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Old 03-21-10, 07:42 AM   #1
lucagaeta
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Default [REL] Decks Awash

[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

Last edited by Onkel Neal; 08-06-15 at 08:51 AM. Reason: added working file link
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Old 03-21-10, 07:49 AM   #2
Frnocom
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Looks great. Will give it a try.
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Old 03-21-10, 07:59 AM   #3
Decoman
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Would be sweet to get to have a dedicated button for this on the left side, together with the surface and periscope buttons imo.

I imagine that running with decks awash would/should make it harder for hostile ships to spot you.
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Old 03-21-10, 08:05 AM   #4
ReallyDedPoet
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Nice one
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Old 03-21-10, 08:05 AM   #5
rededge
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Good one!

Thanks, will try soon.
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Old 03-21-10, 08:05 AM   #6
Decoman
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Q: Exactly how does this mod work?

Do we set the depth ourselves?

Edit: When I press "surface" button, the uboat seem stay at around 6-7-8 meters and not really surfacing. So I guess that this mod replaces the default surface depth. Which I think is unfortunate. Also if this is the case, the OP did not indicate this.

Last edited by Decoman; 03-21-10 at 08:49 AM.
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Old 03-21-10, 08:08 AM   #7
thruster
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Quote:
I imagine that running with decks awash would have make it harder for hostile ships to spot you.
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?]
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Old 03-21-10, 08:52 AM   #8
coronas
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Well done!
Curiosity: Does it work with electric or diesel engines?

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Old 03-21-10, 08:52 AM   #9
bigboywooly
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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?]
@Decoman
Yep thats how its done
Was done that was in SH3 but when I tried it on SH5 got the same results
Surfacing is set at whatever the cfg say - around 7\8 mtrs at a guess

@ Thruster
Whilst trying the deck awash I found that at 7mtr the electrics kicked in no matter what deoth you set on the cfg so gotta be a value or a trigger for that somewhere
Be nice to be able to use Elecs topside too
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Old 03-21-10, 09:11 AM   #10
The General
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I use Voice Recog and now that I do I consider it to be essential (it's incredible and Skjwaser is adding more Commands all the time). I currently shout "New Depth, 6 meters!" above the din of the diesel engines and I essentially get decks awash. You can see on the TAI that the surface vessels range of visual detection reduces dramatically . Ordering 7 meters depth, removes the crew from the bridge and switches to electrics. I don't like the stock feature of having to go down the ladder to order periscope depth. If I wanna ride my boat straight to Davey Jones' Locker, that's my business

The abiltiy of this MOD to allow you to open/close the hatch is intersting. I'll give it a try now and report back shortly...
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Old 03-21-10, 12:21 PM   #11
The General
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I am sad to report that hatch still remains firmly closed at anything other than fully-surfaced. Mybe it's all the mods i have conflicting with it.
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Old 03-21-10, 12:33 PM   #12
Decoman
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I set my depth to about 6 meters and noticed that the crew disappeared, yet I could still open the hatch. It was the same when going to about 8 meters, but then the hatch wouldn't open for me as was probably intended.
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Old 03-21-10, 01:12 PM   #13
Decoman
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If I set depth to 6 meters, the uboat will surface, as if it simply surfaced normally.

Using the surface button set my uboat at 8 meter, which is too deep. With water sloshing over the floor of the conning tower. Ok, the waves where 2-3 meters high I think.

Manual depth of 7 meters seem to work ok when I tried it.


Fun detail. When the uboat is about to reach ca 8 meters, one crew at a time will disappear.They disappeared in 1-2-3, but not all at once.
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Old 03-21-10, 01:19 PM   #14
java`s revenge
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Just as in sh3 this mod conflicts with bad weather guns.
For sh3 i altered both files into each other and i could use them both.

I will also take the steps for shv.

Thanks
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Old 03-21-10, 01:55 PM   #15
lucagaeta
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Hi

This mod changes various files. cfg entry (SurfaceDepth = 8; meters)
ch and the defect is obtained, which is commanding the surface, the boat stops at 8 feet, 8 if set to emerge fully we must set the depth manually.
the advantage is that you can open the door even in rough sea, emerge in part to charge the batteries and get away, get closer to their stock without being spotted.

[Unit]
ClassName=SSTypeVIIB
3DModelFileName=data/Submarine/NSS_Uboat7b/NSS_Uboat7b
HumanPlayable=Yes
UnitType=200
MaxSpeed=17.2
MaxSpeedSubmerged=8.0
Length=66.5
Width=6.2
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
SnorkelDepth=12
DiveDepth=40;meters
CrashDepth=70;meters
MaxDepth=500;meters
SurfaceDepth=8;meters
TorpLaunchMaxDepth=20;meters
StormConditions=11,0.4;max wind speed [m/s], max rain intensity [0,1]

[EngineProperties]
AllStop=0.00
AheadSlow=0.25
AheadOneThird=0.57
AheadStandard=0.80
AheadFull=0.94
AheadFlank=1.00
BackSlow=-0.26
BackStandard=-0.40
BackFull=-0.53
BackEmergency=-0.66


Regards
Luca
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