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 > SH4 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 03-24-09, 05:31 PM   #106
neosnk35
A-ganger
 
Join Date: Jan 2009
Posts: 78
Downloads: 11
Uploads: 0
Default

i tried to use the debris with dead bodies from PE4 over RE.. and it did work.. but there were no oil slick, i think it came from the other files of PE4
__________________
MODS I USE:
Real Environment~Run Silent Run Deep~NSM4 Light~GATO HI-RES V2~Map Colour Scheme~MetalHudKit Graybars HELP!!!! I'M A NON-MODDER, MOD USER.....


neosnk35 is offline   Reply With Quote
Old 03-24-09, 05:50 PM   #107
andrut82
Watch
 
Join Date: Feb 2008
Location: Poland, Zabrze
Posts: 15
Downloads: 41
Uploads: 0
Default

Yep, the debris with bodies works ok, I noticed something else though...In training mission "torpedo attack" I sunk the cruiser with ONE torpedo(with NSM 4 activated), it looks like some "sweet spots" (like these in SH3, the engine, fuel bunker etc) were activated, I hit it under the bride and it instantly went off like a firecracker.
andrut82 is offline   Reply With Quote
Old 03-24-09, 05:56 PM   #108
neosnk35
A-ganger
 
Join Date: Jan 2009
Posts: 78
Downloads: 11
Uploads: 0
Default

no fare i didnt notice that andru.. i tried it with that mission too, cost me three fish... the transfarency effect seems not working with the debris and bodies(or its just my rig)
__________________
MODS I USE:
Real Environment~Run Silent Run Deep~NSM4 Light~GATO HI-RES V2~Map Colour Scheme~MetalHudKit Graybars HELP!!!! I'M A NON-MODDER, MOD USER.....


neosnk35 is offline   Reply With Quote
Old 03-24-09, 06:30 PM   #109
andrut82
Watch
 
Join Date: Feb 2008
Location: Poland, Zabrze
Posts: 15
Downloads: 41
Uploads: 0
Default

try the front section of the bow, between the bridge and 3rd gun turret.
andrut82 is offline   Reply With Quote
Old 03-24-09, 07:27 PM   #110
clayman
Soundman
 
Join Date: Sep 2006
Location: Cucamonga
Posts: 142
Downloads: 21
Uploads: 0
Default

Wow .... what a looker! Thanks for all the hard work K2 and wclear

I do wish I could get the debris and oil slick back. As noted above, will running anything else with RE get it back? Trigger Maru? I was only running PE4 w/ NSM4 in my/SH4's last incarnation.
clayman is offline   Reply With Quote
Old 03-24-09, 07:34 PM   #111
Ivan Putski
Captain
 
Join Date: May 2005
Location: Memphis, Tn. U.S.A.
Posts: 548
Downloads: 21
Uploads: 0
Default

I`m running FOTRS at present, just installed part #1 and #4 it`s running great with no fps loss here, thanks guys looking forward to further developments of this. Puts
__________________
" Is He?..........Yeah..........Nothing Moving, But His Watch."
Ivan Putski is offline   Reply With Quote
Old 03-24-09, 09:31 PM   #112
Vikinger
Captain
 
Join Date: Sep 2004
Location: Sweden
Posts: 514
Downloads: 44
Uploads: 6
Default

Iam running TMO and RSRDC and installed enviro mod part 1, 4 as last and i have the oil slick and the debris.

But the oil slick look a bit odd when there is heavy seas Its like a black lid floating atop of the waves.

You can check in the sh4/Data folder and open the file zones.cfg whit notepad.

Check the entries if it says like this:

example:

NCargoFuel]
,
,
,
,
,

CargoType=Custom
Crash Depth 7.2
Effect1=#Catastrofic_explosion, 75
Effect2=#Fire_big, 50
Effect3=#Oil_trace, 100
;Effect4=#dc_bubbles, 20
;Effect5=#Oil_trace, 20


If you se thos semi colon " ; " before any effects you can remove them and hope that solve the problem. A semi colon means that the game will ignore the effect.
__________________
Vikinger is offline   Reply With Quote
Old 03-25-09, 03:25 AM   #113
kiwi_2005
Eternal Patrol
 
Join Date: May 2004
Location: Aeoteroa
Posts: 7,382
Downloads: 223
Uploads: 1
Default

Will this mod work with FOTRS, and if so I presume i add it last?
__________________
RIP kiwi_2005



Those who can't laugh at themselves leave the job to others.



kiwi_2005 is offline   Reply With Quote
Old 03-25-09, 09:52 AM   #114
andrut82
Watch
 
Join Date: Feb 2008
Location: Poland, Zabrze
Posts: 15
Downloads: 41
Uploads: 0
Default torpedo wake from PE4

one more question ;P
default torpedo wake looks like <censored>
is it possible to import good PE4 torpedo wake to RE? :P
andrut82 is offline   Reply With Quote
Old 03-25-09, 01:33 PM   #115
Soundman
Commodore
 
Join Date: Jul 2006
Location: Orlando, Fl
Posts: 617
Downloads: 60
Uploads: 0
Default

Quote:
Originally Posted by Armistead View Post
I am not clear on this fog issue. If I read correctly Ducimas said there could be problems with the merchants guns showing up. Maybe he was referring to if you tried to change the fog factors.

So, is there a way to change the fog with TMORSRD without messing up TMO1.7's guns...anything.

I don't like the fog, but overall it's such a great work I would rather deal with it than give it up.

You can actually sneak into convoys without a problem and using OKane and sometimes just guessing get hits. You get within 400yards, being able to lock on or not, just line up and shoot and you're gonna hit. I always wanted to do night surface attacks. In one way, fog makes this possible, but in the other it may dumb the AI down too much. You can sneak in a convoy and sink as many merchants and dd's as your ammo allows without them ever seeing you...just stay 300 yards behind a dd and he's easy prey, repeat the process, then take out the merchant ships.

I havent read, but it almost seems that the light fog renders the same AI effects as if it were heavy....

I saw the post that adjust the fog circle, so if someone will clarify if it works without messing TMO1.7 up.
I'm not sure of what you speak about guns, but what I was refering to was Ducimus' statement that carefull attention needs to be paid to altering things such as fog, weather or the enviroment in general, that it also effects the "locking'" capabilities, the abilities of crew to visualize and sensors as well. It seems tweaking one parameter, necessitates the changing of many others in order to keep all the right playabilty factors syncronized and in balance. i.e., it gets complicated. Bottom line is..Ducimus tweaked his mods carefully for proper gameplay and said not to blame him for improper gameplay if you put an enviro mod on top. That's why we need enviro mods specifically for TMO, RFB, stock, etc.
__________________

RVAH-9 RA-5C Vigilante at NAS Sanford, Fl 1966
The coolest plane few have heard of!
Soundman is offline   Reply With Quote
Old 03-25-09, 01:58 PM   #116
Wilcke
The Old Man
 
Join Date: Jan 2007
Posts: 1,441
Downloads: 234
Uploads: 0
Default

Soundman,

You hit the nail on the head! Sound advise may man!

I agree the Vigilante was an awesome aircraft and that it was carrier based made it even more so.
__________________
Wilcke


For the best in Fleet Boats go to: Submarine Sim Central. http://forum.kickinbak.com/index.php
Check out: A Brief Introduction to the Pacific Submarine War by Ducimus
http://www.subsim.com/radioroom/showthread.php?t=128185
Operation Monsun plus OMEGU, the #1 ATO Solution for SH4!

Signature Art by Gunfighter
Wilcke is offline   Reply With Quote
Old 03-25-09, 02:14 PM   #117
SilentAngel
Mate
 
Join Date: Sep 2008
Posts: 55
Downloads: 10
Uploads: 0
Default

Hi, im using operation monsun, and the submarine roll doesnt seem to work with the uboats, its fine with the fleet boats any files i should adjust?
__________________
Running silent,running deep,we are your final prayer
Warriors in secret sleep,a merchantman's nightmare
A silent death lies waiting, for all of you below
Running silent,running deep,sink into your silent sleep
SilentAngel is offline   Reply With Quote
Old 03-25-09, 02:56 PM   #118
Vikinger
Captain
 
Join Date: Sep 2004
Location: Sweden
Posts: 514
Downloads: 44
Uploads: 6
Default

Quote:
Originally Posted by SilentAngel View Post
Hi, im using operation monsun, and the submarine roll doesnt seem to work with the uboats, its fine with the fleet boats any files i should adjust?
Hi.
I assume you mean that you want more pitch and roll.

For that you need to change the values for your self.

You need a nifty little program called S3D Editor.

http://www.subsim.com/radioroom/showthread.php?t=119571


Download and install the program.

Start the program and select to open a file. Locate where you have Silenthunter4/Data/Submarine/Nss_gato and open the file Nss_Gato.sim file.

(You can do this for any sub in the Submarine directory. Its the .sim file you sould aim for)

When the file is loaded into the editor you will se some nodes like:
2:Cmdr_AiHumanSub
4bj_turret

Go to.

10:unit_submarine and click the little arrow and you will se
11:unit_submarine poping up ( click on this name) and you will get some "info" to the right that is called property tree.

Click the arrow there and navigate down to obj_hydro.
The full path i the property tree are: Unit_submarine/ Unit_ship/Obj_hydro.

There you should se a value called gc_height=2.50 ( or whatever it could be for value)

That value means Gravity center height and if you increase that value abit you raise the gravity center of the submarine and it will roll more.
Clcik the value and type in the new value in the bottom box and dont forget to save the file so it will take effect.

Start the game and get ready to puke as you get seasick

Note. Dont raise the value to much. Increase it max in steps of 0.2.
If you get to high value the submarine will flip and turn upside down.
Even if the sub goes nice on the surface it can flip upside down when you dive.

So test and do small changes untill you find something you are satisfied whit.


There are other values that also affect the pitch and roll but this is the most easiest value to change for an high effect.

I have upped my Gato value to 3.52 and that is enough for me to get seasick from

Vikinger.
__________________
Vikinger is offline   Reply With Quote
Old 03-25-09, 05:01 PM   #119
andrut82
Watch
 
Join Date: Feb 2008
Location: Poland, Zabrze
Posts: 15
Downloads: 41
Uploads: 0
Default

thx vikinger, i hope it will solve my problem of gato swinging like insane ^^

BTW, RE + PE4 special effects for NSM4 =
he took 1 torp in the engine room
andrut82 is offline   Reply With Quote
Old 03-25-09, 05:29 PM   #120
jlmurc
Seaman
 
Join Date: Aug 2007
Posts: 32
Downloads: 25
Uploads: 0
Default

Thanks for yet more hard work that you keep doing, to increase our continued enjoyment of SH 4. It really is much appreciated

I must dash and get it installed forthwith, so that I can marvel at the result of your labour.

Aye, Aye,

John
jlmurc 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 09:43 AM.


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.