal of it (1 / 48.0) it then multiplies that value by 357.1 (seconds) this result is the CO2 generation in that period of time (357.1 seconds) it then divides that value by 3600.0 [total seconds in an hour] (we'll call this result1) it then gets the current CO2 % it compares current CO2 % to 0.9 if current CO2 % if after 0.9 it does some other calculations that results in a new current CO2 % it then mutliplies result1 by a factor (1.0) <-- this is probably an ability then adds current CO2 % to this result then it ensures new CO2 % value is between 0.0 and 1.0 and stores the new CO2 % to memory it then compares new current CO2 % to 0.75 if after 0.75 it does something (haven't triggered it yet) it then compares new current CO2 % to 0.9 if after 0.9 it does something (haven't triggered it yet) it then compares new current CO2 % to 0.99 if after 0.99 it does something (haven't triggered it yet but appears to be death scene) So how do you want to revamp the CO2 |
08-18-12, 01:56 AM | #902 |
The Old Man
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To many unknown variables to add any input of value at this time.
As sober pointed out. The first Co2 Warning occurs @ 10% Co2 saturation. Currently my Boson is not trained, so this warning only takes about 8 hours (game time) to trigger. Let me get my Boson trained to see what impact if any this has on timer changes when crew expertise is higher. Personaly I would like to adjust timer so the Co2 Warning takes 10-12 hours with rookie crew. |
08-18-12, 04:27 AM | #903 | |
Navy Seal
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I think the CO2 should be set for 20 to 30 hours
@TDW If you can also adjust the Battery recharge rate It takes way too long in SH5 - here is some info :- Quote:
http://uboat.net/forums/read.php?20,...1708#msg-61708 http://sourceforge.net/apps/trac/der...i/VIIbatteries |
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08-18-12, 10:27 AM | #904 | |
Black Magic
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Quote:
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08-18-12, 12:04 PM | #905 |
Ocean Warrior
Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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I just finised to install again my mods... this patch become since last time i used (1 year ago) a piece of art.. it is working for real in the game all the changes that i made in the patcher? The magnetic detonation are working now if i set for example at 4 metters under the keel?
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08-18-12, 12:06 PM | #906 | |
Captain
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Quote:
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08-18-12, 12:21 PM | #907 |
Ocean Warrior
Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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If u use impact detonator ur angle to impact must to be close to 90 degree to have not surprise like the torpedo touch the ship and do not explode. If u put an magnetic detonation, for instance 2-4 metters under the keel and close the middle of the ship than u have a lot of chances that the ship will be split in 2. I like this a lot. Or if u put a magnetic and u will missing your calculation and the torpedo go 2-4 metters in front or after the ship is passing u have chances to do some damages because the torpedo will explode when she will be close to the ship. Sorry for my writting but 1 year i wroted only in french.
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08-18-12, 12:23 PM | #908 | |
Captain
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08-18-12, 12:30 PM | #909 |
Black Magic
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Yes and no. The way SHCollisions.act models it is this (for magnetic detonations and DCs):
if the AP value of the weapon > AP value of zone (box) X 4 then it incurs damage. Torpedoes have an AP of 100 so usually every zone (box) takes damage within the radius up to MaxRadius of the weapon. The good thing about the magnetic detonators is the 'impact' is real close to the keel. If you manage to 'destroy' a keel zone (box) that piece breaks off the ship. |
08-18-12, 12:50 PM | #910 |
Ocean Warrior
Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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@tdw
i use your last mod that u puted about magnetic on this thread.. i do not understand well something: u putted that at a distance of 4 metters anny magnetic torpedo will explode or i must to set at maximum 4 metters under the keel to be sure that i will have an explozion? tnx |
08-18-12, 12:56 PM | #911 | |
Black Magic
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08-18-12, 12:59 PM | #912 |
Ocean Warrior
Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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Nice.. so u solved that problem... i am in my way to first patroll place.. my first victim will taste a magnetic torpedo under the keel
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08-18-12, 01:16 PM | #913 |
Black Magic
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08-18-12, 01:22 PM | #914 |
Ocean Warrior
Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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Yes i applied that patch that fixes the magnetic detonators (i hope that i made corect.. i will test today for sure.. if is not working i will try to applie the patch again.. but i hope i did veerithing right like u wroted there) and i installed the 2 files that u puted at the end of the thread too (torpedoes_g7a-e.sim and Torpedos_AI.sim).
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08-18-12, 02:00 PM | #915 |
Grey Wolf
Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
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Hi TDW!
For some reason I haven't got any duds even with the latest patches. When I noticed this, I tested it more in historical missions, I even put the dud chances to 90 % in the torpedo.zon file, but not a single one. It's weird because I remember that it worked with the earlier patches. Could be a human error, but I have double checked that the patch is installed right (doors close and open when pressing F7 and so on). Any ideas about this? Also noticed that when the engine room gets damaged and the effects start, there is no way to stop them, even when the damage is repaired. It always happens there. |
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