SUBSIM Radio Room Forums


SUBSIM: The Web's #1 BBS for all submarine and naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Modern-Era Subsims > Mods Workshop for Cold Waters
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 02-20-2019, 09:31 PM   #1
Skwabie
Sailor man
 
Join Date: Dec 2016
Posts: 49
Downloads: 30
Uploads: 0
Default Wirebreak Mod (assembly code modding)

-WirebreakSpeedThreshold in weapons.txt now works. Wire break chance only affected by speed.

-Angled tube jams at ~10% chance (speed / 300) above 30.5 knots.

-Snake search pattern changed to much narrower. Default is 10deg/sec for 9 seconds turns. Changed to 2 deg/sec turn for 20 seconds.

-Torpedo vertical homing algorithm changed to pure pursuit. - By default it was only altitude difference based and has nothing to do with slant range. Torpedoes thus are mostly immune to large height difference/maneuver when homing.

-Torpedo run deep depth set to 200ft above sea floor, or 1000ft, whichever is shallower.

-“Advanced” torpedoes (sensor angle >=55 deg) reject wrecks, whales and oilrigs, and have a routine to evade if the target it locks on to is destroyed by another torpedo: stop homing - dive to run deep depth – snake search. Exception: countermeasure homing when target destroyed or evaded, upon which it will only circle search.

-AI launched torpedoes with sensor range above 2700yards will use drive through on jam. Below 2700 – drive around jam. By default AI torp drivethrough/drive around is based on chance. Player launched torpedoes: drive through jam on passive homing, drive around jam on active homing.

-AI launched torpedoes: sensor angles < 45 deg – snake; sensor angles between 45 and 55 deg – chance for either snake or straight; sensor angles > 55 deg – straight search.

-Player ASW missile torpedo will dive to depth of closest enemy at drop point and trigger AI reaction, and can also target surface ships.

-Sonar ping lines fade much slower so can get a solid bearing out of it.

-Max number of helos increased to 8 and min number ~ half of TF total. More chance for 8 if total helo count above 8. Initial patrol radius increased.

-Fixed wing aircraft is much less sticky.

-Enemy torpedoes can hit surface ships again.

-Mission start spawn range increased, by decreasing sonar contact strength requirement.

-AI detection range against player missile is largest at missile launch. Missiles have size factor 0.4 within launch +7 sec (booster is bright and lotta smoke), 0.2 outside launch +7 sec, 0.25 beyond waypoint. – Don Kay search radar range 50k yards, so launch detection 20kyds, missile detection 10k, active missile 15k. AI will only counter fire if launch detection. Largely decreased radar detection points on player by detecting player missiles.

Small tweaks against other AI... simplifications.


update:

-Fixed player ASW missile bug.
-Restored helicopter navigation.
-Player Mast radar returns reduced.
-Player visual range bumped.
-Periscope max zoom factor set to x64.


update2:


-Fixed torpedo deep run depth bug under surface ice.

-Ping lines fade a little faster.

-New entry in config.txt:
HeloMADMultiplier
Gives helicopters a MAD detection range multiplier so they are not completely useless - or not, default is 1... In config.txt it would look like (7.5 my own setting)
Code:
...
MADDetectionRangeInYards=400
HeloMADMultiplier=7.5
-Simulates wide aperture flank array. New entries in sensors.txt:

SonarWAARange -- range of the WAA, ala 15000 yds for the Seawolf.
SonarWAATMARate -- Sol increase rate due to angle rate while in WAA range.
SonarWAATMABaseSol -- absolute Sol increase rate while in WAA range.

In sensors.txt it would look like
Code:
SonarModel=usn_an_bqq_10
SonarType=ACTIVE/PASSIVE
SonarFrequencies=L,L
SonarActiveSensitivity=32
SonarPassiveSensitivity=46
SonarBaffle=150
SonarNoisePerKnot=1
SonarOutput=235
SonarWAATMARate=10
SonarWAARange=15000
SonarWAABaseSol=5
With above settings perfect Sol can be achieved in 5-10 time units once within 15000 yds.

On the target data page, once target is in WAA range the RNG readout turns cyan:


If the WAA cannont get a reading but the estimated range is within WAA range, the RNG readout turns yellow, indicating the estimate is false.



update3:

-New entry in \ColdWaters_Data\StreamingAssets\override\hud\defa ult.txt
PingLineFadeRate=
Changes tactical map ping line fade rate.
Game default is 0.5.

-New keystrokes:
-Stop Time Compression; Start Time Compression. Original “Set Time Compression” key renamed to “Toggle Time Compression”.
-Previous Tube.
-Previous Contact.
-Increase depth; Decrease depth. Changes depth control on helm panels by 50ft, works just like mouse clicking dive controls in the default game. Mouse control now changes depth on helm by 10ft intervals.
-Signature List Forward 5; Signature List Backward 5. Cycles through targeting list on the signature panel by 5 on each key press.

-MaxPitchAngle for missiles in weapons.txt all changed to 7.


Link



Install:

1. Files in update contains:
\ColdWaters_Data\Managed\Assembly-CSharp.dll
\ColdWaters_Data\StreamingAssets\override\default_ keys.txt
\ColdWaters_Data\StreamingAssets\override\weapons. txt
\ColdWaters_Data\StreamingAssets\override\language _en\dictionary\dictionary_interface.txt

Be sure to backup all!

2. Extract and overwrite.

3. Make sure to set new keys in Options once in game.


How?

Reflector (eating ramens this spring..) + Reflexil
dnspy (awesome)
MS Visual Studio
A guide on steam





Last edited by Skwabie; 02-25-2019 at 08:01 PM.
Skwabie is offline   Reply With Quote
Old 02-20-2019, 09:37 PM   #2
Skwabie
Sailor man
 
Join Date: Dec 2016
Posts: 49
Downloads: 30
Uploads: 0
Default

Sonar ping lines:


Torpedo snake pattern:


Torpedo vertical homing:
Skwabie is offline   Reply With Quote
Old 02-21-2019, 12:09 PM   #3
Skwabie
Sailor man
 
Join Date: Dec 2016
Posts: 49
Downloads: 30
Uploads: 0
Default

update

Fixed player ASW missile bug.
Restored helicopter navigation.

Player Mast radar returns reduced.
Player visual range bumped.
Periscope max zoom factor set to x64.

Last edited by Skwabie; 02-21-2019 at 02:35 PM.
Skwabie is offline   Reply With Quote
Old 02-22-2019, 01:17 PM   #4
jack33
Watch
 
Join Date: May 2005
Location: spain
Posts: 23
Downloads: 223
Uploads: 0
Default thank´s

Nobody thanks you for your work? I give you thanks
jack33 is offline   Reply With Quote
Old 02-23-2019, 09:30 AM   #5
CDR DPH
Helmsman
 
Join Date: Jun 2018
Posts: 101
Downloads: 18
Uploads: 0


Default

Thx, will give this a try.
CDR DPH is offline   Reply With Quote
Old 02-23-2019, 07:08 PM   #6
Skwabie
Sailor man
 
Join Date: Dec 2016
Posts: 49
Downloads: 30
Uploads: 0
Default

update2:
-Fixed torpedo deep run depth bug under surface ice.
-New entry in config.txt: HeloMADMultiplier
-Simulates wide aperture flank array.

Details in OP.
Skwabie is offline   Reply With Quote
Old 03-07-2019, 03:43 PM   #7
JhonSilver
Watch
 
Join Date: Jul 2017
Posts: 22
Downloads: 19
Uploads: 0
Default

Great job !! Very interesting results.
JhonSilver is offline   Reply With Quote
Old 03-08-2019, 04:59 AM   #8
jack33
Watch
 
Join Date: May 2005
Location: spain
Posts: 23
Downloads: 223
Uploads: 0
Default

No news
jack33 is offline   Reply With Quote
Old 03-08-2019, 08:16 AM   #9
CDR DPH
Helmsman
 
Join Date: Jun 2018
Posts: 101
Downloads: 18
Uploads: 0


Default

I've used the modified dll for while now and kind of like some of the changes.

The longer display period for sonar lines is both useful and cluttering. The reduced torp snaking arcs, I'm on the fence.

I do like that enemy torps can sink enemy vessels again. That's only fair if my own torps can sink me.

Me thinks that many of these changes should have been adjustable from within the options screen from the outset.
CDR DPH is offline   Reply With Quote
Old 03-22-2019, 02:49 AM   #10
AllQuiet
Watch
 
Join Date: Jan 2019
Location: TwinStates
Posts: 21
Downloads: 13
Uploads: 0
Default

Why do we need the Assembly-CSharp DLL file? Or for that matter, why do we need the dictionary and weapons file?

Wouldn't it be easier to simply post the changes you made in the text files instead of gathering up other files?

I have my own dictionary and weapons file and I don't want them disturbed.
In fact, every single file in the game has my fingerprint stamped on them now.
AllQuiet is offline   Reply With Quote
Old 03-26-2019, 07:03 PM   #11
CDR DPH
Helmsman
 
Join Date: Jun 2018
Posts: 101
Downloads: 18
Uploads: 0


Default

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.
CDR DPH is offline   Reply With Quote
Old 04-07-2019, 08:46 PM   #12
AllQuiet
Watch
 
Join Date: Jan 2019
Location: TwinStates
Posts: 21
Downloads: 13
Uploads: 0
Default

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...
AllQuiet is offline   Reply With Quote
Old 04-08-2019, 09:50 AM   #13
CDR DPH
Helmsman
 
Join Date: Jun 2018
Posts: 101
Downloads: 18
Uploads: 0


Default

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; 04-08-2019 at 01:07 PM.
CDR DPH is offline   Reply With Quote
Old 08-23-2019, 04:24 PM   #14
VDNKh
Swabbie
 
Join Date: Aug 2018
Location: VA, USA
Posts: 8
Downloads: 6
Uploads: 0
Default

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.
VDNKh is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 11:42 AM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2019, Jelsoft Enterprises Ltd.
Copyright © 1995- 2019 Subsim