SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH5 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 03-28-14, 04:28 PM   #2206
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by GaetVa View Post
Even if for now for campaign will be hard to have a big range, already for scenarios, it becomes really interresting to do some really historical scenarios (i am thinking for instance of scenarios for artic convoys, like PQ17 with planes attacking first following by sub attacks, and even later with german ships attacking like Tirpitz and Admiral Hipper). With this render patch, this kind of things becomes possible.
If I can pull off what I'm trying to do it will allow all kinds of neat things with the game that weren't possible before. One neat thing will be wounded units would stay wounded. No more go outside of render distance, disappear, miraculously heal to 100%, then respawn again once inside the current render distance. That right there annoys me to no end Plus you would get credit for units that died way out of your site because they would never be removed from the game until they actually died
TheDarkWraith is offline   Reply With Quote
Old 04-01-14, 06:03 AM   #2207
GaetVa
Watch
 
Join Date: Aug 2013
Posts: 25
Downloads: 82
Uploads: 0
Default

TDW,

hope you can do what you want to do ! will be awesome !!

I make some others tries, so seems i was in the mistake, as there is
no limit (you can put 10 000 km in the patch if you want).

Don't know why i never received radio message in the scenario saying
merchants have been sunk when i did my tests

I tried in the campaign with a distance of 750 km (i remove all traffic from
ports to test it, and some others traffics, as i have not a very good computer configuration).

All was running ok until i got sunked by some ennemies ships
near Cherbourg.... (i am not very good...). So my test ended at this time.

Just another word : before that i trying with a distance of 1500 kilometers, but what i found strange
it is that i was at 25-30 fps, and dropped at 0 in 1 seconds. no intermediate FPS. It is like there is
an array of ships, and suddenly you go through this limit. (as i am sure in one second you can't have
20 new 3D rendered ships which will drop FPS like this).
GaetVa is offline   Reply With Quote
Old 04-01-14, 09:42 PM   #2208
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by GaetVa View Post
hope you can do what you want to do ! will be awesome !!

Just another word : before that i trying with a distance of 1500 kilometers, but what i found strange
it is that i was at 25-30 fps, and dropped at 0 in 1 seconds. no intermediate FPS. It is like there is
an array of ships, and suddenly you go through this limit. (as i am sure in one second you can't have
20 new 3D rendered ships which will drop FPS like this).
Someone with an average system should try it out and report what they find with your distances. My system just chews it up and spits it out and says is that all you got? I have high FPS even with ridiculous rendering distances.

A problem I have noted using very large rendering distances is the units are not 'updated' with the latest equipment. Since when using very large rendering distances the units are active (3D units) and not inactive (2D units). This means their equipment and loadouts are what they were when the unit originally spawned. With short rendering distances units aren't spawned until the player's sub is close to them and thus they have the 'latest' equipment and loadouts
TheDarkWraith is offline   Reply With Quote
Old 04-03-14, 03:27 PM   #2209
vladimir bondarenko
Sailor man
 
Join Date: Feb 2014
Location: Ростов-на-Дону РФ
Posts: 45
Downloads: 300
Uploads: 0
Default вопрос

Dear TheDarkWraith, and whether it is possible to combine somehow fashions of SubFlags_0_0_8_byTheDarkWraith and IRAI_0_0_41_ByTheDarkWraith
vladimir bondarenko is offline   Reply With Quote
Old 04-06-14, 12:14 PM   #2210
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by TheDarkWraith View Post
A problem I have noted using very large rendering distances is the units are not 'updated' with the latest equipment. Since when using very large rendering distances the units are active (3D units) and not inactive (2D units). This means their equipment and loadouts are what they were when the unit originally spawned. With short rendering distances units aren't spawned until the player's sub is close to them and thus they have the 'latest' equipment and loadouts
I don't see it as a problem: if an unit spawned before her equipment upgrade date, it means that she was out at sea in the meanwhile, and that she couldn't be upgraded anyway. Only units setting sails (i.e. spawning in game) after the upgrade date should be fitted with their latest equipmens.
__________________
_____________________
|May the Force be with you!|
...\/
gap is offline   Reply With Quote
Old 04-14-14, 08:39 AM   #2211
vdr1981
Navy Seal
 
Join Date: May 2010
Location: Србија
Posts: 6,078
Downloads: 581
Uploads: 13


Default

I'm wondering, why airplanes are so scrimpy when it comes to dropping bombs on target? It looks like they always prefer to use their guns but then they're easy target for AA guns...

Last edited by vdr1981; 04-14-14 at 10:29 AM.
vdr1981 is offline   Reply With Quote
Old 04-15-14, 02:50 PM   #2212
Ross59
Watch
 
Join Date: Aug 2007
Posts: 25
Downloads: 627
Uploads: 0
Default

Hi TDW
Quote:
Originally Posted by TheDarkWraith View Post
If you are using my Ship's Inertia mod then you'll want to update IRAI with this: http://www.mediafire.com/?r6mxk65jaxmb9fu
This will allow the maximum speed of the unit to be dictated by damage incurred. Enabling this without my Ship's interia mod installed will cause the ship's to instantly slow down when they are damaged.
Whare can I find your Ships Inertia mod, and the link to the file download seems to be broken
Thanks
Ross
Ross59 is offline   Reply With Quote
Old 04-15-14, 09:04 PM   #2213
Katze
Loader
 
Join Date: Mar 2011
Posts: 85
Downloads: 186
Uploads: 0
Quote:
Originally Posted by Ross59 View Post
Hi TDW

Whare can I find your Ships Inertia mod, and the link to the file download seems to be broken
Thanks
Ross
TDW_Ship_Inertia_1_1_0 link: http://www.subsim.com/radioroom/showthread.php?t=196657

And the IRAI_0_0_41_Inertia_Damage mod is included in the IRAI_0_0_41_ByTheDarkWraith zip file (you'll find it in the MODS folder inside the zip along with the main mod )

install them in JSGME as:
TDW_Ship_Inertia_1_1_0
IRAI_0_0_41_ByTheDarkWraith
IRAI_0_0_41_Inertia_Damage
Katze is offline   Reply With Quote
Old 04-16-14, 02:41 PM   #2214
Ross59
Watch
 
Join Date: Aug 2007
Posts: 25
Downloads: 627
Uploads: 0
Default

Thanks Katze
Ross59 is offline   Reply With Quote
Old 04-19-14, 09:36 AM   #2215
vdr1981
Navy Seal
 
Join Date: May 2010
Location: Србија
Posts: 6,078
Downloads: 581
Uploads: 13


Default

A friend of mine was "probing" Royal Airforce near southwest coast of England...



It would be really nice if planes AI become a little bit more "determent" in the next IRAI update...
vdr1981 is offline   Reply With Quote
Old 04-20-14, 12:20 AM   #2216
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by vdr1981 View Post
A friend of mine was "probing" Royal Airforce near southwest coast of England...

It would be really nice if planes AI become a little bit more "determent" in the next IRAI update...
Is that the air-to-air combat patch in action?
Unfortunately the plane AI is the worst of all the game's AI. There isn't much hope for improving it
TheDarkWraith is offline   Reply With Quote
Old 04-20-14, 09:48 AM   #2217
vdr1981
Navy Seal
 
Join Date: May 2010
Location: Србија
Posts: 6,078
Downloads: 581
Uploads: 13


Default

Quote:
Originally Posted by TheDarkWraith View Post
Is that the air-to-air combat patch in action?
Unfortunately the plane AI is the worst of all the game's AI. There isn't much hope for improving it
I see...Tnx for info!
vdr1981 is offline   Reply With Quote
Old 05-20-14, 11:45 AM   #2218
vdr1981
Navy Seal
 
Join Date: May 2010
Location: Србија
Posts: 6,078
Downloads: 581
Uploads: 13


Default

I'm getting really tired of escorts sensors uber-sensitivity...
I'm constantly being detected in some impossible situations, like while I'm siting 30 meters below being silent like hole in the water, just to realize that nearby destroyer (approx 800m away) has suddenly being alerted about my presence...
I don't need to say anything about surface engagement...It's just impossible...

Has anyone ever experimented with following values from init.aix file? Maybe there's hidden solution for the problem?
Code:
# Note: difficulty is in range 0.0 - 1.0 with 0.0 being no difficulty (sensor doesn't exist)
	# for non-merchants
	VISUAL_DIFFICULTY_MIN		= 0.85;
	VISUAL_DIFFICULTY_MAX		= 1.0;
	HYDROPHONE_DIFFICULTY_MIN	= 0.85;
	HYDROPHONE_DIFFICULTY_MAX	= 1.0;
	RADAR_DIFFICULTY_MIN		= 0.85;
	RADAR_DIFFICULTY_MAX		= 1.0;
	SONAR_DIFFICULTY_MIN		= 0.85;
	SONAR_DIFFICULTY_MAX		= 1.0;
	# for merchants
	VISUAL_DIFFICULTY_MERCHANT_MIN	= 0.85;
	VISUAL_DIFFICULTY_MERCHANT_MAX	= 1.0;
	HYDROPHONE_DIFFICULTY_MERCHANT_MIN = 0.85;
	HYDROPHONE_DIFFICULTY_MERCHANT_MAX = 1.0;
	RADAR_DIFFICULTY_MERCHANT_MIN	= 0.85;
	RADAR_DIFFICULTY_MERCHANT_MAX	= 1.0;
	SONAR_DIFFICULTY_MERCHANT_MIN	= 0.85;
	SONAR_DIFFICULTY_MERCHANT_MAX	= 1.0;
vdr1981 is offline   Reply With Quote
Old 05-20-14, 01:58 PM   #2219
THE_MASK
Ace of the deep .
 
THE_MASK's Avatar
 
Join Date: Jan 2006
Posts: 9,226
Downloads: 901
Uploads: 73


Default

I was thinking something like these values . Would require a campaign restart afaik .
# for non-merchants
VISUAL_DIFFICULTY_MIN = 0.5;
VISUAL_DIFFICULTY_MAX = 1.0;
HYDROPHONE_DIFFICULTY_MIN = 0.5;
HYDROPHONE_DIFFICULTY_MAX = 1.0;
RADAR_DIFFICULTY_MIN = 0.85;
RADAR_DIFFICULTY_MAX = 1.0;
SONAR_DIFFICULTY_MIN = 0.85;
SONAR_DIFFICULTY_MAX = 1.0;
# for merchants
VISUAL_DIFFICULTY_MERCHANT_MIN = 0.5;
VISUAL_DIFFICULTY_MERCHANT_MAX = 1.0;
HYDROPHONE_DIFFICULTY_MERCHANT_MIN = 0.85;
HYDROPHONE_DIFFICULTY_MERCHANT_MAX = 1.0;
RADAR_DIFFICULTY_MERCHANT_MIN = 0.85;
RADAR_DIFFICULTY_MERCHANT_MAX = 1.0;
SONAR_DIFFICULTY_MERCHANT_MIN = 0.85;
SONAR_DIFFICULTY_MERCHANT_MAX = 1.0;
THE_MASK is offline   Reply With Quote
Old 05-20-14, 02:19 PM   #2220
Sartoris
Captain
 
Join Date: May 2011
Posts: 489
Downloads: 106
Uploads: 0
Default

I agree, the destroyers can be too perceptive at times, although it is my impression that TDW wanted to make it a hardcore experience, which makes the mod a success when viewed from that perspective. Of course, this means that you need to take a completely different approach to the game, and NEVER get spotted, because once you do, you're pretty much dead. Which then means attacking from a range of at least 5000 meters, and avoiding the fast 90 approach, as stoianm suggests in one of his tutorial videos.

Sober's suggestion is something that I'll definitely try out on my next campaign restart, which will happen quite soon, so I'll report my impressions.

I remember playing the Operation Monsun mod for SH4 (don't have much experience with vanilla) and the destroyers in that game were much easier to escape from, while presenting a challenge at the same time. Is there a way to check how the parameters sober mentions were set in SH4 so we could try using those in SH5? If that's at all possible, of course...
Sartoris is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 01:09 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.