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Old 03-26-19, 06:03 PM   #1
CDR DPH
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Quote:
Originally Posted by AllQuiet View Post
Why do we need the Assembly-CSharp DLL file?
The dll is where the aspects that the modder wished to change are contained. These changes cannot be made by changes in any of the txt files alone. You need the other files (with their respective edits) to support the changes made in the dll.
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Old 04-07-19, 07:46 PM   #2
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Quote:
Originally Posted by CDR DPH View Post
The dll is where the aspects that the modder wished to change are contained. These changes cannot be made by changes in any of the txt files alone. You need the other files (with their respective edits) to support the changes made in the dll.
Ok...nice improvement over stock weapon behavior. And I noticed a couple of things. Changing depths now have finer increments of 10 vs 50. Change you write the file so that we can use the shift key for larger depth increments and keep the finer increments for depth like you have it now?

I also noticed the F9 time acceleration was disabled. I'm not sure if this was a memory dump on my end or you culled it out on the dll file you created...
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Old 04-08-19, 08:50 AM   #3
CDR DPH
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I had to fiddle a bit to get F9 working again. The added commands to start/stop time compression seem redundant as F9 on its own works well enough. Maybe I am missing the point of the extra commands.

Hey skwabie - what sonar ping value did you use in the first set of dll changes that prompted me to complain that the ping lines were displayed for too long? I'm having difficulty finding a happy medium and do not know what numeric value range is available to be used. Thx.

Last edited by CDR DPH; 04-08-19 at 12:07 PM.
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Old 08-23-19, 03:24 PM   #4
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So after playing around with this a little I love it and see a ton of potential since it looks like CW is no longer being patched.

One big bug with this is that, since hostile torps can hit surface ships now, the AI does not account for friendly fire at all and constantly sinks its own ships.
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Old 10-13-20, 03:03 PM   #5
Skwabie
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Update:

Imported mega features from Epic Mod:
-AirdefenseSub
-Deploy towed array (set to repairable if overspeed, preventing awesome_boat_greatly_diminished_because_that_time_ I_forgot_to_press_the_button incidents)
-Periscope snap to target bearing
-Nav/missile launch/torpedo launch/depthcharge/dipping sonar markers.
-Variable torpedo sensor range, with edits.

-Variable torpedo sensor range: Torpedo sensor range depends on homing modes, target closeness to sea surface/bottom, target noise (passive) / target sonar reflection (active). (Torpedo.CheckWithinSensorAngles) Config.txt entries: TorpSensorBaseNoise, TorpSensorBaseReflection, AnechoicCoef, PassiveHomingMultiplier, SensorSeaStateDivider, SurfaceCloseDepthFeet.

-Torpedo homing logic:
--Weapons.txt entry DriveThroughJam=TRUE makes a torpedo drive through noisemakers. Drive around if not set.
--Drive around logic unchanged from default game. Drive through works as follows. If noisemaker range is far, once the torp clears the noisemaker (e.g. noisemaker timed out, dropped off..) it would go straight ahead; if noisemaker range is medium, once clear the torp would circle search; if noisemaker range is close, it would drive around the noisemaker same as default drive around behavior. Medium range and close range decided by weapons.txt entry DriveThroughMediumRange and DriveThroughCloseRange.
--Biologic/oilrig/sinking target rejection routine changed to weapons.txt entry SmartTargeting=TRUE (no longer depends on sensor range). It will also remember the last valid target's direction, if circle searched more than 360 degrees it would resume inertial guidance toward that direction (only bearing between torpedo and target) with snake search.
--Bug fix from default game: torpedo instant switch between jammed/unjammed. A noisemaker is a big sphere, the sphere's edge could be blocking torpedo LOS while its center is outta torpedo sensor cone angles.

-Torpedo active run
--Activated torpedoes can be deactivated. Keystroke: Deactivate Torpedo.
--Torpedo active range can be defined in weapons.txt with ActiveRangeInYards. If undefined, active range would be inactive_range * run_speed / active_run_speed.
--Torpedo data display updates data depending on torpedo state.

-Torpedo tube selection
--Keystroke for selecting individual tubes: Select Tube 1 --> Select Tube 10.
--Keystroke for priority reload: Set Priority Reload Tube. Highlights a yellow box around the selected priority reload tube. Priority reload tube always reloads first. (i.e. the one with the moss)

-UI
--Lead indicator fix: Position calculated. Has 5 "modes":
0) If lead is impossible to attain or is too big, indicator is a grey dot fixed 16000yds in front of target.
1) Green dot if player is simply navigating, showing intercept point for player sub to target.
2) Blue dot if player presses fire button, showing intercept point for the selected torpedo.
3) Blue dot if torpedo on the way, showing intercept point for the current guiding torpedo.
4) Red dot if current torpedo is active.
--Torpedo waypoint line greyed out if out of wires. Mostly for the 68 campaign where subs have 4 tubes but 2 wires. If 3rd torp is still launched the "wirebreak" message no longer plays - no wire is attached to begin with.
--Camera direction keys can pan the tactical map when it is fullscreen.
--Fix default game bug that displays the event camera icon, but event camera is actually off after player switches views.
--Fix default game emergency deep function that resurrects masts when they're already in the process of going down but just not stowed. Emergency deep also retracts towed array.
--Night vision can be enabled without periscope. View point switching between above/below surface would turn it off, but guess it's better than nothing.
--PingLineFadeRate in HUD\default.txt no longer works on torpedo active pings, otherwise too much clutter.
--Ballast/rudder/plane/depth/speed/heading digits turn blue if auto diving/auto turning/speed adjusting to telegraph.
--Config.txt entry DepthUnderKeelAlt, default 100 (feet). When distance to sea surface is below this value, depth reading changes to distance to sea floor in red (e.g. "+99"), instead of depth.
--Keystroke Level Submarine Horizontal: keep plane/ballast angles/auto diving while zeroing rudder; Keystroke Level Submarine Vertical: keep rudder angles/auto turning while zeroing plane/ballast.
--Keystroke: Start Fast Time Compression, which compresses time even more than default time compress. Helicopters and sunk ships may act weird, so only use when closing distance from far away.
--Keystroke for choosing submarine/warship/merchant category on the signature tab (same as mouse clicks): Goto Profile Submarine, Goto Profile Surface, Goto Profile Merchant

-AI fixes
--Enemy would attack with both missiles and torpedoes.
--AI torpedo waypoint setting uses same calculation as lead position indicator.
--AI adjust speed due to cavitation bug fix. Bug would cause AI to slow down, but propeller rotation speeds and engine sounds remain unchanged. (VesselAI.SubmarineAI)
--AI likely to fire more torpedoes if it detects player.
--Sunk ships would miraculously disappear after some time, mostly to free up frame rates. Duration defined in config.txt WreckDisappearTime in seconds.

-Campaign fixes
--Fix default game bug: "CombatBehaviour" (DEFENSIVE/OFFENSIVE) in mission.txt has no effect.
--Fix default game bug: "NumberOfEnemyUnits=0-1" in mission.txt is really 0-0, because UnityEngine.Random.Range(0f,1f) -> converts to integer -> then this is always zero.
--Resets random number generator's seed every time player leaves port, to make campaign missions more random.


--------------
Merging with North Atlantic 2000

- Separates vessels into 3 year groups: 68, 84, 2000 with varying performance/sensor/weapons.
- PropAudioPitchRange for all subs changed to 0.1,1.0 (default only SSN_Permit) to make speed variance audible.
- Active sonar ping sound varies a bit between different sub sonars.
- Updates 1968/1984 campaign similar to 2000 campaign, with better Opfor equipment and mission variance:
-- For 1968: adds hypothetical Victor2 1968 version, no ASW missiles; Adds NT37 torpedo to 68 subs, 28000/22500yds 30/37kts inactive/active; Warpact sub torpedo upgrades to Test-71; Adds PLAN ships SS_Romeo, DD_Luda, FF_Jianghu, FF_Chengdu (performance matches Warpact 68 level), adds Set-65 torpedoes to Luda/Jianghu, Yu-1 to Chengdu; Mission variance and category similar to 2000 version.
-- For 2000: Adds SSBN_Borei; Adds/changes Uset-80K/Set-65K/Test-71MKE with hypothetical better performance; Adds CY-1 missiles to SSK_song; Adds FF_Jianghu3 to coastal patrols; Adds Test-71MKE to Jianghu3.
-- For 1984: more mission variance and Opfor upgrade similar to 2000 version. No PLAN ships.

Link

Last edited by Skwabie; 10-18-20 at 04:57 AM.
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Old 10-13-20, 10:43 PM   #6
Badger343rd
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can this be incorporated into epic??
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Old 10-14-20, 03:14 AM   #7
M134
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Quote:
Originally Posted by Skwabie View Post
Update:

Imported mega features from Epic Mod:

-Deploy towed array (set to repairable if overspeed, preventing awesome_boat_greatly_diminished_because_that_time_ I_forgot_to_press_the_button incidents)
-Periscope snap to target bearing
-Nav/missile launch/torpedo launch/depthcharge/dipping sonar markers.
Nice to see that you've got something useful from me too)

Many thanks to you for help in Atlantic Fleet modding and also I've been learning on your code in CW too. Good to see you're still around)

Also: If you want, I can add you to EM Assembly-CSharp Github, might be easier to check on features that way.
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Old 10-14-20, 05:23 PM   #8
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I'm no longer around these communities very often, just still play a little time to time - but a game is no good before modding... In the off chance u guys or anyone else find some I share useful just ctrl-c and no need for credit.

Last edited by Skwabie; 10-17-20 at 06:21 AM.
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Old 10-16-20, 12:31 PM   #9
Badger343rd
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Could you increase the tube number keys from 10 to 14...for the akula?
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Old 11-02-23, 10:50 PM   #10
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Quote:
Originally Posted by Skwabie View Post
I'm no longer around these communities very often, just still play a little time to time - but a game is no good before modding... In the off chance u guys or anyone else find some I share useful just ctrl-c and no need for credit.
Hi,Skwabie!
I tried to bring your WAA functionality into the DOT module,By editing DLL(I modified DatabaseSonarData and CalculatePlayerTMA), make sure WAA works for TMA, however distance color does not change.

To make WAA range the RNG readout turns cyan,Can you tell me where these codes are? It took me a long time to find it.
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Old 11-05-23, 09:47 PM   #11
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