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Old 03-06-19, 11:24 AM   #31
gap
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Originally Posted by Merboe View Post
another one:

I am playing the German version of SH5, the texts are still english but the voices for example when you ask for depth under keel is German. Now it is in the wrong order.

In english 52 is „fifty two“, in German it is „zwei und fünfzig“ („two and fifty“).

Would be nice to know where you can change this, it would simply be changing the order in which the meters are given. The soundfiles are already there. Currently he says „und fünfzig | zwei“ it needs to be „zwei | und fünfzig“.
Is this happening in stock game? IIRC this has been fixed long time ago, though I can't remember which commonly used mod fixed it
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Old 03-06-19, 11:33 AM   #32
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You can accomplish both tasks (i.e. locating textures used by each 3D model and exporting meshes with UV projections) by using TDW's GR2 Editor

Each U-boat model featured in game has its own set of textures. U-boat coating/camo textures have the same names as standard skins but with the addition of a suffix. In order to know which suffix is used by each camo scheme, using Goblin Editor open the following file...

Silent Hunter 5\data\Objects\Sensors\coatings.GR2

...merge coatings.sim into the project and in the Project Tree expand each AntiSensorCoating controller to see its parameters.

I hope that answers your doubts. If not, don't hesitate asking for further clarifications
Thanks, I'll try it out!
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Old 03-06-19, 11:34 AM   #33
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Originally Posted by Merboe View Post
number three:

Somewhere I found the option to enable the snorkel for the type 7C.
The snorkel is located where the player would stand on the turret, so it would be nice if it was moved maybe a foot or two (around half a meter) backwards, so you don‘t clip into it all the time.
I think you mean the telescopic snorkel. That model is not historically correct for Type VII U-boats featured in game. Type VII conning towers were to small to accomodate that snorkel type. If you are using TWoS or the Reworked Equipments Mod (REM), the more appropriate hinged snorkel should become available at the correct time frame as a selectable U-boat upgrade.

Using the GR2 Editor that I pointed you to, it should be possible moving backwards the bone that the hinged snorkel gets linked to, though it is possible that by doing that some other item also linked to the same bone becomes misplaced. If that was true, you should duplicate the bone, move the duplicated bone backwards, rename it, and change the U-boat eqp/upgrade files to point to the new bone
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Old 03-06-19, 11:35 AM   #34
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Thanks, I'll try it out!
My pleasure mate, let me know if it works for you
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Old 03-06-19, 11:35 AM   #35
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Is this happening in stock game? IIRC this has been fixed long time ago, though I can't remember which commonly used mod fixed it
I am using SH5 German with the latest TWoS.
Only some personal sound changes to the engine and music on the radio.
Nothing that would mess up these sound files or whatever config is controlling it.
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Old 03-06-19, 11:52 AM   #36
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My pleasure mate, let me know if it works for you

I don't see an option to export any meshes, I can only save it as another GR2.


EDIT: Nevermind, I got it.

Last edited by Merboe; 03-06-19 at 12:01 PM.
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Old 03-06-19, 12:05 PM   #37
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Originally Posted by Merboe View Post
I am using SH5 German with the latest TWoS.
Only some personal sound changes to the engine and music on the radio.
Nothing that would mess up these sound files or whatever config is controlling it.
Okay, so it wasn't fixed. I think thin s problem should be fixable, though I need to have a look into crew dialog scripts. In the meanwhile you could also report the bug in the TWoS issue thread.

BTW, is the problem only appearing with numbers composed by "fünfzig" plus something else, or it also happens with "zwanzig", "dreißig", "vierlig", etc?

Quote:
Originally Posted by Merboe View Post
I don't see an option to export any meshes, I can only save it as another GR2.


EDIT: Nevermind, I got it.
It is not that complicated after all
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Old 03-07-19, 12:26 AM   #38
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Any way of adding Lock gates at the Kiel canal entry points? That would be cool! Living Silent Hunter had them, and I wonder how difficult it would be to transfer over to SH5?
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Old 03-07-19, 07:04 AM   #39
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Any way of adding Lock gates at the Kiel canal entry points? That would be cool! Living Silent Hunter had them, and I wonder how difficult it would be to transfer over to SH5?
That's something I want to look into for the EcoMod, hopefully with Jeff's help
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Old 03-09-19, 12:02 AM   #40
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Any way to lower the brightness of the stopwatch face? I’m not talking the torpedo tuner face but the regular clock face. It’s really bright at night. If it had the same contrast as the timer it would be perfect.

While we are at it how about the message box in the lower right. It blinds at night and I don’t want to just hit L to get rid of it.
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Old 03-09-19, 02:36 AM   #41
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Quote:
Originally Posted by bstanko6 View Post
Any way to lower the brightness of the stopwatch face? I’m not talking the torpedo tuner face but the regular clock face. It’s really bright at night. If it had the same contrast as the timer it would be perfect.

While we are at it how about the message box in the lower right. It blinds at night and I don’t want to just hit L to get rid of it.

show me which u do mean i have plenty of stopwatches...and for the text msg box u can change the backround color in the Hud3.dds file found in data\Menu\Gui\Layout\

u need to change the top right corner rectangle color
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Old 03-09-19, 02:49 AM   #42
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Not at my computer but the stop watch. The one that pops up when you press O. It's beige. But it's bright!
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Old 03-09-19, 03:10 AM   #43
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Originally Posted by bstanko6 View Post
Not at my computer but the stop watch. The one that pops up when you press O. It's beige. But it's bright!

take a look at this one if u like it let me know pls

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Old 03-09-19, 12:39 PM   #44
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I uploaded my contrast message box. I added you to the credits Sjizzle. I would have had no clue where that was. Thanks!

http://www.subsim.com/radioroom/down...o=file&id=5438
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Old 03-10-19, 04:05 PM   #45
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Another mod... automatic depth under keel report when diving.
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