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-   -   [REL]The Wolves of Steel - SH5 Megamod (https://www.subsim.com/radioroom/showthread.php?t=210703)

vdr1981 12-10-15 10:00 AM

Quote:

Originally Posted by palmic (Post 2364957)
Gutten tag Kaleunen, i am new to SH5 (formal SH4 captain for some years at trigger maru) :)

.. And i have some questions for wolves of steel:

- do i have sonar available from the start of campaign? I suppose its not there yet..
Active sonar is removed due to it's unrealistic implementation (escorts wouldnt react to it, instantly 100% acurate distance readings ect).
However, several types of hydrophones will be offered to you during your play trough, with unique characteristics. You can even have two hydrophone types installed at the same time...

- can i use hydrophone RPM charts from RPM hydrophone mod? Do the sounds respect this logic? Please guys, i am hydrophone adict i need this as a essential part of u-boat hunt!! :rock:
Unfortunately, I dont think so...The RPM mod is vastly outdated and it will also drastically increase CTD possibility. Although I liked this mod, the prospect of accurate speed determination only by listening propeller noise in the distance, is not really realistic IMO...

- is there a possibility there are some mods in wolves of steel which are not listed here? I've seen some features from realistic hydrophone mod here in talks (dead angles and so), but its not really listed..
That mod is removed from the modpack because it's unfinished and bugged...


Quote:

Originally Posted by Xall (Post 2364971)
First off, I want to say,
THANK YOU.

Thank you to all you modders out there,who made this game in my opinion the best Silent Hunter, a game with only one drawback, the limited U-Boat Selection.

And thank you for making this Mega Mod, a mod with excellent selection and an EASY installation that took me less than 10 minutes.

There are a few questions that I do have.

I noticed that, when selecting my ship heading, I do not get a read out when hovering over the dial. Giving me the minor annoyance of having to click several times to get the heading right.
Precise navigation is something which did not existed during the WW2. SH5 with TWoS and TDW real navigation, unlike any other SH game, simulates this pretty well, especially if we know that there's even course drift "modeled" ...
http://s6.postimg.org/ycsvnnka5/SH5_...9_21_51_50.jpg
Anyway, what you wish could be achieved if you switch your UI to "SH5 enhanced"...

And my last question is, is there a way to integrate Parts MaGUI?

No..Maybe some day, with Sjizzle's help...

vdr1981 12-10-15 10:05 AM

Quote:

Originally Posted by gap (Post 2365011)
Cleaning up the mod from now unneeded stuff :03:

What's the problem with coastal defences getting stuck in certain circumstances, that you were talking about the day before yesterday? :hmm2:

Well basically, once you're engaged, you only have to dive, turn OFF engines and wait until bunker stops shooting and turn off
it's search light...The you resurface again...
Please test this when you have some time, maybe you'll be able to spot some AI dependencies or something...

gap 12-10-15 10:12 AM

Quote:

Originally Posted by vdr1981 (Post 2365024)
Well basically, once you're engaged, you only have to dive, turn OFF engines and wait until bunker stops shooting and turn off
it's search light...The you resurface again...
Please test this when you have some time, maybe you'll be able to spot some AI dependencies or something...

I will, anyway searchlights never worked for me, no matter how close I was to the new units. Maybe because I was doing my tests on SH5 1.2 with only New UIs, IRAI and our mod enabled? :hmmm:

vdr1981 12-10-15 10:37 AM

Quote:

Originally Posted by gap (Post 2365026)
I will, anyway searchlights never worked for me, no matter how close I was to the new units. Maybe because I was doing my tests on SH5 1.2 with only New UIs, IRAI and our mod enabled? :hmmm:

Strange, they should work... Is it nighttime in your missions?
Does the light work on regular ships in your game?
TDW patcher?

gap 12-10-15 11:11 AM

Quote:

Originally Posted by vdr1981 (Post 2365032)
Strange, they should work... Is it nighttime in your missions?

Sometimes yes, sometimes no, depending on the need :D

Quote:

Originally Posted by vdr1981 (Post 2365032)
Does the lights work on regular ships in your game?

With my old installation on my old laptop they used to, but since I have changed laptop and reinstalled SH5 I didn't check if they work or not.

Quote:

Originally Posted by vdr1981 (Post 2365032)
TDW patcher?

No patch enabled. Just a clean SH5 installation, well... as clean as it can be for a modder like me and you... :O:

Anyway, I have just finished testing our coastal defences under the (more or less) same conditions you have described before, and I can't confirm your findings.

This is what happended in detail (used IRAI with your testing mission unchanged except for wind speed, which I set to 15 m/s):
ordered ahead flank and boat surfaced. My watchcrew could only spot one of the three bunkers in range (the one on the left). I could see its visual detection circle expanding until it reached me, and two bunkers (left and right) started shooting at me, whereas the one dead ahead of me didn't take any action (in calm weather it usually does, but longer distance and smaller profile offered, coupled with high waves and moon position were probably my friends in this case). I ordered then periscope depth. The two bunkers kept firing their guns until I ordered all stop. At this point the two bunkers freezed their guns on my last bearing. I waited 2-3 real time minutes (no time compression used), and I ordered again to surface the boat at flank speed. The two alert bunkers restarted doing their job whereas the third one kept silent.

Had I repeated the test, I am sure I would have got a different result. I think how AI reacts is pretty much random, especially when using IRAI. :yep:

palmic 12-10-15 11:35 AM

Thanks
 
Thanks guys for responses :up:

vdr1981 12-10-15 11:46 AM

Quote:

Originally Posted by gap (Post 2365041)
...I waited 2-3 real time minutes (no time compression used)

This is not nearly enough I'm afraid... You should stay there for at least 1 hour of sim time (with some light TC of course, 8-16). The attacking unit has to completely "forgot about you". Then, surface and provoke the attack again...
All should be done during the nighttime...

If it works again, then maybe some of TDW patches may have some unwanted "side effects"...I'll try the same test with some "suspicious" patches disabled...:yep:

palmic 12-10-15 11:48 AM

Quote:

Originally Posted by vdr1981 (Post 2365020)
I noticed that, when selecting my ship heading, I do not get a read out when hovering over the dial. Giving me the minor annoyance of having to click several times to get the heading right.
Precise navigation is something which did not existed during the WW2. SH5 with TWoS and TDW real navigation, unlike any other SH game, simulates this pretty well, especially if we know that there's even course drift "modeled" ...
http://s6.postimg.org/ycsvnnka5/SH5_...9_21_51_50.jpg
Anyway, what you wish could be achieved if you switch your UI to "SH5 enhanced"...

I think the best would be to have XO dialog for ordering new course like real captain. That would be awesome.
I cannot imagine sub kaleun how he tryes to set course instrument on his own and by try and fail ;)

- The reason Xall asking in my opinion was the lack of immersion of ordering new course in this way..

gap 12-10-15 11:52 AM

Land Floating Working Coastal Defenses
 
http://i519.photobucket.com/albums/u...0_16.34.09.jpg

Download link:
http://www.mediafire.com/download/6f...al_Defenses.7z

@ Vecko or the corcened ones:

please check that with this new version searchlights are still working for you, because as said before they never did for me. Also I would be grateful to you if you designed/carried out some damage/collision stress tests, just to make sure that my recent changes to the unit wont cause any catastrophic event in case the bunker gets attacked/destroyed by other units.

vdr1981 12-10-15 11:54 AM

Well Gap, I must say that this really looks amassing! :o:up::up::up:

gap 12-10-15 12:30 PM

Quote:

Originally Posted by vdr1981 (Post 2365049)
This is not nearly enough I'm afraid... You should stay there for at least 1 hour of sim time (with some light TC of course, 8-16). The attacking unit has to completely "forgot about you". Then, surface and provoke the attack again...
All should be done during the nighttime...

If it works again, then maybe some of TDW patches may have some unwanted "side effects"...I'll try the same test with some "suspicious" patches disabled...:yep:

Tested again. Night time. Surfaced the boat at flank speed. This time all of the three bunkers in range attacked me. Ordered periscope depth and full stop. Waited a little more than one hour (1h and 15 min to be exact) at 32x, Then, I looked outside in external camera. All the bunkers had their guns stuck at maximum elevation. This reminded me of ship guns getting stuck in the same position after firing starshells; I told myself "here we are, this is the bug that Vecko was talking about". Resurfaced the boat at flank speed. Before I could check what was going on, I saw a couple of flashes on the horizon, and I was dead. :dead:

Whatever you have experienced during your tests, it is happening erratically, or I can't reproduce it on my isntallation of the game :yep:

Quote:

Originally Posted by vdr1981 (Post 2365053)
Well Gap, I must say that this really looks amassing! :o:up::up::up:

Have you already seen them in game? :o

Please check in the Library folder all the platform models I have created so far. There should be 10 of the IIRC, though in the test mission you can only see one of them. If you don't have other higher priority requests, I think I will finish the shore-shaped platform now :salute:

vdr1981 12-10-15 12:54 PM

Quote:

Originally Posted by gap (Post 2365065)
Tested again. Night time. Surfaced the boat at flank speed. This time all of the three bunkers in range attacked me. Ordered periscope depth and full stop. Waited a little more than one hour (1h and 15 min to be exact) at 32x, Then, I looked outside in external camera. All the bunkers had their guns stuck at maximum elevation. This reminded me of ship guns getting stuck in the same position after firing starshells; I told myself "here we are, this is the bug that Vecko was talking about". Resurfaced the boat at flank speed. Before I could check what was going on, I saw a couple of flashes on the horizon, and I was dead. :dead:

Whatever you have experienced during your tests, it is happening erratically, or I can't reproduce it on my isntallation of the game :yep:

Confirmed...I have disabled few of "suspicious" tdw patches and got pretty much the same resoults like you have described...:yep:
This may not be good in general, because I may have to get rid of some patches with all of their cool feature, like radio patches or units visual sensors vary with available light ecs (these are some of the patches that I've disabled...)


Quote:

Originally Posted by gap (Post 2365065)
Have you already seen them in game? :o

Please check in the Library folder all the platform models I have created so far. There should be 10 of the IIRC, though in the test mission you can only see one of them. If you don't have other higher priority requests, I think I will finish the shore-shaped platform now :salute:

Looking awesome, just few more requests please...:D
Bunker's "floor" texture is flickering when looked from the distance and it looks kind of ugly (check pic). The reason for this bunkers "low" placement on it's platform. If you elevate the bunker (or lower the platforms node/bone) slightly, the problem will be solved...Just slightly, 1m or so...:yep:

Also, It would be nice if bunker could be moved more toward the outer edge of the platform. There's to much empty space now and also this would give me few extra meters to ensure land proximity requirement...:yep:

http://s6.postimg.org/my0zwrxbh/SH5_...0_18_18_52.jpg


EDIT:
The platforms are perfect!:yeah:

gap 12-10-15 01:20 PM

Quote:

Originally Posted by vdr1981 (Post 2365081)
Confirmed...I have disabled few of "suspicious" tdw patches and got pretty much the same resoults like you have described...:yep:
This may not be good in general, because I may have to get rid of some patches with all of their cool feature, like radio patches or units visual sensors vary with available light ecs (these are some of the patches that I've disabled...)

Maybe re-enable them one by one until you track down the patch that is actually causing the problem. It would be a pity giving them all up just for this little annoyance :hmm2:

Quote:

Originally Posted by vdr1981 (Post 2365081)
Looking awesome, just few more requests please...:D
Bunker's "floor" texture is flickering when looked from the distance and it looks kind of ugly (check pic). The reason for this bunkers "low" placement on it's platform. If you elevate the bunker (or lower the platforms node/bone) slightly, the problem will be solved...Just slightly, 1m or so...:yep:

Yep, noticed that myself. I think the flickering is due to the little amount of pitch and roll the unit still has. I can lower a bit the platform, no problem :up:

Quote:

Originally Posted by vdr1981 (Post 2365081)
Also, It would be nice if bunker could be moved more toward the outer edge of the platform. There's to much empty space now and also this would give me few extra meters to ensure land proximity requirement...:yep:

Well, I don't know if I like the idea. Aesthetically, it would be like seeing someone who is sitting with his ass on the edge of a chair, very unconfortable and umpleasant to me :O: ...and functionally, rectangular, U-shaped and V-shaped platforms are long enough that you don't need for any extra meter :know:

Quote:

Originally Posted by vdr1981 (Post 2365081)
EDIT:
The platforms are perfect!:yeah:

I had told you that with the new textures they would have looked much better. Have you noticed the green fouling edge marking the water line? :D

vdr1981 12-10-15 01:33 PM

Quote:

Originally Posted by gap (Post 2365095)
Maybe re-enable them one by one until you track down the patch that is actually causing the problem. It would be a pity giving them all up just for this little annoyance :hmm2:

I'll do that...


Quote:

Yep, noticed that myself. I think the flickering is due to the little amount of pitch and roll the unit still has. I can lower a bit the platform, no problem :up:
:up: It happens when two textures are "too close", it's quite frequent with gr2 ships, dont know why though...


Quote:

Well, I don't know if I like the idea. Aesthetically, it would be like seeing someone who is sitting with his ass on the edge of a chair, very unconfortable and umpleasant to me :O: ...and functionally, rectangular, U-shaped and V-shaped platforms are long enough that you don't need for any extra meter :know:
OK, fine with me...I just think that in some situations platform will looks like it sticks to much out of the shore line, unnecessarily...
There's nothing wrong how this bunker "sits" on this platform IMO...
http://s6.postimg.org/gyd8t4cj1/SH5_...6_02_48_05.jpg
EDITThis is the height which bunker should have in order to avoid flickering textures...

Quote:

I had told you that with the new textures they would have looked much better. Have you noticed the green fouling edge marking the water line? :D
I like it very much! :yeah::yeah::yeah:

gap 12-10-15 06:03 PM

Quote:

Originally Posted by vdr1981 (Post 2365101)
I'll do that...

:up:

If it is only happening in nigh time, the first suspect should be the units visual sensors vary with available light patch

Quote:

Originally Posted by vdr1981 (Post 2365101)
:up: It happens when two textures are "too close", it's quite frequent with gr2 ships, dont know why though...

IIRC, I have read a long while ago that stock game has not this bug. If memory serves me well, the flickering textures issue started with a cam mod which was included in New UI's. I also remember someone having sent to me a fix, but I have no idea where I saved it :hmmm:

Quote:

Originally Posted by vdr1981 (Post 2365101)
OK, fine with me...I just think that in some situations platform will looks like it sticks to much out of the shore line, unnecessarily...
There's nothing wrong how this bunker "sits" on this platform IMO...


EDITThis is the height which bunker should have in order to avoid flickering textures...

Is this better? :03:

http://i519.photobucket.com/albums/u...0_23.40.33.jpg

http://www.mediafire.com/download/zc...nker_Large.GR2

palmic 12-10-15 06:38 PM

Python API
 
Hey, is there some python API docs out there?

vdr1981 12-10-15 07:02 PM

Much better! Thanks! Although I've made almost the same change my self! My first tweak with GR2 editor... :yeah:
The reason why I was asking this form you is because, if bunker is placed close to the shore like in that picture of yours, it will not always work...Sometimes , it has to be placed even further away and that may look strange, if you understand what I mean...Anyway, both positions looks really OK IMO... :yep::yep:

Quote:

If it is only happening in nigh time, the first suspect should be the units visual sensors vary with available light patch
I think I know what is going on...It is not about patches, it's about radio...:doh::nope:
Stand by for more...

vdr1981 12-10-15 07:27 PM

It seems that when you've been spotted and nearby unit is called, the called unit will quickly set course in your direction with flank speed.
All will look fine until units gets few km from your position (or maybe from coastline, I dont know), and then it will simply stop, dead in the water...And that's it ...:nope:

Something like this is also happening in the campaign too... You get near Skapa, something spots you, and all moving active units gets stuck.

Now, this issue is probably due to coast proximity, because from what I know, radio function works really good at open seas.

Why our previous "sea unit" bunkers would stuck when they lost contact and not now when they are "land units"?
Because land unit can only "call" other sea units and not nearby bunkers...

There's also one more difference between bunker behaviors now and while they were "sea unit".
Befeore, if one bunker starts to engage me, the other nearby bunkers will do the same, even if they dont detect me directly with visual sensors.
Now, sub is engaged only from units/bunkers which can detect you...

To shorten this long story, the "radio fiction" is most likely responsible for the ugliest bug in SH5 IMO...

To test this you can add one destroyer 10-15km away in our CD test mission and observe what will happen...I'm eager to hear your conclusions...:yep:

gap 12-10-15 07:34 PM

Quote:

Originally Posted by vdr1981 (Post 2365226)
Much better! Thanks! Although I've made almost the same change my self! My first tweak with GR2 editor... :yeah:

:up:

Quote:

Originally Posted by vdr1981 (Post 2365226)
The reason why I was asking this form you is because, if bunker is placed close to the shore like in that picture of yours, it will not always work...Sometimes , it has to be placed even further away and that may look strange, if you understand what I mean...Anyway, both positions looks really OK IMO... :yep::yep:

I think what matters most for bunkers being able to use their guns, is depth under the keel. You can get information on optimal seabed depth for bunkers placement, by opening your testing mission in ME2 and selecting the bunkers you have already placed and whose operativity was tested. ME2 will automatically udpate their height field with a negative number, which is seabottom's depth u.s.l. at their location. Future coastal defences must be placed in map spots having more or less the same depth. Should you need for it, you can adjust seabottom's slope in Terrain Editor. In any case, my upcoming sand-bank/seashore platform will solve the issue of concrete platforms looking "odd" if placed too far from the shore. You will hardly notice the difference with rest of the terrain it will blend with, and it will be collisionable as well as regular terrain :)

Quote:

Originally Posted by vdr1981 (Post 2365226)
I think I know what is going on...It is not about patches, it's about radio...:doh::nope:
Stand by for more...

Radio? Which radio? :o

vdr1981 12-10-15 07:54 PM

Quote:

Originally Posted by gap (Post 2365231)
:up:



I think what matters most for bunkers being able to use their guns, is depth under the keel. You can get information on optimal seabed depth for bunkers placement, by opening your testing mission in ME2 and selecting the bunkers you have already placed and whose operativity was tested. ME2 will automatically udpate their height field with a negative number, which is seabottom's depth u.s.l. at their location. Future coastal defences must be placed in map spots having more or less the same depth. Should you need for it, you can adjust seabottom's slope in Terrain Editor. In any case, my upcoming sand-bank/seashore platform will solve the issue of concrete platforms looking "odd" if placed too far from the shore. You will hardly notice the difference with rest of the terrain it will blend with, and it will be collisionable as well as regular terrain :)



Radio? Which radio? :o

Look up :D

EDIT

Yes , I thought the same but it isn't like that...Some bunkers will work with -13m while others will be stuck even with -19m...I've checked that, it's something else...
I seems that those waves animations are some kind of border or something...


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