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 > SH5 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 04-05-16, 05:09 PM   #361
vdr1981
Navy Seal
 
Join Date: May 2010
Location: Србија
Posts: 6,078
Downloads: 581
Uploads: 13


Default

For quick testing I would suggest campaign start in Kiel (Western Approaches or Mare Nostrum) using "silentotto" cheat...
If the game does not CTD in heavily modded SH5, that will be a huge breakthrough...
vdr1981 is offline   Reply With Quote
Old 04-05-16, 05:13 PM   #362
Subwolf
Sonar Guy
 
Join Date: Oct 2006
Location: USA/Norway
Posts: 394
Downloads: 30
Uploads: 0
Default

If you go full realism, don't raise the flag at sea, only in ports.

During a crash dive they didn't have time to lower the flag, and they don't want it raised under water, or what would be left of it
Subwolf is offline   Reply With Quote
Old 04-05-16, 05:23 PM   #363
vdr1981
Navy Seal
 
Join Date: May 2010
Location: Србија
Posts: 6,078
Downloads: 581
Uploads: 13


Default

Quote:
Originally Posted by Subwolf View Post
If you go full realism, don't raise the flag at sea, only in ports.
I have to agree on this one... But can you give us any hint how should we accomplish that? Maybe some hidden SH sim controller that we are not aware of?
vdr1981 is offline   Reply With Quote
Old 04-05-16, 05:48 PM   #364
TheBeast
The Old Man
 
Join Date: Jan 2010
Location: Lynnwood, WA
Posts: 1,533
Downloads: 876
Uploads: 23


Default

Quote:
Originally Posted by Subwolf View Post
If you go full realism, don't raise the flag at sea, only in ports.

During a crash dive they didn't have time to lower the flag, and they don't want it raised under water, or what would be left of it
I already talked to vdr1981about this very topic. I was thinking that maybe there is some way to link the Harbor Controller to automate the flags.
__________________
Fear me! I am, TheBeastBelow

SHIV-MediaFire | SHV-MediaFire
TheBeast is offline   Reply With Quote
Old 04-05-16, 06:22 PM   #365
excel4004
Hans-Jürgen Hellriegel
 
excel4004's Avatar
 
Join Date: Jan 2012
Location: Germany
Posts: 372
Downloads: 262
Uploads: 0
Default

Quote:
the Harbor Controller to automate the flags.
Nice idea!

Two have two options, One to use the flag at sea, or/and when using the habor automatic.


Could you pls create/post one version with only the flags mod and the org. tower - thanks!?
__________________
U-96
March 1942 - March 1943 * OLt.z.S. Hans-Jürgen Hellriegel


Last edited by excel4004; 04-05-16 at 06:34 PM.
excel4004 is offline   Reply With Quote
Old 04-06-16, 10:38 AM   #366
vdr1981
Navy Seal
 
Join Date: May 2010
Location: Србија
Posts: 6,078
Downloads: 581
Uploads: 13


Default

Quote:
Originally Posted by vdr1981 View Post
For quick testing I would suggest campaign start in Kiel (Western Approaches or Mare Nostrum) using "silentotto" cheat...
If the game does not CTD in heavily modded SH5, that will be a huge breakthrough...
Bad news The Beast... Your improved flags are causing the same instability just like the original TDW flags when confronted with CPU intensive areas like Kiel harbor ect...tested with TWoS on board.

I have no doubts though that the mod, just like the old flags, will work just fine in stock or light modded game.

Please keep in mind that harbors in TWoS are much less hardware intensive than in the original OHII mod so my concern is that the problem will be even more noticeable for players with custom modlists with OHII on board...

What was your test modlist The Beast?
vdr1981 is offline   Reply With Quote
Old 04-06-16, 12:22 PM   #367
Trevally.
Navy Seal
 
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 5,451
Downloads: 166
Uploads: 28


Default

Quote:
Originally Posted by vdr1981 View Post
Bad news The Beast... Your improved flags are causing the same instability just like the original TDW flags when confronted with CPU intensive areas like Kiel harbor ect...tested with TWoS on board.

I have no doubts though that the mod, just like the old flags, will work just fine in stock or light modded game.

Please keep in mind that harbors in TWoS are much less hardware intensive than in the original OHII mod so my concern is that the problem will be even more noticeable for players with custom modlists with OHII on board...

What was your test modlist The Beast?
Quote:
Starting with v1.0.160.0:
- added a new patch to the SH5.exe: Increase render distance of units. This new patch will, as it says, increase the render distance of units from the player's unit. Default render distance is 40000.0m. This patch will let you define an additional value to add to this 40000.0m thus increasing the render distance from the player's unit. Default value is an additional 40000.0m. See the Notes= of the new patch to learn how to change the default value.
If this is set at sat 15km - do you still get issues in harbours?
With the render distance set at 40km - some harbours are within draw distance of each other.

If this does help - it could be set to auto reduce render range when close to land/harbours
__________________
Trevally Mods for SH5
Trevally. is offline   Reply With Quote
Old 04-06-16, 12:43 PM   #368
vdr1981
Navy Seal
 
Join Date: May 2010
Location: Србија
Posts: 6,078
Downloads: 581
Uploads: 13


Default

Quote:
Originally Posted by Trevally. View Post
If this is set at sat 15km - do you still get issues in harbours?
With the render distance set at 40km - some harbours are within draw distance of each other.

If this does help - it could be set to auto reduce render range when close to land/harbours
That patch can not decrease stock SH5 rendering distance (40 km) , it can only increase it...
Anyway , the patch is disabled in TWoS snapshot...

In any case, even with theoretical 5 km rendering distance, the result will be the same because SH engine "accumulates" rendered object until the game is completely restarted. This is the main issue with modded SH5
vdr1981 is offline   Reply With Quote
Old 04-06-16, 02:14 PM   #369
TheBeast
The Old Man
 
Join Date: Jan 2010
Location: Lynnwood, WA
Posts: 1,533
Downloads: 876
Uploads: 23


Default

Quote:
Originally Posted by vdr1981 View Post
Bad news The Beast... Your improved flags are causing the same instability just like the original TDW flags when confronted with CPU intensive areas like Kiel harbor ect...tested with TWoS on board.

I have no doubts though that the mod, just like the old flags, will work just fine in stock or light modded game.

Please keep in mind that harbors in TWoS are much less hardware intensive than in the original OHII mod so my concern is that the problem will be even more noticeable for players with custom modlists with OHII on board...

What was your test modlist The Beast?
Currently I'm not running TWoS. I've always had issue's with some of the imported ships, so I am running OH II Lite v3.0. I adjusted some of the Mission Objective Patrol Area Location and Radius to match what is listed in Mission Editor 2.
 
Anti-Lag
1. _RemoveStupidLogoandIntro
NDB,NDH OM#1 - No Dialog Indicator
SteelViking's Bunker Fixes V1.0
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 HOTFIX 3
OPEN HORIZONS II Light v3
OPEN HORIZONS II v2.5 Grid Request fix Patch SH5
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 3.a Enhanced Visibility (medium)
DynEnv v2.9 - 5.d Ambient Settings - Brighter Nights
DynEnv v2.9 - 12. Sounds
DynEnv v2.9 - Changes byTheBeast
sobers better land rock textures
Illyustrator_Loading_Mission_mod
Window_Lights_Redone_V1
Lights
NewUIs_TDC_7_4_2_ByTheDarkWraith
OH II Minefield map for TDWs Ui
IO_StrategicMap_7_4_2_for_TDWv742
IO_MapCourseLine_sharp pencil_mod
Sub_Exhaust_1_0_5_byTheDarkWraith
A Fistful of Emblems v1.51 (Weathered)
Equipment_Upgrades_Fix_v2_0_byTheBeast
Equipment_Upgrades_Fix_v2_0_SubCamoSchemes
Equipment_Upgrades_Fix_v2_0_AFFOE_151_byTheBeast
More Powerful Torpedoes v1.0
Nauticalwolf's Torpedo Textures V1.0
Elite German Black & Copper Torpedo
TDW_Mines_Subnets_Detectable_in_hydro (OH II v2)
850_Meter_Bearing_Plotter_byTheBeasts1.0
Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
Torpedo Splash
EUF_UBoat_FX_v0_0_5_ byTheBeast
SKIN_VIIC_ArcticCamo_byTheBeast
SKIN_VIIB_ArcticCamo_byTheBeast
MCCD_1.04
8. Graphic Mod v1
sobers real trees
MCCD_1.04RadiomanDialog_BlackMay_Fix2
9. MyTweaks
SM_Flag_Wind_Patch
SM_Wounded_Unit_Radioing
MyKey
Room_CT
Room_DER
Room_TRA
Room_TRF
Shadow Improvement Mod
reaper7's Sky Mod
Radio_Deutschland
Room_QR2
IRAI_0_0_41_ByTheDarkWraith
Reworked Morale and Abilities v.1.1
HCT_Deutsche U-Boote Theme
EUF_v2_Uboot_Sensors
SH5_Credits
Automation
Room_CR
SuperTurm_FX_SubFlags_v0_0_1_byTheBeast
Room_QR1

Quote:
Originally Posted by vdr1981 View Post
That patch can not decrease stock SH5 rendering distance (40 km) , it can only increase it...
Anyway , the patch is disabled in TWoS snapshot...

In any case, even with theoretical 5 km rendering distance, the result will be the same because SH engine "accumulates" rendered object until the game is completely restarted. This is the main issue with modded SH5
I thought Stock render range was 15km
__________________
Fear me! I am, TheBeastBelow

SHIV-MediaFire | SHV-MediaFire
TheBeast is offline   Reply With Quote
Old 04-07-16, 01:58 PM   #370
vdr1981
Navy Seal
 
Join Date: May 2010
Location: Србија
Posts: 6,078
Downloads: 581
Uploads: 13


Default

Quote:
Originally Posted by TheBeast View Post

I thought Stock render range was 15km
Heh, maybe in SH3/4...In Sh5 it's 40.000m...
vdr1981 is offline   Reply With Quote
Old 04-09-16, 02:11 AM   #371
vladimir bondarenko
Sailor man
 
Join Date: Feb 2014
Location: Ростов-на-Дону РФ
Posts: 45
Downloads: 300
Uploads: 0
Default

Quote:
Originally Posted by TheBeast View Post
I reworked the SubFlags MOD and I am certain I fixed the CTD issue.
I uploaded it to SubSim and it is available for download.

SuperTurms_FX_SubFlags_v0.0.1

Regards!
TheBeast
Captains, hello. And where can I download this mod?
What, no one links to it?

Last edited by vladimir bondarenko; 04-09-16 at 07:02 AM.
vladimir bondarenko is offline   Reply With Quote
Old 04-10-16, 08:26 AM   #372
TheBeast
The Old Man
 
Join Date: Jan 2010
Location: Lynnwood, WA
Posts: 1,533
Downloads: 876
Uploads: 23


Default

Quote:
Originally Posted by vladimir bondarenko View Post
Captains, hello. And where can I download this mod?
What, no one links to it?
I am not sure why but the MOD has been deleted from SubSim.com
I have not received any notification as to the reason for the deletion.
__________________
Fear me! I am, TheBeastBelow

SHIV-MediaFire | SHV-MediaFire
TheBeast is offline   Reply With Quote
Old 04-10-16, 09:00 AM   #373
TheBeast
The Old Man
 
Join Date: Jan 2010
Location: Lynnwood, WA
Posts: 1,533
Downloads: 876
Uploads: 23


Default

Quote:
Originally Posted by vdr1981 View Post
Bad news The Beast... Your improved flags are causing the same instability just like the original TDW flags when confronted with CPU intensive areas like Kiel harbor ect...tested with TWoS on board.
I did some more research and the Flags in the MOD and with the exception of being a 100 frame animation, the flags are the same as the Flags used on all other ships.
Using skwasjr Silent 3ditor or Goblin Editor, Compare data\Library\Flags.dat with data\Library\Sub_Flags.dat.
__________________
Fear me! I am, TheBeastBelow

SHIV-MediaFire | SHV-MediaFire
TheBeast is offline   Reply With Quote
Old 04-10-16, 09:00 AM   #374
excel4004
Hans-Jürgen Hellriegel
 
excel4004's Avatar
 
Join Date: Jan 2012
Location: Germany
Posts: 372
Downloads: 262
Uploads: 0
Default

Quote:
Originally Posted by TheBeast View Post
I am not sure why but the MOD has been deleted from SubSim.com
I have not received any notification as to the reason for the deletion.
I try it again, maybe i recive an aswer this time.

Can you create a (stable) version for TWoS mod with only the flags without the MG´s!?

Thanks!
__________________
U-96
March 1942 - March 1943 * OLt.z.S. Hans-Jürgen Hellriegel

excel4004 is offline   Reply With Quote
Old 04-10-16, 09:56 AM   #375
vladimir bondarenko
Sailor man
 
Join Date: Feb 2014
Location: Ростов-на-Дону РФ
Posts: 45
Downloads: 300
Uploads: 0
Default

Quote:
Originally Posted by TheBeast View Post
I am not sure why but the MOD has been deleted from SubSim.com
I have not received any notification as to the reason for the deletion.
TheBeast, and You can put it on any third-party resource, for free download.

PS: TheBeast, please tell me, is this possible to do?

Last edited by vladimir bondarenko; 04-11-16 at 12:42 PM.
vladimir bondarenko 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 11:42 PM.


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.