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Old 01-23-14, 12:43 AM   #91
THE_MASK
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The sonar guy still doesn't know about depth charges !
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Old 01-23-14, 02:54 AM   #92
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Anyone knows, how to determine which hydrophone is equipped from a python script? Question from post 1
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Old 01-23-14, 08:33 AM   #93
TheDarkWraith
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Anyone knows, how to determine which hydrophone is equipped from a python script? Question from post 1
You can't. The python scripts aren't that powerful.

I was looking over this realistic hydrophone mod and well I had to have a laugh. Reason why there is no more work on it by the author? He is trying to do things that the scripts just can't do. He needs to be doing it in assembly. That's the only way he's ever going to be able to do what he wants. Judging by his responses he doesn't know how to program in assembly. Good smoke and mirrors mod though
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Old 01-23-14, 08:49 AM   #94
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Originally Posted by TheDarkWraith View Post
You can't. The python scripts aren't that powerful.

I was looking over the real hydrophone mod and well I had to have a laugh. Reason why there is no more work on it by the author? He is trying to do things that the scripts just can't do. He needs to be doing it in assembly. That's the only way he's ever going to be able to do what he wants. Judging by his responses he doesn't know how to program in assembly. Good smoke and mirrors mod though
On a side note, I and vdr1981 were able to equip our u-boat with two hydrophones at a time (assigned to the same upgrade pack). It works in part, but it is not clear which sensor ranges are applied for both AI and human detection at any given time. Do you think there is a way to handle the two sensors correctly through assembly? This would be very useful if we want to simulate the KDB (rotating device) correctly in game. Due to its short range, the latter was always fitted togeher with the older GHG model (only used at short ranges due to its wide 'field of view' and to its higher precision)
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Old 01-23-14, 09:06 AM   #95
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On a side note, I and vdr1981 were able to equip our u-boat with two hydrophones at a time (assigned to the same upgrade pack). It works in part, but it is not clear which sensor ranges are applied for both AI and human detection at any given time. Do you think there is a way to handle the two sensors correctly through assembly?
Almost anything can be done with assembly. I know where the code is iterating over all the sensors of an object but never followed it in depth to see actually how it's 'using' the sensors. When I start writing patches again I'll look into it more
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Old 01-23-14, 09:11 AM   #96
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Almost anything can be done with assembly. I know where the code is iterating over all the sensors of an object but never followed it in depth to see actually how it's 'using' the sensors. When I start writing patches again I'll look into it more
That would be a real breakthrough. Even with its (python-imposed) limitations, I find tcharlii's work brilliant. Especially the correlation between detection ranges/angles and angular accuracy. I hope you can merge it in your upcoming hydrophone patch(es)
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Old 01-23-14, 09:15 AM   #97
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That would be a real breakthrough. Even with its (python-imposed) limitations, I find tcharlii's work brilliant. Especially the correlation between detection ranges/angles and angular accuracy. I hope you can merge it in your upcoming hydrophone patch(es)
Sorry I wouldn't bother with this mod. It's too limiting in how it's done things. It's not proper if you follow me. Redo it in assembly then I'll consider it. I really have nothing good to say about this mod so I'll just keep quiet now.
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Old 01-23-14, 09:31 AM   #98
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Originally Posted by TheDarkWraith View Post
Sorry I wouldn't bother with this mod. It's too limiting in how it's done things. It's not proper if you follow me. Redo it in assembly then I'll consider it. I really have nothing good to say about this mod so I'll just keep quiet now.
I am not talking about the implementation of this mod that, as you have stated, is probably poor due to python-limitation. I am talking about its concepts, which imo are sound
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