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Old 10-02-13, 09:58 PM   #271
Mikemike47
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Download link title at bottom of post #1 says version 5.2.

Once you click on the link, the file name says "R.S.D.- Reworked Submarine Damage v5.3" and version 5.3 is stated in the link title there.

Typo error or what has changed in version 5.3? No 5.3 change log information is given.
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Old 10-03-13, 08:32 AM   #272
vdr1981
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Quote:
Originally Posted by Mikemike47 View Post
Download link title at bottom of post #1 says version 5.2.

Once you click on the link, the file name says "R.S.D.- Reworked Submarine Damage v5.3" and version 5.3 is stated in the link title there.

Typo error or what has changed in version 5.3? No 5.3 change log information is given.
Not an error.. I was just too lazy to write one line for change log...
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Old 10-03-13, 09:29 AM   #273
vdr1981
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Quote:
Originally Posted by gap View Post
I don't get you here.

Boxes and spheres must be centered on their owner object. This is how the new .zon file is set, in conformity with the settings you had used for the stock GHG sensor (copied/pasted your own settings).
Yes, sry about that, i was a bit confused when i merged main sub gr2 and sensors2.dat.



Its's fixed with v5.3 and, that's it , for now...I think i'll slow down with new updates and let people actually to sail a bit so they could report any strange behavior of the game that could be RSD related...

I'm particularly interested if you experience strange game behavior in following situations:

- CTD or game freeze when equipment is destroyed
- Strange sinking mechanic
- Behavior in the campaign after save/load with destroyed equipment
- If crew reporting detection of radar signals after RWR antenna has been destroyed
- U-boat upgrades, are they properly shown and placed on submarine.


I cant remember anything other than that... R.S.D. only effects U-Boat systems and their damage so any other problem should not be related to this mod ,like CTD when torpedo struck, critical explosion of merchants and so on... I hope this mod will make game more exciting, realistic and challenging...

Last edited by vdr1981; 10-03-13 at 10:17 AM.
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Old 10-03-13, 09:55 AM   #274
gap
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Quote:
Originally Posted by vdr1981 View Post
Yes, sry about that, i was a bit confused when i merged main sub gr2 and sensors2.dat.
Merging those files doesn't give any useful information: they are not spatially overlapping. As I have told you yesterday, equipments are linked to unit models through special equipment linking bones


Quote:
Originally Posted by vdr1981 View Post
Its's fixed with v5.3 and, that's it , for now...I think i'll slow down with new updates and let people actually to sail a bit so they could report any strange behavior of the game that could be RSD related...
I agree

Any plan for future new features/fixes? Let me know if you have a todo list, for me to look into game files for the feasibility of the planned features

P.S: this is the link to the gun data spreadsheet that I was talking about yesterday:
http://www.mediafire.com/download/ht...guns_data.xlsx
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Old 10-03-13, 10:17 AM   #275
vdr1981
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Tnx Gap, I'll do that...And that document kicks ass...
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Old 10-03-13, 12:14 PM   #276
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And that document kicks ass...
Glad you like it
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Old 10-03-13, 05:08 PM   #277
plj
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Is it possible that your mod conflicts with [R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible] ?

I get hydro contacts while at flank on the surface
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Old 10-03-13, 05:12 PM   #278
gap
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Originally Posted by plj View Post
Is it possible that your mod conflicts with [R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible] ?

I get hydro contacts while at flank on the surface
Which hydrophone?
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Old 10-03-13, 05:35 PM   #279
vdr1981
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Hm... Good find Plj. GHG Hydrophones. Could this be because of new sensor file? You talked something about udate of REM Gap?
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Old 10-03-13, 05:40 PM   #280
gap
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Quote:
Originally Posted by vdr1981 View Post
Hm... Good find Plj. GHG Hydrophones. Could this be because of new sensor file? You talked something about udate of REM Gap?


The "new" (destroyable) GHG is not affected by R.E.M's tweaks. All other hydrophones are unchanged. I will prepare a R.E.M. patch for R.S.D. (or an R.S.D patch for R.E.M? ) as soon as possible
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Old 10-03-13, 05:45 PM   #281
vdr1981
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Nice!
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Old 10-04-13, 03:17 AM   #282
SnipersHunter
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Quote:
Originally Posted by gap View Post


The "new" (destroyable) GHG is not affected by R.E.M's tweaks. All other hydrophones are unchanged. I will prepare a R.E.M. patch for R.S.D. (or an R.S.D patch for R.E.M? ) as soon as possible
Thanks Gap
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Old 10-04-13, 03:19 AM   #283
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Great .. I thought I mucked up again :p Thanx gap!
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Old 10-04-13, 02:39 PM   #284
vdr1981
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Maybe i could help with REM update if you are busy with something else Gap?
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Old 10-04-13, 03:10 PM   #285
gap
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Quote:
Originally Posted by vdr1981 View Post
Maybe i could help with REM update if you are busy with something else Gap?
Sorry, today I was too absorbed with our crossed discussions on the forum to work on it.

R.E.M's hydrophone settings are a bit complicated: each sensor got three SensorData controllers, each set for different u-boat depths and detection ranges. Only the first controller is applied for player, whereas the three of them are active for AI sonarman. Nonetheless, they must be sorted in a specific order for them to work together correctly

If you wanted to do the work yourself, you should locate the appropriate controllers in R.E.M's sim file (IIRC I placed them toward the end of the file), paste them in the sim file of the destructible GHG, and change their parent Id to point to the GHG node in the dat file. This is best done in S3d. You should repeat the process for the three versions of R.E.M.

You can have a go at it, if you want, or I can do it myself tonight (in case I stay home), or tomorrow
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