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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Swabbie
![]() Join Date: Jan 2012
Posts: 14
Downloads: 47
Uploads: 1
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Idea for fixing magnetic detonator
I'm new on subsim but i was wondering if anyone could help me. I was wondering how hard it would be to create a mod that fixes the issue with magnetic detonator's not working on GR2 ship files. TheBeast mentioned adding a Damage Zone for the Magnetic Influence Detonator that extended above the torpedo which is then linked to the detonator to detonate the torpedo(sort of a buffer zone). I was wondering if this would be possible and how hard it would be. I'm barely beginning to mod, otherwise I would do it myself.
I absolutely love SH5 but this thing with mag detonators is driving me crazy and robbing me of one of my most favorite features of Silent Hunter. ![]() ![]() Last edited by Moldycheese; 03-04-12 at 03:33 PM. |
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#2 | |
Seasoned Skipper
![]() Join Date: Mar 2008
Posts: 698
Downloads: 262
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...You and most everyone on this forum. I think its one of those things that isn't fixable by mods. I know some of the best modders on this forum have looked into it.
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#3 |
Black Magic
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Rongel made a great discovery that the magnetic detonator works on .dat rendered units. Now it's just figuring out why and what the major differences between .dat and .GR2 units is
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#4 |
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
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The problem with adding invisible zone to magnetic torpedoes is that both magnetic and impact torpedoes use the same actual torpedo. So we can't add new zone only in magnetic torpedo, it will affect the impact-detonator too.
I think the answer is in the DMG_col_-node and it's 3d model. SH 4 ships work just well, something is different in SH 5 damage 3d model. And I believe that dud- and magnetic torpedo issues are related, if we get one working, other will work too. |
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#5 |
Swabbie
![]() Join Date: Jan 2012
Posts: 14
Downloads: 47
Uploads: 1
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I don't mind if it affects both torpedoes. I know it's kind of an ugly fix, but I would just like something that makes the torpedoes able to detonate under the ship 100% of the time. So if someone could create it would be greatly appreciated.
If someone does create it could you do two versions-one the standard height and another 20m high? I like to mod the blast range to 20-30m sometimes. |
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#6 | |
Seasoned Skipper
![]() Join Date: Apr 2007
Location: Huelva, Spain
Posts: 664
Downloads: 301
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Download: MMM v0.5 (in parts) Download: MMM v0.5 AIO Download: MMM patch for OHII v1.8 & MMM VIIC41 for OHII v1.8 v0.5 |
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#7 |
Swabbie
![]() Join Date: Jan 2012
Posts: 14
Downloads: 47
Uploads: 1
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#8 |
Black Magic
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Today I finally narrowed down the routine that checks for magnetic 'collision' of the torpedoes in shcollision.act. I was able to get the game to detonate the torpedo when using magnetic detonators on GR2 ships
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#9 | |
Grey Wolf
![]() Join Date: Jul 2011
Location: UK
Posts: 857
Downloads: 87
Uploads: 3
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#10 |
Black Magic
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I also found the routine that is called when the unit hits the bottom of the ocean...I'll flag this for further looking into so that maybe units will stay sitting on the bottom when they are destroyed
![]() I've also found the routines that are called when debris should be shown, when the damage effects (the explosions, etc.) should be shown, when to add unit destroyed mark to the map, and many other things. Been a very productive day so far! |
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#11 | |
Navy Seal
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#12 | |
Captain
![]() Join Date: May 2011
Posts: 489
Downloads: 106
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#13 |
Black Magic
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My fix works
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#14 | |
Grey Wolf
![]() Join Date: Jul 2011
Location: UK
Posts: 857
Downloads: 87
Uploads: 3
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![]() Edit: woop! |
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#15 |
Black Magic
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I see some problems with the GR2 units as far as collision spheres go and magnetic detonators. Since almost all the GR2 units have a sphere in the middle of the ship and nowhere else (on the root node) the magnetic detonator will only detonate near the middle of the ship. We'll have to add collision spheres to all the GR2 units (ships) so that the entire unit is covered
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