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Old 09-16-13, 04:35 AM   #91
vdr1981
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Tnx guys! Don't hesitate to post some impressions and suggestions as well...
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Old 09-16-13, 12:58 PM   #92
vdr1981
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Gap,to which file should i add this new ObjectRemains controller, sim or zon?
I will try to replace deck gun model with something else (some flak maybe) when destroyed, to see could this work...
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Old 09-16-13, 01:32 PM   #93
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Originally Posted by vdr1981 View Post
Gap,to which file should i add this new ObjectRemains controller, sim or zon?
No idea. So far I couldn't find any example of this controller being used within stock files. In Goblin Editor it is grouped in the SHCollision category, so I would say that placing it in the zon file would be okay, but look at this post by me and to the answer by TDW (one post above)

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Originally Posted by vdr1981 View Post
I will try to replace deck gun model with something else (some flak maybe) when destroyed, to see could this work...
Yes, worth a try. If it doesn't work, try replacing the gun with an object in the Library folder. That folder is hardcoded, and the game looks in it when, within game files, a reference to an object is made without a path. Shouldn't work either, specify the full path to the object after its name, e.g:

20mm_C30_Soclu,data\Objects\Guns\20mm_C30
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Old 09-16-13, 02:11 PM   #94
vdr1981
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That means i could type path only DC_barrels (witthout data,library...blabla)and game should , in theory, find object automatically and replace it?
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Old 09-16-13, 06:26 PM   #95
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That means i could type path only DC_barrels (witthout data,library...blabla)and game should , in theory, find object automatically and replace it?
Exactly.

For ease of testing I would use a model which is meant to be placed on deck, one of the ship cargo models for instance. Otherwise, if it is designed for being rendered below its linking point, like one of the bomb models, you risk not to see it.
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Old 09-16-13, 11:11 PM   #96
Mikemike47
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Originally Posted by vdr1981 View Post
Tnx guys! Don't hesitate to post some impressions and suggestions as well...
Beautiful work. First time playing operation drumbeat with open horizons. Got too close to a destroyer and forgot about your mod install.

Mods:
Code:
Accurate German Flags
RemoveLogoIntroTheDarkWraith
sobers game loading tips V8 SH5
DBM Background Video
sobers green spinning thing SH5
SMission - D-Day Landings
Grossdeutscher Rundfunk
U-Boat Watch Crew Routine SFX
WolfPack Wotan
Messervy_s_gramophone_pack1
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
Fuel Gauge WoGaDi_SteelViking's Interior
Fix clock rear torpedo room VIIA
Depth Charge Range Fix
Capthelms Audio+SV Touch Ups
sobers multi color mod V5
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - No Underwater Impurity Patch
DynEnv v2.9 - 5.e Ambient Settings - Brighter Nights-No Murky Waters
DynEnv v2.9 - 9. Sobers Best Ever Tweaks
DynEnv v2.9 - 12. Sounds
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers best ever fog V22 SH5
sobers waves mod V12 27032013
Window_Lights_Redone_V1
Torpedo_Door_Sound_Mix
Pascal-sh5-Crew-Uniforms
SH5_7A_Conning_Fix
SteelViking's Bunker Fixes V1.0
German U-Boat Hydrophone SFX
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1 & hotfix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_3_ byTheBeast
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
FX_Update_0_0_22_Torpedoes - MagDet range 3m (modified for torpedoes failure patches)
AI_sub_crew_1_0_2_TheDarkWraith
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_5_0_jimimadrids_map_tools
NewUIs_TDC_7_5_0_TDW_MessBoxMinWidth
Manos Scopes-patch for 5x4
Sjizzle's - Charts for NewUIs part 1_07.06.2013
Sjizzle's - Charts for NewUIs part 2_07.06.2013
Sjizzle's - Charts for NewUIs part 3_24.06.2013
Submarine's .sim&cfg (mod engine ratio + ind cont patches)
gap - armaments & equipments patch v 0.2
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
silentmichal's interior mod 1.2.3
Cerberus62 Corrected Depth Charge Projector 1.0
Flower_Class_Corvette_Pack
NDD_Soldati Fix
NOZAURIO'S SKIN (Standar No Emblem) v-1.1.0
Expanded Navies by Cybermat47 v.1.0.01
OPEN HORIZONS II_full v2.2
OPEN HORIZONS II v2.2 - ORP Gryf and HMS Rocket no reflection patch
OHII v2.2 Sobers Terrain fix
OH II Minefield map for TDWs Ui
Reworked Submarine Damage
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
SH5Lifeboat_Wooden ver. 0.2
SkyBaron's Bold SFX for SH5 1.0
SkyBaron's Leigh Light for SH5 1.0
Reworked Morale and Abilities v.1.1
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
Crew scripting by TheDarkWraith
sobers green crew training V4 SH5
TDW FX Fix for Sobers chimney smoke
sobers Lights Cfg V5 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Krauters Automated Scripts (v5_0_0 compatible)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally TDC Help v2
MadMaxs_SH5_Subdiesel (mono) v2
Sonar Sound Collection v 1.0 for SH5 - Distorted
sobers hud sounds V1 SH5
AMMO_v1.0_SH5_by_Raven_2012
sobers bad weather deck gun V5 SH5
Reworked U-boat Guns (incomplete version)
sobers Depth of Field V6 SH5
sobers map colors SH5 V1
Shadow Improvement Mod
Nauticalwolf's_Damage_and_Torpedo_UI(b)_Mod_v1.1
TDW_GenericPatcher_v_1_0_149_0
Voice, Sounds & Help
Dialogs(xx) and sounds cfg testing
Had damage of 40% of rudders, 20% on stern (rear) planes, and 60% on bow (front) planes. Hair raising!! Got all rear damage fixed in a decent amount of time done, but the front was the problem. For a while I could not get to periscope depth, bobbing back and forth between 14 and 15 meters. Damage control eventually fixed the forward planes. I could fire a torpedo at periscope depth and see what I am doing, finally!!!

Last edited by Mikemike47; 09-16-13 at 11:21 PM.
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Old 09-17-13, 12:38 PM   #97
vdr1981
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I'm glad you like it Mike, although don't get to comfortable with "Paukenschlag" , i'm preparing v2 with some more adjustments... Still, i think it's not necessary to restart campaign until upc files are modified again...
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Old 09-17-13, 12:41 PM   #98
vdr1981
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Gap, i have noticed very high AP values for HE ammunition in you armament patch(shells.zon), sometimes even higher then their armor piercing counterpart .Why so?
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Old 09-17-13, 01:07 PM   #99
gap
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Originally Posted by vdr1981 View Post
Gap, i have noticed very high AP values for HE ammunition in you armament patch(shells.zon), sometimes even higher then their armor piercing counterpart .Why so?
Are you talking about the armaments & equipments patch v 0.2? The only change I have made on shells .dat/zon for this mod, is adding new 11" shells definitions with their own AP, radius and damage settings. Nothing else, AP values for preexisting shells should be unchanged
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Old 09-17-13, 01:13 PM   #100
vdr1981
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Originally Posted by gap View Post
Are you talking about the armaments & equipments patch v 0.2? The only change I have made on shells .dat/zon for this mod, is adding new 11" shells definitions with their own AP, radius and damage settings. Nothing else, AP values for preexisting shells should be unchanged
I see, those are default definitions then...
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Old 09-17-13, 01:21 PM   #101
vdr1981
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Tell me Gap (i'm starting to be pain in the ass again ), have you and other moders ever experimented with AI guns elevation speeds and fire angle tolerances in order to reduce uber AI precision? Like Sober did for submarine's deck guns with his "bed weather deck gun" mod.
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Old 09-17-13, 02:54 PM   #102
gap
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I see, those are default definitions then...
Yes, unless I made a mess with them

In any case creating new shells is really easy. Stock shells are grouped per caliber and gross category (AP, HE, AA and SS), so basically all the guns of the same caliber fire the same kind of ammunition. It is my intention for a future version of the Historical Guns Specs mod to give each gun its own shells with AP, radius and damage customized according to real ballistic properties of oerdanance historically fire by them. You are welcomed into partecipate in this project

Quote:
Originally Posted by vdr1981 View Post
Tell me Gap (i'm starting to be pain in the ass again ), have you and other moders ever experimented with AI guns elevation speeds and fire angle tolerances in order to reduce uber AI precision? Like Sober did for submarine's deck guns with his "bed weather deck gun" mod.
Yes, as abundantly tested by sober first, and then by me and especially by Volodya, below certain values traverse/elevation rates have a big impact on AI aiming accuracy. On the contrary, our many tests with various tolerance factor settings, didn't show any clear trend. This is talking about U-boat guns which, as you can imagine, differ from other guns under several aspects.
Despite your first tests with them, some global factors, as Waves amplitude, Waves attenuation, Max error angle and Max fire wait, might (and should) play a role as well.
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Old 09-17-13, 03:01 PM   #103
Madox58
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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.
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Old 09-17-13, 03:08 PM   #104
vdr1981
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Quote:
Originally Posted by gap View Post
Yes, unless I made a mess with them

You are welcomed into partecipate in this project
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...
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Old 09-17-13, 03:19 PM   #105
vdr1981
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Quote:
Originally Posted by privateer View Post
We found Real Life settings did not work in SH3 and had to lower the specs a tad.
Sure, most of the time , simple entering historically accurate data into controllers wont give us accurate behavior in the game...Simple example is U-boat diesel and electric engine power settings in unitsubmarine contr.,which are historically correct, but in game then we have sub with enormously overpowered acceleration capabilities... That's why i have tuned down engines power to 50% , for my own use...
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