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lucagaeta
03-21-10, 07:42 AM
[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/downloads.php?do=file&id=4741

http://www.subsim.com/radioroom/picture.php?albumid=151&pictureid=1450

Regards,
Luca

Frnocom
03-21-10, 07:49 AM
Looks great. Will give it a try.:yeah:

Decoman
03-21-10, 07:59 AM
Would be sweet to get to have a dedicated button for this on the left side, together with the surface and periscope buttons imo. :cool:

I imagine that running with decks awash would/should make it harder for hostile ships to spot you.

ReallyDedPoet
03-21-10, 08:05 AM
Nice one :yep::up:

rededge
03-21-10, 08:05 AM
Good one!

Thanks, will try soon. :up:

Decoman
03-21-10, 08:05 AM
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.

thruster
03-21-10, 08:08 AM
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?]

coronas
03-21-10, 08:52 AM
Well done!
Curiosity: Does it work with electric or diesel engines?

:salute:

bigboywooly
03-21-10, 08:52 AM
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

The General
03-21-10, 09:11 AM
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 :DL

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...

The General
03-21-10, 12:21 PM
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.

Decoman
03-21-10, 12:33 PM
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.

Decoman
03-21-10, 01:12 PM
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. :DL

java`s revenge
03-21-10, 01:19 PM
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

lucagaeta
03-21-10, 01:55 PM
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

THM
03-21-10, 01:59 PM
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!

Cdr84
03-21-10, 03:07 PM
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

Kptlt.Mahs
03-23-10, 09:33 PM
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

thruster
03-24-10, 01:02 AM
Kptlt.Mahs wrote: 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.........!

Kptlt.Mahs
03-24-10, 07:07 AM
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

Sailor Steve
03-24-10, 10:38 AM
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.

Stormin Norman
03-24-10, 10:49 AM
Thanks for this mod, my navigater loves you!:yeah:

Sepp von Ch.
07-24-12, 11:33 AM
Hello gentlemen, can somebody please upload this mod again?

Paco
07-24-12, 01:26 PM
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 (http://www.mediafire.com/?d893tlv8kkcl5fu)

I hope it is the right one.

Greets,
Paco.

Sepp von Ch.
07-24-12, 02:18 PM
Hi Paco, thank you!:salute:

Onkel Neal
08-06-15, 08:43 AM
Is the copy above the original work? Looks like it is. I have uploaded to the File Bank.
http://www.subsim.com/radioroom/downloads.php?do=file&id=4741

Neal

SyarKanta
04-09-17, 06:38 PM
[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/downloads.php?do=file&id=4741

http://www.subsim.com/radioroom/picture.php?albumid=151&pictureid=1450

Regards,
Luca

What textures are you using? They look amazing!

THEBERBSTER
04-10-17, 04:18 AM
A Warm Welcome To The Subsim Community > SyarKanta
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If you are new to SH5 look > > HERE (http://www.subsim.com/radioroom/showpost.php?p=2391239&postcount=1) << STEAM is not compatible with the essential application TDW’s Generic File Patcher
Steam Conversion Installation Instructions for SH5 Updated Version (http://www.subsim.com/radioroom/showpost.php?p=2266214&postcount=161)
Highly Recommended SH5 > The Wolves Of Steel Mega Mod > Includes > Optional KSDCommander And Working Enigma M4 Machine > Sub Flags:salute: (http://www.subsim.com/radioroom/showthread.php?p=2165720#post2165720)

Aktungbby
04-11-17, 12:28 PM
SyarKanta!:Kaleun_Salute: