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gap 12-10-15 07:54 PM

Quote:

Originally Posted by vdr1981 (Post 2365229)
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...

Makes sense. :hmmm:
I didn't notice any of the differences between "sea" and "land" coastal defenses that you are pointing to, because during my tests the radio patch was disabled.

In my opinion the radio patch is too cool for simply giving it up. Until (hopefully) TDW is back to fix it, a possible workaround is placing more blockships, more sub nets, more mines, more reworked coastal defenses and more airbases near major ports.

On a side note: one of TDW's patches (the one making sunk ships not to disappear under the sea bottom), might interfere with the reworked coastal defenses; more exactly with the "equipment" platforms. :yep:

EDIT: IF NOT, we have found a way to fix the problem of sub nets sticking out of the water surface when they hit the sea bottom and the said patch is enabled...

Quote:

Originally Posted by vdr1981 (Post 2365229)
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:

Will do :up:

vdr1981 12-10-15 08:07 PM

Quote:

I didn't notice any of the differences between "sea" and "land" coastal defenses that you are pointing to, because during my tests the radio patch was disabled.
I think you should be able to test it, even without TDW patcher. The radio is built in feature, I think...The patch is only for "destructible" radio ? No?

Quote:

On a side note: one of TDW's patches (the one making sunk ships not to disappear under the sea bottom), might interfere with the reworked coastal defenses; more exactly with the "equipment" platforms. :yep:
No observed problems there...:up:

EDIT
...Because they are not "collidable" yet...

Quote:

placing more blockships, more sub nets, more mines, more reworked coastal defenses and more airbases near major ports.
...aaaand more CTDs...:haha: Heh , airbases... You wont find any help there...:)

gap 12-10-15 08:13 PM

Quote:

Originally Posted by vdr1981 (Post 2365236)
I think you should be able to test it, even without TDW patcher. The radio is built in feature, I think...The patch is only for "destructible" radio ? No?

Yes and no. Besides mimicing destructible radio equipment aboard ships, TDW's radio patch heavily reworks stock radio routines :yep:

Quote:

Originally Posted by vdr1981 (Post 2365236)
No observed problems there...:up:

Well, in that case my edit below applies :yeah:

Quote:

Originally Posted by vdr1981 (Post 2365236)
...Because they are not "collidable" yet...

Have you tried colliding them? I didn't but I can't move the camera through them, which tells me that they are physical objects now...

Quote:

Originally Posted by vdr1981 (Post 2365236)
...aaaand more CTDs...:haha: Heh , airbases... You wont find any help there...:)

Why?

vdr1981 12-10-15 08:26 PM

[QUOTE]
Quote:

Originally Posted by gap (Post 2365238)
Yes and no. Besides mimicing destructible radio equipment aboard ships, TDW's radio patch heavily reworks stock radio routines :yep:

Well, apparently not enough, the bug can be observed without radio patches enabled, I've just checked that...

Quote:

Well, in that case my edit below applies :yeah:



Have you tried colliding them? I didn't but I can't move the camera through them, which tells me that they are physical objects now...
You can sail right trough it...The bunker is collidable though...


Quote:

Why?
Why?!:) Ask Ubi... :D
Seriously, more units/objects in small area, more CTD possibility...Simple as that... :yep: Add few airplanes there and ctd is almost guarantied...

gap 12-10-15 08:47 PM

Quote:

Originally Posted by vdr1981 (Post 2365241)
Well, apparently not enough, the bug can be observed without radio patches enabled, I've just checked that...

:hmmm:

Quote:

Originally Posted by vdr1981 (Post 2365241)
You can sail right trough it...The bunker is collidable though...

Yep, I can confirm, just tested that, and it seems I had been too optimist. Tomorrow I will try making the new platforms collisionable, though it might be impossibe while keeping gun functionality unaltered :-?

Quote:

Originally Posted by vdr1981 (Post 2365241)
Why?!:) Ask Ubi... :D
Seriously, more units/objects in small area, more CTD possibility...Simple as that... :yep: Add few airplanes there and ctd is almost guarantied...

Once air raids on ports were a serious problem, but as you probably remember the problem was coming from FX Updates debris, not from stock game, as Rongel demonstreted with his fix. Similarly, most of the units/objects we are placing around ports are imported straight away from SHIII-IV. You can't imagine how much redundant/obsolete data I see every time I open one of the imported dat files, including your recently imported ships :yep:

I am optimist that converting them to granny objects/optimizing them for use in SHV (with dds compressed texture, LOD models, subdued effects, more recent controller versions, etc.) will obviate problems, at least in part. :)

gap 12-10-15 09:26 PM

Quote:

Originally Posted by gap (Post 2365245)
Tomorrow I will try making the new platforms collisionable, though it might be impossibe while keeping gun functionality unaltered :-?

Okay, putting back a StaticObject controller on platform's collision mesh was the solution. Now the V-platform that our bunker is currently equipped with, is fully collisionable. :yeah:

While the platforms were terrain objects, the said controller prevented adjoining coastal defenses from using their guns, but now that the platforms are an equipment of the bunker unit, no adverse effects can be noticed. Had I used the usual collision spheres instead, I am almost sure bunker's gun would have stopped working, as those spheres tell unit's AI that an obstacle is close, and stop regular routines in favour of collision avoidance routines.

Tomorrow I will update all the platforms available so far with sim file and StaticObject controller, and I will improve their collision mesh so that it will match better visible meshe's shape. Your task will be testing my changes with TDW's seabottom patch, and making the usual ballistic tests against the bunker, for excluding any possible adverse side effects :)

gap off :salute:

vdr1981 12-10-15 09:30 PM

Quote:

Once air raids on ports were a serious problem, but as you probably remember the problem was coming from FX Updates debris, not from stock game, as Rongel demonstreted with his fix. Similarly, most of the units/objects we are placing around ports are imported straight away from SHIII-IV. You can't imagine how much redundant/obsolete data I see every time I open one of the imported dat files, including your recently imported ships :yep:
Air raids are problematic even today, but not because of FXU debris but because of some different "reasons".

I dont know WHY SSC will occur in SH5 but I know very well how to reproduce it, even with lightly modded game.
There's no specific cause for this issue, the only possible cause is lack of official patches...

Quote:

I am optimist that converting them to granny objects/optimizing them for use in SHV (with dds compressed texture, LOD models, subdued effects, more recent controller versions, etc.) will obviate problems, at least in part.
I'm afraid I am not...Sometimes even the simplest object , like sub flags, will prove to be too much for the game...Why, I really dont know.

Check my tips for stable gameplay when you have time. They apply to SH5 with any modlist. You may get a picture what actually SH5 engine doesn't like.

Quote:

gap off :salute:
:salute:

palmic 12-11-15 03:08 AM

Dock?
 
Gutte morgen kaleunen. Can i ask what am i supposed to do when i arrive into dock? I am in Kiel where i was rebased to while i was on my first mission to attack polish task force, driven into pen, but i dont know how to end a mission..

Thank you very much for any advice..

THEBERBSTER 12-11-15 05:48 AM

Hi palmic

You must not end your game before September 4th.
Look for the flashing yellow anchor and you can then end your patrol knowing you can continue again ok.

The Wolves Of Steel Frequently Asked Questions + Campaign Fix In >FAQ’s & Game Tips (Please Look Here First Before Posting A Question)

- I've arrived in Kiel but I cant select Eastern British Coastal Waters objective, only Danzing objective is available?
Campaign objectives are date controlled and EBCW objective will not be available until 4th September 1939.

Peter

palmic 12-11-15 10:39 AM

oh
 
I didnt expected its in the FAQ, thank you! :salute:

gap 12-11-15 11:14 AM

Quote:

Originally Posted by vdr1981 (Post 2365252)
Sometimes even the simplest object , like sub flags, will prove to be too much for the game...Why, I really dont know.

Sub flags are not a simple object.

If you open SubFlags' and stock Conning_7*.FX files in hex editor (if you do it in Goblin you wont notice any difference among the two sets of files), you will see that TDW added three new dummy equipment bones -one for the flagstaff and one for each flag- to U-boat conning towers, and he did it using a file type which is rather supposed to link effects to unit models (hats off to him)! Obviously this is not the most orthodox way to go, today we would simply create the needed bones through GR2 Editor (though I am not sure that GR2 Editor is able to process conning tower granny objects yet), but at the time he worked on the flag mod, this option was surely not available.

Add to that, that each flag is actually composed of 25 dat objects, each composed in turn of 98 polygons, 164 edges and 70 vertices, which are loop-animated at an average rate of ca. 12 frames per second.

Add to that, that sub flags are always in rendering range.

Add to that that sub flags and ship flags use two different sets of animated meshes, so when at least one ship is in rendering range, memory/GPU are burdened twice.

Tell me anything you want, but sub flags are not a "simple object". :know: :D

Trevally. 12-11-15 12:48 PM

Hi Guys:salute:

I have been following your progress with the CDs - looking very good:D

I thought I would upload a few pics for you from my home town that overlooks the Hoy Sound entrance to Scapa Flow

View from inside CDs
http://www.subsim.com/radioroom/pict...pictureid=8476

http://www.subsim.com/radioroom/pict...pictureid=8479

Spotting tower
http://www.subsim.com/radioroom/pict...pictureid=8477

http://www.subsim.com/radioroom/pict...pictureid=8478

gap 12-11-15 12:56 PM

Thank you Trev, do you happen to have a picture showing the outside of the main gun emplacement? Is the inside of a bunker-like structure the one shown in the top picture? :)

vdr1981 12-11-15 12:56 PM

OK OK, they are not simple, of course:):)...But they are not hardware intense too. What are 92 poligons, vertices or whatever for today standards? Nothing...
Even with my old computer I can add sub flags without noticing any FPS impact or anything. Yet, the game will become largely "destabilized" and CTD chances will be significantly increased, especially in some "intense areas" like Kiel...

And it is always the same CTD, with same fault module name...MSVCR90.dll

And this what bothers me... Why? It is not simmple mods incompatibility, that's for sure...

I can tell how can you reproduce this "illusive" MSVCR90.dll CTD even without sub flags on board with just "must have" mods on board (OHII, NewUIs, FXU ect) and if you tell me something more about it I will kiss your Italian buttocks...:D

palmic 12-11-15 01:01 PM

Problem with docking?
 
Hi Kaleunen, i am really sorry to bothering you with it, but my problem with docking still exists and i really dont know what i am supposed to do.
- It was not relevant to choosing mission before 4.9. as intended before.

Right now i am in dock in Kiel at 5. september and i have no docking button in my UI. I simply cannot go out of my boat and end the patrol.. :hmmm:

https://lh3.googleusercontent.com/-L...1_18.55.36.jpg https://lh3.googleusercontent.com/-F...1_18.55.41.jpg https://lh3.googleusercontent.com/-a...1_18.55.47.jpg https://lh3.googleusercontent.com/-e...1_18.55.52.jpg

Thank you very much for any advice!

vdr1981 12-11-15 01:05 PM

Quote:

Originally Posted by palmic (Post 2365430)
Hi Kaleunen, i am really sorry to bothering you with it, but my problem with docking still exists and i really dont know what i am supposed to do.
- It was not relevant to choosing mission before 4.9. as intended before.

Right now i am in dock in Kiel at 5. september and i have no docking button in my UI. I simply cannot go out of my boat and end the patrol.. :hmmm:

Sail closer to the blue anchor mark (nav map) and yellow anchor icon will pop-up in your upper right corner. If it doesn't pop-up when you get closer, then save and reload the game. Then it will for sure...

vdr1981 12-11-15 01:19 PM

http://www.rankopedia.com/CandidatePix/54200.gif

Gap , how about this texture for crates in British bunkers? You know from which cartoon it is?:D

Trevally. 12-11-15 01:25 PM

Quote:

Originally Posted by gap (Post 2365426)
Thank you Trev, do you happen to have a picture showing the outside of the main gun emplacement? Is the inside of a bunker-like structure the one shown in the top picture? :)

http://www.subsim.com/radioroom/pict...pictureid=8482

http://www.subsim.com/radioroom/pict...pictureid=8480

http://www.subsim.com/radioroom/pict...pictureid=8483

searchlight emplacement
http://www.subsim.com/radioroom/pict...pictureid=8481

Check these vids
https://www.youtube.com/watch?v=2B0jgbupsk8
https://www.youtube.com/watch?v=6WCnKH4OLP8

If you want specific pics Gap - I can easily take them as this is a 5 min walk from my house:yep:

palmic 12-11-15 01:35 PM

thank you
 
Quote:

Originally Posted by vdr1981 (Post 2365431)
Sail closer to the blue anchor mark (nav map) and yellow anchor icon will pop-up in your upper right corner. If it doesn't pop-up when you get closer, then save and reload the game. Then it will for sure...

Thank you kind sir, it did it :up:

I think this should be in FAQ too near of the 4.9. answer, because its quite unintuitive if you expect to really dock das boot which is likely with so immersive mod.
I'll try to HINT here any other "user test" question which ill have because i think it could be valuable for you to have notes from newbies about "strange things" :salute:

gap 12-11-15 01:43 PM

Quote:

Originally Posted by vdr1981 (Post 2365427)
Even with my old computer I can add sub flags without noticing any FPS impact or anything. Yet, the game will become largely "destabilized" and CTD chances will be significantly increased, especially in some "intense areas" like Kiel...

Unless you want to incomodate black magic :O:, it is obvious that there is a rational explaination for SubFlags destabilizing the game. I provided some clues on what could be causing that, though I am aware that the problem could come from another direction. My first suspect is the way TDW dealt with FX files for linking his flags to the connning tower, but don't ask me why and how this might CTD the game under some circumstances and not in others. I can just tell you that what I see is not usual :03:

Quote:

Originally Posted by vdr1981 (Post 2365427)
And it is always the same CTD, with same fault module name...MSVCR90.dll

That dll is related to Microsoft Visual Studio. :hmmm:

Quote:

Originally Posted by vdr1981 (Post 2365427)
And this what bothers me... Why? It is not simmple mods incompatibility, that's for sure...

Indeed it is not. At least not in the usual acceptation of the therm "mod incompatibility"

Quote:

Originally Posted by vdr1981 (Post 2365427)
I can tell how can you reproduce this "illusive" MSVCR90.dll CTD even without sub flags on board with just "must have" mods on board (OHII, NewUIs, FXU ect) and if you tell me something more about it I will kiss your Italian buttocks...:D

:rotfl2:

Quote:

Originally Posted by vdr1981 (Post 2365436)
http://www.rankopedia.com/CandidatePix/54200.gif

Gap , how about this texture for crates in British bunkers? You know from which cartoon it is?:D

Wile the Coyote and the Road Runner :03:


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