View Full Version : [REL] U-boat Historical Specifications (UHS)
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U-boat Historical Specifications 1.6 by ddrgn
updated April 16, 2011
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Historic specifications Information based on the following specification pages and survivor interrogations:
Sites:
http://www.uboatarchive.net/U-257INT.htm
http://www.uboatarchive.net/U-413INT.htm
http://www.uboatarchive.net/KTBNotesArmament.htm
http://www.uboat.net/technical
http://www.uboataces.com/uboat-type-vii.shtml
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Overview and Goal:
A complete overhaul of submarine systems and specifications to accurately reflect historical data known today. This mod is not for the faint of heart. In rough seas you will slow down, have less maneuverability and burn off fuel fast. You will have slightly slower dives. External torpedoes will take longer to reload on the surface. Your AA is increased but your warnings and radars and decreased quite a lot.
Hit points for each boat is now equal. On the other hand you will have some advantages, more accurate crush depths. Quicker steeper climbs. Longer decoy times, increased ammunition storage, and deck shell damage. Quicker reload times for both AA and DG. Radars function properly in high swells.
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Features of UHS (changed to be historically accurate wherever possible):
-Ammunition loadouts, crush depths, max speeds, max ranges, lengths (bow to stern).
-Hydrophone and visual detections, external reload times
-Drafts and displacement changed and look great in game
-Ammunition storage for the deck gun and anti-aircraft weapons. Nice roll and wavy feeling, no strong bobbing effect.
-Accurate submarine draught, displacements submerged and surfaced,
-Pitch and roll mechanics changed for playable submarines to look/feel more realistic.
-Radar works in choppy seas (does not shut off).
-Compatible with most environment, skin, command keys, artificial intelligence and interface mods.
-Less sensitive radar warning detections. Radar detected now means aircraft are in the immediate vicinity.
-Radar sets Fumo 29/30 and Fumo 61/65 max ranges decreased as per historical specifications.
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Change Log:
Version 1.7 (04/17/2010)
-Reduced hydrophones detection range to -7; -5 caused issues in rougher seas and heavier boats
-Removed the rod antenna from TDW compatible version; was still popping out of the water at times
-Added compatibility for Equipment Upgrades Fix Mod by merging the anti-sensor coatings settings in UBoot_sensors.sim; UHS installs after this mod
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Version 1.6 (04/11/2010)
-Changed the highlighted torpedo information text to reflect changes in range made in 1.5.
-Included Depth Keeping Problem Fix by TheDarkWraith
-Included No hydrophone on Surface, No Aircraft Spotting Submerged by TheDarkWraith
-Increased pitch and roll mechanics on all playable subs
-Changed attack scope height to 4.2 from 8.5; and obs from 3.0 to 3.3
-Periscope depth adjusted and the dive command changed back to 100 meter (fixed due to DKPF)
-Changed hydrophones to work after -5 meters
-Added compatibility version for Ui-Boat 4.0
-Compatibility has been passed for CSP MaGUI; install UHS after CSP MaGUI
-Added Compatibility for NewUI's 6.4, IRAI 0.30 and FX_Update 16.2 included as separate mod install; overwrites the torpedoes_g7a-e.sim, UBoot_Sensors.sim, U-boat cfg, sim and zon files. Install after any and all TDW
-Added VisibleUnderWater controller round and rod antenna, and set the value to false; will not see the radio antenna from the NewUI's underwater, but will come back when surfaced. This only applies to users of TheDarkWraith's NewUI's.
Version 1.5 (not released)
-Added changes to torpedo specifications:
-T1 Changed low, med, high speed to give 14000,8000,6000m range
-T1 Lowered the impulse ratio from 2000 to 1500
-T1 Decreased depth keeping problems from 70% to 25%
-T1 Increased MinEF and MaxEF of torpedo damage 25%
-T1 Increased Max Damage Radius from 7 to 10m
-T1 Decreased Min Damage from 3 to 1m
-T1 changes include Fat and LuT versions to the same settings
-T2 Lowered the impulse ratio from 2000 to 1500
-T2 Decreased depth keeping problems from 70% to 25%
-T2 Increased MinEF and MaxEF of torpedo damage 25%
-T2 Increased Max Damage Radius from 7 to 10m
-T2 Decreased Min Damage Radius from 3 to 1m
-T3 Lowered the impulse ratio from 2000 to 1500
-T3 Decreased depth keeping problems from 70% to 25%
-T3 Increased MinEF and MaxEF of torpedo damage 35%
-T3 Increased Max Damage Radius from 7 to 10m
-T3 Decreased Min Damage Radius from 3 to 1m
-T3 Decreased the FaT2 version of T3 range from 7315 to 5000m
-T3 changes include Fat version to the same settings
-T4 Lowered the impulse ratio from 2000 to 1500
-T4 Decreased depth keeping problems from 70% to 25%
-T4 Increased MinEF and MaxEF of torpedo damage 35%
-T4 Increased Max Damage Radius from 7 to 10m
-T4 Decreased Min Damage Radius from 3 to 1m
-T5 Lowered the impulse ratio from 2000 to 1500
-T5 Increased MinEF and MaxEF of torpedo damage 35%
-T5 Increased Max Damage Radius from 7 to 10m
-T5 Decreased Min Damage Radius from 3 to 1m
-T5 Decreased max speed from 24.5 to 24 knots
-T7 Lowered the impulse ratio from 2000 to 1500
-T7 Increased MinEF and MaxEF of torpedo damage 25%
-T7 Increased Max Damage Radius from 7 to 10m
-T7 Decreased Min Damage Radius from 3 to 1m
-T11 Lowered the impulse ratio from 2000 to 1500
-T11 Increased MinEF and MaxEF of torpedo damage 35%
-T11 Increased Max Damage Radius from 7 to 10m
-T11 Decreased Min Damage Radius from 3 to 1m
-T11 Decreased max speed from 24.5 to 24 knots
-T11 Straight run changed from 150 to 400m
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Version 1.4
-Raised, draft and center of gravity on all boats
-Dive and crash dive depths fixed and now maintain depth properly
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Version 1.3 (Important Update - Patch 1.2 Compatibility Fix)
Notes: Version 1.3 is compatible with patch 1.2
-Decreased deck gun damage x2
-Increased external reload times
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Version 1.2 (Important Update - Fixes 1.1)
Notes: My previous sea trials were not comprehensive enough to permit the boats of being sea worthy. Discovered a few issues with maintaining depth and odd looking pitch angles. We also noticed we could not level out properly at specific depths. Going back to the drawing board we found a nice ratio to use when changing the mass and displacements that work really well with drafts and gravity centers. All boats have passed the sea trials this time with a more vigorous testing procedures.
-Fixes VIIA not maintaining depth below 75m or more. In stock you would just keep sinking without speed.
-Fixed subs not maintaining depth all VIIA,B,C,C/41
-Crash dive depth for VIIA,B,C is now 150 m, for VIIC/41 its not 170m
-Adjusted periscope depths so scopes will stick out of the water only slightly when fully raised
-Adjusted gravity, front/rear centers, mass, draft, and displacements submerged/surfaced to fit with new ratio.
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Version 1.1
-Displacement of surface and submerged submarines to be more historically accurate, nice effect adding to pitch/roll.
-AA reloads times improved to be more realistic, average in stock is 8-9 sec, should be 5-6 seconds.
-Moved center of gravity of all subs up 15%. Nice effect in wavy conditions subs bob up/down more realistically.
-Moved center of gravity 0.020% forward for all subs. This shows a slight increase to weight aft while declining or inclining.
-AA guns fire are set to fire AA shells not AP shells
-37mm in real life had a clip of 25 with a rate of fire of 50 rounds per minute. In order to give the 37mm a FLAK feeling they set the clip to hold 1 round and reload every second. Reload time is already off in the game so I have changed the reload time of the clip to 0.2 seconds. You maybe be able to get 40-50 rounds per minute now.
-Max ranges for all playable boats is accurate historically submerged and surfaced knots/miles
-Draft changed less historically accurate in the settings but looks more accurate when playing
-Deck gun storage to include 105 AP and 80 HE shells as per U-Bootskunde f.U-Boot Bauart VIIC-194
-Shells deck gun damage by 3x, 7-10 good shots will seriously wound a ship if not sink it
-Radar does not turn off and on when in high swells
-Radar max ranges decreased to be more historically accurate. Fumo 29/30 set to 7100m. Fumo 61/65 10200m.
Fumo61/65 would detect aircraft at 20km, and surfaced ships at 10km. Devs set this to 15km for average. For gaming purposes, and considering you have radar warning sensors for aircraft I changes this 10200m. You will now only detect surfaced ships at 10km as per history. Aircraft are not as important as surfaced vessels in my opinion. The stock setting is not fair to the merchant men.
-Radar warning detection via Metox, Borkum, Tunis, Naxos drastically reduced. In the best cases these units could detect incoming aircraft from 10km. Metox, Borkum, 8km, Tunis 10km and Naxos 5km. Now as per real operations when you recieve radar signals detected, submerge....
-Decoy average lifetimes increased slightly. Average stock was 10-20 mins with the mod decoys will last 20-25 mins.
-External torpedo load times increased to 60 mins
-AA ammunition storage be more historically accurate according to U-boat and weapon type:
20MM C30: 1500 rounds (based on info in M.Dv 381 U-Bootskunde f.U-Boot Bauart VIIC-1940)
20MM C30x2: 1500 rounds
C38 Twin: 1200 rounds (based on the manifest found with U-257/413, if you have 2 (VIIC/41) installed you only get 1200 per unit.
37MM: 1250 rounds
Vierling: 1250 rounds
*This can be argued either way for more or less. I averaged the information and in realistic terms I am sure the loadouts would vary depending on available space and requirements.
-Periscopes depth changed on boats slightly to accommodate changes in displacement, draught
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Version 1.0
-Dive depth set to Erich Topp operational depth of 100m, all boats. (Hit "V" you go to 100m)
-Periscope depth on all boats to 14m (stock is 12).
-The lengths, maxspeed surfaced, maxspeed submerged of all type 7's to be more historical.
-The crush depth gauge on the 7C/41 to read 250m (crew will warn you at 250m)
-All Type 7 boats hit points to 250. Historically I see no reason for any of the Type 7's to resist damage more than the other.
-Crush depth on all Type 7's to be historically accurate. In stock the crush depth for type 7A,B,C is 180 meters.
Your crew will not warm you of your hull damage until 200m on A,B,C. So you take damage for 20 meters before any warning in stock, this is fixed with this mod. Type 7C/41 will go 250m now and they will warn you when you start taking hull damage. Stock 7C/41 is set to 300m with an actual crush depth of 215m. Set as 350 in the config, crush depth seems to have a ratio of 1.4, set it at 285 = 200 etc...
*Note, you do not crush immediately with these settings, you only start taking damage at this point, so it's still to be determined just how deep you can go and live (as per real life).
-Hydrophone sensors crew fatigue factor to false
-U-boat visual sensor range to 20km. Crew will now see ships at 17km in good conditions. Stock was 15km.
-Hydrophones do not function on the surface anymore, sensor now has to be below 10m to work.
-Increased hydrophones sensors to contact from 40% further away. Stock has it set on average around 30km.
In real life and good conditions convoys could be heard from 100k out and single ships from 35 km. To find a balance I increased the hydrophones max range from 50-65 km based on which set your using. You may not hear them yourself, but in perfect conditions you should get sound contacts from much further away than stock.
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Installation via JSGME.
*IMPORTANT* This mod must be installed before starting a new campaign. It is not recommended to install mid patrol or even at the end of or before a patrol. This mod is not compatible with mods that change the submarines .zon .sim or .cfg files except when using the Compatibility Fix. Feel free to use this mod as long as credit is given. Although, I do suggest contacting me for help with compatibility and for the latest internal version.
TDW mods version; install U-boat Historical Specifications 1.6 for TDW Mods after all TDW mods
example loadout:
http://i802.photobucket.com/albums/yy309/pwc100/newuis_uhs-loadout-2.jpg
Ui-Boat mods version; install U-boat Historical Specifications 1.6 for Ui-Boat
WARNING!!!
DO NOT INSTALL UHS DURING A PATROL, FINISH YOUR PREVIOUS PATROL, DOCK, SAVE, QUIT AND INSTALL UHS, RESTART GAME...
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Misc info:
-Effects are reached WITHOUT editing the waves amplitude or attenuation in the sim.cfg. I do not touch the sim.cfg in this mod. As previously mentioned by others before me, it is not recommended to change the sim.cfg as it leads to problems with AI and PLAYER detections (especially visual).
-No changes to env/seaparameters.cfg, allowing this mod to work with all major environments currently available.
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Download link: http://www.subsim.com/radioroom/downloads.php?do=file&id=1775
Good hunting -ddrgn
Yoram777
04-18-10, 06:56 PM
Sounds good, I'll give it a go.
thanks :arrgh!:
gimpy117
04-19-10, 11:18 AM
I thought the VIIC/41 could go to 295 M... somebody calculated it and said it was the theoretical max...
I thought the VIIC/41 could go to 295 M... somebody calculated it and said it was the theoretical max...
In real life or in the game?
In real life it was reinforced to go to 250m, that's the specification history is recording.
gimpy117
04-19-10, 02:15 PM
really? hrm...is that max safe depth or crush depth?
wikipedia has the VIIB and VIIA listed as crushing at 230-250 M the VIIC at 250-295 M and the VIIC/41 at 275-325 M
really? hrm...is that max safe depth or crush depth?
wikipedia has the VIIB and VIIA listed as crushing at 230-250 M the VIIC at 250-295 M and the VIIC/41 at 275-325 M
Right I see where your reading this on the wiki, the boat was safe until 250m. I guess they assumed it would crush between 250-295...
The boat with this mod will start to crush at 250m, so fits in well with the wiki info.
http://en.wikipedia.org/wiki/German_Type_VII_submarine
Same goes for the other boats, safe depth being 200m on the gauge, anything after that would be pure speculation.
I think the record recorded (and returned from) was 230m approximately. Not sure which boat, it was talked about some in another thread I can not seem to find atm.
QUICK EDIT: Thinking the VIIC/41 could go 325m is madness, not sure where wiki got those facts from. To think a crew in 1943 would be brave enough to attempt this is madness in itself.
Major update applied - will be updated come patch 1.2
Captain von Keldunk
04-25-10, 12:52 PM
:DL Downloading now :yeah:
Also I have removed submarine folder from Sh5EnvMod 3.0Multi
so no conflicts with your mod.:up:
only 1.0 available for dowload 15k file
Thanks I just noticed that - 1.1 is now added in the download section.
:DL Downloading now :yeah:
Also I have removed submarine folder from Sh5EnvMod 3.0Multi
so no conflicts with your mod.:up:
Yep, it certainly works really nice with your mod ;]
np installing now :up:
thanks
Here is a nice video that shows "some" of the changes in the mod, specifically the pitch and roll effects along with changes to the AA cannons.
http://www.youtube.com/watch?v=2gXYZHZMvhM
ncorpuz34
04-26-10, 02:49 AM
Using over the SH5 Env Mod. Definitely the best pitch&roll and draft heights I've seen yet~! Keep it up:rock:
Capt Jack Harkness
04-26-10, 03:41 AM
For some reason with this mod my sub has trouble maintaining depth. It always ends up overshooting dives by up to 10 meters before coming back up to around 2-4 meters below the ordered depth with a slightly nose-up attitude, as if it's fighting negative bouyancy.
For some reason with this mod my sub has trouble maintaining depth. It always ends up overshooting dives by up to 10 meters before coming back up to around 2-4 meters below the ordered depth with a slightly nose-up attitude, as if it's fighting negative bouyancy.
Thanks. I am working on 1.2. getting the same issues you see.
I recommend sticking with 1.0 until I get this fixed up today.
Initial sea trials were flawed and we had some trouble maintaining depths on all boats.
Discovered a new ratio to use for mass and displacement and have tested it on all boats with a more vigorous testing procedure.
The type VIIA,B,C will maintain depth at 100m when diving and 150 meter when crash diving.
Note: That in stock the VIIA is broken and will not maintain depth below 75 or more, this is fixed in this mod.
Type VIIC/41 maintains depth at 100m when diving and 170m when crash diving.
After all these changes we are still able to keep a nice rolling more accurate look to the submarines movement through the waves.
Change information and the link to download 1.2 is in the OP
kylania
04-26-10, 02:45 PM
The type VIIA,B,C will maintain depth at 100m when diving and 150 meter when crash diving.
Type VIIC/41 maintains depth at 100m when diving and 170m when crash diving.
What does that mean with "maintains depth" and the difference between Dive and Crash Dive? To me "maintain depth" means "won't sink unless I'm damaged some how". So how does the type of dive order issues enter into it?
What does that mean with "maintains depth" and the difference between Dive and Crash Dive? To me "maintain depth" means "won't sink unless I'm damaged some how". So how does the type of dive order issues enter into it?
To be more specific for VIIA,B,C if you order crash dive you will go 150m if you don't stop it. If you order dive you will go 100m if you don't stop it. Maintaining those depths.
By the way is there a mod that fixes the maintain depth issue with the VIIA already, I know you would know. If so I am curious how they fixed it compared to me.
kylania
04-26-10, 03:03 PM
Ahh ok, I see. Not aware of any mod, but since I upgraded to a VIIC by accident so soon I've never really looked. :)
Ahh ok, I see. Not aware of any mod, but since I upgraded to a VIIC by accident so soon I've never really looked. :)
Ya forgotten about bug, the ratio for mass to submerged and surface displacement was off. You could dive to 100m but not be able to maintain it going 1 knot. In stock you would always sink with the VIIA.
Prientje
04-26-10, 04:04 PM
and where is the dl link ?
hehe, its there now, thanks ;]
http://www.subsim.com/radioroom/downloads.php?do=file&id=1775
Stormfly
04-27-10, 08:40 AM
hi ddrgn,
nice mod, i like the idea.... but the "D" key is made for diving or "tiefer, tiefer verdammt, noch tiefer" just some examples what that means... it means that if the "Kaleunt" give order to dive deeper, it must be also below 100 meters... i mean hey, where is my immersion to command "tiefer verdammt" when allready on 150m, giving a bit more pressure with the "D" key command like in that movies... ones again "tiefer verdammt". for maintaining dept there should only be one key, "the key for maintaing dept at any present dept" is the "A" key. It is responsible to command holding the current present dept, not the "D" key, this key is made for diving like boots for walking :D
Ya I set the dive deeper key to go to 100m as per Erich Topp operational depth, and when in real trouble I go to 150m which I set to crash dive.
There is no deeper key unfortunately. I just adjust the depth manually when I want a specific height.
For people using other command mods these keys will be different.
Stormfly
04-27-10, 08:51 AM
oh i repaired that for me with:
DiveDepth=1000;meter
(\data\submarine\NSS_UboatXX\NSS_UboatXX.cfg)
:salute:
Not sure why you would set to 1000 ;] but glad you found where to chnage it ;]
Stormfly
04-27-10, 07:32 PM
Not sure why you would set to 1000 ;] but glad you found where to chnage it ;]
ohh, you know if the commander of a submarine commands "Dive" then the crew should execute this command until a new command is given or the submarine get lost. With dept 1000 iam pretty shure the sub would never reach this dept allive.
Capt Jack Harkness
04-28-10, 06:29 PM
I read the posts about subs not keeping depth at very low speeds, in a way it's kinda realistic. No submarine back then had perfect control of bouyancy, so they used forward speed and planes to compensate ('Hovering' is still tricky today as far as I know). So, if your sub were to come to a complete stop, you'd either slowly sink to the bottom or float to the surface.
It would be kinda cool if this effect could be simulated, but only while stopped, seeing as silent running is only .5 kts or so.
I read the posts about subs not keeping depth at very low speeds, in a way it's kinda realistic. No submarine back then had perfect control of bouyancy, so they used forward speed and planes to compensate ('Hovering' is still tricky today as far as I know). So, if your sub were to come to a complete stop, you'd either slowly sink to the bottom or float to the surface.
It would be kinda cool if this effect could be simulated, but only while stopped, seeing as silent running is only .5 kts or so.
As matter of fact, in the game, the depths each sub levels out at varies, not sure exactly what that is based on. Maybe hull integrity and pressure. The problem with the VIIA in stock is that without 3/5 speed you would just sink like a stone to the bottom, so maintaining depth below say 75m even within a 10m realm without speed was impossible.
Capt Jack Harkness
04-28-10, 08:24 PM
Right, and that's just silly. But it would be cool if you could throw in a slightly postivie or negative bouyancy (perhaps random depending on the boat) so that with no speed hitting the surface or the bottom would be inevitable. Aside from the realism, it'd mean you could no longer camp out and wait for the destroyers to lose interest unless you were grounded.
But of course, maintaining accurate depth control is the most important thing above all else.
speedbird
04-30-10, 11:20 AM
Really need to keep an eye on the fuel consumption now...
Very nice ddrgn! :up:
Really need to keep an eye on the fuel consumption now...
Very nice ddrgn! :up:
Yes you certainly do ;]
KillerTube
04-30-10, 11:57 AM
Thanks ddrgn. the bobbing was killing me. Even with these other mods for it. Im still not happy.. This looks like it did the trick. Sub looks like it sits a little lower in the water and looks correct. that will also help me with the added wave height i just did on my sh5. Again thanks a lot great work. :yeah:
This mod is now patch 1.2 compatible.
Download version 1.3.
Sailor Steve
05-12-10, 05:05 PM
I apparently missed this one first time around.
:rock:
Maybe I did something wrong, but the boats seem to sit way the heck to low in the water, their decks are awash most of the time.
They also appear to bob like bath tub toys.
I tried this out on a fresh install, patched up, and got the same results.
dont know if ive done something wrong but my obbs scope is underwater 90% of the time at PD with this mod.
Maybe I did something wrong, but the boats seem to sit way the heck to low in the water, their decks are awash most of the time.
They also appear to bob like bath tub toys.
I tried this out on a fresh install, patched up, and got the same results.
Sure ya did.
dont know if ive done something wrong but my obbs scope is underwater 90% of the time at PD with this mod.
PD is modified some, in heavy waters you may need to adjust your depth manually.
kylania
05-14-10, 01:53 PM
Maybe I did something wrong, but the boats seem to sit way the heck to low in the water, their decks are awash most of the time.
They also appear to bob like bath tub toys.
I tried this out on a fresh install, patched up, and got the same results.
I got the same thing. Brand new campaign and my VIIA was constantly at 6m instead of 5m on the surface. Kept getting the "underwater" icon, but at least the hatch wasn't closing on me.
A dive order took me to 105m instead of 100m as well.
Okay, I got some good results by,
1) changing the cg height to 3.0
2) Left the longitudinal position of the cg alone
3) changed the surface draught from 5.75, to 4.75
4) In the sub cfg file changed surface depth to 4.
These changes have resulted in some really good roll characteristics, in stormy conditions, or during heavy surface maneuvers in calm weather.
On calm waters the boat does not bob as bad, and slices through the water nicely. When maneuvers at flank speed are performed the boat will lean into the turn. This is the case under water as well.
In 15 knot wind the pitch is close to perfect. With the CG set at 3.0, the boat will roll really far every now and then. My experience is that it reaches the limit of what the camera can handle which results in an undesirable "popping up" effect. This will sometimes require the use of shift U, to get you back on deck.
If any one can figure out how to remove this problem, we can possibly have the boat lean further. The roll is not have high rates, it is slow roll, like that of a heavy boat like a sub.
(note: This changes were done on the mod of this thread. If you try to apply a CG height of more than 2.5, on the unmodded subs, the boat will capsize even in calm water.)
This mod is great, and with these changes it is wayyyyy better than stock.
Could you possibly upload your changes?
I got the same thing. Brand new campaign and my VIIA was constantly at 6m instead of 5m on the surface. Kept getting the "underwater" icon, but at least the hatch wasn't closing on me.
A dive order took me to 105m instead of 100m as well.
The A has problems to begin with, in stock it wont maintain depth when at low speed. You will slowly sink. To fix this problem displacement is adjusted but it wont maintain depth perfectly as ordered. A few meter difference doesn't do much, just keep your eye on your depth and compensate.
FYI - Wind speed, wind direction and your position into the wind has a lot to do with the behavior of the boat. Test in various conditions and always turn your boat N,S,E,W and note the changes.
Okay, I got some good results by,
1) changing the cg height to 3.0
2) Left the longitudinal position of the cg alone
3) changed the surface draught from 5.75, to 4.75
4) In the sub cfg file changed surface depth to 4.
These changes have resulted in some really good roll characteristics, in stormy conditions, or during heavy surface maneuvers in calm weather.
On calm waters the boat does not bob as bad, and slices through the water nicely. When maneuvers at flank speed are performed the boat will lean into the turn. This is the case under water as well.
In 15 knot wind the pitch is close to perfect. With the CG set at 3.0, the boat will roll really far every now and then. My experience is that it reaches the limit of what the camera can handle which results in an undesirable "popping up" effect. This will sometimes require the use of shift U, to get you back on deck.
If any one can figure out how to remove this problem, we can possibly have the boat lean further. The roll is not have high rates, it is slow roll, like that of a heavy boat like a sub.
(note: This changes were done on the mod of this thread. If you try to apply a CG height of more than 2.5, on the unmodded subs, the boat will capsize even in calm water.)
This mod is great, and with these changes it is wayyyyy better than stock.
Nice tweaks, now which boat is this you changed, the A?
I did it on all, and am in the process of testing all.
I just get tired of having to reload the whole game in order to test minute changes.
I have got the a to be surfaced at the light gray water line in still waters, in 5 meter per second wind it wants to dip lower.
I am just fiddling with stuff for now.
If you want to ddrgn, you may add those tweaks to your mod.
I hesitated posting the mod under my name, since the displacement and other sub behaviors were ddrgn's doing. I just tweaked the surfaced draught, and CG height.
For all I know the VIIA may behave beautifully, and the VIIC/41 will happily flip over when put into a crash dive.
I will mess with this stuff more this evening, and keep you all up to date.
sea flat as a mill pond...PD at 13m...and my obbs scope is still under water?
any ideas?
apart from that...loving the mod
Are you using twisty periscope thingys mods?
And which type boat is this happening in?
I did it on all, and am in the process of testing all.
I just get tired of having to reload the whole game in order to test minute changes.
I have got the a to be surfaced at the light gray water line in still waters, in 5 meter per second wind it wants to dip lower.
I am just fiddling with stuff for now.
If you want to ddrgn, you may add those tweaks to your mod.
I hesitated posting the mod under my name, since the displacement and other sub behaviors were ddrgn's doing. I just tweaked the surfaced draught, and CG height.
For all I know the VIIA may behave beautifully, and the VIIC/41 will happily flip over when put into a crash dive.
I will mess with this stuff more this evening, and keep you all up to date.
Awesome, pass over the details of your changes and will add to the mod.
The details are all in my description. Really simple honestly.
I am noticing the VIIA, is having some roll instability in 4 MPS winds, and it seems to bob quite a bit. I may lower the CG .02 meters to see how that works. I don't like feeling I am in a bath tub toy. LOL So with that there is still some work to be done. This is happening with the boat in the campaign (new campaign since my old one got buggered by the patch.)
Some fun reading about the VIIA, in real life they had bad depth keeping properties....just like our Sh5 model does. That is kinda cool the devs kept that in mind. Or perhaps when you put in the historically accurate figures, we get an unstable boat.
For the person with the observation problems. Surface your boat and fully extend both scopes. Your problem will be glaringly obvious.
The eyepiece of the observation scope was in the control room, whereas the attack scope eye piece was a good couple of meters higher in the conning tower.
So at depths your attack scope is skimming the surface, the fully extended observation scope in at least 2 meters below the surface. This is acurate seeing as the scopes were equal length.
The details are all in my description. Really simple honestly.
I am noticing the VIIA, is having some roll instability in 4 MPS winds, and it seems to bob quite a bit. I may lower the CG .02 meters to see how that works. I don't like feeling I am in a bath tub toy. LOL So with that there is still some work to be done. This is happening with the boat in the campaign (new campaign since my old one got buggered by the patch.)
Some fun reading about the VIIA, in real life they had bad depth keeping properties....just like our Sh5 model does. That is kinda cool the devs kept that in mind. Or perhaps when you put in the historically accurate figures, we get an unstable boat.
For the person with the observation problems. Surface your boat and fully extend both scopes. Your problem will be glaringly obvious.
The eyepiece of the observation scope was in the control room, whereas the attack scope eye piece was a good couple of meters higher in the conning tower.
So at depths your attack scope is skimming the surface, the fully extended observation scope in at least 2 meters below the surface. This is acurate seeing as the scopes were equal length.
Its not accurate for your planes men to just let the sub sink to the bottom, if the captain orders a 100m and it holds at 105m due to the maintain problem than that would be more accurate IMO. Instead of the planes men letting you slip into the abyss.
As for the other issues you mention, its all in the eye of the beholder ;]
Im in the very first starter sub , but it seems that when i am submerged , the sub looks like its on its side a little ways. Like its rolled to the right for some reason. Its np at all , i can deal with it easy , but im not sure if its your mod though , i have several mods installed , but didnt notice it till this mod. Its not bad at all , but just in case you didnt know.
After some time in the campaign in the type VIIA, in 5mps winds (sure wish there was a sea state reading, cause I swear the sea state is in no way connected to the wind sometimes) I found having the cg height at 3 to be too much. I have just lowered it to 2.5, and will see how that behaves.
Chances I will end up right back to the mods original settings. LOL
Anyone able to point me in the right direction on how to mod CG height? I got granny editor going as per the guide, but don't know where to begin.
Open up the goblin editor and load the NSS_Uboat7c.gr2 then merge the NSS_Uboat7c.sim
The settings are under unit_submarine and then unit_ship.
Thanks man, spent all day trying to figure that out. :o
UF582151
05-16-10, 10:21 AM
Patch looks great but I'm still not using it on a regular basis:
I find that the submarine is a little to "fiesty" even on very calm waters (playing a VIIA). That and I think it's running too low, my decks are awash too often I think.
Is there a way you can fine tune it and tone down a little the bobbing?
Again thanks for the effort.
kylania
05-16-10, 11:24 AM
That and I think it's running too low, my decks are awash too often I think.
VIIA never gets up to 5m anymore with this mod, so you're constantly "decks awash". Here I am trying to use the deck gun with my new campaign and the VIIA:
http://img80.imageshack.us/img80/24/cantseef.jpg
:03: Granted, if I were to slow down a bit it wouldn't be that bad, but it was still pretty funny when I brought up the sights and totally lost track of my target!
VIIA never gets up to 5m anymore with this mod, so you're constantly "decks awash". Here I am trying to use the deck gun with my new campaign and the VIIA:
:03: Granted, if I were to slow down a bit it wouldn't be that bad, but it was still pretty funny when I brought up the sights and totally lost track of my target!
I haven't spent too much time playing with the A, I will touch it up a bit for 1.4
vickers03
05-16-10, 03:11 PM
VIIA never gets up to 5m anymore with this mod, so you're constantly "decks awash".
try to blow out the tanks entirely, sometimes it helps
kylania
05-16-10, 03:13 PM
try to blow out the tanks entirely, sometimes it helps
It's all good. That picture was taken at flank speed, excuse me *cough* extreme speed, hence all the wash. If you slow down to 1-3kts it's not bad.
Also noticed when I tell it to drop to 30m for hydrophone checks, it stays at 27m. Not a big deal really I just like round numbers. heh
It's all good. That picture was taken at flank speed, excuse me *cough* extreme speed, hence all the wash. If you slow down to 1-3kts it's not bad.
Also noticed when I tell it to drop to 30m for hydrophone checks, it stays at 27m. Not a big deal really I just like round numbers. heh
Yep, with the A and even the other boats,. maintain depth exactly is affected by your speed. You can compensate 33 or 34 meters if you want 30. Calling "dive" and "crash dive" will bring you too 100 and 150 meters respectively but depending on your speed, type of boat it may not level out at exactly 100, give or take a few meters.
I certainly don't mind the change here as it does fix the maintain depth problem on the A.
1.4 is coming up today.
ddrgn, are you working with the sub files from the patch, cause if you aren't you are knocking out the later VIIb's correct tower, that they did on the last turm of that boat. The turm missing the separate gun nest is still incorrect though. I have found a CG of 2.2 yields some nice roll rates in all sea and wind states so far.
Using patched files.
Which file had been edited in 1.2?
I edit the .zon, .sim and the.cfg none of those have changed in 1.2
SteelViking
05-18-10, 01:00 AM
Thanks for this mod ddrgn, it is always nice to see someone striving for realism.:salute: I am looking forward to v1.4. I do agree with some others on this thread though, I would like to see the boat sit a little higher in the water.
Thanks for this mod ddrgn, it is always nice to see someone striving for realism.:salute: I am looking forward to v1.4. I do agree with some others on this thread though, I would like to see the boat sit a little higher in the water.
Yep a little higher, I agree.
i agree too :) its the only reason i removed the mod...i like the rest alot
i agree too :) its the only reason i removed the mod...i like the rest alot
I rather have this mod installed than use stock.
There is nothing wrong with it at the moment some additional tweaks in future versions.
The problems in the last 10 posts are IMO in the eye of the beholder, the boats move so much better in the seas than in stock.
Each to their own of course, but in my opinion even if I didn't make the mod, I would certainly still be using it.
of course...you have done a grand job :) and thanks alot!
maybe...is there a file i could tweak myself just to have it lay a little higher in the water?
maybe 1.4 could have a option for us too?
i hope my post doesnt come across as moaning...without great modders and mods i prob wouldnt be playing SH5.
of course...you have done a grand job :) and thanks alot!
maybe...is there a file i could tweak myself just to have it lay a little higher in the water?
maybe 1.4 could have a option for us too?
i hope my post doesnt come across as moaning...without great modders and mods i prob wouldnt be playing SH5.
Which boat do you rides to low?
panosrxo
05-18-10, 06:33 PM
Just read your documentation. I will try this mod tomorrow. One question though: Periscope depth is 14m which you say is historically accurate, but what are the max heights of the scopes (relative to sea surface)? Can you adjust those to be same as stock??
That would help a lot in bad weather, and I believe it is realistic.
kylania
05-18-10, 09:57 PM
Which boat do you rides to low?
I think it might just be the A. I was in a VIIB earlier testing something and it was riding between 5-6 in rough seas, so that seemed good. The A never got above 6 even in calm seas.
Yep tomorrow, I will be fixing new version, fixing the A.
SteelViking
05-19-10, 12:15 AM
Actually, the VIIC rides very low also. In rough seas, it acts fine, but in calm seas I am getting at least 1/3 of the aft deck submerged when moving at full speed.
Edit: So to be more clear, I am decks awash at all times in calm seas with the VIIC.
Drakhun
05-19-10, 09:20 AM
I noticed something strange about type VIIB. I don't know it is connected with this great mod 'cause after patch 1.2 I got type VIIB for the first time, but this is only mod I use that "mess" with u-boot's files.
When I order "Ahead one third" VIIB speeds up to 12 knots, at "Ahead standard" boat goes 17 knots. So it's just me, stock bug or something in this mod?
SteelViking
05-19-10, 10:59 AM
I noticed something strange about type VIIB. I don't know it is connected with this great mod 'cause after patch 1.2 I got type VIIB for the first time, but this is only mod I use that "mess" with u-boot's files.
When I order "Ahead one third" VIIB speeds up to 12 knots, at "Ahead standard" boat goes 17 knots. So it's just me, stock bug or something in this mod?
Did you promote your engine officer. If you fully promoted him, those speeds seem right (in game not in real life of course). In the VIIB with the engine officer fully promoted at flank speed you will reach 24 knots in stock.
Drakhun
05-19-10, 11:48 AM
Did you promote your engine officer. If you fully promoted him, those speeds seem right (in game not in real life of course). In the VIIB with the engine officer fully promoted at flank speed you will reach 24 knots in stock.
I try to stay away from crew abillities, so I didn't put any points in his speed boost. He got a few points in faster battery recharge and silent running. Or maybe his overall efficiency boosts speed to?
Hi Drakhun,
Can you show us a list of mods you have installed?..
The only reason I too can think of causing this would be something to the special abilities. Which is not edited with this mod.
Drakhun
05-19-10, 03:20 PM
Sorry for messing in this thread ddrgn. I solved problem. I deinstaled all mods, loaded save with engine guy untouched with skill points, but VIIB speeded still. So I loaded save before accepting VIIB and with VIIA everything was ok. So I checked cfg files for subs and found this:
Type VIIA:
[EngineProperties]
AllStop=0.00
AheadSlow=0.20
AheadOneThird=0.30
AheadStandard=0.6
AheadFull=0.80
AheadFlank=1.00
Type VIIB
[EngineProperties]
AllStop=0.00
AheadSlow=0.25
AheadOneThird=0.57
AheadStandard=0.80
AheadFull=0.94
AheadFlank=1.00
Simple correction and I'm fine:D
PS.Unfortunatelly, it seems that my untouched mechanic still affect my speeds a little. Anyone knows how disable this guy once and for all?:gulp:
PS2. It is correct that on "Flak ahead" VIIB is going 20,5 knots?
Max speed on the B is 17.2 knots.
The active and passive abilities add speed unrealistically IMO.
Unfortunately I don't edit the UPC files with this mod.
kylania
05-20-10, 09:37 PM
Really need to keep an eye on the fuel consumption now...
Yes you certainly do ;]
You ain't kidding!
http://img40.imageshack.us/img40/2467/gasguzzler.jpg
oscar19681
05-24-10, 02:17 PM
Hello i tried your mod and it seems good. Only thing is that my VIIB rides the ocean to low even at speeds of 2/5 ahead . Can this be fixed? Also is this mod compatible with the improved waves and improved pitch and roll mod?
MattDizzle
05-24-10, 02:20 PM
Yes this mod is very good, but i've seen real u boat videos on the ocean, even in rough seas they sit a BIT higher than this. Perhaps the speed with which the bouancy is added or subtracted could be increased. I found that after a few minutes the boat behaved a bit better on the surface.
Hello i tried your mod and it seems good. Only thing is that my VIIB rides the ocean to low even at speeds of 2/5 ahead . Can this be fixed? Also is this mod compatible with the improved waves and improved pitch and roll mod?
It is not compatible with improved waves and improved pitch and roll mod.
There is nice revision to this mod in the works ;]
SteelViking
05-24-10, 02:35 PM
It is not compatible with improved waves and improved pitch and roll mod.
There is nice revision to this mod in the works ;]
I am really looking forward to your next version of this. I love everything about this mod except for how low the subs sit. Question: are you going to adjust the ride hight of all the subs? I have tested them, and they all have the same problem.:salute:
oscar19681
05-24-10, 02:38 PM
Yes i think ill even disable this mod untill the way the u-boats low ride the ocean is fixed. Other than that i love this mod.
Yes i think ill even disable this mod untill the way the u-boats low ride the ocean is fixed. Other than that i love this mod.
Disable a way ;]
You guys should really really look at the videos of the boats in swells, they indeed ride really low. Also look at the bow of a u boat, it doesent come out as high as in stock.
You eye candy junkies will disable this mod just cuz the boat rides (in your opinion) 5 inches to low, dsibale the mods and skip the rest of this mods features....
Read the features, this mod is a mini super mod in itself.
MattDizzle
05-24-10, 02:44 PM
ddrgn thank you for this mod and know that your work is very important to silent hunter. And too little focus is on fixing this part of the game. Minor faults and rude comments should not get you down. :nope:
I would say maybe give us a little mercy on the fuel consumption front. I think the silent hunter world is actually BIGGER than the planet in some ahistorical way, and in real life refueling mid-ocean was a possibility. If you could maybe bump up the fuel or make a sub-mod. I would really thank you a lot.
Thanks! I am golden, just got back from the U-505, second time there and always a treat ;]
SteelViking
05-24-10, 02:53 PM
I hope nothing I have said was taken as rude, I did not mean it to be. As far as unloading it, no way, I can put up with a sub that looks a little bit low for the huge amount of other fixes this mod has. I am basically saying that it would be perfect if they rode higher. My real problem is also not just the look, but the difficulty of using the deck gun when your bow keeps dipping below the surface. And I am not about to use the 3rd person view when aiming.
I hope nothing I have said was taken as rude, I did not mean it to be. As far as unloading it, no way, I can put up with a sub that looks a little bit low for the huge amount of other fixes this mod has. I am basically saying that it would be perfect if they rode higher. My real problem is also not just the look, but the difficulty of using the deck gun when your bow keeps dipping below the surface. And I am not about to use the 3rd person view when aiming.
No worries, the players have spoken, I will certainly bring them boats up a bit in the revision.
MattDizzle
05-24-10, 03:04 PM
I think actually the back end is perfect, if you could only raise the bow a little bit. I think thats the problem. From the outside its perfect but i see just a little too much water over the bow in calm waters. Can you keep the height and just raise the nose a bit? Maybe shift the weight a little more to the back of the boat (Where the heavy diesel and electric engines are, and where the fuel would slosh backwards due to boat movement) Most boats tend to sit a little tail-low, especially on the move.
oscar19681
05-24-10, 03:27 PM
I think actually the back end is perfect, if you could only raise the bow a little bit. I think thats the problem. From the outside its perfect but i see just a little too much water over the bow in calm waters. Can you keep the height and just raise the nose a bit? Maybe shift the weight a little more to the back of the boat (Where the heavy diesel and electric engines are, and where the fuel would slosh backwards due to boat movement) Most boats tend to sit a little tail-low, especially on the move.
I disagree. To fix this you would have to raise the whole boat not just the front.
kylania
05-24-10, 03:30 PM
I disagree. To fix this you would have to raise the whole boat not just the front.
I agree, something like this perhaps?
http://img196.imageshack.us/img196/623/sillyae.jpg
SteelViking
05-24-10, 03:33 PM
:haha::har::haha::rotfl2: These smiley faces show literally what I just did kylania.
looking forward to the new version!
Capt Jack Harkness
05-24-10, 08:12 PM
I think actually the back end is perfect, if you could only raise the bow a little bit. I think thats the problem. From the outside its perfect but i see just a little too much water over the bow in calm waters. Can you keep the height and just raise the nose a bit? Maybe shift the weight a little more to the back of the boat (Where the heavy diesel and electric engines are, and where the fuel would slosh backwards due to boat movement) Most boats tend to sit a little tail-low, especially on the move.
That was a persistant problem with SH4, all the boats sat at the wrong angle, so you could only get a compromise for draft.
I've tried to enable this mod but there is a conflict between this mod and Environmental Mod 2.0 files. How to resolve this issue?
SteelViking
05-25-10, 03:05 PM
Jaxa, right now the environmental 2.1 mod is damaged, so you might want to wait on that one. I think the only conflict is the seaparameters.cfg, and imo ddrgn's version is better, so just overwrite the env mod's.
There are conflicts between NSS_Uboat7.sim files from Environmental Mod and UHS mod. I'll wait for new release of Environmental Mod and check it. Thanks for advice SteelViking.
THE_MASK
05-26-10, 02:54 PM
Just take out the sub files from env mod 2 before enabling . I have a mix of env mod 2 and envmodgold and my base wave mod . Plus i mixed some other mods in . Now i have a real nice environment soup mix . Enabling one after the other in jsgme is crap . I merge the dat files into one big environment mod .
SteelViking
05-26-10, 07:26 PM
Updated to 1.4
Holy crap AWESOME:rock: I have been looking forward to this update, thanks ddrgn.
kylania
05-26-10, 11:25 PM
Versions 1.4
Changed:
-Raised, draft and center of gravity on all boats
At least in the VIIA I'm still sailing at 6m, but it actually looks lower now. The stern deck is nearly always underwater and the bow deck has frequent washes.
http://img443.imageshack.us/img443/8932/waterwatereverwhereandn.jpg
Inside the boat you can definitely see the sway back and forth, which is awesome. really clearly rocking in the waves side to side, but not front to back.
Also after manually setting my depth to 20m, then rising to periscope depth, then calling a surface, my boat got stuck at 7m, and the hatch wouldn't open. Even after blowing ballast I was still stuck till a low wave hit and I finally got it opened. After that she remained at 6-ish meters deep.
All of this is with mild (wind speed 8) waves.
Odd, my A does not do that (at least not the entire time) in 8 knot winds, hardly goes decks awash until about 9-10 knot winds...
Do you know if any mods you are using effect wave heights, speed etc?
I test with stock, try and test with just this mod installed.
Time for more videos I think, because I do not see the same thing.
7 knots surfaced is quite slow, and just chugging through the waves, maybe can expect the decks awash now and again.
Also, how are you determining your wind speed?
I can not recreate these issues, as a matter of fact its rare as hell I get the submerged sign in swells and even rarer I cant open the hatch....
Pic here at full speed, with 8 knots winds.
EDIT: Tried again, made sure I was doing 7 knots in the VIIA, with 8 knots winds, turned towards all points, stayed at 32x, have no problems with hatch or could I reproduce the same issue you are having.
I have no ENV mods installed while testing, some sea parameter edits maybe effecting this.
http://i802.photobucket.com/albums/yy309/pwc100/SH5Img2010-05-27_004309.jpg
im getting the same...decks awash and cant open the hatch, ob scope underwater at PD...im thinking some conflict with another mod....though when installing it says no conflict
heres some screens...installed with no conflict with my other mods...
http://img7.imageshack.us/img7/3657/sh52010052710320981.png
By furbs9999 (http://profile.imageshack.us/user/furbs9999) at 2010-05-27
at PD through obs scope....
http://img139.imageshack.us/img139/1717/sh52010052710285944.png
By furbs9999 (http://profile.imageshack.us/user/furbs9999) at 2010-05-27
then when coming back to surface from pd ...this is as far as it goes...and cant open the hatch...
http://img408.imageshack.us/img408/7300/sh52010052710412639.png
By furbs9999 (http://profile.imageshack.us/user/furbs9999) at 2010-05-27
Trublion
05-27-10, 05:19 AM
I can confirm as well. With version 1.4 the boat is lower in the water. I am using environmental 2.0 and patch 2.1, however with your 1.3 spec things were normal. This is a 1.4 issue.
I can use periscope and open the hatch, just lower on the sea.
Hope this helps.
maybe you could let me know what file to change myself to raise the boat?
THE_MASK
05-27-10, 05:44 AM
My type a rides fine
RemoveLogoIntroTheDarkWraith
sobers no footstep sound mod
Lite Campaign LC 1.2
MightyFine Crew Mod 1.2.1 Alt w beards
No Surface Hydrophone v2
sobers hatch mod
sobers multi color mod
sobers silent hud
SH5
NewUIs_TDC_2_7_0_ByTheDarkWraith
Accurate German Flags
Environment MOD_2.0_sobers edition
No magic skills v1.5
U-boat Historical Specifications 1.4
The environment mod is a mixture of mods , notice the UHS is last .
yep..its installed last with no conflicts...any ideas sober?
THE_MASK
05-27-10, 05:57 AM
I remember now , i took the submarine folder out of the environment mod first , then i enabled it and then i enabled the UHS mod complete . So try taking the submarine folder out of W_Clears mod first .
will give that a try...thanks
works great with my tons of mods,be sure to enabled it at last.
many thx ddrgn! :yeah:
Well there you go, this mod is not compatible with Environment Mod (now we know).
You can make it compatible by deleting the submarine folder from the Environmental mod, as per Sober, thank you Sober.
I bet this was the problem with the boats looking low the whole time. I never saw it like you fellas using W_Clears' mod.
still no joy for me :( same with and with out W-clears mod...also the same when only using this mod with no others....thinking maybe a reinstall.
kylania
05-27-10, 08:08 AM
I've never used that Environmental mod.
Can you post your mod list Kylania?
kylania
05-27-10, 08:25 AM
Generic Mod Enabler - v2.4.0.145
[E:\Ubisoft\Silent Hunter 5\MODS]
ConvoyInterceptPractice_by_kylania
RemoveLogoIntroTheDarkWraith
Accurate German Flags
AilClouds 3.0
AilRain 1.0
AilWhiteInterior 1.0
AttackScopeWire1.0
BARF + increased flooding time
Capthelms SH5 Audio Mod
Church's SHV 1.01 Keyboard Commands v1.1
Damage assessment
Danevangs PS 1.0 Common VIIC Shadow Maps
Danevangs PS 1.0 VIIC-upg Alberich
Dooms Decks for VIIABC 1.3
Enhanced FunelSmoke_by HanSolo78
Feared Hunters 2.0
Gisement
ImprovedAtlanticWaves
impurity blue
Menu - Das Boot Alarm Theme
MightyFine Crew Mod 1.2.1 Alt w beards
More Powerful Torpedoes v1.0
Nauticalwolf's Damage and Torpedo UI (b) Mod V1.1
NewUIs_TDC_2_8_0_ByTheDarkWraith
NewUIs_TDC_2_8_0_ColoredShippingChart_by_reaper7
Old Style Explosions V1.1
Reboot's Hot Soup 1.0
SD_MapLocationNameFix_v1_1
SD_NewMapColors
sobers no footstep sound mod
Sub_Exhaust_1_0_2_byTheDarkWraith
Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
MRP 1.3+OPCF light
MRP 8x5 patch
Gouldjg's Crew Management v1.2
U-boat Historical Specifications 1.4
The Improved Atlantic Waves mod just changes values in SeaParameters.cfg, mostly ScaleY and SeaSpeed at 8 kts wind.
Thanks. Improved waves does not effect it, everything works fine when I test that mod so no worries there. What is MRP again?
EDIT: Uninstalled, reinstalled. Checked with and without the mod installed and still can not recreate the problems you guys are having.
kylania
05-27-10, 10:09 AM
What is MRP again?
Arclight's More Realistic Periscopes (http://www.subsim.com/radioroom/showthread.php?t=165408&highlight=more+realistic+periscope).
did a fresh install and only used this mod and still the same...very very odd :(
SteelViking
05-27-10, 11:36 AM
I am in the VIIC, and I am getting the low behavior with other mods, let me test it without any......
Edit: Yup, I just tested it with absolutely no other mods, and the deck is barely above the surface in calm waters. Slightest wave and I am decks awash, gun is almost impossible to use.
I can't reproduce your issues at all.....
Here is an idle A with 0 winds, mod installed, looks fine to me.......grrrrrrrr! I wonder what the problem is here... I am stumped as of right now ;[
http://i802.photobucket.com/albums/yy309/pwc100/SH5Img2010-05-27_125338.jpg
And here is "how I see" the /41
http://i802.photobucket.com/albums/yy309/pwc100/SH5Img2010-05-27_130842.jpg
SteelViking
05-27-10, 12:11 PM
Yeah, that pic looks great. That was taken with no other mods installed?
Yeah, that pic looks great. That was taken with no other mods installed?
Of course and a fresh install of only an hour old .... Frustrating....
One thing I am thinking about is if the mod is installed while on patrol.
I have no saved campaign files to check, if anyone wants to share a save game file with me that would be great.
I have been doing my testing in single missions only.
ahhh...maybe something to try.
kylania
05-27-10, 12:29 PM
Of course and a fresh install of only an hour old .... Frustrating....
One thing I am thinking about is if the mod is installed while on patrol.
I have no saved campaign files to check, if anyone wants to share a save game file with me that would be great.
I have been doing my testing in single missions only.
Mine was installed during patrol. I'll check with a single mission and a fresh campaign tonight.
SteelViking
05-27-10, 12:33 PM
Of course and a fresh install of only an hour old .... Frustrating....
One thing I am thinking about is if the mod is installed while on patrol.
I have no saved campaign files to check, if anyone wants to share a save game file with me that would be great.
I have been doing my testing in single missions only.
Aha! I bet that is what is going on, I have been on patrol every time I tried it. Exactly what all do you need, just the SH5SAVE file, or do you need the whole patrol save folder. Just let me know, and you got it.
well....:oops:.
just tried it in a single mission and all is working!!!! :woot:
sorry to have caused you any extra work mate.
il just wait till i get back to port before installing again.
thanks again.
edit. prob a good idea to edit the first post about installing while in port :)
No worries, please confirm when you guys start a new patrol whether its working or not, no need to give me a saved file.
Edited the first post to reflect the install note. Thanks again guys for all your help!
SteelViking
05-27-10, 12:55 PM
No problem!:salute:
Salvadoreno
05-28-10, 04:29 PM
Wamphyris Plane Mod overwrites some files 20.mm and 30mm sim files. But it i want to run this mod because i have ran into many planes that have yet to even attack me. Is it going to really conflict with your mod??
kylania
05-28-10, 07:51 PM
Wamphyris Plane Mod overwrites some files 20.mm and 30mm sim files. But it i want to run this mod because i have ran into many planes that have yet to even attack me. Is it going to really conflict with your mod??
Environmental 2.2 overwrites some u-boat sim files too, anyone know what conflicts would arise from that?
jwilliams
05-28-10, 08:14 PM
Wamphyris Plane Mod overwrites some files 20.mm and 30mm sim files. But it i want to run this mod because i have ran into many planes that have yet to even attack me. Is it going to really conflict with your mod??
Planes havent attacked me yet. But not long after i see a plane, a few escorts turn up looking for me.
They report your position. early war planes dont carry weapons..... later in the war they do.
With the plane mod you can use either his or my files. It will have no effect, install the plane mod or his mod before or after, doesn't matter.
I am not exactly sure what is edited in .sim in W_Clears mod. If anything install his mod first than mine or just remove his submarine folder all together.
The .sim is heavily edited in my mod.
Capt Jack Harkness
05-28-10, 09:02 PM
Environmental 2.2 overwrites some u-boat sim files too, anyone know what conflicts would arise from that?
Quote from Environmental Mod's thread: "1.Environment 2.0 increased the rate of submarine up-down drag." Other than that his files are identical to stock, meaning that you would lose a lot of the changes in U-boat historical specs. I dunno why sub mods are included in an env mod so I just deleted that folder out of my copy.
kylania
05-28-10, 09:19 PM
I dunno why sub mods are included in an env mod so I just deleted that folder out of my copy.
Good idea! :)
Salvadoreno
05-28-10, 10:25 PM
so a safe install would go
Environmental Mod 2.2
Wamphyris Plane Mod
Uboat Historical Specs mod?
Than i will get everything i can without affecting key components in the ohter mods?
kylania
05-28-10, 11:02 PM
so a safe install would go
Environmental Mod 2.2
Wamphyris Plane Mod
Uboat Historical Specs mod?
Than i will get everything i can without affecting key components in the ohter mods?
If you remove the folder from Environmental Mod 2.2 which deals with the subs, then yes.
I'm still hesitant about the Plane Mod. It's spectacular, but I kept getting CTDs after 1.2 with it. I'll try a reenable of it next patrol.
SteelViking
05-28-10, 11:11 PM
If you remove the folder from Environmental Mod 2.2 which deals with the subs, then yes.
I'm still hesitant about the Plane Mod. It's spectacular, but I kept getting CTDs after 1.2 with it. I'll try a reenable of it next patrol.
That's weird kylania, I am using the Plane mod 1.01 and I am having no problems with it at all.:hmmm:
Are you sure that you have the latest version? 1.01
Salvadoreno
05-28-10, 11:13 PM
lol kylania no matter where i ask a question your there to answer! YOUR AWESOME!!
Hopefully one day ill be able to return the favor!
Well i have a BUNCH of mods installed and i have experienced the occasional CTD. But its a weird CTD, its like my Sh5 just decides to shut down, no error message, no waiting. just BAM back to destkop and i can immediately resume activities without waiting for a load. I dont have the plane mod installed so i kno thats not it. I know sooner or later ill have to reinstall my SH5, just the nature of installing mods... Hopefully by then a nice supermod will be out and i can just have an all inclusive package!
kylania
05-28-10, 11:17 PM
That's weird kylania, I am using the Plane mod 1.01 and I am having no problems with it at all.:hmmm:
Are you sure that you have the latest version? 1.01
Yup, what's odd too is I'd started a new campaign right after the patch. So it wasn't a case of mid-patrol issues. But every time I got a plane attacking me they'd circle like they were stuck to me. And every time I saved with them within 30 km of me, I'd crash to desktop upon reloading the save.
I know sooner or later ill have to reinstall my SH5, just the nature of installing mods... Hopefully by then a nice supermod will be out and i can just have an all inclusive package!
I see a lot of people talking about reinstalling, but if you're careful and always use JSGME I can't see when you'd need to reinstall. :)
jwilliams
05-28-10, 11:36 PM
I swap mods in and out all the time. I've never done a reinstalled of SH5 and everything seams fine. :yep:
when i had w_clears enviromental mod installed i got CTD all the time. Something to do with a dirty .tga file
my post about it. (http://www.subsim.com/radioroom/showpost.php?p=1400087&postcount=242)
Shiplords reply and reason. (http://www.subsim.com/radioroom/showpost.php?p=1400162&postcount=250)
So i removed the enviromental mod until the .tga file fix has been proved to be 100% successful.
I've not had a single CTD since i removed it.
W_clears mod looks fantastic. So hopefully the .tga file fix proves to be successful.:salute:
kylania
05-29-10, 01:07 AM
W_clear's new mod has an updated TGA now. Version 2.2
SteelViking
05-29-10, 01:20 AM
I swap mods in and out all the time. I've never done a reinstalled of SH5 and everything seams fine. :yep:
when i had w_clears enviromental mod installed i got CTD all the time. Something to do with a dirty .tga file
my post about it. (http://www.subsim.com/radioroom/showpost.php?p=1400087&postcount=242)
Shiplords reply and reason. (http://www.subsim.com/radioroom/showpost.php?p=1400162&postcount=250)
So i removed the enviromental mod until the .tga file fix has been proved to be 100% successful.
I've not had a single CTD since i removed it.
W_clears mod looks fantastic. So hopefully the .tga file fix proves to be successful.:salute:
I tested/checked it pretty thoroughly before I gave it to W_clear/posted the link to the .tga. I could be wrong, but I am pretty sure there will be no problems with it.:up:
Capt Jack Harkness
05-30-10, 03:47 AM
Oh hey, I know this could have been mentioned a lot sooner but I just remembered it... Just as a heads up, all the ranges in the SH3,4,5 engine are in satute miles (to the best of my knowledge) not nautical miles. So you can't just plug in the numbers from uboataces.com and have them be accurate, they need to be converted.
1 nm = 1.15 statute mile
Oh hey, I know this could have been mentioned a lot sooner but I just remembered it... Just as a heads up, all the ranges in the SH3,4,5 engine are in satute miles (to the best of my knowledge) not nautical miles. So you can't just plug in the numbers from uboataces.com and have them be accurate, they need to be converted.
1 nm = 1.15 statute mile
How do you know that the setting is in NM?
You may be right, just cant remember it being in NM...
Capt Jack Harkness
05-30-10, 05:01 AM
No, that's just what I'm saying, the game is not in nautical miles whereas all of the U-boat pages are in nautical miles (as are all boat-related specs anywhere). There was a big dispute about it in the Real Fleet Boat thread for SH4, they finally came to the conclusion that the game engine is in statute miles and I can only assume that SH5 is the same since so little else of the engine has changed.
kylania
05-31-10, 03:13 AM
Learned a neat lesson just now. Wanted to film the difference between stock and this mod so took some footage with a save game, exited, unloaded the mod, loaded the save game again...
The game was saved with me on the surface. When I loaded in I was at 50% hull integrity and 10m below the surface and automatically bobbed up! Fun times.
Update:
Here's the video I made: [/URL][URL]http://www.youtube.com/watch?v=xp3FS98kAR8&hd=1 (http://www.youtube.com/watch?v=xp3FS98kAR8)
It's got a few scenes showing how a VIIB moves with this mod taken from the bow of the u-boat, bridge, wintergarden, control room and a walk to the forward torpedo room. The video also shows off quite a few other mods, most notably W_clear's Environmental MOD 2.2. Enjoy!
The atmosphere is so nice in this video. The mods work really well together ;] Great vids Kylania!
oscar19681
06-01-10, 09:50 AM
I tried the latest version of this mod. I installed when in port and still my VIIB is to low in the water. Can this be fixed?
Yeah, this is the only problem with this mod. Is not a big deal, except the battles where the scopes are to low. My attack scope is always under 3m and is pretty difficult to use it on stormy weather.
One question ddrgn, can you pls extend the mod on torpedoes too, to make them more realistic? I use now the 'crit hit torp' mod, but I would prefer to have all in 1 if we talk about historical specifications.
oscar19681
06-02-10, 08:08 AM
Well the u-boat being to deep into the water is a big anough problem for me. I can imagine if you play without external view its not much of a problem but if you dont it just looks silly. Is the author working on a fix for this by anny chance? because this issue is the only thing stopping me from using this mod at the moment.
kylania
06-02-10, 08:22 AM
I'm using this mod and a VIIB and it's riding just fine in the water. The only riding low problem I had was from a mid-patrol install.
oscar19681
06-02-10, 08:25 AM
I installed when in port and the problem was still there. Ill explain how i did it. Came back from patrol loaded torps and exit game. Enable the mod only to find out the boat didnt rise out of the water enough in bunker. Thinking it would be resolved when starting patrol i found out it was riding to low. Perhaps its having a conflict with another mod. I,m dying to give this mod a try. But i dont want a u-boat low rider.
kylania
06-02-10, 08:31 AM
Are you using the Environmental Mod 2.x? That includes some "how low the sub rides" changes in it if you don't delete the Submarine folder before installing.
just curios,in my champaign it works fine with all subs but when i load a single mission i have this deph prob. :88)
oscar19681
06-02-10, 08:48 AM
Are you using the Environmental Mod 2.x? That includes some "how low the sub rides" changes in it if you don't delete the Submarine folder before installing.
I do use the the environmental mod indeed. Ill give it a try to remove the submarine folder and report back.
Hum... I might have an idea why this happens. Last time I installed the mod was in bunk and I remember that I had no problem at all. Next day and the days after, my boat was again 1m under normal depth. Is that possible that the save &load process somehow reset the mod? You know.. after a load game, it act like installing it in the middle of patrol. Maybe this mod works good only if you start a new campaign with it installed already, maybe something in the save/load process alter some files in the mod... :hmmm:
oscar19681
06-02-10, 05:40 PM
Are you using the Environmental Mod 2.x? That includes some "how low the sub rides" changes in it if you don't delete the Submarine folder before installing.
I have deleted the submarine folder before installing . Problem solved. but i am faced with another problem now. Now my crew dont hold depth under 80 meters again. Also i think my boat has subs on rails again but i,m not sure. Kind of frustrating if you ask me. And i done want to upgrade my navigator for holding depth since i then would crash dive in 10 seconds which is totally unrealistic!
kylania
06-02-10, 05:45 PM
I haven't had problems like that in my new VIIB boat anymore. In fact, if I "Dive" at speed "1" I even out at 96m, but if I speed up to speed "2", i drop to 99m. But even over the course of an hour underwater she stays stable.
oscar19681
06-02-10, 07:08 PM
Ok then what features exaclty are removed when i delete the submarine folder?
kylania
06-02-10, 08:49 PM
Ok then what features exaclty are removed when i delete the submarine folder?
No idea really. W_clear wanted the boats to ride differently in the new waves than they do in stock. Since I really enjoyed the way that the boat moves in UBHS I decided to use those sub tweaks instead. You'll not be missing out on anything environmental.
oscar19681
06-03-10, 06:27 AM
but this means the boat has subs on rails again when removing the sub folder?
Capt Jack Harkness
06-03-10, 06:54 AM
Well yes, when you delete that folder it'll be back to stock unless you use UHS...
oscar19681
06-03-10, 08:50 AM
Yes but i removed the sub folder from UHS. Isnt the sub behavure on the waves supposed to be in there? I,m a little confused now. Should i remove the submarine folder from UHS or The invirement mod 2.X? I removed it from UHS and the sub doesnt lie low anymore should i put back the submarine folder for UHS and remove the Submarine folder from the Inviremental mod 2.x insted then?
kylania
06-03-10, 09:26 AM
Yes but i removed the sub folder from UHS. Isnt the sub behavure on the waves supposed to be in there? I,m a little confused now. Should i remove the submarine folder from UHS or The invirement mod 2.X? I removed it from UHS and the sub doesnt lie low anymore should i put back the submarine folder for UHS and remove the Submarine folder from the Inviremental mod 2.x insted then?
Remove the sub folder from Env 2.2 of course. :DL Env 2.2 is a weather and sea mod, there's really no reason it should have had a submarine movement part to it. UHS is all about sub movement, so removing its submarine folder would critically break the mod.
MattDizzle
06-03-10, 01:12 PM
Ddrgn, or whoever is managing this mod now: Would you consent to this being put into part of a larger Compilation mod, as i said in another thread on this forum?
I'm looking to assemble several mods in a large easy for new people to install "Community Mod pack", and full, prominent credit would be given to you and the other mod authors involved. Would you be willing to help the community by allowing your mod to be used?
Ddrgn, or whoever is managing this mod now: Would you consent to this being put into part of a larger Compilation mod, as i said in another thread on this forum?
I'm looking to assemble several mods in a large easy for new people to install "Community Mod pack", and full, prominent credit would be given to you and the other mod authors involved. Would you be willing to help the community by allowing your mod to be used?
Sure. You can use it.
Ducimus
06-03-10, 09:26 PM
I noticed some of the variables being adjusted, so i thought id toss a couple words of warning, though i don't know if the subject has come up before or not.
CG height. Be careful not adjust it too much for two reasons. One, if for whatever reason the users sub is rammed, or somehow turned over, they might end up staying that way. If anyone has any memory of seeing screenshots of upside down uboats from SH3, this, to my memory, is why. Two, pitch and roll is nice, but there is a point where it becomes excessive, rendering the binocular and UZO views an execercise in frustration. Unless of course you feel that is realistic, in which case ignore this second point.
Front back CG. I forget the exact variable name, but id advise against using large numbers here. ( 0.5 being the default variable if memory serves correctly). The reason is, if the users sub becomes damaged and flooding occurs, a minor amount of flooding could have adverse effects on the boats trim. An increment of 1 whole number on this variable can exponential effects on the trim if damaged/ flooded underwater. Minor to moderate flooding in one end of the boat or another could result in a 70 to 80 degree incline or something along those lines. In any event, if set the front/back CG too far off center, the end user will notice over time that they're boat always sinks by either the bow or stern when damaged, and never the other.
I noticed some of the variables being adjusted, so i thought id toss a couple words of warning, though i don't know if the subject has come up before or not.
CG height. Be careful not adjust it too much for two reasons. One, if for whatever reason the users sub is rammed, or somehow turned over, they might end up staying that way. If anyone has any memory of seeing screenshots of upside down uboats from SH3, this, to my memory, is why. Two, pitch and roll is nice, but there is a point where it becomes excessive, rendering the binocular and UZO views an execercise in frustration. Unless of course you feel that is realistic, in which case ignore this second point.
Front back CG. I forget the exact variable name, but id advise against using large numbers here. ( 0.5 being the default variable if memory serves correctly). The reason is, if the users sub becomes damaged and flooding occurs, a minor amount of flooding could have adverse effects on the boats trim. An increment of 1 whole number on this variable can exponential effects on the trim if damaged/ flooded underwater. Minor to moderate flooding in one end of the boat or another could result in a 70 to 80 degree incline or something along those lines. In any event, if set the front/back CG too far off center, the end user will notice over time that they're boat always sinks by either the bow or stern when damaged, and never the other.
Hi Ducimus, thanks for your input. These variables have been tested with hundreds of hours of gameplay among many players in both multiplayer, single player and campaign environments.
I for one have been rammed many times, I have never flipped over etc. I encourage people to let me know of any issues they have when using this mod.
Ducimus
06-03-10, 10:50 PM
Hmm, :hmmm: Ok i read what your telling me there. I wont offer any more unwanted input/info however well intentioned it may be. :salute:
Stormfly
06-04-10, 03:23 AM
nice and very important mod, thanks for that !
...a pity that dive dept is set to a reachable dept, because what should i do if i am below this dept and want to dive deeper using the "D" key ?
even vanilla sounds say "deeper" or "deeper damn it"...
come on, i mean i also want to control my sub without any UI visible using the keyboard only, and if i command dive, the sub have to dive, even if we dive to deep then :D
I fixed my problem with the low periscope by editing and restoring the default values on scope depth like this: PeriscopeDepth=12;meters 12.5
ddrgn, what was the reason to lower the scope depth at 14m? I searched the uboat.net and found no evidence that the attack scope was bellow 3m+ above sea level...
Stormfly
06-04-10, 06:39 PM
I fixed my problem with the low periscope by editing and restoring the default values on scope depth like this: PeriscopeDepth=12;meters 12.5
ddrgn, what was the reason to lower the scope depth at 14m? I searched the uboat.net and found no evidence that the attack scope was bellow 3m+ above sea level...
yap the dept and this is all fixed on my side long ago, but what is the reason for this entrys ? :timeout:;)
I fixed my problem with the low periscope by editing and restoring the default values on scope depth like this: PeriscopeDepth=12;meters 12.5
ddrgn, what was the reason to lower the scope depth at 14m? I searched the uboat.net and found no evidence that the attack scope was bellow 3m+ above sea level...
Personal preference.
IN stock ordering peri depth is 11/12 meters, personally I don't like the scope sticking out to high when I go peri depth, I lowered it so I can manually adjust my depth. In different sea conditions in stock as well, 11/12 meters will have your boats bow and stern popping out in swells, which is quite lame.
In real life periscope depth wasn't a set control, it was a command, a captain could alter to whatever he felt should be periscope depth, and I am quite certain he would adjust his depth to get the best view w/o his scope poking out 3 meters in the air.
This setting gives you more control especially under TC, you order peri depth and your scope will breach slightly and if you want up more, manually adjust it. In different sea conditions its position varies, and from boat to boat of course.
Also most sites/reports/logs report periscope depth to "around" 15 meters ;]
Another thing would be I like my boat lower in the water. During convoy attacks its easy to forget about the DD's buzzing around when focusing on target freighters. The deeper your boat is the less chance of being split in two after being rammed.
Capt Jack Harkness
06-05-10, 05:45 PM
Another thing would be I like my boat lower in the water. During convoy attacks its easy to forget about the DD's buzzing around when focusing on target freighters. The deeper your boat is the less chance of being split in two after being rammed.
Makes sense, but did any boats actually ride like that? I can kinda picture it if they just left port all loaded to the gills with supplies and torpedoes, but it seems to me that if you wanted that low of a draft mid-patrol you'd either have to flood all your trim tanks to compensate for lost weight or partially flood the ballast tanks, which I imagine might be tricky...
Makes sense, but did any boats actually ride like that? I can kinda picture it if they just left port all loaded to the gills with supplies and torpedoes, but it seems to me that if you wanted that low of a draft mid-patrol you'd either have to flood all your trim tanks to compensate for lost weight or partially flood the ballast tanks, which I imagine might be tricky...
Are we talking about "Decks awash" here?
Stormfly
06-05-10, 11:05 PM
Personal preference.
IN stock ordering peri depth is 11/12 meters, personally I don't like the scope sticking out to high when I go peri depth, I lowered it so I can manually adjust my depth. In different sea conditions in stock as well, 11/12 meters will have your boats bow and stern popping out in swells, which is quite lame.
In real life periscope depth wasn't a set control, it was a command, a captain could alter to whatever he felt should be periscope depth, and I am quite certain he would adjust his depth to get the best view w/o his scope poking out 3 meters in the air.
This setting gives you more control especially under TC, you order peri depth and your scope will breach slightly and if you want up more, manually adjust it. In different sea conditions its position varies, and from boat to boat of course.
Also most sites/reports/logs report periscope depth to "around" 15 meters ;]
Another thing would be I like my boat lower in the water. During convoy attacks its easy to forget about the DD's buzzing around when focusing on target freighters. The deeper your boat is the less chance of being split in two after being rammed.
yes, but the OBS periscope wont go as high as the attack scope, i personaly also like a bit deeper sub dept regarding default pd, but i dont like that the fully extended OBS scope is below surface then... ;)
kylania
06-05-10, 11:09 PM
Is your compressed air supposed to be completely used up in the VIIB with a single crash dive? Coz... mine just was! Eep! :timeout::06:
Capt Jack Harkness
06-06-10, 01:25 AM
Crash dives shouldn't be using any compressed air...
kylania
06-06-10, 01:53 AM
Crash dives shouldn't be using any compressed air...
Didn't think so, but it went from 100 to 7 after the crash dive. I went from 150m (crash dive depth in this mod) up to 88m and it went down to 2 Compressed Air. I was able to raise to periscope depth, then back down to 100m, but by then it was empty. No adverse affects though?
Capt Jack Harkness
06-06-10, 03:55 AM
Well theoretically surfacing and launching torpedoes would be impossible without it, but I dunno if the game actually does that or not.
yes, but the OBS periscope wont go as high as the attack scope, i personaly also like a bit deeper sub dept regarding default pd, but i dont like that the fully extended OBS scope is below surface then... ;)
On which boat in which conditions?
Stormfly
06-06-10, 09:04 AM
On which boat in which conditions?
7C calm...
...cant go without your mod, the boat... it lays so nice in the water now :)
7C calm...
...cant go without your mod, the boat... it lays so nice in the water now :)
Hmm will take a look at that, I never intended the scopes to be below the water in peri depth, just not as high as stock.
And what would I do without your sound mod, its the first mod on my install list! :)
tonschk
06-06-10, 11:26 AM
:DL Thank you ddrgn :up: , already installed and enabled and it looks OK :yeah:
http://img707.imageshack.us/img707/8113/gggggyyyyyyyyy.png (http://img707.imageshack.us/i/gggggyyyyyyyyy.png/)
.
TheBeast
06-06-10, 02:54 PM
I really like what you are doing here.:up:
I am using a couple of your MOD's. I did encounter a issue withe Type-7C/41. Here is a screeny. (May be from loading this mod mid campaing at sea)
http://www.subsim.com/radioroom/picture.php?albumid=255&pictureid=2205
It appears I am running Decks Awash evne though I am surfaced. While good for shadowing a convoy or starting a attack run. This will greatly reduce my overall maximum travel range as it scrubs 2-3 knots speed when at Ahead Standard with a fully trained Motor Officed.
Here is a list of my installed MOD's in order installed:
RemoveLogoIntroTheDarkWraith
BRF 1.3 full
Sky_Texture_byReaper7
Old Style Explosions V1.1
Gramophone MODS
Radio MODS
Detailed Caustics 1.0
Damage assessment
Long_Range_Radars_and_Sonars
No 1-2-3 Torpedo Alignment
AilBubbles 1.0 Micro
AilSmoke 1.7
SD_NewMapColors
Lightning Mod
Nauticalwolf's Interior Mod V1.0
Floor Blue
Torpedo Splash
AilGlassDropsRemoval 1.0
Conus' Graphic Mod 1.1
Nauticalwolf's Torpedo Textures V1.0
MightyFine Crew Mod 1.2.1 Stock faces
MCCD_1.03RadiomanDialog_BlackMay_BugFix2
Topedo_Equipment_Upgrades
Reboot's Hot Soup 1.1
sobers multi color mod
BRF 1.1 HP balance
sobers hatch mod
MCCD_1.04_MFCM_1.2.1_compatible
BLUE+WHITE CHECK PANTS AND HAT
AilImpurity 1.2 none
Loading Screens Mod
Pascal-sh5-uniforms-Version-2
Menu - Das Boot Departure Theme
Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
Sub_Exhaust_1_0_2_byTheDarkWraith
Funelsmoke_Planes_Sounds_by_AOTDMadMax
TheBeasts_Sound_Mod_1.0
SD_MapCourseLine_no_arrows
1000_Meter_Bearing_Plotter_byTheBeasts1.0
TheBeasts_SH5_Command_Keys
Environment_MOD_2.2_by_W_clear
AilClouds 3.0
AilRain 1.0
The Elite Campaign 1.1
Critical hits 1.1 Torpedos
Free Cam Tweak with Zoom
Slower waves MOD 0.5 by Germanator
SD_MapLocationNameFix_v1_2
SKIN Danevangs PS 1.0 VIIC-upg Alberich + Shadows
AilDeckwave 1.0
AilClimateZones 1.0
Feared Hunters 2.1
U-boat Historical Specifications 1.4
NewUIs_TDC_3_0_0_ByTheDarkWraith
MiniChrono
kylania
06-06-10, 02:57 PM
(May be from loading this mod mid campaing at sea)
The exact same thing happened to me when I loaded this mod midpatrol. You need to load it while in the pen.
TheBeast
06-06-10, 03:05 PM
The exact same thing happened to me when I loaded this mod midpatrol. You need to load it while in the pen.
Thanks!:salute: Returning to Base to re-enable this fine MOD!
TheBeast
06-06-10, 11:38 PM
I re-enabled this MOD after returning to port and have been using it for a couple hours now. One of the features I keyed on that prompted me to use this mod was the pitch (teeter-tooter) changes mentioned and bringing the bow up so it doesnt appear so heavy but I am not really seeing a notible difference. Has something changed in the latest versions of this MOD?
IMO the boat pitch pivot point appears to be halfway between the Control Tower and the Stern. Shouldn't that pivot point be located directly under the OBS Scope?
When sitting All Stop Zero knots the boat should sit fairly level but as speed is increases the bow should rise and the stern should sink. Am I off base with these thoughts ddrgn or it is possible?
tonschk
06-07-10, 02:12 AM
When sitting All Stop Zero knots the boat should sit fairly level but as speed is increases the bow should rise and the stern should sink. ?
Look the screen at my previous post , the sub have its bow a bit lifted
.
Any thoughts on these changes before release?
Version 1.5
Changed:
-Changed the the highlighted torpedo information text to reflect changes in range.
-Added changes to torpedo specifications:
-T1 Changed low,med,high speed to give 14000,8000,6000m range
-T1 Lowered the impulse ratio from 2000 to 1500
-T1 Decreased depth keeping problems from 70% to 25%
-T1 Increased MinEF and MaxEF of torpedo damage 25%
-T1 Increased Max Damage Radius from 7 to 10m
-T1 Decreased Min Damage from 3 to 1m
-T1 changes include Fat and LuT versions to the same settings
-T1 Increased magnetic detonation range from 2 to 2.5m
-T2 Lowered the impulse ratio from 2000 to 1500
-T2 Decreased depth keeping problems from 70% to 25%
-T2 Increased MinEF and MaxEF of torpedo damage 25%
-T2 Increased Max Damage Radius from 7 to 10m
-T2 Decreased Min Damage Radius from 3 to 1m
-T2 Increased magnetic detonation range from 2 to 2.5m
-T3 Lowered the impulse ratio from 2000 to 1500
-T3 Decreased depth keeping problems from 70% to 25%
-T3 Increased MinEF and MaxEF of torpedo damage 35%
-T3 Increased Max Damage Radius from 7 to 10m
-T3 Decreased Min Damage Radius from 3 to 1m
-T3 Increased magnetic detonation range from 2 to 2.5m
-T3 Decreased the FaT2 version of T3 range from 7315 to 5000m
-T3 changes include Fat version to the same settings
-T4 Lowered the impulse ratio from 2000 to 1500
-T4 Decreased depth keeping problems from 70% to 25%
-T4 Increased MinEF and MaxEF of torpedo damage 35%
-T4 Increased Max Damage Radius from 7 to 10m
-T4 Decreased Min Damage Radius from 3 to 1m
-T4 Increased magnetic detonation range from 2 to 2.5m
-T5 Lowered the impulse ratio from 2000 to 1500
-T5 Increased MinEF and MaxEF of torpedo damage 35%
-T5 Increased Max Damage Radius from 7 to 10m
-T5 Decreased Min Damage Radius from 3 to 1m
-T5 Increased magnetic detonation range from 2 to 2.5m
-T5 Decreased max speed from 24.5 to 24 knots
-T7 Lowered the impulse ratio from 2000 to 1500
-T7 Increased MinEF and MaxEF of torpedo damage 25%
-T7 Increased Max Damage Radius from 7 to 10m
-T7 Decreased Min Damage Radius from 3 to 1m
-T7 Increased magnetic detonation range from 2 to 2.5m
-T11 Lowered the impulse ratio from 2000 to 1500
-T11 Increased MinEF and MaxEF of torpedo damage 35%
-T11 Increased Max Damage Radius from 7 to 10m
-T11 Decreased Min Damage Radius from 3 to 1m
-T11 Decreased max speed from 24.5 to 24 knots
-T11 Increased magnetic detonation range from 2 to 2.5m
-T11 Straight run changed from 150 to 400m
--------------------
TheBeast
06-07-10, 05:51 PM
Any thoughts on these changes before release?
Version 1.5
Changed:
-Changed the the highlighted torpedo information text to reflect changes in range.
-Added changes to torpedo specifications:
--------------------
Wow these changes sound really good.:up: Can't wait to try it out.
Will we need to be in Port to enable it even if we are currently running previous version of same MOD?:06:
Do these new changes MOD any of the
Data\UPCDataGE\UPCUnitsData\<blah blah>.upc files or are the changes limited to .SIM and Menu.txt files?:06:
Also, does this MOD incorporate the Flak Gunner Aiming FIX?:06: Like done in MOD Funelsmoke_Planes_Sounds_by_AOTDMadMax?:06:
P.S. How is your Mega-MOD coming along?
Wow these changes sound really good.:up: Can't wait to try it out.
Will we need to be in Port to enable it even if we are currently running previous version of same MOD?:06:
Do these new changes MOD any of the
Data\UPCDataGE\UPCUnitsData\<blah blah>.upc files or are the changes limited to .SIM and Menu.txt files?:06:
Also, does this MOD incorporate the Flak Gunner Aiming FIX?:06: Like done in MOD Funelsmoke_Planes_Sounds_by_AOTDMadMax?:06:
P.S. How is your Mega-MOD coming along?
To insure it installs properly you should install before a new patrol yes.
It will change the \data\UPCDataGE\UPCLocalization\UPCLocalization.ts r
No FLAK gunner aiming fix in this mod.
Hardly a mega mod, I will leave that to the pros. If anything its a compilation of fine mods with some additional exclusive features.
TheBeast
06-07-10, 08:54 PM
I just realised that my Sonar is not functioning while I am surfaced after installing this MOD.
This defeats the purpose of the latest Sonar Upgrade I added moving the Hydrophone Microphones from the deck of the Sub to the keel just so I can use the Sonar while Surfaced. This Sonar upgrade also as expected, disabled tracking Sonar Contacts at short range while submerged as the Sub hull begins to block the sound source as the target travels over the sub.
So, my question is: What do I have to do to get the Sonar working correctly.
I'm not sure it was intended to be used on the surface as the range would put the sub right in front of a target and it would be fired upon, especially during the day. The sonar had weak range too, of only 4000m tops. Also Germans hardly used sonar, it was thought to would give away the submarines position.
Also for clarity, sonar is not the hydrophone, two different types of sensors although both found on the same unit. I get confused when one calls hydrophones sonar. In fact sonar is the Allies tech, Sondergerat and Sonderapparat is the German names for German active sound location sets.
If you speaking about the hydrophone, then yes, it has been disabled above water along with being able to use the "sonar". Its quite easy to dive for an accurate sound or sonar reading, and it most cases I am sure that's how sound checks were performed, e.g, Dive to 25 m etc, all stop, hydrophone check.
If you would to change this yourself to enable sound checks in on the surface, open your Goblin Editor and go to data/objects/sensors/ open the Uboot_Sensors.gr2 and merge it with the Uboot_Sensors.sim. You need to edit each hydrophone set in the .sim from MaxSensorHeight -10 to MaxSensorHeight 0.
It is an interesting question though, is that how keel sets were intended to be used? All stop on the surface for sound checks? Is that an additional option to the standard dive, all stop, hydrophone check?
By the way if you enable hydrophones on the surface you will get reports from your sound guy going at full speed surfaced, which is extremely lame.
TheBeast
06-07-10, 10:52 PM
I'm not sure it was intended to be used on the surface as the range would put the sub right in front of a target and it would be fired upon, especially during the day. The sonar had weak range too, of only 4000m tops. Also Germans hardly used sonar, it was thought to would give away the submarines position.
Also for clarity, sonar is not the hydrophone, two different types of sensors although both found on the same unit. I get confused when one calls hydrophones sonar. In fact sonar is the Allies tech, Sondergerat and Sonderapparat is the German names for German active sound location sets.
If you speaking about the hydrophone, then yes, it has been disabled above water along with being able to use the "sonar". Its quite easy to dive for an accurate sound or sonar reading, and it most cases I am sure that's how sound checks were performed, e.g, Dive to 25 m etc, all stop, hydrophone check.
If you would to change this yourself to enable sound checks in on the surface, open your Goblin Editor and go to data/objects/sensors/ open the Uboot_Sensors.gr2 and merge it with the Uboot_Sensors.sim. You need to edit each hydrophone set in the .sim from MaxSensorHeight -10 to MaxSensorHeight 0.
It is an interesting question though, is that how keel sets were intended to be used? All stop on the surface for sound checks? Is that an additional option to the standard dive, all stop, hydrophone check?
By the way if you enable hydrophones on the surface you will get reports from your sound guy going at full speed surfaced, which is extremely lame.
I was not a Sonar operator when I was in the Military but the Military did provide me some training in this area as some of the Weapons I worked with utilized sonar tech.
There were 2 types of Sonar used during WWII. Direct listening known as Passive Sonar(Hydrophone), Echo Ranging(Ping) known as Active Sonar, and Sonar Communications or ULF (not used during WWII),
It doesn't matter what you call it, or what language you use to identify with it, it is just a matter if basic physics.
To simply disable Passive Sonar (Hydrophone) while surface, just is not right.:o Yes, while surfaced, Passive Sonar may not be as efficient and the while the functional detection range reduced. The fact remains that if the Hydrophone Head(s) are located below the ships waterline, Passive Sonar could still be used while surfaced.
Destroyers are surface vessels using both Active and Passive Sonar attached to the keel and it appears their Sonar worked very well for those surface ships during WWII. There are many factors that contribute to the Sonar's over effectiveness, Listening Ships Speed, Environment Water Depth, Storm Conditions(Wave Chop, Wind), Aquatic Life etc.
If I am Surface moving at 10-12 Knots on a calm deep sea, Passive Sonar could easily detect a moving merchant vessel several Miles away, much further then visual detection range.
Thank you for the info to restore the Passive Sonar ability while surfaced.:salute: I only plan to restore the 1 Sonar type in question. As for Active Sonar, that has been broken since release.
I agree with you about the lame Sonarman reports while moving at high speed.:damn: Personally, my boat moves at 10-12 knots on the surface all the time or until until I do pick up a contact on Radar/Sonar or I receive a Radio Report on a near by convoy. Then I use Ludicrous Speed Ahead to move into firing Position.:haha:
TheDarkWraith
06-07-10, 11:03 PM
Thank you for the info to restore the Passive Sonar ability while surfaced.:salute: I only plan to restore the 1 Sonar type in question. As for Active Sonar, that has been broken since release.
what's broke with the active sonar? Where's the button to push to make it 'work'?
TheBeast
06-08-10, 12:44 AM
what's broke with the active sonar? Where's the button to push to make it 'work'?
NOTE: As DDRGN pointed out, German Submarine may not have had Active Sonar ability. The Sonar UI doesn't even have the gear used to measure the Ping to Echo delay other then using the stop watch. It isn't present anywhere in the Sonar Room. There is a box on the wall at the 1st Officers Desk that looks simular to the equipement needed to measure the time delay.
I haven't ever been able to get the "Precise Range to Target" to work, ever.
Expectation: While using the Sonar Station, I manually aim the Sonar at a contact, click the "Precise Range to Target" button and the Sonar sends a Ping listening for the Return Echo to determine fairly Precise Target Range.
Actual: While using the Sonar Station, I aim the Sonar at a contact, click the "Precise Range to Target" button and I receive message "No Target Selected".
It seem I must have visual contact and tracking lock to even get Estimate Range to Target to work. The Sonar Estimate Range to Target should not require any visual or tracking lock. It should key on what I am manually tracking using the Passive Sonar.
Also, there is no Sonarman command to Estimate Target Speed. The Sonar station should be able to estimate target speed by counting srew RPM but I guess you can just go by the Sonar Contact Report if you know the term definitions in the Contacts.cfg i.e. Stopped, Slow, Medium, Fast, Very Fast.
Merchant=0.1,8,12,35 ;[kts]
Warship=0.1,8,19,35 ;[kts] including uboats
Air=0.1,8,19,35 ;[kts]
Convoy=0.1,8,12,35 ;[kts]
Also, the tolerance for manual tracking a target is Zero(0) degree +/-. The Tolerance should be something like +/- 2-3 degree. Currently, if I am not dead on, I am unable to manually identify any sound contacts type (Merchant or Warship). The time is take to click the button to identify the target the target is now not lined up correctly.
On a good note. I was able to restore the Balkon Gerat surface functionality leaving the other Hydrophone models disable on the surface.
oscar19681
06-08-10, 11:31 AM
Remove the sub folder from Env 2.2 of course. :DL Env 2.2 is a weather and sea mod, there's really no reason it should have had a submarine movement part to it. UHS is all about sub movement, so removing its submarine folder would critically break the mod.
I checked and there is no submarine folder in the inviremental mod 2.2 but i have reinstalled UHS and after that the invirmental mod 2.x and now my sub looks like a low rider again! The sadle tank are under water it just looks silly. I installed when in port. Please somebody help!
I checked and there is no submarine folder in the inviremental mod 2.2 but i have reinstalled UHS and after that the invirmental mod 2.x and now my sub looks like a low rider again! The sadle tank are under water it just looks silly. I installed when in port. Please somebody help!
Hi Oscar, sounds like you have mod soup spill over.
I suggest a clean install, save your saves or start fresh, even a new campaign with all your preferred mods from the beginning.
Go step by step when installing the 2.2 env mod, check the folders and make sure the sub folder is deleted from that mod.
Go for a clean install, takes 15 mins.
oscar19681
06-08-10, 02:52 PM
but i dont understand almost everybody has this problem and i have a mod spill over? The problem go,s away if i remove the sub folder from your mod so we should be able to find out what mod its conflicting with.
Sorry, I can only test so many mod configurations. I know when I start a fresh single player mission, I have no problems. Most of the guys with the low riding, decks awash problem solved it by returning to port to install, or starting a new campaign.
oscar19681
06-08-10, 03:11 PM
But i did install in port. Ill give it a shot in a single mission and see if this helps.
Not only install it in the port, but in the bunk.. like, End Patrol.
Question.. my radar is always off, except ports.. is this normal? Even if I switch it on manually, it turns off after a few seconds. Any idea why?
oscar19681
06-09-10, 09:25 AM
I did install in the bunker. I finished patrol went to port ended patrol and then you are in the bunker next to the u-boat. Then i installed the mod.
oscar19681
06-09-10, 09:36 AM
Hi Oscar, sounds like you have mod soup spill over.
I suggest a clean install, save your saves or start fresh, even a new campaign with all your preferred mods from the beginning.
Go step by step when installing the 2.2 env mod, check the folders and make sure the sub folder is deleted from that mod.
Go for a clean install, takes 15 mins.
but thats the whole problem. There AINT no submarine folder with 2.2 env mod! Thats what i,m been trying to tell you. I cannot remove it if it aint there! I checked the downloaded files to and no submarine folder there either.
Marko_Ramius
06-09-10, 04:49 PM
Hi
There is no sub folder in Env 2.2 (or 2.3)cause this is only a patch for env 2.0, which has the sub folder in it ..
oscar19681
06-09-10, 04:56 PM
Hmm thats strange i never had env 2.0 and it works. Also there is nowhere where i can download the env 2.0 anymore.
kylania
06-09-10, 05:08 PM
Hmm thats strange i never had env 2.0 and it works. Also there is nowhere where i can download the env 2.0 anymore.
I'll never understand why mod authors leave up outdated versions of their mods than ask that people overlay multiple confusing fixes and patches over that. That's why I did all the work for you and give you one, JSGME compliant, download for 2.2 of that mod:
http://www.subsim.com/radioroom/showpost.php?p=1405662&postcount=366
oscar19681
06-09-10, 07:52 PM
started new campaing now and it seems the problem has gone away. Ill keep you updated. Also i installed env 2.0 and 2.3 over it and removed sub folder .
TheBeast
06-10-10, 12:23 AM
Just had my first real encounter where the DE's actually found me since I enabled the following:
The Elite Campaign 1.1
Feared Hunter
UHS
Yes I am stuck on the bottom at 182 meters repairing listening to Creaks Level3. I can not move right now. Motor Room is Flooded 100%. Electric Engines at 60% 64%, Deisel Engines 38% 42%, Hull 85%
::CREAK::CRACK::POP::
:: Dos Boot Skipper::"Don't be affraid, it's only the preasure..."
::CREAK::CRACK::POP::BANG::BOLT BREAKS::
I've been disabled on the bottom for approximately 45 minute. 3 DE still circling dropping DC's but I am below the DC effective depth.
GOD I LOVE THIS @$#%!
I finally repaired enough so my engines would work. Not sure when the Destroyers gave up on me as I watched a movie after sitting on the bottom for a hour of constant depth charges.
I had to blow ballast in order to surface. Currently, I can only manage 5kts so I am limping back to port for repairs.
oscar19681
06-10-10, 04:58 AM
I was wondering. Must i update my navigator as to dive deeper? Or is this fixed in the mod. I dont want to have a boat that can go 400 + meters if i update the navigator for diving.
Dive depth is 100 m
Crash dive is 150 m
One question, is intended and accurate to see the horizon as is in the image or is a bug?
http://farm5.static.flickr.com/4019/4687561901_8610a4243d_b.jpg
The stadimeter is already prety bugged, now that I try to play on 100% realism, getting range with stadimeter is impossible, works only on 0 bearings :(
kylania
06-10-10, 09:49 AM
Are you on 100% realism? If so, that includes "No stabilized scopes" which make the scopes move with your sub instead of staying steady, basically making it impossible to use them for anything other than saccades. :O:
oscar19681
06-10-10, 10:09 AM
Ok i,m getting kind of sick and tired of this. I reinstalled this mod and env 2.x without the sub map . Then i started new campaing MY VIIA was not to low in the waves and with blood sweat and tears i completed objectives to be back were i was in my later campaing (in witch my sub was riding to low). But the BDU gave me a VIIB . AND GUESS WHAT !! I have the exact same problem all over again!!! This makes me wanna pull my hair out since i deleted my last campaing! This is a complete nightmare! I didnt install any other mods after starting new campaing. This makes me believe this has something to do with the VIIB and this mod itself. Would some PLEASE ! help me out with this. It was comming allong so nicely and the mod was great. But i dont understand that when i get a VIIB my sub rides low again. the sadle tanks never breach the surface . I restarted my campaing completly to enjoys this mod.
tonschk
06-10-10, 02:21 PM
I'll never understand why mod authors leave up outdated versions of their mods than ask that people overlay multiple confusing fixes and patches over that. That's why I did all the work for you and give you one, JSGME compliant, download for 2.2 of that mod:
http://www.subsim.com/radioroom/showpost.php?p=1405662&postcount=366
:salute: Thank you very very MUCH :DL Kylania :yeah:
.
oscar19681
06-10-10, 04:16 PM
Ok i,m getting kind of sick and tired of this. I reinstalled this mod and env 2.x without the sub map . Then i started new campaing MY VIIA was not to low in the waves and with blood sweat and tears i completed objectives to be back were i was in my later campaing (in witch my sub was riding to low). But the BDU gave me a VIIB . AND GUESS WHAT !! I have the exact same problem all over again!!! This makes me wanna pull my hair out since i deleted my last campaing! This is a complete nightmare! I didnt install any other mods after starting new campaing. This makes me believe this has something to do with the VIIB and this mod itself. Would some PLEASE ! help me out with this. It was comming allong so nicely and the mod was great. But i dont understand that when i get a VIIB my sub rides low again. the sadle tanks never breach the surface . I restarted my campaing completly to enjoys this mod.
Sorry this was not meant as a rant towards the mod or the author. Jeez if anyone would deserve this it would be UBI! But i simply seek help for this problem. Has anybody else encountered this?
i had it at first... i know you have already tried this but installing in the bunker fixed it for me.
have you tried removeing all mods...start the game...leave the game...install just this mod then start a new campain...have a look if its working then?
if it is...then start installing your other mods.
just a idea.
oscar19681
06-10-10, 06:41 PM
Id like to . But first i started a new campaing after the patch to ensure the patch would work and i had gotten pretty far into the campaign to! Then i restarted the campaing because i realy wanted to play this mod and it was all good untill i got the VIIB. And i dont think i want to start yet another campaign just to find out if it maybe will fix the problem for me or int might not. For all i know there will be another great mod which will require me to restart to campaing yet again! And believe me there will be. But at least if this problem would not arize i could finish the campaing before installing such mods since its got great balance. I mean there has to be another solution for this. I mean this mod is the best but i just cant seem to find out what causing this since its coming out of the blue! I enjoyed this so much among other mods only to be confronted with the exact same problem again! I,m no modder but i think it has something to do with the VIIB itself. Anyway ill give sinlge player another shot to see if i got the same problem in campaing with the VIIB.
Are you on 100% realism? If so, that includes "No stabilized scopes" which make the scopes move with your sub instead of staying steady, basically making it impossible to use them for anything other than saccades. :O:
True, but it not happens with the stock game, only with UHS installed. I think there is a problem with the sub gravity center. And yeah, I try to play with 100% realism.. so until this problem don't get fixed, I have to uninstall UHS .. or quit the 100% realism :(
oscar19681, I had the same problem with the depth. I fixed it by editing every *.cfg file in the submarine folder and replacing the depth with the stock values, like this: SurfaceDepth=4.5;meters If you scope height is to low when submerged, change the value back to: PeriscopeDepth=12;meters 12.5
Since then, no deck awash or too low periscope. Try it.
oscar19681
06-11-10, 04:36 AM
Thanks ill give it a shot right away.
oscar19681
06-11-10, 05:09 AM
True, but it not happens with the stock game, only with UHS installed. I think there is a problem with the sub gravity center. And yeah, I try to play with 100% realism.. so until this problem don't get fixed, I have to uninstall UHS .. or quit the 100% realism :(
oscar19681, I had the same problem with the depth. I fixed it by editing every *.cfg file in the submarine folder and replacing the depth with the stock values, like this: SurfaceDepth=4.5;meters If you scope height is to low when submerged, change the value back to: PeriscopeDepth=12;meters 12.5
Since then, no deck awash or too low periscope. Try it.
I tried this but it didnt help. By every *.cfg file in the sub folder do you mean Every sinlge submarine including the AI ones to? I did only the playable ones
oscar19681
06-11-10, 05:32 AM
Did every sinlge cfg file for all subs. No joy. I just cannot seem to find out whats causing this. I considered to uable all the mods and then reanable them to find out what mod is causing this. But since i have the plane mod working now and it only works when starting a new campaing it woul mean starting yet another campaing which i really dont wanna do. I mean its not like the campain has such a huge replayabliaty value and its getting boring to do the objectives over and over again. The strange this is one would think the values in teh Submarines *. cfg file would be loading into the game when starting it up . But it doesnt seem to effect teh game in any way even when loading only in the bunker. This seems to be quite an mysterious problem. If only there was an option to manually trim the boat in-game.
I tried this but it didnt help. By every *.cfg file in the sub folder do you mean Every sinlge submarine including the AI ones to? I did only the playable ones
Only those that are changed by the mod, cfg files in the: data/submarine/NSS_Uboat7a then NSS_Uboat7b, NSS_Uboat7c and NSS_Uboat7c41. But if you already did that and you still have problems, then it must be something else. Since I edited these cfg files and returned the stock values, I never had any problems with deck awash or low periscope height. Sorry.
oscar19681
06-11-10, 09:07 AM
Yes this is starting to turn into a real obsession as to what might me causing this. Anyway these are the mods i have installen.
Acutate german flags
Mightyfine crew mod 1.2.1 alt w beards
MCCD_1.03_mfcm_1.2.1_compatible
Azs_Caustic_Mod
No damn Bubbles , No Dam Halo Mod
Reboots,s Hot Soup 1.0
Fistfull of emblems
Church,s SHV 1.01 keyboard commands v1.1
OldstyleSHcontrols_1_2_by theDarkWraith
Feared Hunters 2.1
Jd Realistic Depth Charge Damage and shaking
Better Torpedeo Graphics
U-boat killer AI mod
North Atlanitc green 1.1
NewUIs_TDC_2_9_1_bythedarkwraith
NewUIs_TDC_2_9_1_emtguf_rework_scopes
Free Cam Tweak 1.1-regular
Wamphyri,s Plane Mod
Envirorment MOD_2.0
Envirorment 2.3 MOD
U-boat Historical Specifiactions 1.4
NewUIs_TDC_2_9_1_alt_officer_wounded_by_naights
NewUIs_TDC_2_9_1_AltadvspeedGraphics_by_naights
NewUIs_TDC_2_9_1_ColoredShippingChart_byreaper7
NewUIs_TDC_2_9_1_jimima_map_tools
NewUIs_TDC_2_9_1_WWIIInterface_by_naights
Floor Blue
Sobers red ladder mod 2
oscar19681
06-11-10, 10:12 AM
Ok since this is such a promissing mod i decided to test this out.
test 1
Disbabled all mods and checked to see if sub was riding low.
All was well.
test 2 disabled all mods but UHS sub rides low
test 3 enabled all mods exept UHS
All was well.
test 4 anabled all mods + UHS but returned Submarines cgf files to stock value,s
Sub rides low.
Conclusion it definetly has something do do with UHS itself but i cant figure out what the problem can be. And i did all the tests before start of new patrol (in bunker)
I,m clueless as what it can be! Note that some people speak of "decks awash" but its not that the deck is awash its that the sadle tanks are under the water line about half a meter. UHS Doesnt seem to be conflicting with any of my mods exept Wamphyri's Plane Mod. and this only seems to be affecting the AA guns in some way.
"20mm_C30.sim" has already been altered by the "Wamphyri's Plane Mod" mod.
"20mm_C30_2.sim" has already been altered by the "Wamphyri's Plane Mod" mod.
"20mm_C38_Twin.sim" has already been altered by the "Wamphyri's Plane Mod" mod.
"20mm_C38_Twin_Shield.sim" has already been altered by the "Wamphyri's Plane Mod" mod.
"37mmM.sim" has already been altered by the "Wamphyri's Plane Mod" mod.
"37mmSA.sim" has already been altered by the "Wamphyri's Plane Mod" mod.
I also tested the VIIB in single missions specificly and there the boat behaves as it should be and doesnt lie to low into the water. But what makes the boats sink meter deeper into the water in the campaing is a mistery to me. Its strange.
TheBeast
06-13-10, 05:03 AM
I watched Tomi_99's Type-VIIC/41 Video from SHIII GWX (http://www.youtube.com/watch?v=ClI2fCG7l9k) and was wondering why everything about the boats movement looks better then what is available in SH4/5.
Tomi_99 made the Type-VIIC/41 model for SHIII (http://www.subsim.com/radioroom/showpost.php?p=880606&postcount=1). It is detailed more then the same boat in SH5.
tonschk
06-13-10, 06:29 AM
Looks nice this GWX addon of water streams coming out from the SH3 limber holes , if the same kind of GWX work with the same GWX degree of accuracy can be added to SH5 water streams holes , the result will be even more Spectacular :D because SH5 have a basically stock improved water streams limber holes in comparison with SH4 which was like snow coming out from such holes
.
Ducimus
06-15-10, 12:16 PM
http://www.ducimus.net/sh5/ONI220_1.jpg
http://www.ducimus.net/sh5/ONI220_2.jpg
http://www.ducimus.net/sh5/ONI220_3.jpg
http://www.ducimus.net/sh5/ONI220_4.jpg
kylania
06-15-10, 01:05 PM
http://www.ducimus.net/sh5/ONI220_1.jpg
http://www.ducimus.net/sh5/ONI220_2.jpg
http://www.ducimus.net/sh5/ONI220_3.jpg
http://www.ducimus.net/sh5/ONI220_4.jpg
Holy wow! Great information there Ducimus!
oscar19681
06-15-10, 03:43 PM
Great figures. I hope they will be incorperated into this mod. Its a shame i cant use it since it makes my sub lay to deep into the water when surfaced. Thats the reason i dont use it . But i hope in the future this will be solved.
Stormfly
06-15-10, 06:02 PM
Great figures. I hope they will be incorperated into this mod. Its a shame i cant use it since it makes my sub lay to deep into the water when surfaced. Thats the reason i dont use it . But i hope in the future this will be solved.
but the original one lays to shallow, what`s the problem with this, looks good for me :hmmm:
oscar19681
06-15-10, 06:22 PM
What do you mean by to shallow? My boat lays to the upper row of dranage holes and the saddeltanks are also submerged That to deep if you ask me. The boat should lay at the dark and grey paint line.
Stormfly
06-15-10, 11:25 PM
What do you mean by to shallow? My boat lays to the upper row of dranage holes and the saddeltanks are also submerged That to deep if you ask me. The boat should lay at the dark and grey paint line.
http://sahraniradio.armedassault.eu/Stormy/Waterline.jpghttp://sahraniradio.armedassault.eu/Stormy/Waterline.jpghttp://sahraniradio.armedassault.eu/Stormy/Pictures/Waterline.jpg
this was captured after the sub was surfaced for 1 minute, it was a little bit moving from the waves, the screenshot shows only the highest point it reached. Your right, it lays a tiny litle bit to deep. If it could be adjusted to have exactly this dept on the screenshot as the middle (if moving a little bit from waves) that would be perfect (it seams also that the waterline from this pretty skin is a little bit to deep).
oscar19681
06-16-10, 03:11 AM
Mine lays deeper. You dont even see the sadletanks above the water and the waterline reaches the top row of drainage holes.
Stormfly
06-16-10, 10:57 AM
Mine lays deeper. You dont even see the sadletanks above the water and the waterline reaches the top row of drainage holes.
just tested the VIIC41, this boat lays a bit higher, perfect it seams...
oscar19681
06-16-10, 12:23 PM
Try the VIIB. I think its the worst. I had the VIIA first and it didnt have any problems either.
TheBeast
06-16-10, 04:18 PM
I loaded the SH3 to SH5 Sub Physics MOD overwiting some files for UHS and all boats draft settings appear to be good for me. All boat Pitch, Roll and Bob up and down a lot better now.
Stormfly
06-16-10, 04:36 PM
I loaded the SH3 to SH5 Sub Physics MOD overwiting some files for UHS and all boats draft settings appear to be good for me. All boat Pitch, Roll and Bob up and down a lot better now.
sounds good, cant find it :hmmm:
edit: http://www.subsim.com/radioroom/downloads.php?do=file&id=1792
oscar19681
06-16-10, 05:07 PM
I loaded the SH3 to SH5 Sub Physics MOD overwiting some files for UHS and all boats draft settings appear to be good for me. All boat Pitch, Roll and Bob up and down a lot better now.
Ill give that a shot then.
TheBeast
06-16-10, 11:47 PM
sounds good, cant find it :hmmm:
edit: http://www.subsim.com/radioroom/downloads.php?do=file&id=1792
It is in the SH5 Downloads. That is where I downloaded it. (http://www.subsim.com/radioroom/downloads.php?do=file&id=1792)
SteelViking
06-17-10, 12:22 AM
Hey, I hope everyone knows, that this mod is not intended to be installed mid patrol. You have to be in port when you install this. Otherwise, your boat will sit very low in the water. This is a known issue.
Edit: Here is the page in this thread where this fact was found out.
http://www.subsim.com/radioroom/showthread.php?t=168012&page=9
2nd Edit: I may be missing the point here, and you guys might very well have something else causing the surface depth problems, but I just wanted to make sure that this was not the cause.
Stormfly
06-17-10, 07:25 AM
Hey, I hope everyone knows, that this mod is not intended to be installed mid patrol. You have to be in port when you install this. Otherwise, your boat will sit very low in the water. This is a known issue.
Edit: Here is the page in this thread where this fact was found out.
http://www.subsim.com/radioroom/showthread.php?t=168012&page=9
2nd Edit: I may be missing the point here, and you guys might very well have something else causing the surface depth problems, but I just wanted to make sure that this was not the cause.
ohh with UHS it is also sitting a tiny little bit too deep in historycal or campaign start in port missions, but depends on sub... the VIIC41 seams perfect, VIIA/B to deep, VIIC a tiny little bit to deep...
with above mentioned SH3 to SH5 physics mod, all subs are a little bit to high (only my view), but what i realy like is the little positive buancy, it allows you to hold dept below 180 meters with only 1 knots speed.
oscar19681
06-17-10, 07:55 AM
You know what would solve this whole issue? If we had the ability to trim the boat manually . This way giving positive or negative buancy. It was requested multiple times for sh-2/3/4/5 but the devs never ever did anything with it.
My boat was also low in water and the scope too until I edited the cfg files and restored the stock values. It not matter if u load the mod in dock or outside, the mod is setting the boat depth too low, around 14m compared to the stock where is 12 m. ddrgn said it was his personal preference, not necessary a historical fact.
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