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Old 03-21-10, 01:59 PM   #16
THM
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Clicking on 5m will do nothing here, 6m is not selectable (at least the boat does not dive to) and 7m switches to electric engines and locks the hatch while most of the boat submerges (more than decks awash).
Ordering to surface the boat lets it dive to 8m - only possible to resurface by blowing the tanks.

Cheers!
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Old 03-21-10, 03:07 PM   #17
Cdr84
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What can be done until you get a boat with a Snorkel is to use this from commands.cfg;

[Cmd195]
Name=Snorkel_depth
Contexts=1
StringID=1033
Key0=0xBA,s,"Shift+;"
HasDelayedExecution=Yes
CommandClass=Depth

For your surface command and change the Snorkel depth to 5 or 6 meters (depends on sub type).

[Unit]
ClassName=SSTypeVIIA
3DModelFileName=data/Submarine/NSS_Uboat7a/NSS_Uboat7a
HumanPlayable=YES
UnitType=200
MaxSpeed=17.0
MaxSpeedSubmerged=7.6
Length=67.4
Width=5.3
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;meters 12.5
SnorkelDepth=5;meters 12.5
CrashDepth=71;meters - is actualy 70, and will never reach 71, it will dwingle at ~70.5 - fix for updating interface. [Saitan Catalin]
MaxDepth=200;meters
DiveDepth=40;meters
SurfaceDepth=8;meters
TorpLaunchMaxDepth=20;meters
StormConditions=15,1.0;max wind speed [m/s], max rain intensity [0,1]

[EngineProperties]
AllStop=0.00
AheadSlow=0.20
AheadOneThird=0.30
AheadStandard=0.6
AheadFull=0.80
AheadFlank=1.00
BackSlow=-0.2
BackStandard=-0.40
BackFull=-0.53
BackEmergency=-0.66
; ************** THE END *************

To be clear now you use your surface command for 'Decks Awash' and your snorkle depth command for 'Surface the Boat'.

It seems that being able to open and close the hatch is tied into the surface depth and until that is unbound there isn't a great workaround.

Cdr
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Old 03-23-10, 09:33 PM   #18
Kptlt.Mahs
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If you dont bother hexediting SH5.exe there is another possibility.

When you click a door, sh5.exe checks if you clicked the conning tower door. IF it is the conning tower door, the actual depth will be checked.

SH5 checks the clicked_door_name versus "Door_CT_EXT" which is a string hardcoded in sh5.exe.

If you now search "Door_CT_EXT" in sh5.exe with your hexeditor and change it to anything else (dont change length), f.e. "Door_CT_TTT", then sh5.exe wont match the door anymore.

The result is that you can handle the conning tower door as every other door and open/close it at any depth. The 2nd result is that the door wont be closed automatically anymore, when you dive.
It results in the ability to go from INT to EXT at every depth.
So you didnt need to chance the *.cfg files anymore.

If you want it so, you have to decide.

BR
Robert
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Old 03-24-10, 01:02 AM   #19
thruster
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Kptlt.Mahs wrote:
Quote:
The result is that you can handle the conning tower door as every other door and open/close it at any depth. The 2nd result is that the door wont be closed automatically anymore, when you dive.
It results in the ability to go from INT to EXT at every depth.
So you didnt need to chance the *.cfg files anymore.
wow! my imagination runs wild..... this means you have ultimate manual control of the sub access? so doing this implies that every dive sequence will require manually shutting the door? i like it. also, if in a storm with green water swamping the tower and lookouts, will water crash thru into the control room too?

now, if we could just get manual control of diesel/electric motors running.........!
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Old 03-24-10, 07:07 AM   #20
Kptlt.Mahs
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Well, if you dont close the door and dive ... nothing happens. There is no water coming in or something. So this can be a little unreal, depending how you play it.
BR

Last edited by Kptlt.Mahs; 03-29-10 at 06:54 PM.
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Old 03-24-10, 10:38 AM   #21
Sailor Steve
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Quote:
Originally Posted by thruster View Post
also faster dive times. unless im mistaken, later type VIIs had air intakes and exhausts openings on the top of the conning tower so you could theoretically travel on diesels as well [if the game allows this?]
Also much slower speeds and higher fuel usage. They didn't just run all over the Atlantic at 'decks awash'. It was usually reserved for attack approaches, and would be done with electrics anyway, as diesels are still noisy and still smoke.
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Old 03-24-10, 10:49 AM   #22
Stormin Norman
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Thanks for this mod, my navigater loves you!
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Old 07-24-12, 11:33 AM   #23
Sepp von Ch.
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Hello gentlemen, can somebody please upload this mod again?
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Old 07-24-12, 01:26 PM   #24
Paco
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Quote:
Originally Posted by Josef von Posorschitz View Post
Hello gentlemen, can somebody please upload this mod again?
Hi,

I found a Mod on my HD called
Deck`s awash, Bad Weather Guns V1.0.7z

I hope it is the right one.

Greets,
Paco.
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Old 07-24-12, 02:18 PM   #25
Sepp von Ch.
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Hi Paco, thank you!
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Old 08-06-15, 08:43 AM   #26
Onkel Neal
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Is the copy above the original work? Looks like it is. I have uploaded to the File Bank.
http://www.subsim.com/radioroom/down...o=file&id=4741

Neal
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Last edited by Onkel Neal; 08-06-15 at 08:50 AM.
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Old 04-09-17, 06:38 PM   #27
SyarKanta
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Default Textures

Quote:
Originally Posted by lucagaeta View Post
[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
What textures are you using? They look amazing!
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Old 04-10-17, 04:18 AM   #28
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A Warm Welcome To The Subsim Community > SyarKanta
Subsim <> How To Donate <> See The Benefits <> Support The Community
If you are new to SH5 look > > HERE << STEAM is not compatible with the essential application TDW’s Generic File Patcher
Steam Conversion Installation Instructions for SH5 Updated Version
Highly Recommended SH5 > The Wolves Of Steel Mega Mod > Includes > Optional KSDCommander And Working Enigma M4 Machine > Sub Flags
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Old 04-11-17, 12:28 PM   #29
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Default Wecome aboard ¡

SyarKanta!
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