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pedrobas
01-18-12, 11:36 AM
I think Iīve just discover a bug with the indicators of the engine in command room.
After been attacked by an airplane i have my Starboard diesel engine at 100% while the Port engine is at 58%. In the engine room Dials are correct (starboard indicating nearly 500 and Port indicating 130) but in command room they are chaged, (Port indicating nearly 500 and Starboard 130).
Sorry but canīt take screenshot at the moment.
Can anybody confim this ?.

Anyway Great Mod this one.:up:

SteelViking
01-18-12, 02:12 PM
Hoy stranger! Glad to se you're still kicken. Thought you might have found some hot coed or something.:rock:

:haha: Well, I have found several of those, sadly haven't been able to run off with any of them:hmmm:.

All my time has been getting eaten up by my Nuclear Engineering courses actually. I was actually working on some snippets of code when it struck me I hadn't logged on here in way too long. Glad to see your still sending 'em to the bottom!

Baseman77, no with a card like that you should have no texture rendering problems at all. So you have tried loading this mod and no other? Have you tried redownloading it? Seems like you might be missing a texture file from the mod altogether.

SteelViking
01-18-12, 02:14 PM
I think Iīve just discover a bug with the indicators of the engine in command room.
After been attacked by an airplane i have my Starboard diesel engine at 100% while the Port engine is at 58%. In the engine room Dials are correct (starboard indicating nearly 500 and Port indicating 130) but in command room they are chaged, (Port indicating nearly 500 and Starboard 130).
Sorry but canīt take screenshot at the moment.
Can anybody confim this ?.

Anyway Great Mod this one.:up:

Ooooooooh, can't let something like that go. Let me get to my work computer, will check to confirm, if that is the case should have a patch in a few hours.

SteelViking
01-18-12, 02:40 PM
I think Iīve just discover a bug with the indicators of the engine in command room.
After been attacked by an airplane i have my Starboard diesel engine at 100% while the Port engine is at 58%. In the engine room Dials are correct (starboard indicating nearly 500 and Port indicating 130) but in command room they are chaged, (Port indicating nearly 500 and Starboard 130).
Sorry but canīt take screenshot at the moment.
Can anybody confim this ?.

Anyway Great Mod this one.:up:

Okay, so I lied about how fast I could patch it......I already finished it:D

You were absolutely correct pedrobas, I can't believe that I never noticed that before, or that no one else had. Sorry to everyone I let this slip till now.

To get the fix for that simply go to the first post in this thread and download the patch. It will contain everything from the 1.2.1 patch as well, so you can get rid of 1.2.1 patch from your mod soup.

INSTRUCTIONS: Apply the Interior Mod 1.2, then download and apply the 1.2.2 patch, and you will be good to go.

TheBeast
01-18-12, 02:44 PM
Hoy stranger! Glad to se you're still kicken. Thought you might have found some hot coed or something.:rock:

:haha: Well, I have found several of those, sadly haven't been able to run off with any of them:hmmm:.

Stop playing computer games when they are around.:rotfl2:

You know you spend to much time on the computer if your Wife/GF can easily pick you out from a large crown by only seeing the back of your head.

pedrobas
01-18-12, 03:36 PM
Waoooo :o, that was quick, is good to have you here again.

http://i886.photobucket.com/albums/ac68/Hans_Witteman/Kaleun_Salute-1.gif

TheDarkWraith
01-18-12, 05:12 PM
All my time has been getting eaten up by my Nuclear Engineering courses actually.

An excellent choice if I say so myself :up: Tell me it's not fascinating learning about atoms and fission and control rods and the likes...love it :yeah:

chun
01-18-12, 08:05 PM
An excellent choice if I say so myself :up: Tell me it's not fascinating learning about atoms and fission and control rods and the likes...love it :yeah:


TDW knowing his record and to fascinate the atoms, you are able to make a nuclear VIIC submarine for SH5.:03::har::salute:

TheDarkWraith
01-19-12, 04:28 AM
TDW knowing his record and to fascinate the atoms, you are able to make a nuclear VIIC submarine for SH5.:03::har::salute:

My background is Nuclear Engineering. I know two sub plants (S5G and can't remember the other) and one surface ship plant (D2W). S5G is a natural circulation plant, no pumps required up to x% in power (can't say the %).

It's a fascinating field :yep:

Kentrat
01-19-12, 05:33 PM
Evening All!

Just a quick question Steel Viking, is the 1.2.1 Nvidia patch now redundant too?

SteelViking
01-19-12, 06:29 PM
@TDW yep it sure is amazing, that's for sure. Wouldn't mind if it was a little easier to learn ;)

Evening All!

Just a quick question Steel Viking, is the 1.2.1 Nvidia patch now redundant too?

Hmmmm, no. Any patch dealing with Nvidia graphics cards are still going to be needed. What you should do is this, install patch 1.2.2, and then apply any Nvidia patches over top of that. All the fixes/improvements will make it through because the additions to 1.2.2 involve different files than previous patches. If that's not clear I can explain further.:salute:

Edit: Wait, no that probably won't work either! Sorry, wasn't really thinking about the details of that since I didn't make the nvidia patches. @TheBeast, I am guessing you made changes to all the .sim files for the nvidia patch.....I don't have time to check. Would you mind updating the nvidia patch with what I just did in 1.2.2. The only change is in the command room's .sim. The RPM meters need their types switched around.

TheBeast
01-20-12, 02:05 AM
Edit: Wait, no that probably won't work either! Sorry, wasn't really thinking about the details of that since I didn't make the nvidia patches. @TheBeast, I am guessing you made changes to all the .sim files for the nvidia patch.....I don't have time to check. Would you mind updating the nvidia patch with what I just did in 1.2.2. The only change is in the command room's .sim. The RPM meters need their types switched around.
I can not do anything right now. My Power keeps going off and on because of bad weather in Pacific North West right now.
Maybe in a few days.

If it helps, all I did was change how the Light Bulbs render.

Regards!
TheBeast

Baseman77
01-20-12, 10:33 AM
Thanks for give me some advise SteelViking. Loading your mod once again has fixed the problem. I think there was a failure while downloading the former files.

Kentrat
01-20-12, 01:26 PM
Thanks Steel Viking and TheBeast,

I'll wait until the necessary revisions have been made before installing 1.2.2, hope the weather improves for you TheBeast; maybe we should club together and get you a U.P.S in recognition of the sterling work you have put into SH5 for us :salute:.

Thanks again guys

SteelViking
01-20-12, 02:22 PM
Thanks for give me some advise SteelViking. Loading your mod once again has fixed the problem. I think there was a failure while downloading the former files.

Good, glad to hear you got it working!:salute:

TheBeast
01-20-12, 04:18 PM
@ SteelViking

Maybe you can do the required change so the Lights (Bec) display for NVidia.

Just happen to have this written down.
EnvMappingCtrl
- Type = 0-Cube
- TexturePath = data\Textures\TNormal\tex\ReflectCube.dds
- ReflectionMultiplier = 30
- FresnelFactor = 0

Do this for all lights in every room and lights change from that solid yellow thing to look more like a light.

P.S. You can also fix CRC error's caused by HexEdit in the GR2 files just by using TDW's GR2 Exporter and load/save the GR2 file.

Regards!
TheBeast

Poacher886
01-23-12, 04:38 PM
Sorry, i dont get it, there is a link to V1.2 and a link below to V1.2.1 patch!

Were's the link to the 1.2.2 patch??

Thanks

SteelViking
01-23-12, 04:52 PM
Sorry, i dont get it, there is a link to V1.2 and a link below to V1.2.1 patch!

Were's the link to the 1.2.2 patch??

Thanks

Just forgot to redo the wording there. Thanks for pointing that out. First post says what it should now.

dcb
01-23-12, 05:29 PM
Just downloaded the new patch. SteelViking, thanks for it and for supporting this great mod:salute:

thebeasle
01-23-12, 10:25 PM
Loving this mod. Thanks!

Poacher886
01-24-12, 12:26 PM
Thanks, for the correction, i've loaded in it....

Not sure if it has anything to do with your mod, but i've just tried to start a new campaign after a break from SH5, with an updated mod list including yours, but after stepping on the boat in Keil, my watch crew are still in the hull, standing still with their arms out streched???


Any ideas
Thanks

Michal788
01-25-12, 01:41 PM
Steelviking do you how i can make the light less brighter and the floor and the walls black?

Sorry you told it here.
" And, for those that prefer a darker look for the interior, I recommend Dark Interior V1 by Xenomerv. Link:http://www.subsim.com/radioroom/showthread.php?t=179344 "

pedrobas
02-01-12, 08:42 AM
Hey, SteelViking just one question.
If i use both your fully Compatible Conus00's Graphic Mod+SV's, and your Interior Mod, what is the right order between them?. I mean which one do i have to enable first?

Newinger
02-03-12, 05:17 AM
Can I enable your mod in JGSME with the following other mods enabled?

- Magnum Opus
- NewUIs_TDC
- Open Horizons II
- German mod for Magnum Opus, NewUIs_TDC and Open Horizons II

If I can: Is the loading order important, or can I just put it at the end?

pedrobas
02-03-12, 06:45 AM
Can I enable your mod in JGSME with the following other mods enabled?

- Magnum Opus
- NewUIs_TDC
- Open Horizons II
- German mod for Magnum Opus, NewUIs_TDC and Open Horizons II

If I can: Is the loading order important, or can I just put it at the end?

Magnum Opus already has included SteelViking interior v1.2 so you only need the patch to v1.2.2 just after MO. Thatīs how i have them:

- Magnum Opus
- SV interior mod patch v1.2.2
- NewUIs_TDC
- Open Horizons II
- German mod for Magnum Opus, NewUIs_TDC and Open Horizons II

Newinger
02-03-12, 07:19 AM
Magnum Opus already has included SteelViking interior v1.2 so you only need the patch to v1.2.2 just after MO. Thatīs how i have them:

- Magnum Opus
- SV interior mod patch v1.2.2
- NewUIs_TDC
- Open Horizons II
- German mod for Magnum Opus, NewUIs_TDC and Open Horizons II

Oh, great :D Thanks!

BIGREG
02-19-12, 10:02 AM
:salute: Hi

Here, the first change with TheDarkWraitht editor .
The readjustment of the needle axis for the fuel gauge in the diesel room.
Thanks TheDarkWraith without which his editor will not have been possible

This mod is of course compatible with the interior SteelViking's Mod

Link: http://dl.dropbox.com/u/8655607/Fuel%20Gauge%20WoGaDi_SteelViking%27s%20Interior.7 z

chun
02-19-12, 01:04 PM
:salute: Hi

Here, the first change with TheDarkWraitht editor .
The readjustment of the needle axis for the fuel gauge in the diesel room.
Thanks TheDarkWraith without which his editor will not have been possible

This mod is of course compatible with the interior SteelViking's Mod

Link: http://dl.dropbox.com/u/8655607/Fuel%20Gauge%20WoGaDi_SteelViking%27s%20Interior.7 z

although this serves not have the Mod? ie the game without mods?:06:

BIGREG
02-19-12, 01:18 PM
Not understand :06:

chun
02-19-12, 01:24 PM
you must activate the Mod Steel viking?

BIGREG
02-19-12, 01:26 PM
Yes it's better to get the right textures gauges :yep: first install StellViking's interior and after the fuel needle axis gauge patch : http://dl.dropbox.com/u/8655607/Fuel%20Gauge%20WoGaDi_SteelViking%27s%20Interior.7 z

chun
02-19-12, 01:31 PM
:yeah::salute:

ETsd4
02-19-12, 04:17 PM
j.. http://dl.dropbox.com/u/8655607/Fuel...%20Interior.7z

Error 404: File not found

fuel needle axis gauge patch
Picture before / after patch?

BIGREG
02-19-12, 04:18 PM
Here a new link : http://dl.dropbox.com/u/8655607/Fuel%20Gauge%20WoGaDi_SteelViking%27s%20Interior.7 z

Don't need a picture for that ! before the needle was out of alignment and I had deactivated when I did my mod WoGaDi (included in the SteelViking mod)
If you want, go look at the gauge (alone) on the ceiling between the two diesel engines

ldu30
02-19-12, 05:59 PM
:yeah:Thanks

ETsd4
02-20-12, 07:13 PM
look at the gauge (alone) on the ceiling between the two diesel engines

Good work:
http://img.xrmb2.net/images/355359.jpeg

x

x

XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXxx

More errors here:
1)
http://img.xrmb2.net/images/205328.jpeg

2.)
http://img.xrmb2.net/images/249347.jpeg

More errors here : http://www.subsim.com/radioroom/showpost.php?p=1739784&postcount=723

BIGREG
02-21-12, 12:47 AM
:salute: Hi

For the errors :

1 : The clock in the rear torpedo room in VIIa = i must see with the editor what i can make for it (invisible or not good placed) i get try tonight after work :yep:

2 : For the compas, the texture is the same used for the speed ,if i change it,i change the speed gauge texture :nope: or with hex editing the CR room

3 : for the compas on the deck : no mesh :nope: for make it workable

pedrobas
02-21-12, 12:56 AM
:salute: Hi

For the errors :

1 : The clock in the rear torpedo room in VIIa = no needle meshes :nope: in .GR2

2 : For the compas, the texture is the same used for the speed ,if i change it,i change the speed gauge texture :nope: or with hex editing the CR room

3 : for the compas on the deck idem as 1 : no mesh :nope: for make it workable
Stupid question here (just to learn) canīt you use for those the ones of VIIC or VIIC41 because these are ok, (or not? :hmmm:)

BIGREG
02-21-12, 01:13 AM
Not yet ,we can't add meshes :cry:

has tonight I go to work :-?

BIGREG
02-21-12, 01:06 PM
:salute: Hi

Ok ,i have found the problem with the needle for the clock in the VIIA torpedo room ,Ubisoft a just use the wrong axis :doh: the needle turn on itself :o i get redone the axis and after i send the patch for it :03:

BIGREG
02-21-12, 03:27 PM
:salute:

And here is the fix for the clock in the rear torpedo room VIIA :http://dl.dropbox.com/u/8655607/Fix%20clock%20rear%20torpedo%20room%20VIIA.zip :D

This file is edited with TheDarkWraith Editor , Thank to him again :yep:

pedrobas
02-21-12, 03:49 PM
:salute:

And here is the fix for the clock in the rear torpedo room VIIA :http://dl.dropbox.com/u/8655607/Fix%20clock%20rear%20torpedo%20room%20VIIA.zip :D

This file is edited with TheDarkWraith Editor , Thank to him again :yep:
Really you are my "needle" man :haha:

reaper7
02-21-12, 03:53 PM
:salute:

And here is the fix for the clock in the rear torpedo room VIIA :http://dl.dropbox.com/u/8655607/Fix%20clock%20rear%20torpedo%20room%20VIIA.zip :D

This file is edited with TheDarkWraith Editor , Thank to him again :yep:

Check your PM, sent the TDC gauge types :03:

BIGREG
02-21-12, 04:09 PM
Thank Reaper7 :up:

I'll watch it right away :rotfl2:

Magic1111
02-22-12, 06:32 AM
And here is the fix for the clock in the rear torpedo room VIIA :http://dl.dropbox.com/u/8655607/Fix%20clock%20rear%20torpedo%20room%20VIIA.zip :D


Many thx for the Fixes, wonderful work! :yeah:

Best regards,
Magic

tonschk
02-22-12, 07:49 AM
Many thx for the Fixes, wonderful work! :yeah:


+1 :DL:salute::yeah::rock::up::D

BIGREG
02-22-12, 01:52 PM
:salute: Hi

Thank you, but remember that it is thanks to TheDarkWraith http://dl.dropbox.com/u/8655607/this.gif
I could realize this patches
Quick question: Do you think I must create a topic for the patches :06:
or I just put these on the first page of my mod WoGaDi :hmmm: (for not seeking in the many pages of this thread)

Magic1111
02-22-12, 02:21 PM
Quick question: Do you think I must create a topic for the patches

I think make an own [REL] Thread for your Patches, because after several days or weeks itīs hard to find (and remember) where the patches are!

Best regards,
Magic

THE_MASK
02-24-12, 12:35 AM
No electric propulsion amp gauges in the 7A ?

Accurate German Flags
RemoveLogoIntroTheDarkWraith
sobers green spinning thing SH5
NDB,NDH OM#1 - No Dialog Indicator
Dynamic Environment SH5 Basemod (normal ) V2.1
Dynamic Environment SH5 DarkerNights V2.1
sobers best ever fog V9 SH5
sobers best ever waves SH5
North Atlantic Green 1.1
Small_trees_SH5_V1
sobers see thru wake fix
sobers_realistic_underwater_FX2
sobers 3D deck spray mod V7
Window_Lights_Redone_V1
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
Pascal-sh5-Crew-Uniforms. 12.2011
No magic skills v1.5
MightyFine Crew Mod 1.2.1 Alt faces
Speech fixes and additions (english version)
FX_Update_0_0_19_ByTheDarkWraith
NewUIs_TDC_6_9_0_ByTheDarkWraith
NewUIs_TDC_6_9_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_6_9_0_Real_Navigation
IRAI_0_0_30_ByTheDarkWraith
IRAI_upgrade_to_v_0_0_31
Cerberus62 Corrected Depth Charge Projector 1.0
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
Shadow Improvement ModLR
Manos Scopes-patch for 16x9
OPEN HORIZONS II_full v1.7
OHII v1.7 patch1
OH II Minefield map
Stormys DBSM SH5 v1.3 Basemod
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.8
sobers green crew training V3 SH5
TDW FX Fix for Sobers chimney smoke
Church's Compass Dials Mod v2.2 - Option Two
Grossdeutscher Rundfunk
sobers NO water drops V1
smaller flags for Warships
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
IRAI_0_0_30_No_hydrophone_on_surface
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
Fuel Gauge WoGaDi_SteelViking's Interior
sobers rusty deck pack SH5
sobers hud sounds V1 SH5
sobers reduced deck gun range mod V2 SH5
MadMaxs_SH5_Subdiesel

BIGREG
02-24-12, 02:57 AM
:salute: Hi Sober

Quote: No electric propulsion amp gauges in the 7A ?

Unfortunately, there are no meshes for the needles :-?

Ps : you can add this one without restriction

-For the clock in the rear torpedo room for type VIIA submarine
- Link : http://dl.dropbox.com/u/8655607/Fix%20clock%20rear%20torpedo%20room%20VIIA.zip

BIGREG
02-24-12, 02:59 AM
:salute:

To know what matches the gauges : http://www.subsim.com/radioroom/showthread.php?t=170421&highlight=Wogadi

pedrobas
02-24-12, 03:16 AM
:salute:

To know what matches the gauges : http://www.subsim.com/radioroom/showthread.php?t=170421&highlight=Wogadi
:yeah:

THE_MASK
02-24-12, 04:04 PM
http://i41.tinypic.com/29li7o2.jpg

BIGREG
02-24-12, 04:40 PM
:salute: Hi Sober

This requires creating a mousemask (mesh) they are invisible mesh that allows to enter a menu or zoom into the object, that is possible, with the editor of TDW, I might add at will (TDC buttons, gramophone, radio etc. ....) now i'can highlight with name the meshes as the buttons ,use the controller to working with the dials and more little things :D

edit : oups ! I can be mistranslated, you want when you click the button on the ui, you find yourself before the relevant gauge other just change the icones in the ui panel :06:

THE_MASK
02-24-12, 05:25 PM
:salute: Hi Sober

This requires creating a mousemask (mesh) they are invisible mesh that allows to enter a menu or zoom into the object, that is possible, with the editor of TDW, I might add at will (TDC buttons, gramophone, radio etc. ....) now i'can highlight with name the meshes as the buttons ,use the controller to working with the dials and more little things :D

edit : oups ! I can be mistranslated, you want when you click the button on the ui, you find yourself before the relevant gauge other just change the icones in the ui panel :06:No , look

#[OPTION]
#CATEGORY=HUD
#TYPE=0
#DESCRIPTION=Integrates the fuel, battery, compressed air, and CO2 interface into the HUD in the bottom bar (applies only to SH5Enhanced UI style)
#VALUES=
#DEFAULT=True
#;+++++++++++++ SH5 specific UI Items +++++++++++++++
#; integrate the fuel, battery, compressed air, and CO2 interface into the bottom bar
#; change below to either True or False
IntegrateLevels=False :rock:

7A no electric propultion gauges
Possible to fix with TDW GR2EditorViewer ?

BIGREG
02-24-12, 05:36 PM
Quote: 7A no electric propultion gauges ?

Not right now, but I'm sure TDW must do its best to correct it :yep:

and i know nothing in Ui's thing :oops:

[SJ]Rivet
04-18-12, 12:53 PM
Many thanks SteelViking for this great mod. Superb work :yeah::salute:

Ottokaleun94
05-15-12, 01:07 PM
Sorry, i'm new at this and i'm an spanish who want to plat with this mods installed, but i don't know how to intall them, please, could you show me how to install them?

Thanks

unionemerald
05-16-12, 02:29 AM
Take a look here:

http://www.subsim.com/radioroom/showpost.php?p=1806557&postcount=1

DelphiUniverse
08-07-12, 12:57 PM
Hi.

I have had this mod installed on a previous computer that I had, a slower core 2 duo and I experienced that this mod was a little bit too much for it so I uninstalled it again.

I have not tried it on my new computer, but is it still consuming alot of resources?

I am not entirely sure if this mod is trying to improve the real look of one of the nazi u-boats or if this is a sort of "random" facelift mod, just for the looks? Can anyone give me some input, what the goal of this mod is? :D

gap
08-07-12, 01:23 PM
Hi.

I have had this mod installed on a previous computer that I had, a slower core 2 duo and I experienced that this mod was a little bit too much for it so I uninstalled it again.

I have not tried it on my new computer, but is it still consuming alot of resources?

I am not entirely sure if this mod is trying to improve the real look of one of the nazi u-boats or if this is a sort of "random" facelift mod, just for the looks? Can anyone give me some input, what the goal of this mod is? :D

If you ask me, together with Conus Mod this mod it is one of the best graphical overhauls ever released for SH5. :yep:

flostt
08-07-12, 04:31 PM
I agree, this is a "must have" Mod :up:

Paco
08-08-12, 02:07 AM
I agree, this is a "must have" Mod :up:

yepp! :yeah:

arleeds
08-15-12, 12:19 AM
BIG THANK YOU for this mod..

God Bless you for all your work...
:salute:

memyselfand12
08-17-12, 08:52 AM
If you ask me, together with Conus Mod this mod it is one of the best graphical overhauls ever released for SH5. :yep:

:yeah: Agreed! However, whats the Conus Mod can't say I ever heard of it. :06:

TheBeast
08-17-12, 11:05 AM
If you ask me, together with Conus Mod this mod it is one of the best graphical overhauls ever released for SH5. :yep:

:yeah: Agreed! However, whats the Conus Mod can't say I ever heard of it. :06:

The Conus Graphics MOD 1.0, 1.1, 1.2 (http://www.subsim.com/radioroom/showpost.php?p=1309231&postcount=1) is mainly Texture updates that work out very well to improve the interior dial, menu's, Medals, Stop Watch, etc.

pagansmudge
09-02-12, 04:28 AM
Great work SteelViking, yours was one of the first download i looked at and i think its a must have for this game.

renard60
09-09-12, 10:49 AM
thank you very much for this patch

lopatini
09-15-12, 10:12 AM
Nice work SteelViking:arrgh!:

hanspetterbre
09-22-12, 12:34 AM
Does a big differ

Captain73
10-05-12, 04:13 PM
Hi All! :salute:
Boards with chalk is very lacking in the interior! :hmmm:

http://s017.radikal.ru/i411/1210/31/e1aa0491a9ab.jpg

With respect Captain73!

Dogfish40
10-06-12, 05:29 PM
I hope this question isn't a dumb one but sometimes I think too much.
If I am running a nvidia card, do I just install the 1.2.2 patch or do I need both 1.2.1 and 1.2.2 installed. Also, I didn't catch weather to install before or after my env mods.
Thanks.
D40:salute:

TheBeast
10-06-12, 05:33 PM
If I am running a nvidia card, do I just install the 1.2.2 patch or do I need both 1.2.1 and 1.2.2 installed. Also, I didn't catch weather to install before or after my env mods.
The NVidia Patch does not contain all the textures so you will need to install both.

Dogfish40
10-27-12, 02:00 PM
The NVidia Patch does not contain all the textures so you will need to install both.

I'm still having a problem with this. My lights are not coming through. They are that green color tha'ts used in CAD type drawings. I used to get this to work, I don't know why it's not working now. I tried installing the patchs either way, 1.2.1 first or after 1.2.2, it has no effect on the lighting.
I'll keep trying, but why it doesn't work now, I can't explain yet.
D40:hmm2:

ReallyDedPoet
10-28-12, 10:01 AM
SteelViking's Interior Mod V1.2.1 NVidia Fix by TheBeast
--------------------------------------------------------
This MOD is JSGME Ready!

PURPOSE:
Fix how lights are rendered with NVidia chipset video cards.
Fix the Deck Watch Compass Rose
Change Periscope body from yellow to silver.

CREDITS:
SteelViking
BIGREG

EFFECTED FILES:
data\Objects\Sensors\NSS_Uboat_Senzors.dds
data\Submarine\Common\Rooms
Room_CR.sim
Room_CT.sim
Room_DER.sim
Room_QR1.sim
Room_QR2.sim
Room_TRF.sim
data\Textures\TNormal\tex\ReflectCube.dds

If using this MOD please give propper Credits.
Enjoy!

TheBeast

DOWNLOAD LINK:
http://www.mediafire.com/?w86iapklybbsw (http://www.mediafire.com/?w86iapklybbsw)

BTW, If I recall correctly, SteelViking worked closely with BIGREG when making this MOD so this MOD contains WoGaDi by BIGREG

With this I have noticed a change regarding the lighting, all except the Aft Torpedo Room. Also, at night are the bulbs supposed to change to a reddish glare?

Dogfish40
10-28-12, 10:27 AM
With this I have noticed a change regarding the lighting, all except the Aft Torpedo Room. Also, at night are the bulbs supposed to change to a reddish glare?


Well, at night, all the lights in the control room or in the vicinity were changed to red to cut down on light coming through the conning tower hatches, and to help accustom the eyes to the dark for crew that were going on watch. They were also required to wear dark glasses for a time to help with this. I'm not sure this is the reddish glare you mean but I see the reddish glare throughout the boat after daylight hours which always seemed OK to me.
Thanks for inadvertantly giving me that old link to the nvidia fix, now I can make sure I'n using the right file. I'll try it again.
D40

ReallyDedPoet
10-28-12, 11:32 AM
Well, at night, all the lights in the control room or in the vicinity were changed to red to cut down on light coming through the conning tower hatches, and to help accustom the eyes to the dark for crew that were going on watch. They were also required to wear dark glasses for a time to help with this. I'm not sure this is the reddish glare you mean but I see the reddish glare throughout the boat after daylight hours which always seemed OK to me.
Thanks for inadvertantly giving me that old link to the nvidia fix, now I can make sure I'n using the right file. I'll try it again.
D40

Sorry, I meant at night I was not getting the color change to red, the lights were staying the same.

Edit: This is what I men regarding the Aft Torpedo Room regarding the lights. In all other areas they are better except
for not changing to red at night.

http://img196.imageshack.us/img196/8662/lightswu.jpg

Dogfish40
10-29-12, 09:43 AM
Sorry, I meant at night I was not getting the color change to red, the lights were staying the same.

Edit: This is what I men regarding the Aft Torpedo Room regarding the lights. In all other areas they are better except
for not changing to red at night.



Yeah, I just got the the lights sorted out when I noticed the same. Just the back Engine/Torpedo room still has the funky CAD lights.
I'm going to play around with the config file for the back room and see if there is any possibility of fixing the lights from there. (I really don't hold out much hope for that though. It's probably more than one type file to adjust, but I'll try anyway.
With the nvidia card you definitely must use that old nvidia fix patch. Otherwise, everything looks pretty good. I need the rooms a bit darker though and the "Dark Interior mod" is just too dark for me. I may tone that one back a bit and use a softer version.
Anyway, keep us posted if you get this fixed first. I'm having the same problem.
Cheers
D40:up:

ReallyDedPoet
10-29-12, 12:48 PM
Thanks. Hopefully with a few if us discussing - working on this it will get sorted.

Are the lights ( where they are working ) turning red at night for you DF?

ReallyDedPoet
10-29-12, 07:12 PM
Yeah, I just got the the lights sorted out when I noticed the same. Just the back Engine/Torpedo room still has the funky CAD lights.
I'm going to play around with the config file for the back room and see if there is any possibility of fixing the lights from there.

This post seemed to do the trick: Here (http://www.subsim.com/radioroom/showpost.php?p=1573177&postcount=3)

Just tested it, for the most part it fixed the lighting in the Aft Torpedo Room :yep:

One thing I noticed was going in you get the CAD on one of the lights, going out they all look ok.

Dogfish40
10-30-12, 10:48 AM
This post seemed to do the trick: Here (http://www.subsim.com/radioroom/showpost.php?p=1573177&postcount=3)

Just tested it, for the most part it fixed the lighting in the Aft Torpedo Room :yep:

One thing I noticed was going in you get the CAD on one of the lights, going out they all look ok.

Got it,....:D question.
The file bec_submarine.dds . So what he's saying is that the original file needs to be put back. Correct? The quickest way would be to uninstall the mod, grab the bec_submarine.dds file from the data folder and place it in the interior mod so that it is now loaded with the mod. Correct?
D40 :06:

ReallyDedPoet
10-30-12, 10:49 AM
Yes that is correct.

Captain73
12-14-12, 02:48 PM
Hi All :salute:
I saw this in the SH4(KDSII)!:yeah:
Tell me, can they be transferred to the SH5? How to do this?

http://s017.radikal.ru/i430/1212/fe/8c0b9b5c66bd.jpg (http://www.radikal.ru)

http://s020.radikal.ru/i704/1212/1e/3feae501c6b5.jpg (http://www.radikal.ru)

gap
12-15-12, 02:28 PM
Hi All :salute:
I saw this in the SH4(KDSII)!:yeah:
Tell me, can they be transferred to the SH5? How to do this?

From which mod did you take those textures from? :hmmm:

Captain73
12-15-12, 03:26 PM
From which mod did you take those textures from? :hmmm:

Hi gap :salute:
I found in the file Textures in the game SH4(KSD-II)!:06:
http://rutracker.org/forum/viewtopic.php?t=3559144

Fifi
01-09-13, 05:43 PM
Could someone tell me if i need to be in bunker to activate this mod? (SteelViking's interior mod)

volodya61
01-09-13, 06:05 PM
Could someone tell me if i need to be in bunker to activate this mod? (SteelViking's interior mod)

Yes.. it would be better..

Fifi
01-09-13, 08:04 PM
Ok thanks again Volodya for your help!
Restarted last patrol in bunker with it.
I just love this mod too!

Fifi
01-14-13, 07:40 PM
Humm...is it normal i still get those electric gauges and light bubbles (not like in first post picture)?

http://img15.hostingpics.net/pics/664344SH5Img20130115102703.jpg

I tried to install the mod last, but same result...:hmmm:

volodya61
01-14-13, 07:55 PM
Humm...is it normal i still get those electric gauges and light bubbles (not like in first post picture)?

nVidia?

Fifi
01-14-13, 08:29 PM
Yes, Nvidia 580...but with quite old drivers too (266.58) because of a flight sim i'm using beside SH...

Do you think it comes from that?

scissors
01-14-13, 08:40 PM
You apparently dont get the nice battery gauges until you get the 7C boat .

,Got the 7c boat and got the electric gauges with the nice dial .
Its Just amazing how much better things look everywhere .

volodya61
01-14-13, 08:48 PM
Yes, Nvidia 580...but with quite old drivers too (266.58) because of a flight sim i'm using beside SH...

solution for the "light bubbles" issue is removing bec_submarine.dds from the mod..
it's nVidia cards problem with this mod..

Fifi
01-14-13, 09:22 PM
Thanks for the tip :up:

EDIT: removing this dds works fine!

SteelViking
01-20-13, 03:37 AM
Yes, I will confirm that this mod is not entirely compatible with nvidia graphics cards. This mod was developed by a team that all used ATI/AMD graphics cards, and thus were not aware initially of the incompatibility with nvidia cards. However, as has been mentioned by volodya61, if you remove bec_submarine.dds from the textures folder, you should see the lights appear the same as in the stock game. The lights were edited to be more yellow in color as they are incandescent lights, where as the stock game has very white light bulbs....a minor difference I know, but realism is always striven for in this line of modding.

Fifi
01-24-13, 06:27 PM
You apparently dont get the nice battery gauges until you get the 7C boat .

,Got the 7c boat and got the electric gauges with the nice dial .
Its Just amazing how much better things look everywhere .

You are right!! Well almost :)
Since i got the VII B type, i now can see the nice gauges (and working!):

http://img4.hostingpics.net/pics/529631Batteries.jpg

JUST AWESOME :yeah:

Bathrone
04-19-13, 11:30 PM
Hi, many thanks for this great mod.

Even at 1920 resolution I dont see my GPU mem useage go beyond about 1150 MB which is great with these nice detailed mods

Would it be possible please to release a new version to streamline the configuration requirements?

I note since 1.2, we have:

* The 1.2.2 Patch

* Patch for Fuel and clocks as discussed here:

http://www.subsim.com/radioroom/showthread.php?t=192758

So we end up with four different entries in the mod enabler. Too add to the confusion Sober in his mod profile is using the fuel patch with the clock patch under one profile entry in his mod enabler profile.

Would be great to see a 1.3 with just a simple single mod profile entry :arrgh!:

Delta Wolf
04-30-13, 10:13 AM
Hey Guys,

I want to add "Reboot's Water Drips 1.1" to my mods but JSGME says it will conflict with "SteelViking's Interior Mod"

Here is the error log from JSGME

"Room_CR.sim" has already been altered by the "SteelViking's Interior Mod V1.2" mod.
"Room_CR.sim" has already been altered by the "SteelViking's Interior Mod V1.2.2 Patch" mod.
"Room_CT.sim" has already been altered by the "SteelViking's Interior Mod V1.2" mod.
"Room_DER.sim" has already been altered by the "SteelViking's Interior Mod V1.2" mod.


I have not installed this mod as i don't want any errors, Just wanted to know if i can install or is there is a workaround?

Here is my working mods list and install order i have at the moment.

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]

Accurate German Flags
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 3.b Enhanced Visibility (high)
DynEnv v2.9 - 5.b Ambient Settings - No Murky Waters
DynEnv v2.9 - 6. Sleet for Winter Campaigns
DynEnv v2.9 - 8.b Wave Mechanics - Gale
DynEnv v2.9 - 10.I Seafloor (high resolution)
DynEnv v2.9 - 11.a.I Sea Plants - Atlantic Kelp Forests (high resolution)
DynEnv v2.9 - 12. Sounds
Capthelms Audio+SV Touch Ups
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
FX_Update_0_0_21_ByTheDarkWraith
SubFlags_0_0_8_byTheDarkWraith
NewUIs_TDC_7_3_0_ByTheDarkWraith
NewUIs_TDC_7_3_0_ERM_Reaper7_NightVision_Black_Ski n
NewUIs_TDC_7_3_0_jimimadrids_map_tools
MightyFine Crew Mod 1.2.1 Stock faces
MCCD_1.04_MFCM_1.2.1_compatible

Thanks again guys :)

volodya61
04-30-13, 10:28 AM
I want to add "Reboot's Water Drips 1.1" to my mods but JSGME says it will conflict with "SteelViking's Interior Mod"
...
I have not installed this mod as i don't want any errors, Just wanted to know if i can install or is there is a workaround?

Have a look here - http://www.subsim.com/radioroom/showpost.php?p=2012613&postcount=149

Delta Wolf
04-30-13, 10:42 AM
Have a look here - http://www.subsim.com/radioroom/showpost.php?p=2012613&postcount=149


Thanks again Volodya :up:

divingbluefrog
05-29-13, 03:57 AM
Astonishing mod! :yeah:
I confess I didn't read all the 58 pages of the thread, but after installing the mod, my camera sometimes "jumps", like if I was trying to see over a wall just at eyes level. Don't know if my explanations make sens, but it's difficult to explain such a movement.

Choum
05-29-13, 06:05 AM
Is there a fix for the VIIA electric room ?
I'm using an amd graphic card.

VIIA :

http://uppix.net/2/2/c/ab7e07d803fdf1e3781bc744d902ftt.jpg (http://uppix.net/2/2/c/ab7e07d803fdf1e3781bc744d902f.html)

The same room in VIIB :

http://uppix.net/2/0/9/6ebdb873edbf94dfdd5d5d7f4a111tt.jpg (http://uppix.net/2/0/9/6ebdb873edbf94dfdd5d5d7f4a111.html)

divingbluefrog
06-07-13, 03:33 AM
If some of you find that the interior sub scenes are too bright, as I was, you can easily lower the power of the bulbs :
Disable SteelViking's Interior Mod V1.2.2 Patch,
go to Silent hunter 5/MODS/SteelViking's Interior Mod V1.2.2 Patch/data/cfg/lights.cfg
change

[HDR Interior Submarine]
MiddleGray=0.4 ; regulates the scene exposure - was 1.0 DBF

save, and enable SteelViking's Interior Mod V1.2.2 Patch with JSGME again.

Of course, you can adjust this value to fit your own taste...

tamagotchii2003
09-07-13, 03:38 AM
Is there a fix for the VIIA electric room ?
I'm using an amd graphic card.



Choum thanks for posting this I have read for hours trying to figure out why my gauges also didn't look like the ones from Steel's screen shots. It would be rather nice for this to be included for the VIIA.

SnipersHunter
09-07-13, 04:42 AM
Where can i download this mod? "Fuel Gauge WoGaDi_SteelViking's Interior"

volodya61
09-07-13, 07:55 AM
Where can i download this mod? "Fuel Gauge WoGaDi_SteelViking's Interior"

CLICK (http://en.lmgtfy.com/?q=fuel+gauge+wogadi+subsim)

SnipersHunter
09-07-13, 08:11 AM
Thx volodya

tamagotchii2003
09-07-13, 09:10 AM
While commencing a recharge of the batteries the dials on the ceiling of the engine room are indicating the starboard engine is charging however the port side shaft clutch is engaging shutting down the port propeller. a quick thought on fixing this would be to reverse the needles from port to the starboard side vice versa. this is on the Viia. on the Viib there is not a visual indication that the batteries are charging from either diesel engine.

gap
03-18-14, 12:53 PM
Hi guys :salute:

I was undecided until the last moment whether to start a new thread for this, or where else to post it.
Considering that I hope the present update to be included into one or more bigger mods, I have discarded the option of starting a new thread for it, and seeing that most of my tweaks are based on Steel Vikings's files, for the moment I am posting my little mod here.

What it does?


diveplane 3d gauge graphics (command room), replaced with more realistic gauges. More notably: fore diveplane deflection scale changed to cover the +25 / -35 deg arc, as per real type VII specs (http://uboatarchive.net/Manual.htm) and U-995's pictures, rather than the ą30 deg range, as used in stock game.


3d needles' shape changed according to U-995's pictures. This should make gauges' reading more intuitive.


3d needles' rotation arcs updated to cover the new scales.


Known limits


My tweaks of fore diveplane's arc only affect deflection angles displayable by the corresponding 3d gauge, but actual fore diveplane deflection is still in the ą30 deg range. This is easily verifiable when not using TDW's diveplane control patch. I didn't check if the same happens with TDW's diveplane control patch enabled and fore diveplane's control set on "auto" though. Unfortunately I couldn't find any game controller where min/max diveplane deflection angles are set. I would appreciate if anyone could point me to the right direction, but I suspect that those are hardcoded values. If that was true, the only way to address the issue would be through a patch by TDW (provided that the current diveplane control patch doesn't deal with it already).


Aft diveplane's UI control needle as modelled in TDW's New UI's, is pointing to the wrong direction compared to the 3d gauge needle, as modelled in stock game and retained by the present mod. I could have easily inverted aft needle's rotation to match New UI's corresponding feature, but I suspect that stock needle's settings are correct. See this post (http://www.subsim.com/radioroom/showthread.php?p=2186943#post2186943) on New UI's thread for further detail (still waiting for an answer by TDW).


Compatibility


Compatible with stock game, with or without Steel Viking's Interior Mod and/or Conus Graphic Mod (enable the present mod after the latter).


Partly compatible with Silentmichal's Interior Mod. Enabling the latter on top of the present mod, will retain all the functionalities of both mods, with the one exception of needles' shape, which would be reverted to the stock "arrow" shape. Included in the 'Documentation' folder are the new needle models which silentmichal could inport import into his own mod for full compatibility. In the meanwhile, on request, I might also release a compatibility patch among the two mods.


Might not be compatible with any other interior mod/ CR gauge fix mod whose files are getting overwritten. Should you need for compatibility with them, please get in touch with me.


Use of TDW's diveplane control patch (+ an UI mod supporting diveplane control) together with this mod not strictly required, but strongly recommended.


Aknowledgemnts

For maximum compatibility, the present mod is based on SteelViking's Interior Mod files. Thank you SteelViking for you awesome mod. :salute:

Screenshots

A couple of images is worth a thousand words :03:

http://s6.postimg.org/5id8wgjch/SH5_Img_2014_03_16_23_03_13.jpg
Stock Diveplane gauges + "old" New UI's diveplane control dials. Notice that New UI's aft needle is reversed, compared to the corresponding 3d gauge. Dial graphics have been replaced with realistic ones in the last version of New UI's but, I believe, the aft needle is still pointing in the wrong direction.

http://i519.photobucket.com/albums/u359/taneshikimano/DivePlaneGaugesReal.jpg
The real thing; diveplanes in neutral position.

http://i519.photobucket.com/albums/u359/taneshikimano/DivePlaneGaugesNew.jpg
my tweaks of 3d diveplane gauges; diveplanes in crash dive position (i.e. max negative fore deflection, max positive aft deflection). Notice that fore diveplanes don't actually go beyond 30 deg down, even though their relative needle is set to display a wider negative deflection range. Conversely, during surfacing maneuvers the needle will point to max +25 deg (maximum displayable deflection), even though fore diveplanes are still actually capable of a +30 deg deflection (off-scale).

Download link

https://www.mediafire.com/?utkjydtqqr20uat

gap
03-24-14, 04:40 PM
@ TDW

Just in case you missed it (see the previous post in this thread for more details):

My tweaks of fore diveplane's arc only affect deflection angles displayable by the corresponding 3d gauge, but actual fore diveplane deflection is still in the ą30 deg range. This is easily verifiable when not using TDW's diveplane control patch. I didn't check if the same happens with TDW's diveplane control patch enabled and fore diveplane's control set on "auto" though. Unfortunately I couldn't find any game controller where min/max diveplane deflection angles are set. I would appreciate if anyone could point me to the right direction, but I suspect that those are hardcoded values. If that was true, the only way to address the issue would be through a patch by TDW (provided that the current diveplane control patch doesn't deal with it already).

Any idea on how to tweak stock diveplane angles? (actual angles, not dial's angles) :hmm2:

TheDarkWraith
03-24-14, 04:55 PM
Any idea on how to tweak stock diveplane angles? (actual angles, not dial's angles) :hmm2:

Room CR's .sim file.

gap
03-24-14, 05:04 PM
Room CR's .sim file.

Unfortunately it is not that simple. Room CR's .sim file settings only affect needles' rotation, not diveplanes' actual deflection range. See the last picture @ post #859: even with min needle's rotation value set to -35, fore diveplanes are never deflected to more than -30 deg :yep:

frwsos
02-26-15, 01:47 PM
Awsome interior really good job there mate :))) thanks a lot!

THEBERBSTER
02-26-15, 02:39 PM
A Warm Welcome To The Subsim Community > frwsos :subsim:

You Will Always Find Someone Here To Help You :sunny:

Links To My > SH3 – SH4 – SH5 > Posts :salute:


Step By Step Tutorials & How To Do It. :up:

http://www.subsim.com/radioroom/showthread.php?t=211804 (http://www.subsim.com/radioroom/showthread.php?t=211804)


Some Special And Useful Download Links Included For SH3 <> SH4 <> SH5 :yep:


New To Silent Hunter Then My Thread Will Help To Get You Started. :ping:


Subsim <> How To Donate <> See The Benefits <> Support The Community :yeah:

http://www.subsim.com/radioroom/showthread.php?p=2033119%23post2033119 (http://www.subsim.com/radioroom/showthread.php?p=2033119%23post2033119)


Having Tonnage Bar Problems Then Go To My Tutorial Post #188 On Page 13 :/\\!!

Aktungbby
02-26-15, 02:49 PM
:Kaleun_Salute:frwsos!

ReallyDedPoet
02-26-15, 09:39 PM
Awsome interior really good job there mate :))) thanks a lot!

Welcome to SUBSIM :-)

scf
03-27-19, 02:06 PM
THX for this mod