SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
-   -   Sub fuel leak (https://www.subsim.com/radioroom/showthread.php?t=251724)

Jeff-Groves 01-29-22 03:16 PM

Quote:

Originally Posted by John Pancoast (Post 2790685)
Jeff, any idea what triggers console messages ? Something in the .exe file ?

What do you mean? Any examples?

Mad Mardigan 01-29-22 03:20 PM

Quote:

Originally Posted by Jeff-Groves (Post 2790687)
What do you mean? Any examples?

Think maybe what John's after... would be like the trigger point for messages on fuel tank damages or that the sub's losing fuel... where that trigger point would be located, exactly... perhaps, Jeff... :hmmm:

Just a guess, off a hunch... :shucks:

:Kaleun_Salute:

M. M.

Jeff-Groves 01-29-22 03:29 PM

One could trigger a Statemachine controller to do things on a given basis.

John Pancoast 01-29-22 03:29 PM

Quote:

Originally Posted by Jeff-Groves (Post 2790687)
What do you mean? Any examples?


As M.M. said; I.e., when event x occurs, how is it's console message generated to appear ? What causes the game to use the en_menu.txt file phrases ?
On another note, I've found the hex info. for the batteries, fuel tank, pump, etc.
And looking at the particles.dat, there already is an oil trace node..............among other things I guess not implemented. :hmmm:
Even the zones.cfg file has a diesel room oil leak effect already.....


H.sie come back where ever you are; get rid of the external torpedo mod in your selector and add these instead ! :haha:

John Pancoast 01-29-22 03:32 PM

Quote:

Originally Posted by Jeff-Groves (Post 2790695)
One could trigger a Statemachine controller to do things on a given basis.


:up: Thanks. I'll take a look at an example.

Jeff-Groves 01-29-22 03:54 PM

Take a Good look at the Zone file.
;************************************************* ******
;UBoat Items
;************************************************* ******

You should see part of the problem.

Mad Mardigan 01-29-22 03:58 PM

Quote:

Originally Posted by Jeff-Groves (Post 2790695)
One could trigger a Statemachine controller to do things on a given basis.

Quote:

Originally Posted by John Pancoast (Post 2790696)
As M.M. said; I.e., when event x occurs, how is it's console message generated to appear ? What causes the game to use the en_menu.txt file phrases ?
On another note, I've found the hex info. for the batteries, fuel tank, pump, etc.
And looking at the particles.dat, there already is an oil trace node..............among other things I guess not implemented. :hmmm:
Even the zones.cfg file has a diesel room oil leak effect already.....


H.sie come back where ever you are; get rid of the external torpedo mod in your selector and add these instead ! :haha:

Quote:

Originally Posted by John Pancoast (Post 2790697)
:up: Thanks. I'll take a look at an example.



And... on that note... am going to go back to lurking...

will pop in, if an idea, occurs to Me... :shucks:

:Kaleun_Salute:

M. M.

John Pancoast 01-29-22 04:50 PM

Quote:

Originally Posted by Jeff-Groves (Post 2790701)
Take a Good look at the Zone file.
;************************************************* ******
;UBoat Items
;************************************************* ******

You should see part of the problem.


Right, that is where I saw the oil bubbles and oil trace effects already listed. Interesting.
The entire effect could be as "simple" as:
- the fuel tank, whatever, takes damage, normal message appears in the repair screen compartment stating such along with the info. that an oil leak could make detection easier. An audio file to go along with it would be even better. I.e., in AOD you get "Exterior fuel tanks have been damaged. We're leaking fuel. The leaking oil will make it easy to track our movements."
- that triggers an ahead 1/3 rpm level to increase chance of detection, even if the sub is going ahead slow. I.e., player would see the sub speed at ahead slow still and the sub actually would still be going ahead slow or any other speed the player wished, but have the damage trigger a separate ahead 1/3 rpm level for the escort(s) to possibly pick up on. Maybe use a "bold" type object to do this ?
- such affect would last until the repairs are done or some set time.
No graphical effects are even needed.
Anyway, if this could be implemented then similar effects for damaged batteries (chlorine gas) and the main pump (water accumulation/sinking), i.e., could be done.
Make SH3's damage levels actually mean something then, other than just repair times.

Anvart 01-29-22 05:00 PM

Quote:

Originally Posted by Jeff-Groves (Post 2790695)
One could trigger a Statemachine controller to do things on a given basis.

This is unlikely... Not all objects can work as a submarine crew.

P.S.
Jeff, did you receive my PM on the morning of 22.01.22 ...? :hmmm:

Jeff-Groves 01-29-22 06:03 PM

Alex,
That you very much for the message.
It's at times like now that it means so much to me!
:salute:
Knowing I have a very good friend in Russia gives me the Hope that things will not go bad for all of us.

Are you able to help with some Scripts for 010?

FUBAR295 02-01-22 09:10 AM

John,

While rummaging around in my mod collection I came across this while looking for something else completely different.

Anyway I found this interesting ;

Real Damage Mod For 1.4b and new dc/sonar fix

Here it is

This has taken a good while to do but I am sure it is much better than the stock game. The good thing is that as long as you have made a copy of your original Zones.CFG and followed the backup instructions when installing Jungmans mod, you can easily roll back by just replacing your original zones.cfg.

Please ensure you use this with Jungmans excellent mod that fixes some late destroyer uber DC and sonar problems that previously made it absolutely impossible t evade two types of DD.

You can read all about that issue here.

Both Jungman and Beery have worked hard to confirm and delete this problem.

Anyway what does this Damage mod do?

For the eyes
************************************************** ****************************************

1. It adds exploding crew members to different areas of ships and planes, was not hard to do and it’s mainly for the eye candy guys like myself. (Watch carefully and you will see crew being thrown from the planes in a random fashion or thrown from ships life boats and command decks)

2. It has strengthened the upper parts of many of the ships, as someone said; it looked silly when a BB command deck gets blown of bye the U-boat deck gun.

3. It has slightly strengthened the planes, I was sick of them blowing up so easy, this has been rationally randomised to varying planes.

4. Oil leaks appear on sub when taking damage.

5. No more exploding conning tower because it was impossible to immediately destroy the U-boat once the conning was blown off.

6. The DD keel as been strenghened to reduce chance of flooding after collision with sub conning tower.

7. Change flooding times for various ship points

For the U-boat
************************************************** *********************************************

1. Increased the flooding probabilities as the new DC does damage at 15 metres and not 50, this looks more realistic when externally viewing.

2. Made it so you do not immediately die, however it does take some good co-ordination and crew management to recover now.

3. More chance of sinking out of control while trying to recover from flooding, I had a great time sinking and managing to gain control at 200 mtrs, hair raising stuff. Remember this is depending on various factors and not necessary all the time as it is impossible to balance the game to do this all the time.

4. Hull is still vulnerable to Hedgehogs and direct DC hits so be wary if you play RUB 1.3 lol.

5. Lots of damage tweak on systems and have also made it so you can lose speed etc.

6. To compensate for the realistic fans, I have added a couple of explosives on the sub in varying places where a direct DC hit could and I stress could cause extra damage. (This is all about a chance factor added to the game.


I have left everything else alone as I don’t want to start messing with other config files that people need to play real U-boat etc.
I was going to increase the chance of crew injuries but that depends on you lot. Saying this I did have one injury on board and he survived so I think I may have already cracked it.

Please ensure you back up and make a copy of your original Zones.cfg file found in your silent hunter Data folder.

Installation
************************************************** ************************************************
It is very immportant that you use Jungmans DC radious mod that change DC damage to 15 mtres. I cannot guarentee it will work with other settings but I will be updating it as the DC is changed.

To Install just copy this file into your data folder found in your silent hunter folder. This can be found by going to your program files and loking for the Ubisoft folder which stores the game.

I have included Jungmans mod so ensure you read the other readme please.

Have fun and die painfully
************************************************** *******************************************

Please give some feedback and any ideas you have to further improve the realism of this game.



It is part of the Hollywood Effects mod by Gouldjg. Not sure if you are aware of it?

Good hunting,
FUBAR295

John Pancoast 02-01-22 10:08 AM

Thanks Bob, yes I remember those mods though I never used them much; I never had a problem evading the "uber AI", "pinpoint drops", etc. complaints and didn't consider such complaints as problems anyway as the AI needs all the help it can get. :)
Anyway, yes, producing an oil slick isn't really a problem, not even necessary really. All that's needed is a y reaction to x event so graphics aren't a necessity or even desired for that matter. Just adds unnecessary complexity and potential issues.
The confusing part is figuring out how to get that y reaction, what it would be, etc. and even more so, how the game could trigger it.
Just trying to make SH3's damage model better than the very poor case it is.

I'm good at coming up with ideas, not so good in implementing them. :haha:

Anvart 02-03-22 03:07 AM

Quote:

Originally Posted by Jeff-Groves (Post 2790725)
...
Are you able to help with some Scripts for 010?

Hi, Jeff.
I think, I can't help you for various reasons.
1. In January my computer broke... video card and SSD with OS. Right now I'm using the graphical processor built into the CP (~1.3 GB memory, it's very little). Now I installed OS (Windows 10) on the old SSD. Also I have to reinstall all my programs (there are quite a few), activate and configure them. This work will take a very long time.
2. The last script I wrote was, IIRC, in 2012 but now all my knowledge have effaced from my memory. And... I haven't 010Editor already ~ five years.
Sorry... :damn:

Jeff-Groves 02-03-22 11:58 AM

Quote:

Originally Posted by Anvart (Post 2791507)
Hi, Jeff.
I think, I can't help you for various reasons.
1. In January my computer broke... video card and SSD with OS. Right now I'm using the graphical processor built into the CP (~1.5 GB memory, it's very little). Now I installed OS (Windows 10) on the old HD. Also I have to reinstall all my programs (there are quite a few), activate and configure them. This work will take a very long time.
2. The last script I wrote was, IIRC, in 2012 but now all my knowledge have effaced from my memory. And... I haven't 010Editor already ~ five years.
Sorry... :damn:

Not a problem My Friend.
I did manage to get SweetScape to fix a bug I found recently.
:D

Mister_M 02-08-22 06:23 PM

How could the enemy not spot it ? ...

https://nsm09.casimages.com/img/2022...9017787721.png

Yes I agree that the effect is way too big, but that's a first try...


All times are GMT -5. The time now is 01:40 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.