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Old 08-01-10, 02:32 PM   #331
Tectronus
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Quote:
Originally Posted by TheDarkWraith View Post
anyone noticing the enemy's ship speed decrease as they take damage? In v0.0.12 I added a little thing to the ships that causes them to lose speed as they take on damage. If you deck gun them they should be losing speed with every shell hit.
.
Actually i just noticed this last night and couldn't figure out what was going on until i read this.

Last night i launched 2 fish on troop transport ship. These shots where perfect 0 gyro / over the wire shots so i could get 2 fish exactly where i wanted them. The first shot was launched at her bow, the second was launched at her engine room some 6 seconds later. She was traveling at 16 knots when i let the fish go.

So i followed my fish with the free cam and waited for the Grand Finale.
The first shot hit exactly where it should have and then something totally unexpected happened. It seemed like the ship just stopped in its tracks. Then about 6 seconds later it was confirmed by my second shot that almost ended up in the the first shots hole in the bow... WHAAATT???? After that i was stumped and was searching for answers.

Last night i updated v0.0.11 with v0.0.13 and found this post. I wanted to let you to know that your new script it working. It is slowing down ships for sure. Im sure this works awesome as intended if your deck gunning, but what if you score a critical hit with an under the keel magnetic det fish?
It seems like you tied the % of dmg with the % of speed decrease. This is happening instantly though. It made the ship go from 16 knots to almost a dead stop with one perfect hit. ( Critcal chance torpedo mod probably made slow down more extreme also )

Is there any way you could tweak this some more and add the in game timer to the script so that this speed decrease happens over time?? Maybe even a random time gen if you feel like getting really fancy. Or maybe tie the % of speed decrease to the flood time? This will let the boat slow down more naturally and let our fish hit where there suppose to and eliminate the instant slow down.


Thx Thedarkwraith, your scripting skills are ninja and are adding so much to this game and community.
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Old 08-01-10, 02:43 PM   #332
TheDarkWraith
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good report Actually it never crossed my mind about a torp shot and the amount of damage it can cause. Yes, the amount of damage taken is tied to the speed decrease. What you have reported is very undesirable and thus I'll either have to remove it or see if I can't find a way to phase it in over time. Instant speed changes isn't realistic
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Old 08-01-10, 05:38 PM   #333
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Quote:
Originally Posted by TheDarkWraith View Post
good report Actually it never crossed my mind about a torp shot and the amount of damage it can cause. Yes, the amount of damage taken is tied to the speed decrease. What you have reported is very undesirable and thus I'll either have to remove it or see if I can't find a way to phase it in over time. Instant speed changes isn't realistic
Hm, hm, hm...
For example I hit the ship at 10kt and his speed should be 2.
Is possible to implemented different way with different speed?
TORPEDO HIT!
10kt next 10sek
8kt next 15sek
6kt next 20sek
4kt next 30sek
and next way is 2kt
Final: ship will slow at next 750m

I can build special formula to calculate way at speed (with 0.1kt precision) with "real" ship inertia at see, but is it possible to implement?


But...
What about warships? Some are "listening" with 0 speed and next they moved with hi-speed. I didn't see immediate acceleration form 0 to 35kt...
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Old 08-01-10, 06:27 PM   #334
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Quote:
Originally Posted by Antar View Post
Hm, hm, hm...
For example I hit the ship at 10kt and his speed should be 2.
Is possible to implemented different way with different speed?
TORPEDO HIT!
10kt next 10sek
8kt next 15sek
6kt next 20sek
4kt next 30sek
and next way is 2kt
Final: ship will slow at next 750m
Sounds like a good way to implement it.
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Old 08-02-10, 01:14 AM   #335
TheDarkWraith
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v0.0.14 released. See post #1 for details

EDIT:

escorts and destroyers make much better DC runs now and the DCs are much more lethal. I just found myself with heavy flooding and knocked out electric engines by a V&W on it's first pass....wow.....emergency surface time!

Last edited by TheDarkWraith; 08-02-10 at 01:50 AM.
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Old 08-02-10, 04:17 AM   #336
THE_MASK
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Just downloaded v14 . One thing i noticed is that while operating the hydrophone myself the contact is reversed by 180degrees . It should have been approx 2 degrees and i could hear it around 180 aprox . When asking for a contact report , it is correct . cheers . I will check it with v13 . Nope i already deleted v13 LOL .
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Old 08-02-10, 05:27 AM   #337
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Thats a stock bug. The needle is placed 180 degrees of in the hydrophone station.
Bigreg has fixed this and will be releasing soon. He has also given me permission to use the fix in my next release of the UI mod .
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Old 08-02-10, 07:52 AM   #338
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Quote:
Originally Posted by Tectronus View Post
Sounds like a good way to implement it.
Relax, I think that this formula is anywhere in SH5, but nobody knows where...


Wait for TDW answer...
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Old 08-02-10, 08:05 AM   #339
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Quote:
Originally Posted by TheDarkWraith View Post
v0.0.14 released. See post #1 for details

EDIT:

escorts and destroyers make much better DC runs now and the DCs are much more lethal. I just found myself with heavy flooding and knocked out electric engines by a V&W on it's first pass....wow.....emergency surface time!
Nice, on holidays this week so I may get to play a bit
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Old 08-02-10, 09:31 AM   #340
TheDarkWraith
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Quote:
Originally Posted by sober View Post
Just downloaded v14 . One thing i noticed is that while operating the hydrophone myself the contact is reversed by 180degrees . It should have been approx 2 degrees and i could hear it around 180 aprox . When asking for a contact report , it is correct . cheers . I will check it with v13 . Nope i already deleted v13 LOL .
why is it that I don't notice this? Everytime I use the hydrophone I have no problems with it. Where I hear a contact is where it is. Where a contact line is drawn on the map is where I hear a contact on the hydrophone. I'm beginning to think this is a mod problem (not this one) that's causing this problem.
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Old 08-02-10, 11:12 AM   #341
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Quote:
Originally Posted by TheDarkWraith View Post
good report Actually it never crossed my mind about a torp shot and the amount of damage it can cause. Yes, the amount of damage taken is tied to the speed decrease. What you have reported is very undesirable and thus I'll either have to remove it or see if I can't find a way to phase it in over time. Instant speed changes isn't realistic

It looks that in SH3, SH4 and SH5 the braking way is incorrect...

Google:
1. Merchant 30.000 BRT full loaded with max speed 15kt.
Braking way (full speed -> stop): 8500m at 35 minutes...
2. Merchant 10.000 BRT empty with max speed (no data how many)
Braking way (full speed -> stop): 3300m at 20 minutes...
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Old 08-02-10, 11:19 AM   #342
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Quote:
Originally Posted by Antar View Post

It looks that in SH3, SH4 and SH5 the braking way is incorrect...

Google:
1. Merchant 30.000 BRT full loaded with max speed 15kt.
Braking way (full speed -> stop): 8500m at 35 minutes...
2. Merchant 10.000 BRT empty with max speed (no data how many)
Braking way (full speed -> stop): 3300m at 20 minutes...
same thing with acceleration. Ships/subs have almost instant acceleration and deceleration. There has to be a way to mitigate this - probably increasing the vessel's mass in the files?
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Old 08-02-10, 12:13 PM   #343
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Increasing the mass of the player sub (and probly AI subs, if they dive) has a direct impact on submerged bouyancy. It's how I got subs to maintain depth properly when tweaking other peoples modded sim files; tweak mass by a ton or two, check in game, tweak again...

Not sure how displacement affects handling, might be tied to mass but either way, it had been discussed in the RUB forum as another way to get boats to handle right instead of using excessive drag.
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Old 08-02-10, 12:22 PM   #344
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Quote:
Originally Posted by TheDarkWraith View Post
same thing with acceleration. Ships/subs have almost instant acceleration and deceleration. There has to be a way to mitigate this - probably increasing the vessel's mass in the files?
I think not, the fish boat and CV can stop at this same time...
I have a better idea...
This procedure is independent form ship mass (only for possibility check):

Initial ship speed: 10
Final speed: 0
Braking time = 60 sec

hit torpedo = timer is start
c = 10 - 0,1667*t
if c < speed - 0.5 then speed = speed-0.5

Tell me if it is working... if not, tell me too.
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Old 08-02-10, 12:25 PM   #345
TheDarkWraith
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Quote:
Originally Posted by Antar View Post
I think not, the fish boat and CV can stop at this same time...

I have a better idea...

This procedure is independent form ship mass (only for possibility check):

Initial ship speed: 10
Final speed: 0
Braking time = 60 sec

-----------------

hit torpedo = timer is start
c = 10 - 0,1667*t
if c < speed - 0.5 then speed = speed-0.5
ah I see what you mean. Wish I could put timers in that AI code but can't. It's very limited in what you can do in it. It's like a hybrid C++ function and python script with the syntax removed
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