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

gap 10-14-17 11:48 AM

Quote:

Originally Posted by vdr1981 (Post 2518551)
Can't do much about this except to remove them completely...

Maybe you could replace at least some of them with "dummy" copies of the same units, set as land units or as terrain objects :03:

vdr1981 10-14-17 01:04 PM

Quote:

Originally Posted by gap (Post 2518565)
Maybe you could replace at least some of them with "dummy" copies of the same units, set as land units or as terrain objects :03:

What do you mean by "dummy" copies Gap?

propbeanie 10-14-17 02:55 PM

He might be thinking like what Lurker did in RSRDC in SH4, in that he made a few ships as copies, but set to be "Environmental" objects, and set them to be invisible so that they could be used as "targets" for the SpecOps Photo Recon missions, but in this case, you'd use them as visible, "stationary" docked ships. ?? - maybe... :lol:

This does sound a bit like SH4 with docked ships, where the sea movement will cause the ship to drift, and if you're setting them yourself, you have to "merge" the layers (without Save, of course), so that you can "see" where you are placing things, compared to each layer. If a particular file runs throughout the game with multiple spawns to occur into the same dock "space", then you run into issues when the game detects a ship has "moved" and spawns another in the original's space, even though in actuality, it's only drifted a few feet. Then they "bump" each other around and try to avoid "collisions" with each other, and you can have all sorts of mayhem occurring, including ships "merged" into docks and other shore side emplacements - not forgetting the fire and destruction of some of the "collisions"... Stock SH3 and SH4 are very similar in this regard. I wouldn't be surprised to find that SH5 is done the same way in stock trim. The HarborTraffic files are the worst in SH4, but the NavalBases aren't too far behind...

vdr1981 10-14-17 03:12 PM

Quote:

Originally Posted by propbeanie (Post 2518599)
He might be thinking like what Lurker did in RSRDC in SH4, in that he made a few ships as copies, but set to be "Environmental" objects, and set them to be invisible so that they could be used as "targets" for the SpecOps Photo Recon missions, but in this case, you'd use them as visible, "stationary" docked ships. ?? - maybe... :lol:

That's how I set static AI subs in ports in the first place, neutral environmental units...I had to do that in order to bypass some long standing harbor CTD issues probably caused by IRAI mod.


Quote:

This does sound a bit like SH4 with docked ships, where the sea movement will cause the ship to drift
Sea movement is not the problem here, it is some strange AI subs property which makes them to punch the throttle for a few seconds when you get close to harbor.

propbeanie 10-14-17 03:17 PM

Quote:

Originally Posted by vdr1981 (Post 2518604)
... Sea movement is not the problem here, it is some strange AI subs property which makes them to punch the throttle for a few seconds when you get close to harbor.

Ahhh... so they're afraid of the approaching skipper and his crew... :arrgh!:

vdr1981 10-14-17 03:32 PM

Quote:

Originally Posted by propbeanie (Post 2518606)
Ahhh... so they're afraid of the approaching skipper and his crew... :arrgh!:

It could be that... but it can also be the fact that AI subs have IQ of below average insect...:D

gap 10-14-17 07:05 PM

Quote:

Originally Posted by vdr1981 (Post 2518583)
What do you mean by "dummy" copies Gap?

Quote:

Originally Posted by propbeanie (Post 2518599)
He might be thinking like what Lurker did in RSRDC in SH4, in that he made a few ships as copies, but set to be "Environmental" objects, and set them to be invisible so that they could be used as "targets" for the SpecOps Photo Recon missions

He confirms :03:

There are two ways "inert", "dummy" or "phantom" ships (or whatever you want to call them, IIRC in OHII they were initially named "Z ships") can be set: either as a pieces of landscape (like harbors, house, etc.), or as land units. In both cases the ships won't picth and roll, and they won't drift. The latter method maybe is a bit better, because it will enable you to set docked ship's appearance/disappearance dates, and to customize vessel's appearance through their eqp files. Moreover, depending on what national roster they are assigned to, they can be made to be attacked during enemy air raids, though they wont return fire due to the SH5 limitation that we know.

Now that you make me to think about it: are our "floating coastal defenses" affected by the same problem? Their position relative to the seabottom was critical: move them a few cm toward shallower waters, and they will become as stuck as normal ships :hmmm:

Quote:

Originally Posted by vdr1981 (Post 2518604)
That's how I set static AI subs in ports in the first place, neutral environmental units...I had to do that in order to bypass some long standing harbor CTD issues probably caused by IRAI mod.

So that was the reason for Type II boats crashing the game if placed in ports?


Quote:

Originally Posted by vdr1981 (Post 2518604)
Sea movement is not the problem here, it is some strange AI subs property which makes them to punch the throttle for a few seconds when you get close to harbor.

Quote:

Originally Posted by vdr1981 (Post 2518608)
It could be that... but it can also be the fact that AI subs have IQ of below average insect...:D

lol :haha:

vdr1981 10-14-17 07:35 PM

Quote:

Originally Posted by gap (Post 2518630)



Now that you make me to think about it: are our "floating coastal defenses" affected by the same problem? Their position relative to the seabottom was critical: move them a few cm toward shallower waters, and they will become as stuck as normal ships :hmmm:

Not really ...coastal defenses don't drift...

Quote:

So that was the reason for Type II boats crashing the game if placed in ports?
No. TypeII was a different story. From some reason it's fx file couldn't work with the rest of the game. I removed it and the result is AI type IIs buzzing around Baltic, North Sea and Black Sea without any CTDs...

vdr1981 10-14-17 08:55 PM

As I have promised, you can check my signature for new v2.0.9b update with more additional tuning tweaks and fixes.

Happy hunting! :salute:

hauangua 10-15-17 01:28 AM

Quote:

Originally Posted by vdr1981 (Post 2518638)
As I have promised, you can check my signature for new v2.0.9b update with more additional tuning tweaks and fixes.

Happy hunting! :salute:

Thanks Vecko
:salute:

von faust 10-15-17 03:11 AM

Quote:

Originally Posted by vdr1981 (Post 2518638)
As I have promised, you can check my signature for new v2.0.9b update with more additional tuning tweaks and fixes.

Happy hunting! :salute:

Thaks for Your fantastic work !!!!

fitzcarraldo 10-15-17 10:58 AM

Many thanks for the new update :Kaleun_Applaud:

TWoS is becoming the non-plus-ultra version for SH5. :Kaleun_Wink:

Fitzcarraldo :Kaleun_Salute:

excel4004 10-15-17 11:39 AM

:Kaleun_Thumbs_Up: Much appreciated Vecko!!


:subsim:

lens 10-15-17 03:04 PM

Hi,

Anyone know how to fix a issue with 21:9 (2560x1080) format and not propetly scaled a RAOBF? The scale in not corrected and when I trying do use this method always I have a bad calculations... :(

vdr1981 10-15-17 04:11 PM

Quote:

Originally Posted by lens (Post 2518759)
Hi,

Anyone know how to fix a issue with 21:9 (2560x1080) format and not propetly scaled a RAOBF? The scale in not corrected and when I trying do use this method always I have a bad calculations... :(

Do you know how to use goblin editor?:hmmm:

Darkmirror35 10-16-17 06:37 PM

Hey man so I am using Windows 10 and I have the uplay version of SH5(formerly Steam version). So far no issues with the game until I went to the generic patcher step and checked all of the coding and it matched then I saved it and opened the patcher exe file and followed the File and open instructions however once I hit the first out of the 20 some enters a red message appeared and it said that they do not match stating byte numbers are different. Anyway so I kept hitting enter ignoring it and it continues after almost all "yes" options then I checked to see if it matched and I only had two of them appear out of some 8 or so on your snapshot. So I stopped Uplay thrn did it again but no dice then I restarted my PC and still it persisted. So i decided the hell with it and moved continuing the remaining steps on but now I cannot load my new campaign It has a loading screen but then nothing
I am happy to answer any questions you have
Thanks,
Brad

Aktungbby 10-16-17 09:58 PM

welcome aboard!
 
Darkmirror35!:Kaleun_Salute:& Lens! :Kaleun_Salute:

vdr1981 10-17-17 03:19 AM

Quote:

Originally Posted by Darkmirror35 (Post 2518929)
Hey man so I am using Windows 10 and I have the uplay version of SH5(formerly Steam version). So far no issues with the game until I went to the generic patcher step and checked all of the coding and it matched then I saved it and opened the patcher exe file and followed the File and open instructions however once I hit the first out of the 20 some enters a red message appeared and it said that they do not match stating byte numbers are different. Anyway so I kept hitting enter ignoring it and it continues after almost all "yes" options then I checked to see if it matched and I only had two of them appear out of some 8 or so on your snapshot. So I stopped Uplay thrn did it again but no dice then I restarted my PC and still it persisted. So i decided the hell with it and moved continuing the remaining steps on but now I cannot load my new campaign It has a loading screen but then nothing
I am happy to answer any questions you have
Thanks,
Brad

Did you update your game to official v1.2.0 ?

THEBERBSTER 10-17-17 04:00 AM

A Warm Welcome To The Subsim Community > Darkmirror35 & Lens

Starfighter24 10-17-17 09:52 AM

Hi,
I'm installing the mod from a new vanilla sh5.
I saw that installing the full 2.0.0 (http://www.subsim.com/radioroom/down...o=file&id=4861) I have in JSGME also the 2.0.9.
That's mean that I don't need to install the separate 2.0.9 exe?


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