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Old 10-25-13, 07:29 AM   #601
gap
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Originally Posted by plj View Post
I'm not either. None of the CTD's that have been reported since version 4 or up (dunno about previous cba to look) where connectable to RSD as none of them where reliably reproduceable while modlists where identical. This rules out RSD.

Please correct me if I'm wrong on this ?
Your reasoning is unexceptionable

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Originally Posted by plj View Post
Is there a chance that in certain scenarios a number gets initialized that does not fit into the type it has to fit ? An integer for instance only fits 2,147,483,647 ... this could corrupt values and cause devide by 0's if not handled correctly ..
If you are talking about Unique Id's and parent Id's, my answer is no. They are just another way to create a reference to objects and controllers in game. The game doesn't "initialize" them, neither it performs calculations based on them; it just checks and compares them to know which controller goes where, and to determine the hierarchy of nested items. Just like Goblin Editor does for displaying the 'project tree'.

In other words, the chance of Id's being loaded under a wrong numerical format is, to the best of my knowledge, the same of a file name getting corrupted in memory: theoretically possible, but there are much more likely causes for the random crashes you are trying to track down.
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Old 10-25-13, 08:07 AM   #602
vdr1981
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This mod really changes the way I play the game in a realistic tension filled way .
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Amen. It's a great mod
I'm really glad you like it!
Please, feel free to post some suggestions regarding equipment damage durability...

Also, you'll see that sometimes you'll get strange damage readings, for example, you''ll take 30% damage to engine room pressure hull and 0% to engine room hull integrity which is a bit strange...It's because of TDW "collateral damage" patch which introduce some randomness. Without it, damage calculations are much more logical and correct, but I kind of like a dose of randomness so for now I'm sailing with patch enabled...
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Old 10-25-13, 11:06 AM   #603
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This is, to me, one of those mods that I can not do without for the simple reason that it takes gameplay to a whole new level. Previously, some damage was acceptable and no big deal .. right now it could be the difference between life and death .. which is how it should be.

A sub is a glass-cannon .. now it feels like that.
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Old 10-25-13, 11:57 AM   #604
vdr1981
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A sub is a glass-cannon .. now it feels like that.
Well spoken! That is the essence...

I'm not feeling any regret when I say that default damage modeling was so dumbed down it was insulting . Except one invisible "health bar" presented in so called "hull integrity" and damage for engine and batteries, there was nothing else... In the matter of fact, the damn submarine couldn't be sunken at all... In short, developers did nothing...

Because of this, we got set of connected bugs, like destroyers blowing them self ect. DC strength and range was enormously increased just to produce some kind of damage to the submarine (to drown down health bar) and the side effect was more damage for the destroyer than for player sub, because damage modeling for destroyers was more advanced (enleast , they could loose their DC racks...) .

Now, this effect is subdued and DC use accurate historical ranges . Often, you'll find your self sweating and praying 70m bellow...
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Old 10-25-13, 01:51 PM   #605
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Often, you'll find your self sweating and praying 70m bellow...
....if I even get there intact enough to be able to return topside, then yes .. evasion just got real
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Old 10-27-13, 03:18 AM   #606
vdr1981
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Because of the known bug with strange camera behavior if you accidentally click on UZO station after it's been destroyed I'll upload small optional patch which will make UZO actually indestructible...

However, because UZO destruction is, from some reason, my favorite damage, I'll continue to sail without this patch on board...

Check download section of the first post...
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Old 10-28-13, 03:25 AM   #607
SnipersHunter
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Didnt they took the uzo in the boat they just took at on the bridge if they need it in real life? When its in the boat it cant get damage so...
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Old 10-29-13, 12:26 PM   #608
vdr1981
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I would like to try to simulate ballast tanks damage but before that I will need some technical clarifications...For a start, here's few questions for subsim's experts...

- Can someone explain to me, in short terms, how would damage to the ballast tank actually look and feel like?

- How many ballast tanks Type VII actually had, 1 or 2?

- Capacity of ballast tanks(s), tons of sea water?

- Position of tanks?

- Ballast tanks resistance to small caliber weapons ,like airplane machine guns and and AA guns?
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Old 10-29-13, 02:59 PM   #609
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This might help ? http://www.uboatarchive.net/Manual.htm

A damaged balast tank would mean one taking in water ... you'd have to pump water out constantly in order to stay at the same depth. It would thus also drain your compressed air.

They have 5, according to the manual. 2 of which are reserves and used for fuel oil reserves as well. See page 37 and on. That manual contains a wealth of info for RSD btw
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Old 10-29-13, 03:39 PM   #610
gap
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I would like to try to simulate ballast tanks damage...
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Old 11-01-13, 10:42 AM   #611
vdr1981
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Work in progress! One more reason to clear the surface in case of enemy air attack, pretty soon...



External ballast tanks will be highly sensitive to enemy fire, even on smaller calibers and they wont be repairable at open seas. Even with all external tanks destroyed and flooded, submarine will still have necessary buoyancy to stay on surface, however, underwater operations will be significantly effected, from minor maintaining depth problems to complete inability to perform any kind of underwater operations.

P.S. Plj, the manual really rocks!
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Old 11-01-13, 10:50 AM   #612
gap
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Work in progress! One more reason to clear the surface in case of enemy air attack, pretty soon...
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Old 11-01-13, 01:05 PM   #613
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Work in progress! One more reason to clear the surface in case of enemy air attack, pretty soon...

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Old 11-02-13, 09:07 AM   #614
vdr1981
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I think I'm almost done with type VIIB, if you like I can upload test mod so you can test it in various missions?

Last edited by vdr1981; 11-02-13 at 03:07 PM.
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Old 11-02-13, 05:53 PM   #615
THE_MASK
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How does this mod change my gameplay !
Now i tend to travel at night on the surface and hide below during the day because of aeroplanes if i am near an airbase .
I am not likely to raid ports whereas before without the mod it was common practise .
I dont want to be discovered by unknown ships and my position radioed in if i am near ports .
If i encounter enemy ships i will dive and do a hydrophone check to see if there are no escorts around whereas before most times i didnt bother .
On sighting planes it is an immidiate crash dive so i do a lot of depth checking . Hydrophone checking then depth checking whereas before the mod i wouldnt bother .
I am very nervous about attacking ships on the surface now so i use torpedoes whenever possible whereas before without this mod i would attack ships with the deck gun all the time .
I now tend to really plan my routes staying well away from the coast and air space whenever planning a route .
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