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#1 |
Torpedoman
![]() Join Date: Aug 2007
Location: italy
Posts: 118
Downloads: 50
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[REL] Decks Awash v1 (for SH5) by LucaGaeta
This mod was created to make it real flooding bridges Version 1 cfg file to correct all the submarine to open the turret hatch up to 6.5 meters, to remain partly submerged Report any malfunctions file http://www.subsim.com/radioroom/down...o=file&id=4741 Regards, Luca Last edited by Onkel Neal; 08-06-15 at 08:51 AM. Reason: added working file link |
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#2 |
Seaman
![]() Join Date: Oct 2009
Location: Flagstaff, AZ
Posts: 31
Downloads: 52
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Looks great. Will give it a try.
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#3 |
Frogman
![]() Join Date: Sep 2005
Location: Oslo, Norway
Posts: 306
Downloads: 24
Uploads: 0
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Would be sweet to get to have a dedicated button for this on the left side, together with the surface and periscope buttons imo.
![]() I imagine that running with decks awash would/should make it harder for hostile ships to spot you. |
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#4 |
Canadian Wolf
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Nice one
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#5 |
Stowaway
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Good one!
Thanks, will try soon. ![]() |
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#6 |
Frogman
![]() Join Date: Sep 2005
Location: Oslo, Norway
Posts: 306
Downloads: 24
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Q: Exactly how does this mod work?
Do we set the depth ourselves? Edit: When I press "surface" button, the uboat seem stay at around 6-7-8 meters and not really surfacing. So I guess that this mod replaces the default surface depth. Which I think is unfortunate. Also if this is the case, the OP did not indicate this. Last edited by Decoman; 03-21-10 at 08:49 AM. |
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#7 | |
Electrician's Mate
![]() Join Date: Nov 2008
Posts: 139
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#8 |
Ace of the Deep
![]() Join Date: May 2005
Location: Asturias, España
Posts: 1,168
Downloads: 39
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Well done!
Curiosity: Does it work with electric or diesel engines? ![]()
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#9 | |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
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Yep thats how its done Was done that was in SH3 but when I tried it on SH5 got the same results Surfacing is set at whatever the cfg say - around 7\8 mtrs at a guess @ Thruster Whilst trying the deck awash I found that at 7mtr the electrics kicked in no matter what deoth you set on the cfg so gotta be a value or a trigger for that somewhere Be nice to be able to use Elecs topside too |
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#10 |
The Old Man
![]() Join Date: Aug 2006
Location: Mountain Ash, Wales, U.K.
Posts: 1,548
Downloads: 179
Uploads: 3
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I use Voice Recog and now that I do I consider it to be essential (it's incredible and Skjwaser is adding more Commands all the time). I currently shout "New Depth, 6 meters!" above the din of the diesel engines and I essentially get decks awash. You can see on the TAI that the surface vessels range of visual detection reduces dramatically
![]() ![]() The abiltiy of this MOD to allow you to open/close the hatch is intersting. I'll give it a try now and report back shortly...
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#11 |
The Old Man
![]() Join Date: Aug 2006
Location: Mountain Ash, Wales, U.K.
Posts: 1,548
Downloads: 179
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I am sad to report that hatch still remains firmly closed at anything other than fully-surfaced. Mybe it's all the mods i have conflicting with it.
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#12 |
Frogman
![]() Join Date: Sep 2005
Location: Oslo, Norway
Posts: 306
Downloads: 24
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I set my depth to about 6 meters and noticed that the crew disappeared, yet I could still open the hatch. It was the same when going to about 8 meters, but then the hatch wouldn't open for me as was probably intended.
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#13 |
Frogman
![]() Join Date: Sep 2005
Location: Oslo, Norway
Posts: 306
Downloads: 24
Uploads: 0
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If I set depth to 6 meters, the uboat will surface, as if it simply surfaced normally.
Using the surface button set my uboat at 8 meter, which is too deep. With water sloshing over the floor of the conning tower. Ok, the waves where 2-3 meters high I think. Manual depth of 7 meters seem to work ok when I tried it. Fun detail. When the uboat is about to reach ca 8 meters, one crew at a time will disappear.They disappeared in 1-2-3, but not all at once. ![]() |
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#14 |
Ace of the Deep
![]() Join Date: Jan 2007
Location: at periscope depth
Posts: 1,204
Downloads: 97
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Just as in sh3 this mod conflicts with bad weather guns.
For sh3 i altered both files into each other and i could use them both. I will also take the steps for shv. Thanks
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#15 |
Torpedoman
![]() Join Date: Aug 2007
Location: italy
Posts: 118
Downloads: 50
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Hi
This mod changes various files. cfg entry (SurfaceDepth = 8; meters) ch and the defect is obtained, which is commanding the surface, the boat stops at 8 feet, 8 if set to emerge fully we must set the depth manually. the advantage is that you can open the door even in rough sea, emerge in part to charge the batteries and get away, get closer to their stock without being spotted. [Unit] ClassName=SSTypeVIIB 3DModelFileName=data/Submarine/NSS_Uboat7b/NSS_Uboat7b HumanPlayable=Yes UnitType=200 MaxSpeed=17.2 MaxSpeedSubmerged=8.0 Length=66.5 Width=6.2 RenownAwarded=130 [Salvo] 1=1,3,2,4 2=1,2,4 3=1,3,4 4=1,4 5=2,3 6=1,3 7=2,4 [Properties] PeriscopeDepth=12 SnorkelDepth=12 DiveDepth=40;meters CrashDepth=70;meters MaxDepth=500;meters SurfaceDepth=8;meters TorpLaunchMaxDepth=20;meters StormConditions=11,0.4;max wind speed [m/s], max rain intensity [0,1] [EngineProperties] AllStop=0.00 AheadSlow=0.25 AheadOneThird=0.57 AheadStandard=0.80 AheadFull=0.94 AheadFlank=1.00 BackSlow=-0.26 BackStandard=-0.40 BackFull=-0.53 BackEmergency=-0.66 Regards Luca |
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