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Old 09-17-13, 04:08 PM   #106
gap
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Quote:
Originally Posted by privateer View Post
I've never test SH5 AI Guns for a problem We saw in SH3.
If the angle was set to high? You'd get a Snow effect from the shells raining back down once in a Blue Moon!


We found Real Life settings did not work in SH3 and had to lower the specs a tad.
I remember you talking about this problem you had while working on GWX. Honestly I didn't test if the same would happen in SH5, but for sure it is worth a try. Beside barrel's maximum elevation angle, maximum gun range/angle might play a role. Do you remember if you had played with those settings too?

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Originally Posted by vdr1981 View Post
Thank's... Actually , i'm very much interested in this and your work with historical guns specification is very important for realistic submarine damage modeling. Merging those two mods in one large would be great thing for SH5...
Merging the two mods would be an honour, though there is not much to merge at this time (most of the features I had originally planned are still in my mind ). As a matter of fact, I was going to add your mod to the list of mods supported/required.

P.S: have you tested this mod? Though having been posted in Fifi's Mod Compilation thread, it is part of the HGS project (again my bad... )
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Old 09-17-13, 04:51 PM   #107
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Originally Posted by gap View Post
I remember you talking about this problem you had while working on GWX. Honestly I didn't test if the same would happen in SH5, but for sure it is worth a try. Beside barrel's maximum elevation angle, maximum gun range/angle might play a role. Do you remember if you had played with those settings too?



Merging the two mods would be an honour, though there is not much to merge at this time (most of the features I had originally planned are still in my mind ). As a matter of fact, I was going to add your mod to the list of mods supported/required.

P.S: have you tested this mod? Though having been posted in Fifi's Mod Compilation thread, it is part of the HGS project (again my bad... )
Duh, V2 updated...i screwed up upc files path...now is OK...
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Old 09-17-13, 05:16 PM   #108
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Thanks vdr1981 for this great mod!
Keep up the good work mate

Just one question, if you can tell what did you do to change the sub armor at the bottom? is that in Zones.cfg?
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Old 09-17-13, 05:41 PM   #109
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No, it's one damage box with armor thickness of 1000cm at the bottom of the sub, sub's .zon file, currently only type VIIb i think. I saw this trick from RFB and OM files from SH4 but in SH5 it doesn't work as i expected... I need some more testing on this one...


Last edited by vdr1981; 09-17-13 at 05:52 PM.
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Old 09-17-13, 06:17 PM   #110
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No, it's one damage box with armor thickness of 1000cm at the bottom of the sub, sub's .zon file, currently only type VIIb i think. I saw this trick from RFB and OM files from SH4 but in SH5 it doesn't work as i expected... I need some more testing on this one...
100 cm of armor?!

from your screenie I see you have it set to 500 though. Beware that, unless set to negative values, boxes' AP setting overseeds the AP setting of their relative zone.

A value of -1 means the same armor as the one set for the zone definition specified; -2 means twice the armor of the zone specified, and so on. Negative values set in zone definitions work the same way, and they are relative to the AP value of the closest parent object which got a damage zone.
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Old 09-18-13, 06:47 AM   #111
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Ok vdr1981 thanks for the info and the pic!
I was doing some experiments with sub's armor so it can stay at bottom but it's not very realistic.
It will be interesting to see how this great mod turns out in the end!
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Old 09-19-13, 08:35 AM   #112
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Thank you Vdr for your good work with this mod
(and Gap too )
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Old 09-19-13, 11:07 AM   #113
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You're welcome guys!
.
Gap, still no success with ObjectRemains controller. Do we have somewhere in SH files example where ObjectRemains controller is actually used?
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Old 09-19-13, 11:38 AM   #114
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Gap, still no success with ObjectRemains controller. Do we have somewhere in SH files example where ObjectRemains controller is actually used?
No, this is probably the least used controller of the whole Silent Hunter series.

I only hope that it isn't yet another unfinished/broken feature. Which tests have you carried out so far?
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Old 09-19-13, 05:03 PM   #115
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Bunch of things... Sim,zon files, different paths. Maybe your "unfinished" theory is correct...


V3 updated...I've Fixed few more things.
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Old 09-19-13, 05:59 PM   #116
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Originally Posted by vdr1981 View Post
Bunch of things... Sim,zon files, different paths. Maybe your "unfinished" theory is correct...
Have you also tried with val and fx files, as suggested by TDW?

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V3 updated...I've Fixed few more things.
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Old 09-20-13, 06:12 PM   #117
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still no success with ObjectRemains controller.
Just a thought: have you tried entering the Id of the linked object (i.e. the Id of its root bone/node), instead of its name?
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Old 09-21-13, 06:13 AM   #118
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Just a thought: have you tried entering the Id of the linked object (i.e. the Id of its root bone/node), instead of its name?
Not yet...Now i'm having some other problems now...

I'm constantly having CTD after excessive fire is received with type C and C41... I removed all shcollision controllers from all .zon files and still problem persist.

Code:
Problem signature:
  Problem Event Name:	APPCRASH
  Application Name:	SH5.exe
  Application Version:	1.2.0.0
  Application Timestamp:	562b9a96
  Fault Module Name:	SHCollisions.act
  Fault Module Version:	0.0.0.0
  Fault Module Timestamp:	4bce9a3a
  Exception Code:	c00000fd
  Exception Offset:	00039afd
  OS Version:	6.1.7601.2.1.0.256.1
  Locale ID:	1033
  Additional Information 1:	3fa5
  Additional Information 2:	3fa59703e9bc586eb27fc2230710b1d9
  Additional Information 3:	41c4
  Additional Information 4:	41c4d81bf2e8a02a5b68afaf34494cd4
Does this message telling me anything? looks like when submarine reacive aprox. 1000HP damage i always have CTD with this mesage...
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Old 09-21-13, 06:27 AM   #119
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Originally Posted by vdr1981 View Post
I'm constantly having CTD after excessive fire is received with type C and C41... I removed all shcollision controllers from all .zon files and still problem persist.

Does this message telling me anything?
Probably yes, with the help of a better interpreter than me though

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Originally Posted by vdr1981 View Post
looks like when submarine reacive aprox. 1000HP damage i always have CTD with this mesage...
Have you tried with no R.S.D. enabled? If problem persists after disabling it, try with a clean SHCollisions.act (no TDW patches enabled).

I remember having a similar problem during a test mission where two tankers were harassing me with their guns at close range. But it was long, long (I say long) ago
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Old 09-21-13, 09:59 AM   #120
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It looks like this is happening even without RSD and when TDW patcher is disabled. Is it possible that shcollission CTD is situation -mission related because it's happening only in fx update testing mission when two destroyers hitting you very rapidly? In mission when single destroyer is attacking, things go more or less smooth...
Now , good thing would be if i could add type 7b or 7a in FX update mission but i'm too stupid to do that...
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