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Old 05-08-22, 04:55 PM   #1
propbeanie
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The problem with the AI Type IX-D2, is that most other AI subs were created by copying the Type IX-D2, so most likely, ALL the other AI subs in SH4 are borked in this regard. They are set to Type=17 in FotRSU, a surface warship, but thus far, no matter what I have done with the dsd and dat file, it refuses to use any sound other than the electric motors, in spite of the fact that the file is not mentioned or linked directly to in either file... My guess is that there is still something "human-playable" on the boat that is causing the issue... either that or I am missing something simple - which would not surprise me, or s7rikeback either... lol - I am testing all of the AI subs that are in the FotRSU mod, and if we find one with a proper engine sound and sonar lighting, we'll let you know Bubblehead1980!
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Old 05-08-22, 05:18 PM   #2
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For 1 thing the sim needs changed from unit Submarine to unit Ship.

That will whack the e-motors.
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Old 05-08-22, 05:20 PM   #3
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The problem with the AI Type IX-D2, is that most other AI subs were created by copying the Type IX-D2, so most likely, ALL the other AI subs in SH4 are borked in this regard. They are set to Type=17 in FotRSU, a surface warship, but thus far, no matter what I have done with the dsd and dat file, it refuses to use any sound other than the electric motors, in spite of the fact that the file is not mentioned or linked directly to in either file... My guess is that there is still something "human-playable" on the boat that is causing the issue... either that or I am missing something simple - which would not surprise me, or s7rikeback either... lol - I am testing all of the AI subs that are in the FotRSU mod, and if we find one with a proper engine sound and sonar lighting, we'll let you know Bubblehead1980!


Thanks for looking into it Sound is a problem of course, should be able to hear it. Whether it keeps the electric motor motor, well would be nice to hear surfaced sub make proper sounds of course but biggest problem is them not blowing up properly/not giving credit for kill lol.
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Old 05-08-22, 07:28 PM   #4
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For 1 thing the sim needs changed from unit Submarine to unit Ship.

That will whack the e-motors.
That's just it Jeff - it is a "Ship"... lol




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Thanks for looking into it Sound is a problem of course, should be able to hear it. Whether it keeps the electric motor motor, well would be nice to hear surfaced sub make proper sounds of course but biggest problem is them not blowing up properly/not giving credit for kill lol.
Now, the not blowing up and other assorted sundry issues would not be an issue from FotRSU, as witnessed by the video above. I would not know where to begin to look for issues there, but I suspect torpedoes. Could be also, that you punctured the hull with a "dud", and Bernard saw it on the interior side, and tried to push it back out with a hammer... Internal, low-level detonation, and poof, she was gone... ?? lol - I am currently going through the list, top to bottom of the AI subs, and checking for sonar tracking, sound and detonate-ability of the test subjects...
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Old 05-08-22, 07:46 PM   #5
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I was looking at the 9 in the submarine folder.
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Old 05-08-22, 07:58 PM   #6
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That's just it Jeff - it is a "Ship"... lol





Now, the not blowing up and other assorted sundry issues would not be an issue from FotRSU, as witnessed by the video above. I would not know where to begin to look for issues there, but I suspect torpedoes. Could be also, that you punctured the hull with a "dud", and Bernard saw it on the interior side, and tried to push it back out with a hammer... Internal, low-level detonation, and poof, she was gone... ?? lol - I am currently going through the list, top to bottom of the AI subs, and checking for sonar tracking, sound and detonate-ability of the test subjects...


haha. No, not duds. After current patrol is over will look into it some more. Every other AI sub blows up fine. Could need its HP or armor lowered beyond the standard of the others

Also possible given its Jan 1943 torpedoes ran deep and these were magnetic detonations (external cam was off so not sure) , which would not set off the explosions that a impact into the side does , in many instances. Definitely disappeared, sunk from the three torpedo hits.

The second U Boat that was along side him, it got underway but was damaged from the explosions as was in such close proximity, I fired stern tubes at it but they missed because U Boat disappeared....whether it sunk from damage or reached its last way point and "submerged" aka deleted, not sure. I recall in the mission I made it so if it got underway it would "dive" soon after.

Ah, the work is never done lol.
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Old 05-08-22, 08:54 PM   #7
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The problem with the AI Type IX-D2...
... either that or I am missing something simple...
It was... Open the dat file, use it to open the dsd file. For the "Label" node in the dsd, you need to properly associate that with the root node of the dat... I don't know what your mod has the IDs at, but select the "12" node in the IX-D2 dat file, and copy the "ID" in the top-middle ( 0x6a3daf232e68e8a3 in FotRSU), and paste that into the "Label" node's "Parent ID" slot. It should then work...

Now, who would-a thunk that would influence things? But like so much else in the computer world... the computer stuff is VERY specific... off by one little iota, and you may as well have missed by a mile... lol
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Old 05-08-22, 09:26 PM   #8
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The vid (sorry for the size - I'm on a machine that does not have video editing software)



Notice that it reverts to its former self after using too much TC throughout... lol
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Old 05-08-22, 09:43 PM   #9
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Old 05-08-22, 10:50 PM   #10
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It was... Open the dat file, use it to open the dsd file. For the "Label" node in the dsd, you need to properly associate that with the root node of the dat... I don't know what your mod has the IDs at, but select the "12" node in the IX-D2 dat file, and copy the "ID" in the top-middle ( 0x6a3daf232e68e8a3 in FotRSU), and paste that into the "Label" node's "Parent ID" slot. It should then work...

Now, who would-a thunk that would influence things? But like so much else in the computer world... the computer stuff is VERY specific... off by one little iota, and you may as well have missed by a mile... lol

Thanks prop, will try it out after end of this patrol.
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Old 05-09-22, 01:09 PM   #11
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Thus far, in further testing, I have not found any further engine sound issues, nor sonar tracking trouble, but... it is more than a pinch difficult to sink some of them still... If you attempt to sink a US S-Boat, I emptied the whole bunker on one, then surfaced and did the deck gun for a good while, with over a 95% hit rate at close range, and while the after deck was underwater, the conning tower and bow were not. It also looks like the DMG image might be a pinch off in the bow. Makes me wonder how I was sunk by a circular runner a while back while in an S-Boat...



old video
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Old 05-09-22, 01:48 PM   #12
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Thus far, in further testing, I have not found any further engine sound issues, nor sonar tracking trouble, but... it is more than a pinch difficult to sink some of them still... If you attempt to sink a US S-Boat, I emptied the whole bunker on one, then surfaced and did the deck gun for a good while, with over a 95% hit rate at close range, and while the after deck was underwater, the conning tower and bow were not. It also looks like the DMG image might be a pinch off in the bow. Makes me wonder how I was sunk by a circular runner a while back while in an S-Boat...



old video


Ouch.

Now, I have to say and I know its a stock legacy issue, its drives me nuts how subs can still function after a torpedo hit lol,. By all accounts of survivors, circle run impact results in immediate flooding and lost of control.


Going off travelers flooding work, I modded the flooding and what not when revamping the damage model in TMO so when take a torpedo hit, even if hull damage does no shoot to 100, you will flood fast and sink, blowing ballast might get to surface but you would sink again before water could be pumped. Problem as you likely no is if make sub vulnerable enough for own torpedoes to have desired effect, does not hold up well as it should to depth charges etc. so I had to choose to have them perform properly under attack from enemy and hope player would stay on honor system if struck by own torpedo.

I had the subs sinking from the surface when had too much flooding as traveler did in his mod, but never could get things balanced properly in TMO. I shelved that aspect of the mod for later in order to move forward.
I know you are aware but man, UBI was really phoning it when comes to many aspects of SH 4, ridiculous lol.
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Old 05-09-22, 11:22 PM   #13
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Originally Posted by propbeanie View Post
It was... Open the dat file, use it to open the dsd file. For the "Label" node in the dsd, you need to properly associate that with the root node of the dat... I don't know what your mod has the IDs at, but select the "12" node in the IX-D2 dat file, and copy the "ID" in the top-middle ( 0x6a3daf232e68e8a3 in FotRSU), and paste that into the "Label" node's "Parent ID" slot. It should then work...

Now, who would-a thunk that would influence things? But like so much else in the computer world... the computer stuff is VERY specific... off by one little iota, and you may as well have missed by a mile... lol

I am a slightly confused....what is the name of the node (since they are numbered differently) . In TMO UBoat9d2.dat Node 12 is " a particle generator for @secondary bubble.

Nodes 106-111 deal with aud engines prop noises
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Old 05-10-22, 07:53 AM   #14
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Yours will be Node 6

6: Node - AI_Uboat9d2
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Old 05-10-22, 09:59 AM   #15
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Yours will be Node 6

6: Node - AI_Uboat9d2
Yes. But that is also not the FotRSU AI_UBoat.

The first version you did is this:







Save the dsd file to a new mod, and see what it does after that. You might have to do like I did with the FotRSU version, and link the SoundSource nodes to the proper nodes in the dat file, so that it does make appropriate sounds. Probably about half the sounds in FotRSU were not linked. Well, they were linked, just not to the U-Boat dat file... lol

My guess is that you probably have similar issues with the zon file at least, and maybe the sim and val also. The zon file is where the collision spheres are, and if those are not linked properly, a torpedo is not detected as colliding, hence no explosion.
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Last edited by propbeanie; 05-10-22 at 05:49 PM. Reason: Sim?? We're working with a dsd file here, mister!!!
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