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Old 04-19-11, 03:01 AM   #76
Sepp von Ch.
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Thank you TheBeast for your effort to help me.
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Old 04-19-11, 10:20 AM   #77
Sepp von Ch.
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Hello TheBeast,

I want to apologize for my suggestion, that the problem with the tanker Cimmaron is in your mod. You helepd me VERY much, I installed 4GB patch for SH5 and I don´t have (still activated UI mod v.4.0) any problem with the tanker Cimmaron anymore! In opposite! I am still in bunker and with your mod all equipement appears in the right way. THANK YOU VERY MUCH for your work on this mod! I hope, that everything will run well in the campaign (I´m in 1944).

Josef
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Old 04-19-11, 02:53 PM   #78
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Quote:
Originally Posted by Josef von Posorschitz View Post
Hello TheBeast,

I want to apologize for my suggestion, that the problem with the tanker Cimmaron is in your mod. You helepd me VERY much, I installed 4GB patch for SH5 and I don´t have (still activated UI mod v.4.0) any problem with the tanker Cimmaron anymore! In opposite! I am still in bunker and with your mod all equipement appears in the right way. THANK YOU VERY MUCH for your work on this mod! I hope, that everything will run well in the campaign (I´m in 1944).

Josef
You are welcome! I am happy I was able to help.
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Old 04-21-11, 06:36 AM   #79
Kapitan_Kaput
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Default snorkel on deck

when I install equipment upgrades fix and AFFOE (last) I get a busted up looking hinged snorkel laying on my deck next to the deck gun (type VIIC and VIIC/41) and no snorkel options in the pen if there is supposed to be one

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]

A Fistful of Emblems v1.51
A Fistful of Emblems v1.51 (Weathered)
Accurate German Flags
Better Torpedo Graphics
Enhanced FunelSmoke1.2_by HanSolo78
Elite German Black & Copper Torpedo
SubFlags_0_0_6_byTheDarkWraith
Window_Lights_Redone_V1
Grossdeutscher Rundfunk
Muss I Denn Bunker Music
sobers 3D deck spray mod V7
sobers real trees
U-boat Historical Specifications 1.7 for TDW Mods
Real Environment - Revision_2
NewUIs_TDC_6_4_0_ByTheDarkWraith
Fog For Campaigns
nVidia missing lights
Trevally Automated Scripts v0.5
Trevally Harbour & Kiel Canal Pilot v2.4
Trevally Tutorials - All v0.2 (for TDW UI)
Krauters Automated Scripts (v5_0_0 compatible)
SKIN_SH5_Type-VIIC_North_Atlantic_Grime_Weathered
Dooms Decks for VIIABC41 1.4
MightyFine Less Annoying Footsteps 1.0
SteelViking's Interior Mod V1.2
MightyFine Crew Mod 1.2.1 Stock w beards
MCCD_1.04_MFCM_1.2.1_compatible
Reboot's Water Drips 1.1
Terrain_harbour_flags_Mod_v1_2_1
Cerberus62 Additional Merchant Ships 1.1 (Part 1)
Cerberus62 Additional Merchant Ships 1.1 (Part 2)
Cerberus62 Historical Ship Equipment 1.3
Icebergs v2.4
Lite Campaign with Ice
Speech fixes and additions (english version)
Shadow Improvement ModLR
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
FX_Update_0_0_16_2_ByTheDarkWraith
FX_Update_0_0_16_2_UHS_Fix
Kriegsmarine Grid Map for MO and TDW UIs by stoianm
Drifter's Damage Control Screen v1.02
SteelViking's Sky Banding Mod
Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
SteelViking&Com Underwater ModV1.0
AOB slide ruller for TDW UIs and MO by stoianm
IRAI_0_0_30_ByTheDarkWraith
AirTorpedoes
Capthelms SH5 Audio Mod
Depth_Keeping_Problem_UHS_patch_HB_1_0_0_TheDarkWr aith
Equipment_Upgrades_Fix_1_0_byTheBeast
Equip_Upgrades_AFFOE

Capthelms Lighting Effects Mod For SH5 installed manually
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Old 04-21-11, 06:43 AM   #80
stoianm
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your mod soup is a mess... look here and make some changes:

http://www.subsim.com/radioroom/showthread.php?t=173193
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Old 04-21-11, 11:37 AM   #81
Kapitan_Kaput
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Quote:
Originally Posted by stoianm View Post
your mod soup is a mess... look here and make some changes:

http://www.subsim.com/radioroom/showthread.php?t=173193

soup doesn't seem to be the problem...happens with no other mods installed also
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Old 05-17-11, 08:25 PM   #82
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Quote:
Originally Posted by Kapitan_Kaput View Post
soup doesn't seem to be the problem...happens with no other mods installed also
This was caused by something I was trying to get working.
Just remove the Data\Submarine folder and sub folders from my MOD and re-enable.
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Old 05-19-11, 12:24 PM   #83
TheBeast
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Nozaurio's Type-VIIC U-552 Skin

Adding Nozaurio's Type-VIIC U-552 Skin as upgrade option.
I color coded everything so anyone can follow the file dependancies.

Data\Objects\Sensors\Coatings.sim:
Added AntiSensorCoating control to camo_06 in Coatings.sim so I could set TextureSuffix.
- TextSuffix = _camo_d
- RadarReduction = 0
- SonarReduction = 0

Data\UPCDataGE\UPCUnitsData\Equipment.upc:
Code:
 
[Equipment XX]
ID=EqpCoatCamoD
NameDisplayable= Paint Job
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= camo_06,data\Objects\Sensors\coatings
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
Data\UPCDataGE\UPCUnitsData\UpgradePacks.upc:
Code:
[UpgradePack XX]
ID=UpackCoating7CU552
NameDisplayable=The Dancing Devil
FunctionalType=UpFTypeCoating
Type=NULL
ImageIndex=49
UpgradePackSlotType=Type7CCoating
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
UnitUpgradePackIntervalOptions1=1939-02-01, NULL, 300
IDLinkUpgradePackElements=EqpCoatCamoD
Info= U-552 by Nozaurio
Notes= U552 had a particular paint scheme consisting of two Red Dancing Devils painted on the forward upper sides of the conning tower.
TrackingID=1001
Data\Menu\Pages\Page WeaponsAndSensors.ini: (Image Crops for Upgrade Lists)
Code:
 
[G4E I26]
Materials=50; 49+1 - 49 is last image index but set 1 higher
Mat 49=data/menu/skins/german/gui/upgrade/Uboat_7C_camo_d.dds
Crop 49=0,0.867188,0.390625,0.132813
Code:
[G4E I39]
Materials=50; 49+1 - 49 is last image index but set 1 higher
Mat 49=data/menu/skins/german/gui/upgrade/Uboat_7C_camo_d.dds
Crop 49=0,0,1,0.859375
Data\Menu\Skins\German\Gui\Upgrade
- Uboat_7c_camo_d.dds (This MUST be 512x512 for Crop)

Data\Textures\TNormal\tex
- Conning_7C_01_camo_d.dds
- Conning_7C_01_camo_d_N.dds
- Conning_7C_02_camo_d.dds
- Conning_7C_02_camo_d_N.dds
- Uboat7C_body_camo_d.dds
- Uboat7C_structure_camo_d.dds
- Uboat7C_structure_camo_d_N.dds
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Last edited by TheBeast; 05-19-11 at 07:18 PM.
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Old 05-19-11, 11:40 PM   #84
nozaurio
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Great work my friend.

Thank you for taking into account my work and add it to your great work.
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Old 05-20-11, 02:47 AM   #85
stoianm
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Hi TheBeast... i think will be a nice ideea if you will take the nezaurio skin and add in your mod... btw... even i install your mod and i choose a special skin in game do not show... maybe is because i overritte your mod with tdw one... but tdw made his mod compatible with yours also.... or not?... and about your new hydro... the last one from the list... it is suposing to work at surface?

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
A Fistful of Emblems v1.51
Magnum Opus v0.1 (patch 1+2)
Equipment_Upgrades_Fix_1_0_byTheBeast
Equip_Upgrades_AFFOE
stoianm upgrade available mod compatible a fistfull of emblems&Equipment_Upgrades_Fix_1_0_byTheBeast
FX_Update_0_0_18_ByTheDarkWraith
IRAI_0_0_32_ByTheDarkWraith
NewUIs_TDC_6_5_1_ByTheDarkWraith
stoianm crew abilities available mod compatible MO
stoianm option py
Stoianm Scopes 16x9 (trevally, ddrgn, gap)
remove electric torp wake
EnahncedFunnelSmoke1.2_SH5
German U-Boat Crew Language Pack
Critical hits 1.1 Torpedos
Patch1_Terrain_harbour_flags_Mod_v1_2_1
Torpedo Splash
Window_Lights_Redone_V1
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Trevally Harbour & Kiel Canal Pilot patch
Trevally Automated Scripts v0.5
Trevally TDC Help v2
Trevally Tutorials - All v0.2 (for TDW UI)
SteelViking's Sky Banding Mod
AOB slide ruller for TDW UIs and MO by stoianm
Black_Skin_albrecht
Church's Compass Dials Mod v2.2 - Option Two
Church's NavMap v1.0 - Illyustrator's Version
gap - HD 1 deg Scope Bearing
Kriegsmarine Grid Map for MO and TDW UIs by stoianm
Lite Campaign LC 1.2
noir decks
Nauticalwolf's_Torpedo_Textures_v1.2
NOZAURIO'S SKIN (U-552-Red Devil Emblem) v-1.0.0
Old Style Explosions V1.1
Progress Bar for Fuel Batt Air CO2 and Push Buttons By Torpedo v1
Radio_Gramophone_Skin
SD_MapCourseLine_tiny_arrows_ocred
SD_MapLocationNameFix_v1_1
soan
Speech Recognition_MiTons_NewUI_Editon_v0.4.1_english
stoianm map key
TDC Graphics by Naights v1.0
TDW Round Fire Button v2 by Torpedo
Naights Submaine Textures (internal) v1.2 (test)
Das Boot Crew Mod For SH5
nVidia missing lights
Grossdeutscher Rundfunk
stoianm Gramophone
Stormys DBSM SH5 v1.3 Basemod (stoianm)
Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy
Stormys DBSM SH5 v1.3 optional NavMap babelling
Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz
Stormys DBSM SH5 v1.3 optional scary creaks
Stormys DBSM SH5 v1.3 additional crew sounds beta6 (stoianm)
Stormys DBSM SH5 v1.3 optional louder engine sounds
stoianm key commands
stoianm lights
EQuaTool 01.01 by AvM - double set - Large plus Flat Style
SH5Lifeboats_2.0
remouve flare fix 0.0.18
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 Sounds V2.1
Dynamic Environment SH5 Atlantic Floor V2.1
Dynamic Environment SH5 Waves (realistic version) V2.1
Dynamic Environment Undersea (mediterranean) V2.1
stoianm baza_fix.dat
sh5.exe patch (hydro) v0.0.3
NewUIs_TDC_6_5_1_Real_Navigation
SteelViking's Bunker Fixes V1.0
Antilag
Periscope_and_antenna_historical_fix
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Old 05-21-11, 10:13 AM   #86
TheBeast
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There are no Skin Textures for Improve Alberich, Tarnmatte or Improved Tarnmatte so those 3 Skins defaults back to the Commissioning Skin Texture but the Sonar and Radar Reduction bonuses are applied.
In stock SH5 only normal Alberich skin texture was available for use. Improve Alberich, Tarnmatte and Improved Tarnmatte are new.

Also, SH5 has bug that happens once in a while. When you select new skin in bunker, the skin is not applied when you first leave port.
If you Save Game, Exit to Main Menu, Reload Saved Game. The new Skin Texture will show up.
This is Known Intermittent issue.

I posted Equipment Upgrades version 1.2 for download.
Have not had time to do version for AFFOE yet.
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Old 05-21-11, 10:49 AM   #87
Xrundel
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Hi!
I got couple of questions for you.
Did you use sensors.sim from TDW_New_UI_6_5_1? Or I am little bit confused who's mod have to be installed first yours or his? It makes sense that your mode should be installed second. Correct me if I am wrong, please.

In stoianm's post I can see that NewUIs_TDC_6_5_1_ByTheDarkWraith is actually overwrites your .sim file.
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Old 05-21-11, 11:38 AM   #88
stoianm
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Quote:
Originally Posted by TheBeast View Post
There are no Skin Textures for Improve Alberich, Tarnmatte or Improved Tarnmatte so those 3 Skins defaults back to the Commissioning Skin Texture but the Sonar and Radar Reduction bonuses are applied.
In stock SH5 only normal Alberich skin texture was available for use. Improve Alberich, Tarnmatte and Improved Tarnmatte are new.

Also, SH5 has bug that happens once in a while. When you select new skin in bunker, the skin is not applied when you first leave port.
If you Save Game, Exit to Main Menu, Reload Saved Game. The new Skin Texture will show up.
This is Known Intermittent issue.

I posted Equipment Upgrades version 1.2 for download.
Have not had time to do version for AFFOE yet.
What are the changes that you made in v1.2?... i need also to make the upgrade available mod compatible with this version?... if yes i will wait untill you will make affoe also... btw... your hydro (the new one) ... it is supouse to workon surface?
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Old 05-21-11, 11:51 AM   #89
TheBeast
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Quote:
Originally Posted by stoianm View Post
What are the changes that you made in v1.2?... i need also to make the upgrade available mod compatible with this version?... if yes i will wait untill you will make affoe also... btw... your hydro (the new one) ... it is supouse to workon surface?
They are listed in Readme.txt
For specific info on the changes I am affraid you will have to look in files.
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Old 05-21-11, 12:30 PM   #90
TheBeast
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Quote:
Originally Posted by Xrundel View Post
Hi!
I got couple of questions for you.
Did you use sensors.sim from TDW_New_UI_6_5_1? Or I am little bit confused who's mod have to be installed first yours or his? It makes sense that your mode should be installed second. Correct me if I am wrong, please.

In stoianm's post I can see that NewUIs_TDC_6_5_1_ByTheDarkWraith is actually overwrites your .sim file.
I removed UBoot_Sensors.sim from this MOD.
I have worked with TDW for some changes in this File so use his version of Sensors.sim

We also discovered a way to make Submarine Sonar a little more realistic.
For example the Balkon Gerat. This Sonar is supposed to work while surfaced but detection range was way to far when surfaced.
Now, Dectection Range while surfaced is approximately 15,000 meters.
(Barely beyond visual detection range)
Detection Range while at Periscope depth is approximately 25,000 meters.
Detection Range => depth of 25 meters is approximately 35,000 meters.

This will simulate surface ambient noise impacting sonar effectiveness.
(Waves, Wind, Rain)
Not sure when TDW will release update for this.

Maybe in future it will be possible to have engine RPM (Deisel, Electric) also impact Sonar Effectiveness even more, like was done for SH3.

Also, this MOD enables access to 3 more Anti-Sensor Coatings that were not available in stock SH5. (Improved Alberich, Tarnmatte, Improved Tarnmatte)

I asked TDW and Ddrgn for change allowing unique Skin Textures for these 3 Anti-Sensor Coatings in UBoot-Sensors.sim file.
If we use stack setting all 4 Antil-Sensor Coatings would use same _Albrecht Texture Suffix. So, for example, Texture Conning_7C_01_albrecht.dds would have been used for all 4 skin textures.
With change in place there will be 4 different textures.
Conning_7C_01_albrecht.dds (Stock)
Conning_7C_01_alb_imp.dds (New)
Conning_7C_01_tarn.dds (New)
Conning_7C_01_tarn_imp.dds (New)
Of course there are more textures involved for a complete skin texture. This is just example.
If you select any of the 3 new Anti-Sensor Coatings and there is no Textures using the new Texture Suffix. The skin will default to the Commissioning Skin.
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