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Old 08-06-11, 08:54 PM   #16
THE_MASK
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The only issue i have is the taxing exhaust on my framerate . Funny that the burning ship smoke that i used in my chimney mod doesnt affect frame rates at all . I just copied the burning ship smoke and pasted it to use with my chimney mod . This snorkel mod really makes OH2 . Currently getting a ctd with my mod list and snorkel mod installed last . I will wait until i have your new UI mod to test it .

Last edited by THE_MASK; 08-06-11 at 09:37 PM.
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Old 08-06-11, 10:04 PM   #17
Paris_England
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Old 08-06-11, 10:07 PM   #18
L_DOG
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Very Nice work as usuall.
thx a bunch
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Old 08-06-11, 10:32 PM   #19
TheDarkWraith
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Quote:
Originally Posted by sober View Post
The only issue i have is the taxing exhaust on my framerate . Funny that the burning ship smoke that i used in my chimney mod doesnt affect frame rates at all . I just copied the burning ship smoke and pasted it to use with my chimney mod . This snorkel mod really makes OH2 . Currently getting a ctd with my mod list and snorkel mod installed last . I will wait until i have your new UI mod to test it .
I'll have an add-on mod that will allow you to remove the exhaust from the snorkel
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Old 08-06-11, 10:57 PM   #20
thfeu58
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Originally Posted by TheDarkWraith View Post
Uboat Snorkel for SH5 by TheDarkWraith

version 1.0.0

Thus you have achieved an important objective.
SH5 has now entered a new era.
Thank you!
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Old 08-06-11, 11:45 PM   #21
TheDarkWraith
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v1.1.0 released. See post #1 for details
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Old 08-07-11, 03:25 AM   #22
Vorkapitan
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TDW,

NOTE: This was before the "NewUIs_TDC_6_7_0_TheDarkWraith.7z" was installed... maybe a mute point.

Question;

When the snorkel tube is elevated, is the sub supposed to automatically run on diesels?

Mine still runs on electric motors, I still run out of oxygen, and Co climbs.

My depth is at 10m.

The mod is installed last.

I'm running this with the "Sub exhaust testing" mission.
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Old 08-07-11, 06:44 AM   #23
Magic1111
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Quote:
Originally Posted by TheDarkWraith View Post
v1.1.0 released. See post #1 for details
Is the Version v1.1.0 in the UI-MOD 6.7.0 included or the first release version ?

Best regards,
Magic
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Old 08-07-11, 07:49 AM   #24
thfeu58
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Quote:
Originally Posted by TheDarkWraith View Post
v1.1.0 released. See post #1 for details
Thank you


Quote:
Originally Posted by Magic1111 View Post
Is the Version v1.1.0 in the UI-MOD 6.7.0 included or the first release version ?

See here:
http://www.subsim.com/radioroom/show...postcount=7582
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Old 08-07-11, 07:58 AM   #25
Magic1111
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Quote:
Originally Posted by thfeu58 View Post
Yes, I know ! But I want to know, is Version v1.1.0 included ?

Release Version from Standalone-MOD was v1.0.0 !

Best regards,
Magic
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Old 08-07-11, 09:38 AM   #26
TheDarkWraith
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Quote:
Originally Posted by Magic1111 View Post
Is the Version v1.1.0 in the UI-MOD 6.7.0 included or the first release version ?

Best regards,
Magic
Yes, version 1.1.0 is in my newest version of my UIs mod (v6.7.0)
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Old 08-07-11, 09:42 AM   #27
TheDarkWraith
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Quote:
Originally Posted by Vorkapitan View Post
When the snorkel tube is elevated, is the sub supposed to automatically run on diesels?

Mine still runs on electric motors, I still run out of oxygen, and Co climbs.

My depth is at 10m.

The mod is installed last.

I'm running this with the "Sub exhaust testing" mission.
Once the snorkel tube is elevated and your depth is in the range for snorkeling the game will automatically switch over to diesel operation. It will also automatically start recharging batteries. Walk back to the diesel room and verify the diesels are running (you'll see the diesel animations are enabled). It is a game bug that O2 levels decrease and CO2 climbs even when snorkel elevated. This requires digging into .exe and .act files to fix which will take time to do.
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Old 08-07-11, 11:50 AM   #28
ETsd4
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Thank you very much for your great work TDW.

These are the implemented condtions for snorkeling for SH3 and coming from the SH3-community:
- Wind speed = 0 - 5m/s: Uboat speed restricted to "1/3"
- Wind speed = 6 - 10m/s: Uboat speed restricted to "slow"
- Wind speed = 11 - 15ms/s: Snorkelling not possible.

So there will be a speed-difference between using the electic-motors or the diesel-engines and a speed-restriction in conjunction with the actual weather-condition.
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Old 08-07-11, 12:20 PM   #29
TheDarkWraith
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Quote:
Originally Posted by ETsd4 View Post
Thank you very much for your great work TDW.

These are the implemented condtions for snorkeling for SH3 and coming from the SH3-community:
- Wind speed = 0 - 5m/s: Uboat speed restricted to "1/3"
- Wind speed = 6 - 10m/s: Uboat speed restricted to "slow"
- Wind speed = 11 - 15ms/s: Snorkelling not possible.

So there will be a speed-difference between using the electic-motors or the diesel-engines and a speed-restriction in conjunction with the actual weather-condition.
Good info. Will be tricky to limit snorkel based on weather though
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Old 08-07-11, 12:28 PM   #30
TheDarkWraith
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Snorkel warning

A little warning when using the snorkel: The maps will NOT show you the warning circle for visual range or radar range when the snorkel is raised and the periscopes are down and you are submerged. Thus you have no way of knowing whether the enemy has detected you or not visually or with radar. It's best to stay as deep as possible thus limiting the amount of the snorkel exposed above water to limit detection. The further the snorkel raises up above the water the more likely the enemy will detect you. If you raise a periscope just above the water you'll be able to see the visual detection circle to see how close you are to being detected with the snorkel raised.

Your biggest problem will be airplanes. As you get no hydrophone contact line for them you have absolutely no way of knowing when an aircraft detected you and is beginning an attack run until after the fact (snorkel raised and periscopes down while submerged). Suggestion: rise to periscope depth and scan horizon frequently for airplanes while snorkeling.

Post #1 now describes the preferred loading sequence when using this mod with my FX_Update v0.0.18 or later. If you are using an earlier version of FX_Update then this mod (Uboat_Snorkel) has to be enabled after the FX_Update mod (which will lose a lot of functionality in FX_Update).

Last edited by TheDarkWraith; 08-07-11 at 12:53 PM.
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