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Sbygneus
08-04-11, 11:45 AM
The same here. I get random CTD. I tried many configurations of mods but crashes persist. I am starting to suspect it has something to do with my hardware. Or because I got single core processor (3,4 Ghz Pentium) and not recommended double core?

0rpheus
08-04-11, 12:29 PM
The same here. I get random CTD. I tried many configurations of mods but crashes persist. I am starting to suspect it has something to do with my hardware. Or because I got single core processor (3,4 Ghz Pentium) and not recommended double core?

Run dbg view (in SH54/data/applications) while you play and see what the final lines are after a CTD... if they're the same as me and these three other chaps then we know it's the same issue. There's no guarantee that it's FX_Update causing this, just that guy who said it started happening after install, but maybe TDW will be able to make sense of the debug information and tell us what's happening. :salute:

Trevally.
08-04-11, 12:36 PM
When viewing the log - check out the whole list.
Sometimes the fault "error" or "warning" shows on the list and then later this error causes the crash.

0rpheus
08-04-11, 01:58 PM
There's quite a few instances of this, or similar messages:

00001030 318.60125732 [2908] Failed to intercept radio message - transmit once. Message was: Sank British steamer LILIAN MOLLER (4866grt) from dispersed convoy SLS.53 in 57-00N, 17-00W.

...but a search of the text shows no 'error' or 'warning' listed. Here's the last main bit anyway just for completeness sake. I can upload the whole thing to mediafire if it'll help.

00001085 324.67816162 [2908] Generating BDU position message
00001086 324.68133545 [2908] Adding an available radio message for day. Message is: Report position and status
00001087 324.91220093 [2908] Radio message intercepted - transmit once. Message was: Returning to Bergen, thrust bearing damaged.
00001088 324.91226196 [2908] Adding new radio message to radio messages
00001089 325.36975098 [2908] Making regular ship's journal entry
00001090 325.58074951 [1924] Entities.cpp (83): Process Message:
00001091 325.58078003 [1924] Entities.cpp (114): OSI Ping
00001092 325.58090210 [1924] Entities.cpp (123): succeeded
00001093 327.40515137 [1924] Entities.cpp (83): Process Message:
00001094 327.40524292 [1924] Entities.cpp (103): Update OSI escort Objectives
00001095 327.40527344 [1924] Entities.cpp (123): succeeded
00001096 327.78396606 [2908] a sub was detected by a unit
00001097 330.73144531 [2908] a sub was detected by a unit
00001098 331.40979004 [2908] Making regular ship's journal entry
00001099 332.70449829 [2908] Failed to intercept radio message - transmit more than once. Message was: Report position and status
00001100 334.06124878 [1924] Entities.cpp (83): Process Message:
00001101 334.06134033 [1924] Entities.cpp (114): OSI Ping
00001102 334.06140137 [1924] Entities.cpp (123): succeeded
00001103 334.61785889 [2908] a sub was detected by a unit
00001104 336.44995117 [2908] Radio message intercepted - transmit once. Message was: Agents Report 1940.11.19:
00001105 336.44995117 [2908]
00001106 336.44995117 [2908] Convoy SLS.56 Departed Freetown for Liverpool December 12, 1940.
00001107 336.44995117 [2908] Estimate 20 Vessels with ocean escort.
00001108 336.45004272 [2908] Adding new radio message to radio messages
00001109 337.52081299 [2908] Making regular ship's journal entry
00001110 339.77297974 [2908] Failed to intercept radio message - transmit more than once. Message was: 19401119
00001111 339.77297974 [2908] The Canadian government approves initiation of mass production of war bacteria.
00001112 339.77297974 [2908]
00001113 339.77297974 [2908] Bdu
00001114 342.02377319 [2908] a sub was detected by a unit
00001115 342.47784424 [1924] Entities.cpp (83): Process Message:
00001116 342.47793579 [1924] Entities.cpp (114): OSI Ping
00001117 342.47799683 [1924] Entities.cpp (123): succeeded
00001118 343.47232056 [2908] TC level changed to 3072
00001119 343.64489746 [2908] TC level changed to 2560
00001120 343.75335693 [2908] TC level changed to 2048
00001121 343.86526489 [2908] Radio message intercepted - transmit once. Message was: Contact with an outward-bound convoy in square AM 5731, consisting partly of very large ships. 7 steamers and 4 destroyers zig-zagging at about 15 knots. U 100 in contact, U 137 continuing on return passage.
00001122 343.86532593 [2908] Adding new radio message to radio messages
00001123 343.89175415 [2908] TC level changed to 1536
00001124 344.08139038 [2908] Making regular ship's journal entry
00001125 344.64031982 [2908] TC level changed to 1024
00001126 344.83544922 [2908] TC level changed to 512
00001127 344.99981689 [2908] TC level changed to 256
00001128 355.01885986 [2908] TC level changed to 512
00001129 355.21166992 [2908] TC level changed to 1024
00001130 359.59689331 [1924] Entities.cpp (83): Process Message:
00001131 359.59695435 [1924] Entities.cpp (114): OSI Ping
00001132 359.59701538 [1924] Entities.cpp (123): succeeded
00001133 367.67910767 [2908] Radio message intercepted - transmit once. Message was: Enemy Naval Losses at Sea Report:
00001134 367.67910767 [2908] Trawler FONTENOY (R, 376t, 1918)
00001135 367.67910767 [2908] sunk by aircraft off Lowestoft, E England
00001136 367.67916870 [2908] Adding new radio message to radio messages
00001137 369.85028076 [1924] Entities.cpp (83): Process Message:
00001138 369.85034180 [1924] Entities.cpp (109): OSI Eval campaign objectives
00001139 369.85043335 [1924] Entities.cpp (123): succeeded
00001140 369.90451050 [2908] Reading radio messages for day from file
00001141 369.90496826 [2908] Adding an available radio message for day. Message is: 1940/11/20|Smoke over horizon. 4566 AM. Course East.
00001142 369.90499878 [2908] Adding an available radio message for day. Message is: Agents Report 1940.11.20:||Convoy HG.47 Departed Gibraltar for Liverpool on 4 December 1940.|Estimate 30 merchants 5 escorts.|Ore Pitprops Minerals Iron Pyrites
00001143 369.90527344 [2908] Generating BDU position message
00001144 369.90881348 [2908] Adding an available radio message for day. Message is: Report position and status
00001145 372.36392212 [2908] Radio message intercepted - transmit once. Message was: 1940/11/20
00001146 372.36392212 [2908] Smoke over horizon. 4566 AM. Course East.
00001147 372.36404419 [2908] Adding new radio message to radio messages
00001148 372.59362793 [2908] Making regular ship's journal entry
00001149 373.19818115 [1924] Entities.cpp (83): Process Message:
00001150 373.19827271 [1924] Entities.cpp (114): OSI Ping
00001151 373.19833374 [1924] Entities.cpp (123): succeeded
00001152 373.56121826 [2908] a sub was detected by a unit
00001153 378.54617310 [2908] a sub was detected by a unit
00001154 382.65420532 [2908] TC level changed to 1536
00001155 382.91232300 [2908] TC level changed to 2048
00001156 383.10577393 [2908] TC level changed to 2560
00001157 383.35162354 [2908] TC level changed to 3072
00001158 383.82882690 [2908] TC level changed to 3584
00001159 383.92565918 [2908] a sub was detected by a unit
00001160 384.92224121 [2908] TC level changed to 3072
00001161 385.12615967 [1924] Entities.cpp (83): Process Message:
00001162 385.12619019 [1924] Entities.cpp (114): OSI Ping
00001163 385.12625122 [1924] Entities.cpp (123): succeeded
00001164 385.15753174 [2908] TC level changed to 2560
00001165 385.34075928 [2908] TC level changed to 2048
00001166 385.49237061 [2908] a sub was detected by a unit
00001167 385.49243164 [2908] a sub was detected by a unit
00001168 385.56103516 [2908] TC level changed to 1536
00001169 385.79684448 [2908] TC level changed to 1024
00001170 387.16818237 [2908] TC level changed to 1536
00001171 387.36737061 [2908] TC level changed to 2048
00001172 387.61184692 [2908] TC level changed to 2560
00001173 387.80279541 [2908] Making regular ship's journal entry
00001174 389.52914429 [2908] Radio message intercepted - transmit more than once. Message was: Report position and status
00001175 389.52926636 [2908] Adding new radio message to radio messages
00001176 389.65716553 [2908] New radio contact report received
00001177 389.65719604 [2908] Determining radio contact report course
00001178 389.65722656 [2908] Radio contact report course=W
00001179 389.65725708 [2908] Determining radio contact report speed from '7 KTS!'
00001180 389.65725708 [2908] Radio contact report speed=7
00001181 389.65734863 [2908] Radio contact report received. Verifying range
00001182 389.65740967 [2908] Radio contact: New contact range (kms)=979
00001183 389.65753174 [2908] Max radio range=250 Contact range=979
00001184 389.65753174 [2908] Setting new speed for radio contact report
00001185 389.65756226 [2908] Set new speed for radio contact report: After remove entry=Radio Report Received! Enemy Large Convoy, Long 23° 47' W, Lat 56° 05' N, Course W, Speed
00001186 389.65759277 [2908] Set new speed for radio contact report: After insert entry=Radio Report Received! Enemy Large Convoy, Long 23° 47' W, Lat 56° 05' N, Course W, Speed Medium!
00001187 389.65759277 [2908] Setting new course for radio contact report
00001188 389.65762329 [2908] Set new course for radio contact report: After remove entry=Radio Report Received! Enemy Large Convoy, Long 23° 47' W, Lat 56° 05' N, Course , Speed Medium!
00001189 389.65768433 [2908] Set new course for radio contact report: After insert entry=Radio Report Received! Enemy Large Convoy, Long 23° 47' W, Lat 56° 05' N, Course WNW, Speed Medium!
00001190 389.65771484 [2908] Range was not verified for radio contact report
00001191 392.38986206 [1924] Entities.cpp (83): Process Message:
00001192 392.38992310 [1924] Entities.cpp (103): Update OSI escort Objectives
00001193 392.38998413 [1924] Entities.cpp (123): succeeded
00001194 394.49584961 [1924] Entities.cpp (83): Process Message:
00001195 394.49588013 [1924] Entities.cpp (114): OSI Ping
00001196 394.49594116 [1924] Entities.cpp (123): succeeded
00001197 396.26751709 [2908] Failed to intercept radio message - transmit once. Message was: Agents Report 1940.11.20:
00001198 396.26751709 [2908]
00001199 396.26751709 [2908] Convoy HG.47 Departed Gibraltar for Liverpool on 4 December 1940.
00001200 396.26751709 [2908] Estimate 30 merchants 5 escorts.
00001201 396.26751709 [2908] Ore Pitprops Minerals Iron Pyrites
00001202 396.46520996 [2908] Making regular ship's journal entry
00001203 400.43572998 [2908] Right mouse button event DisplayOfficerAbilityPage added
00001204 400.81997681 [2908] Right mouse button event DisplayOfficerAbilityPage removed
00001205 412.60589600 [2908] PageDefaultHud_KeyPressed: args was not handled
00001206 412.61795044 [2908] TC level changed to 1
00001207 413.03439331 [2908] Z=0.0 TAI Map zoom out
00001208 413.83908081 [2908] Mousewheel event PDH_Map added
00001209 413.92123413 [1924] Entities.cpp (83): Process Message:
00001210 413.92132568 [1924] Entities.cpp (114): OSI Ping
00001211 413.92138672 [1924] Entities.cpp (123): succeeded
00001212 414.24645996 [2908] Z=-120.0 TAI Map zoom out
00001213 414.33496094 [2908] Z=-120.0 TAI Map zoom out
00001214 415.90274048 [2908] Mousewheel event PDH_Map removed
00001215 430.99551392 [1924] Entities.cpp (83): Process Message:
00001216 430.99554443 [1924] Entities.cpp (114): OSI Ping
00001217 430.99560547 [1924] Entities.cpp (123): succeeded
00001218 431.27725220 [2908] Right mouse button event DisplayOfficerAbilityPage added
00001219 434.45028687 [2908] Right mouse button event DisplayOfficerAbilityPage removed
00001220 434.98941040 [2908] Right mouse button event DisplayOfficerAbilityPage added
00001221 436.00534058 [2908] Right mouse button event DisplayOfficerAbilityPage removed
00001222 448.33462524 [2908] PageDefaultHud_KeyPressed: args was not handled
00001223 450.84625244 [1924] Entities.cpp (83): Process Message:
00001224 450.84628296 [1924] Entities.cpp (114): OSI Ping
00001225 450.84634399 [1924] Entities.cpp (123): succeeded
00001226 451.88269043 [2908] PageDefaultHud_KeyPressed: args was not handled
00001227 451.89178467 [2908] TC level changed to 1
00001228 452.63262939 [2908] Mousewheel event PDH_Map added
00001229 454.72174072 [2908] Z=120.0 TAI Map zoom in
00001230 461.01470947 [2908] Mousewheel event PDH_Map removed
00001231 462.16671753 [2908] Mousewheel event PDH_Map added
00001232 470.46896362 [1924] Entities.cpp (83): Process Message:
00001233 470.46902466 [1924] Entities.cpp (114): OSI Ping
00001234 470.46908569 [1924] Entities.cpp (123): succeeded
00001235 475.61679077 [2908] Mousewheel event PDH_Map removed
00001236 476.40545654 [2908] Mousewheel event PDH_Map added
00001237 478.05596924 [2908] TC level changed to 2
00001238 478.26757813 [2908] TC level changed to 4
00001239 478.72982788 [2908] TC level changed to 8
00001240 479.03817749 [2908] TC level changed to 16
00001241 480.57479858 [2908] Mousewheel event PDH_Map removed
00001242 482.05480957 [2908] Mousewheel event PDH_Map added
00001243 488.34402466 [2908] Mousewheel event PDH_Map removed
00001244 489.05609131 [2908] Mousewheel event PDH_Map added
00001245 489.17913818 [1924] Entities.cpp (83): Process Message:
00001246 489.17916870 [1924] Entities.cpp (114): OSI Ping
00001247 489.17926025 [1924] Entities.cpp (123): succeeded
00001248 494.41870117 [2908] Z=120.0 TAI Map zoom in
00001249 494.78479004 [2908] Z=120.0 TAI Map zoom in
00001250 499.71740723 [2908] Z=-120.0 TAI Map zoom out
00001251 500.27554321 [2908] Z=-120.0 TAI Map zoom out
00001252 507.55511475 [1924] Entities.cpp (83): Process Message:
00001253 507.55517578 [1924] Entities.cpp (114): OSI Ping
00001254 507.55526733 [1924] Entities.cpp (123): succeeded
00001255 513.92816162 [2908] TC level changed to 32
00001256 516.28405762 [2908] PageDefaultHud_KeyPressed: args was not handled
00001257 516.30731201 [2908] Mousewheel event PDH_Map removed
00001258 521.97412109 [2908] TC level changed to 64
00001259 532.64538574 [1924] Entities.cpp (83): Process Message:
00001260 532.64544678 [1924] Entities.cpp (114): OSI Ping
00001261 532.64544678 [1924] Entities.cpp (123): succeeded
00001262 569.38531494 [1924] Entities.cpp (83): Process Message:
00001263 569.38537598 [1924] Entities.cpp (114): OSI Ping
00001264 569.38543701 [1924] Entities.cpp (123): succeeded
00001265 575.42620850 [2908] TC level changed to 32
00001266 575.60327148 [2908] TC level changed to 16
00001267 575.79144287 [2908] TC level changed to 8
00001268 575.98260498 [2908] TC level changed to 4
00001269 576.13800049 [2908] TC level changed to 2
00001270 576.34588623 [2908] TC level changed to 1
00001271 580.98675537 [2908] Right mouse button event DisplayOfficerAbilityPage added
00001272 581.58398438 [2908] Right mouse button event DisplayOfficerAbilityPage removed
00001273 581.95373535 [2908] Right mouse button event DisplayOfficerAbilityPage added
00001274 583.87701416 [2908] Right mouse button event DisplayOfficerAbilityPage removed
00001275 584.65020752 [2908] Right mouse button event DisplayOfficerAbilityPage added
00001276 585.15393066 [2908] Right mouse button event DisplayOfficerAbilityPage removed
00001277 595.44317627 [2908] TC level changed to 2
00001278 595.71411133 [2908] TC level changed to 4
00001279 595.94439697 [2908] TC level changed to 8
00001280 596.13616943 [2908] TC level changed to 16
00001281 599.81140137 [1924] Entities.cpp (83): Process Message:
00001282 599.81146240 [1924] Entities.cpp (114): OSI Ping
00001283 599.81152344 [1924] Entities.cpp (123): succeeded
00001284 604.12487793 [792] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(297) : Game disconnected.
00001285 604.12585449 [1924] SH_ServerOrbitProtocol.cpp (111): Failed to read packet from client.


Apols for walloftext! :D Googling 'OrbitGameFacade.cpp(297)' shows a few people talking about ubi server authentication... ??

TheDarkWraith
08-04-11, 02:03 PM
The failed to intercept radio message entries are from the game (mod) 'rolling the dice' to see if your radioman intercepted the radio message or not. You can set the % chance that he does in the options file. Default value is 50% chance that he will intercept any given radio message.

Failed to read packet from client seems to be associated with out of memory problem.

0rpheus
08-04-11, 03:02 PM
The failed to intercept radio message entries are from the game (mod) 'rolling the dice' to see if your radioman intercepted the radio message or not. You can set the % chance that he does in the options file. Default value is 50% chance that he will intercept any given radio message.

Failed to read packet from client seems to be associated with out of memory problem.

Ok, any thoughts on what could be causing that?

THE_MASK
08-04-11, 03:22 PM
Too many damn overly large DDS files in mods :down:

0rpheus
08-04-11, 03:23 PM
Too many damn overly large DDS files in mods :down:

Not sure what a .dds file is... textures? Could this be something on the French ship mentioned in the other post?

urfisch
08-04-11, 03:27 PM
yers, dds files are textures. readable with a special plugin for ps.

0rpheus
08-04-11, 07:14 PM
Ok I've been at my research like a good Kaleun and found these:

From AC Brotherhood: http://forums.steampowered.com/forums/showpost.php?p=21352831&postcount=23

And Settlers 7 (4th post): http://forums.ubi.com/eve/forums/a/tpc/f/8121060208/m/1591010829

and finally this post from subsim: http://174.123.69.202/~subsimc/radioroom/showpost.php?p=1649900&postcount=7197

In the final one, orbitgamefacade.cpp is connecting to the Ubi Servers to sync savegames, while the other two are both issues connecting to ubi servers:

[616] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(593) : Savegame Read Request. MD5 of Data: 012b9d0f96888320c44b08bf11ce41b4 number of bytes: 16384

So what we've got is a connection problem, do you think? The client (I assume the game launcher) is trying to send a packet of data to the ubi servers - and as it's not getting through, it's killing the game? I have my settings set not to sync saves, which I thought was meant to prevent problems like this - but I still get the message at game start regardless. Do you guys get that message too?

Further thought brings me back to this message:

00001281 599.81140137 [1924] Entities.cpp (83): Process Message:
00001282 599.81146240 [1924] Entities.cpp (114): OSI Ping
00001283 599.81152344 [1924] Entities.cpp (123): succeeded

This crops up a lot and from the 'Entities' tag I assume this is something to do with ships near the sub, or something along those lines? Now I've noticed that sometimes autosaves are triggered in game when in proximity to ships, presumably when game states change from hunter to hunted (going from my very limited understanding here) or stuff like that. If this 'Entities' code is generating a state change that triggers an autosave (and in my log it's at TC16 when it happens, not sure if that's a factor or not), and that save tries to connect to the server for verification and fails... and then we get:

00001281 599.81140137 [1924] Entities.cpp (83): Process Message:
00001282 599.81146240 [1924] Entities.cpp (114): OSI Ping
00001283 599.81152344 [1924] Entities.cpp (123): succeeded
00001284 604.12487793 [792] ..\..\..\..\..\launcher\libcontrollers\src\launche r\controllers\OrbitGameFacade.cpp(297) : Game disconnected.
00001285 604.12585449 [1924] SH_ServerOrbitProtocol.cpp (111): Failed to read packet from client.

Course this is all speculation and I really know jack about this kinda thing... what do you guys think? Also, orbitcpp is c++; http://orbitcpp.sourceforge.net/

Probably deserves it's own thread though so we don't spam up TDW's FX thread? I'll open one if you guys think it's a good idea. :salute:

TheDarkWraith
08-07-11, 01:30 AM
v0.0.18 released. See post #1 for details :|\\

tonschk
08-07-11, 04:25 AM
:rock: Unbeliveable :woot: Thank you very MUCH :DL

Magic1111
08-07-11, 06:39 AM
v0.0.18 released. See post #1 for details :|\\

WOW, new version !!! :up:

But can anyone please tell me the correct Install-Order with UI 6.7.0 ? Should we install FX_Update MOD before or after UI 6.7.0 ?

Best regards,
Magic:salute:

THE_MASK
08-07-11, 06:43 AM
I always have put FX before UI and the IRAI so
FX
UI
IRAI

Magic1111
08-07-11, 06:46 AM
I always have put FX before UI and the IRAI so
FX
UI
IRAI

Mmmh, okay ! But IRAI AFTER UI MOD ? Is this correct ? :hmmm:

Echolot
08-07-11, 07:17 AM
Many thanks, TDW.

:sunny:

TheDarkWraith
08-07-11, 09:36 AM
WOW, new version !!! :up:

But can anyone please tell me the correct Install-Order with UI 6.7.0 ? Should we install FX_Update MOD before or after UI 6.7.0 ?

Best regards,
Magic:salute:

Currently you should install IRAI, FX, then NewUIs :up:

Anyone been DC'd and incurred enough damage in the CR (Control room or underwater bridge) to see the new FX? When you do I think you'll be surprised. I plan on doing that kind of FX to every compartment on the boat. I also plan on expanding the FX to include more than what you currently see from it......

Stormfly
08-07-11, 10:53 AM
...as i was allowed to test that for the control room for ithink 2-3 month now, i cant miss it anymore and would love to have that effect`s (inlcluding a bit more from that dark smoke) in other compartments too :rock:

...what about burning fire`s then, any news about that ?

TheDarkWraith
08-07-11, 11:13 AM
...as i was allowed to test that for the control room for ithink 2-3 month now, i cant miss it anymore and would love to have that effect`s (inlcluding a bit more from that dark smoke) in other compartments too :rock:

...what about burning fire`s then, any news about that ?

getting the snorkel to work ate most of my time for the last 2-3 months :shifty: When I get back from vacation I'll look into again (leaving this coming Tuesday for 8 days) :up:

Magic1111
08-07-11, 02:01 PM
Currently you should install IRAI, FX, then NewUIs :up:


Okay, good to know ! :up:

Sepp von Ch.
08-07-11, 02:20 PM
v0.0.18 released. See post #1 for details :|\\


Superb! Thanks!:salute:

0rpheus
08-08-11, 10:20 AM
Currently you should install IRAI, FX, then NewUIs :up:

I've just added IRAI to my list and rebuilt my modsoup and somehow the black oilslicks on ship sinking have turned white.. have I got an obvious mod conflict somewhere?

Magnum_Opus_v0_0_1
Magnum_Opus_Patch_2
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
FX_Update_0_0_16_2_ByTheDarkWraith
FX_Update_0_0_16_2_UHS_Fix
NewUIs_TDC_6_6_0_ByTheDarkWraith
Critical hits 1.1 Torpedos
Critical hits v 1.2
Shadow Improvement ModLR
Open Horizons II Light
OH II and Light Campaign Radio Messages v3
Dynamic Environment SH5 Basemod (normal ) V2.1
Dynamic Environment SH5 Atlantic Floor V2.1
Dynamic Environment SH5 Sounds V2.1
Dynamic Environment SH5 Waves (normal version) V2.1
Dynamic Environment Undersea (mediterranean) V2.1
Dynamic Environment SH5 Sleet For Winter Campaigns V2.1
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Equipment_Upgrades_Fix_1_2_byTheBeast
stoianm upgrade available mod comp Equipment_Upgrades_Fix_1_2_byTheBeast
sobers smaller water drops
Real_Sink_0_0_16_2
TDW_No_Hydrophone_On_Surface_No_Aircraft_Spotting
KZS Hull wetness for U-Boats + co tower and deck
Grossdeutscher Rundfunk With MilRad


Thinking about squeezing in Stoianm's pitch & roll as well once I fix this (and maybe upgrading to Hurricane waves as they look amazing, if I can get the sub to move with them right), is it likely to conflict with other sim files?

TheDarkWraith
08-08-11, 11:05 AM
You need to update to FX_Update v0.0.18

I just realized from looking at your posts that my add-on mods are not compatible with my new version of my UIs mod (Uboat_Sensors.sim file). I have to fix :o

0rpheus
08-08-11, 11:35 AM
You need to update to FX_Update v0.0.18

I just realized from looking at your posts that my add-on mods are not compatible with my new version of my UIs mod (Uboat_Sensors.sim file). I have to fix :o

Aha! Glad to be (indirectly) of help lol :D Will update forthwith. :salute:

EDIT: Doesn't seem to have done anything.. got some screens, maybe that'll help:
just after it's gone down: http://imageshack.us/photo/my-images/691/sh52011080820272150.jpg/
and a few seconds later:http://imageshack.us/photo/my-images/194/sh52011080820273635.jpg/

just kinda goes grey, some of it is spray I imagine but I've sunk several ships since the update and no oil slicks at all. :( Updated modsoup is:

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

Magnum_Opus_v0_0_1
Magnum_Opus_Patch_2
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
FX_Update_0_0_18_ByTheDarkWraith
NewUIs_TDC_6_6_0_ByTheDarkWraith
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Shadow Improvement ModLR
Open Horizons II Light
OH II and Light Campaign Radio Messages v3
Dynamic Environment SH5 Basemod (normal ) V2.1
Dynamic Environment SH5 Atlantic Floor V2.1
Dynamic Environment SH5 Sounds V2.1
Dynamic Environment Undersea (mediterranean) V2.1
Dynamic Environment SH5 Sleet For Winter Campaigns V2.1
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
Equipment_Upgrades_Fix_1_2_byTheBeast
stoianm upgrade available mod comp Equipment_Upgrades_Fix_1_2_byTheBeast
sobers smaller water drops
Real_Sink_0_0_16_2
TDW_No_Hydrophone_On_Surface_No_Aircraft_Spotting
KZS Hull wetness for U-Boats + co tower and deck
Critical hits 1.1 Torpedos
Critical hits v 1.2
Dynamic Environment SH5 Waves (hurricane version) V2.1
stoianm pitch&roll for SH5 V1 (normal)
Grossdeutscher Rundfunk With MilRad

PL_Andrev
08-10-11, 12:51 PM
Hello TDW,

I found the 'AI torpedo' thread for SH4 (at SH4 we have no torpedo for AI ships) and here modders found the solution to shoot torpedo from destroyers and PT-boats.

Of course this solution is not perfect but maybe SH5 has better environment to add new implementation of your FX mod.

Link:
http://www.subsim.com/radioroom/showthread.php?t=154068&page=8

http://img194.imageshack.us/img194/9672/gyoratei2.jpg
http://img218.imageshack.us/img218/2717/subsub.jpg

TheDarkWraith
08-17-11, 07:31 PM
http://www.subsim.com/radioroom/picture.php?albumid=375&pictureid=4750

http://www.subsim.com/radioroom/picture.php?albumid=375&pictureid=4751

v0.0.19 released. See post #1 for details :|\\

Sgtmonkeynads
08-17-11, 07:42 PM
Is there nothing you can't do.:up:

Snotface
08-18-11, 12:18 AM
I just realized from looking at your posts that my add-on mods are not compatible with my new version of my UIs mod (Uboat_Sensors.sim file). I have to fix :o

Great work, thanks.:cool:
I didn't see this in the changelog, but is this included?
Also, were there any changes to the Zones.cfg or is it still okay to use the file from Real Sink?

Cheers
Snotty

TheDarkWraith
08-18-11, 12:24 AM
Great work, thanks.:cool:
I didn't see this in the changelog, but is this included?
Also, were there any changes to the Zones.cfg or is it still okay to use the file from Real Sink?

Cheers
Snotty

This is compatible with my UIs mod.

No changes to Zones.cfg file :up:

Snotface
08-18-11, 01:04 AM
Excellent, thanks. :salute:

Echolot
08-18-11, 04:27 AM
Thank you, TheDarkWraith.

Echol:rock:t.

Deep Six
08-18-11, 05:47 AM
Amazing mod DW, sheesh where do you get the energy to be working on so many fantastic mods at one time....

When I was modding for Dangerous Waters (3D sub designs, existing and new, with 3DMax) I could just about produce a model every 5-6 days fully skinned and painted. I must have spent close to a year and produced just over 100 models including missles/ships as well in the end..

I said never again....I was so burnt out, how do you do it mate?

Anyways everything you do is much appreciated not just by me but every member of the SH5 fraternity... :salute: and Kudos

Deep Six

crepitis
08-18-11, 05:50 AM
Installed the latest FX update (thanks for all your work TDW :salute:)
The distress flares have always caused me problems with stuttering framerates when more than one ship is firing at the same time, so I usually edit them out in the zone.cfg file.

However Im still getting ships firing white starshells ,causing me all sorts of stuttering and pauses while they are fired.

Is there a different way to edit out the starshells, or should they dissapear when the red flares are edited out ?:hmmm:

Any help greatly appreciated as they are making convoy attacks a nightmare at the moment.:salute:

My mod list

Magnum_Opus_v0_0_1
Magnum_Opus_Patch_2
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
FX_Update_0_0_19_ByTheDarkWraith
Dynamic Environment SH5 Atlantic Floor V2.1
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 Sounds V2.1
Dynamic Environment SH5 Undersea (temperate and polar) V2.1
Dynamic Environment SH5 Waves (realistic version) V2.1
Dynamic Environment Undersea (mediterranean) V2.1
Critical hits 1.1 Torpedos
nVidia missing lights
Equipment_Upgrades_Fix_1_2_byTheBeast
Anti-Lag
Grossdeutscher Rundfunk
SH5Lifeboats_2.0
Shadow Improvement ModLR
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.8
WoGaDi Mod BetaSix
Naights Submaine Textures v1.2 (PUV)
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
NewUIs_TDC_6_7_0_ByTheDarkWraith
NewUIs_TDC_6_7_0_Das_Boot_Crew_Mod_by_Illyustrator
NewUIs_TDC_v6_7_0_patch_1
R.E.M_by_Xrundel_TheBeast_1.2
stoianm pitch&roll for SH5 V1 (normal)
MCCD_1.04_MFCM_1.2.1_compatible
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
KZS Hull wetness for U-Boats + co tower and deck
PE_MORE_CREW
Speech fixes and additions (german version)
OPEN HORIZONS II_full
OH II and Light Campaign Radio Messages v3
Original map colors
Real_Sink_0_0_16_2
sobers terrain editor mod (Kiel)
Window_Lights_Redone_V1
MRP 16x9 ratio
Capthelms Lighting Effects mod for sh5
Capthelms SH5 Audio Mod

Magic1111
08-18-11, 06:33 AM
v0.0.19 released. See post #1 for details :|\\

Excellent work, many thanks TDW ! :yeah:

Best regards,
Magic:salute:

Echolot
08-18-11, 07:45 AM
Hello TDW.

Have you changed anything in the NSS_xxx/Submarine Parts/Conning_xx_xx.sim files since FXUpdate16.2? I ask because I want to use KZS wonderful Wet Hull effects where the same files were edited with the files from your FX16.2 as a base. I am checking compatibility between this two mods and don't want to loose any features from your great FX0.19.

If so I will ask KZS for an updated version.

Thank you.

Echol:06:t.

TheDarkWraith
08-18-11, 08:40 AM
However Im still getting ships firing white starshells ,causing me all sorts of stuttering and pauses while they are fired.

Is there a different way to edit out the starshells, or should they dissapear when the red flares are edited out ?:hmmm:

The starshells can be removed from the ship's very easily. What you have to do is edit the ship's .eqp file and set the starshell to NULL. i.e. (this is from the NLL ship):

;SH5 FX Update
[Equipment 23]
NodeName=M90
LinkName=5InchStarShellGun;NULL
StartDate=19380101
EndDate=19451231

make it look like this to disable starshell:

;SH5 FX Update
[Equipment 23]
NodeName=M90
LinkName=NULL
StartDate=19380101
EndDate=19451231

You'll have to do this to every ship that has the starshell set (there is only like 6-8 of them done).

TheDarkWraith
08-18-11, 08:49 AM
Hello TDW.

Have you changed anything in the NSS_xxx/Submarine Parts/Conning_xx_xx.sim files since FXUpdate16.2? I ask because I want to use KZS wonderful Wet Hull effects where the same files were edited with the files from your FX16.2 as a base. I am checking compatibility between this two mods and don't want to loose any features from your great FX0.19.

If so I will ask KZS for an updated version.

Thank you.

Echol:06:t.

Sounds like I need to incorporate KZS's mod into FX_Update to mitigate compatibility problems.

Echolot
08-18-11, 09:05 AM
Maybe as an addon/option, because there are different u-boat.sim files (stoianm pitch and roll for exsample). I would like to use FX0.19 and KZS Hull and co for stoianms pitch (low).

:hmmm:

Thank you TDW.

Regards.

Echol:sunny:t.


PS I am very happy with the latest fixes to the buoys and lighthouses.

:rock:

mia389
08-18-11, 09:34 AM
Installed the latest FX update (thanks for all your work TDW :salute:)
The distress flares have always caused me problems with stuttering framerates when more than one ship is firing at the same time, so I usually edit them out in the zone.cfg file.

However Im still getting ships firing white starshells ,causing me all sorts of stuttering and pauses while they are fired.

Is there a different way to edit out the starshells, or should they dissapear when the red flares are edited out ?:hmmm:

Any help greatly appreciated as they are making convoy attacks a nightmare at the moment.:salute:

My mod list

Magnum_Opus_v0_0_1
Magnum_Opus_Patch_2
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
FX_Update_0_0_19_ByTheDarkWraith
Dynamic Environment SH5 Atlantic Floor V2.1
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 Sounds V2.1
Dynamic Environment SH5 Undersea (temperate and polar) V2.1
Dynamic Environment SH5 Waves (realistic version) V2.1
Dynamic Environment Undersea (mediterranean) V2.1
Critical hits 1.1 Torpedos
nVidia missing lights
Equipment_Upgrades_Fix_1_2_byTheBeast
Anti-Lag
Grossdeutscher Rundfunk
SH5Lifeboats_2.0
Shadow Improvement ModLR
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.8
WoGaDi Mod BetaSix
Naights Submaine Textures v1.2 (PUV)
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
NewUIs_TDC_6_7_0_ByTheDarkWraith
NewUIs_TDC_6_7_0_Das_Boot_Crew_Mod_by_Illyustrator
NewUIs_TDC_v6_7_0_patch_1
R.E.M_by_Xrundel_TheBeast_1.2
stoianm pitch&roll for SH5 V1 (normal)
MCCD_1.04_MFCM_1.2.1_compatible
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
KZS Hull wetness for U-Boats + co tower and deck
PE_MORE_CREW
Speech fixes and additions (german version)
OPEN HORIZONS II_full
OH II and Light Campaign Radio Messages v3
Original map colors
Real_Sink_0_0_16_2
sobers terrain editor mod (Kiel)
Window_Lights_Redone_V1
MRP 16x9 ratio
Capthelms Lighting Effects mod for sh5
Capthelms SH5 Audio Mod

Change the zone file in that mod. That mod makes BARF and FX compatiable. Its the zone file merged from FX and BARF so that zone file is overwriting the zone file in FX

TheDarkWraith
08-18-11, 09:43 AM
Maybe as an addon/option, because there are different u-boat.sim files (stoianm pitch and roll for exsample). I would like to use FX0.19 and KZS Hull and co for stoianms pitch (low).

Just looking over KZS's mod I noticed that there's a way to implement what he did without using files that have already been used. I'll make the changes and send to him so that people don't have to worry about incompatibility problems anymore :up:

Echolot
08-18-11, 09:55 AM
A big Thank you, The DarkWraith.

:yeah:

Regards.

Echol:Dt.

TheDarkWraith
08-18-11, 10:19 AM
A big Thank you, The DarkWraith.

:yeah:

Regards.

Echol:Dt.

I packaged up the changes and sent to KZS so he can update his mod if he wants to. I also asked if I could incorporate his mod into this one :DL

Stormfly
08-18-11, 10:25 AM
i would need my special customized pitch & roll Stoianm did for me having the sub deeper in the water (more realistic surface hight) :arrgh!:

TheDarkWraith
08-18-11, 01:07 PM
Amazing mod DW, sheesh where do you get the energy to be working on so many fantastic mods at one time....

When I was modding for Dangerous Waters (3D sub designs, existing and new, with 3DMax) I could just about produce a model every 5-6 days fully skinned and painted. I must have spent close to a year and produced just over 100 models including missles/ships as well in the end..

I said never again....I was so burnt out, how do you do it mate?

I love challenges, doesn't matter what the challenge is. If it makes me think then all the better. I also love puzzles and problem solving :yep: SH5 is just one HUGE puzzle and challenge so I'm in heaven. Plus I love to program....I think it all stems from the fact that I love the unknown and love to take things apart just to see how they work or how to improve/exploit them :D I'm a very curious person....And being left handed I'm naturally a very creative person and creative thinker.

vlad29
08-18-11, 02:53 PM
I'm a very curious person....And being left handed I'm naturally a very creative person and creative thinker.

We can add you are a very MODest person also:D

crepitis
08-18-11, 02:57 PM
Thanks TheDarkWraith and Mia389, hopefully I can sort it now and get rid of the flares :up:, another bit of immersion gone :cry:, but my machine just doesnt like them ! :doh:

Stormfly
08-18-11, 06:05 PM
...I also love puzzles and problem solving :yep: SH5 is just one HUGE puzzle and challenge so I'm in heaven.

...better dont show him PMDG`s new NGX :rotfl2:

Kapitan_Kaput
09-20-11, 11:24 PM
just updated from 0.0.16 and having a small problem...ships won't fire a star shell unless I inflict double the damage needed to sink them...ships are splitting in half and I still need to do more damage to get them to fire off the flare

Philipp_Thomsen
10-12-11, 02:42 PM
Using MO+OH2+FX+TDW UI

I figure this is FX problem. Although I saw the same issue with standard SH5.

The mushroom of fire in a catastrophic explosion, the whole animation is too fast, it should be 1/3 of the speed. In SH3 we had nice slow motion explosions, which are not really slow motion, but look like slow motion due to the size of the explosion. What I'm seeing in SH5 is making the ships look like tiny little toys.

From the start of the fire cloud explosion to the end of the animation, it's half a second. An explosion that huge (ships are huge) should last at least 2 or 3 seconds, maybe more.

I don't know if this was discussed before, I didn't find anything in my search.

Hope it's something worth looking for the next update.

TheDarkWraith
10-12-11, 03:07 PM
Using MO+OH2+FX+TDW UI

I figure this is FX problem. Although I saw the same issue with standard SH5.

The mushroom of fire in a catastrophic explosion, the whole animation is too fast, it should be 1/3 of the speed. In SH3 we had nice slow motion explosions, which are not really slow motion, but look like slow motion due to the size of the explosion. What I'm seeing in SH5 is making the ships look like tiny little toys.

From the start of the fire cloud explosion to the end of the animation, it's half a second. An explosion that huge (ships are huge) should last at least 2 or 3 seconds, maybe more.

I don't know if this was discussed before, I didn't find anything in my search.

Hope it's something worth looking for the next update.

nice report. Something to definitely look into :up:

Philipp_Thomsen
10-12-11, 03:47 PM
THIS SAYS KABOOOM!

http://www.marinesims.de/shots/sh3sh4mod14.jpg


THIS SAYS KABOOM!


http://i54.tinypic.com/o01jl1.jpg


THIS SAYS.... PUFF?

http://img819.imageshack.us/img819/7387/silenthunter524.jpg
http://www.pcgameshardware.com/aid,705769/Silent-Hunter-5-Impressive-screenshots-of-the-submarine-simulation/Practice/&menu=browser&image_id=1252626&article_id=705769&page=2&show=n

Philipp_Thomsen
10-12-11, 03:49 PM
My point is, doesn't look realistic.

Doesn't look cool.

Looks boring.

A quick puff, like 1995 games.

It's strange cos everything else in the game looks absolutely fantastic.

Just my 2 cents.

kylania
10-12-11, 03:55 PM
Other than texture detail (is that an option in game?), I'm not really seeing much of a different in shots 1 and 3. Well, 1 has the reflection too. Also remember that shot 3 includes a lot of little secondary explosions out the portholes and along the deck that add to the size of the explosion.

vlad29
10-12-11, 04:51 PM
There are 'Torpedo Splash' and 'Old Style explosions' mods for SH5 existing already. Try to use them, guys, and may be the issue should not be seem so unpromising:03:

Philipp_Thomsen
10-13-11, 02:24 PM
I have to correct what I said. I found the problem.

I recorded a catastrophic explosion and watched in slow motion.

The quality of the explosion, the fire, the smoke, the cloud, it's all very realistic, well done. Looked awesome in 25% speed (in the video), which means the explosion effect needs to be slowed down.

It feels like a puff instead of a kaboom exactly cos it's too fast.

I needed to watch in slow motion to be impressed.

That amount of details shouldn't be presented in half a second.

TDW, if you manage to slow down the explosion effects to 25% of it's actual speed, you will achieve a jaw-dropping FX.

Think about it... ships are 200 meters long, some of those balls of flame are almost that size. A 200 meter diameter ball of fire down disappear in half a second.

0rpheus
10-13-11, 03:28 PM
Seeing this on the front page reminded me of something I've been meaning to report for ages.

http://cloud.steampowered.com/ugc/559795187096641921/D8C50925A0235BD50C5821A5B0D37F10F003B94E/

See the white 'stains' where the ship is sinking? I'm pretty sure they're meant to be oil slicks... it's done this since fx update 018, and 019, maybe even 16_2 as well. I've never had a proper oil slick in game. :hmmm::cry:

Stormfly
10-13-11, 03:31 PM
Philipp, i think you exactly got the point of the current explosion appearence problem, i couldnt describe it... now i see the problem ! :up:

...just hope that TDW can fix it.

THE_MASK
10-15-11, 06:01 AM
The smoke from ship smoke stacks resetting . Is it something to do with this file ?
C:\Ubisoft\Silent Hunter 5\data\Shaders\Filters\FilterVS

If i comment out that shader than i just get a black screen where the water drops should be on screen . The smoke resets IE: smoke disapears and then reappears when the water droplets appear on the screen .

Out.ProjPos=In.Pos;//mul(matProj,In.Pos);

TheDarkWraith
10-15-11, 01:05 PM
The smoke from ship smoke stacks resetting . Is it something to do with this file ?
C:\Ubisoft\Silent Hunter 5\data\Shaders\Filters\FilterVS

If i comment out that shader than i just get a black screen where the water drops should be on screen . The smoke resets IE: smoke disapears and then reappears when the water droplets appear on the screen .

Out.ProjPos=In.Pos;//mul(matProj,In.Pos);

to be resetting could be that the maximum amount of particles for that generator was reached. It can't release new particles until children die off first. As a child dies a new particle will be released.

Stormfly
10-15-11, 06:06 PM
to be resetting could be that the maximum amount of particles for that generator was reached. It can't release new particles until children die off first. As a child dies a new particle will be released.

what about using a modified smoke generator ?

THE_MASK
10-15-11, 06:12 PM
to be resetting could be that the maximum amount of particles for that generator was reached. It can't release new particles until children die off first. As a child dies a new particle will be released.I dont think the smoke has anything to do with it .

THE_MASK
10-16-11, 01:57 AM
oh , and dont think your funnel smoke has gone unnoticed . Its the best funnel smoke ever . cheers .

0rpheus
10-17-11, 02:06 PM
oh , and dont think your funnel smoke has gone unnoticed . Its the best funnel smoke ever . cheers .

Don't suppose you could take a screen or two with some funnel smoke sober? I'm convinced I'm not getting the 'best' out of this mod, and my funnel smoke is normally thin and light, very hard to see from any real distance.

TDW - what file (specifically) controls the colour of the oil slicks - i.e. what makes the oil slicks black? I'm getting that blasted white patch which I'm sure is meant to be oil, but something's interfering with the texturing maybe.. if I know which file it is maybe I can track down the conflict? :salute:

TheDarkWraith
10-17-11, 02:09 PM
TDW - what file (specifically) controls the colour of the oil slicks - i.e. what makes the oil slicks black? I'm getting that blasted white patch which I'm sure is meant to be oil, but something's interfering with the texturing maybe.. if I know which file it is maybe I can track down the conflict? :salute:

\data\Textures\TNormal\tex\oil_spot_1.dds

TheDarkWraith
10-17-11, 02:11 PM
Seeing this on the front page reminded me of something I've been meaning to report for ages.

http://cloud.steampowered.com/ugc/559795187096641921/D8C50925A0235BD50C5821A5B0D37F10F003B94E/

See the white 'stains' where the ship is sinking? I'm pretty sure they're meant to be oil slicks... it's done this since fx update 018, and 019, maybe even 16_2 as well. I've never had a proper oil slick in game. :hmmm::cry:

Can you get a shot of this in daytime? And to see if they are really oil slicks or not increase TC level and see if they grow in size (it will take time as they grow slowly). You should see multiple 'spots' from one oil slick and each spot should grow in size over time.

0rpheus
10-17-11, 02:24 PM
Can you get a shot of this in daytime? And to see if they are really oil slicks or not increase TC level and see if they grow in size (it will take time as they grow slowly). You should see multiple 'spots' from one oil slick and each spot should grow in size over time.

Sure can, give me ten minutes or so. Pretty sure they're as you've described though - usually several expanding white patches that later shrink and/or dissipate slightly.. looks like about 50% of them 'fade out' iirc.

I'll get a funnel smoke one while I'm at it. I might just be imagining some of it, as I do get little guys in the water & blood patches, debris etc. I often get torpedo buzzed by planes with no torps, bomb runs with no bombs, that kind of thing (though that could be IRAI) occasionally too. I'm cursed, lol
:salute:

0rpheus
10-17-11, 03:16 PM
Ok here are some screens from your TDW Torp tutorial mission:

Two smoke comparison shots, one from a few thousand yards, one closer:

http://cloud.steampowered.com/ugc/559796680970537292/1AE387DA623378E00CB2E6972AF30906A23171F2/
http://cloud.steampowered.com/ugc/559796680970591734/8100BF504AE89FE1CB35F4D6A09AC162FEBFDBD9/

Target attack, 3 of 3 torps, second split her in two, starts just after second impact with multiple viewpoints and ends at effect fade:

1:
http://cloud.steampowered.com/ugc/559796680970587860/E06CFCD6DD5C73EBF789ABE41FDC3B367551BAED/
2:
http://cloud.steampowered.com/ugc/559796680970581828/CEC0681F546D3E26C01B4752AC988428AE48C15F/
3:
http://cloud.steampowered.com/ugc/559796680970576283/F8FD4DF4F0BB4B1B30F783C623ED3D1D4B626569/
4:
http://cloud.steampowered.com/ugc/559796680970571188/2A7C78ACC49A1957E5DAA7ABE2A2DC21E1AA0BF9/
5:
http://cloud.steampowered.com/ugc/559796680970566892/53CE9A23711295DF82DF682507E6B3C3FC007FC1/

TC32 a few mins to the actual sinking of the boat:

1:
http://cloud.steampowered.com/ugc/559796680970562140/98228C92E22745C5B086D96BCA69694E964286A8/
2:
http://cloud.steampowered.com/ugc/559796680970557250/8DCCA9E93B2FB3A20C802C7FE5F4DE1C03F7841E/
3:
http://cloud.steampowered.com/ugc/559796680970552344/F810CB1735AB57E66D2EEA4368D6B3C841365268/

The ship skin you see in the attack shots doesn't show up in the smoke comparison shots, and I quite often get quite severe LOD-like pops like that, right up to ships that are black from range and only become textured at all close up. No oil or anything resembling it in the shots, just that white wash effect the whole way through. Weird huh?


EDIT: And oil_spot_1.dds is definitely there as expected. Can't imagine anything modifying it. Umm...? :D

:salute:

TheDarkWraith
10-17-11, 03:35 PM
Looks like your particle slider in game options isn't all the way to the right as for why the smoke is probably bad.

That white thing isn't an oil slick. It looks like the flare reflection gone bad. Look way up high in the sky and see if you don't see a flare burning above the ship....

The oil slick starts out as some small spots on the water spaced apart that slowly grow over time into one big slick.

If you remove the FX_Update mod what happens? If FX_Update is the only mod installed what happens?

0rpheus
10-17-11, 03:41 PM
Looks like your particle slider in game options isn't all the way to the right as for why the smoke is probably bad.

That white thing isn't an oil slick. It looks like the flare reflection gone bad. Look way up high in the sky and see if you don't see a flare burning above the ship....

The oil slick starts out as some small spots on the water spaced apart that slowly grow over time into one big slick.

If you remove the FX_Update mod what happens? If FX_Update is the only mod installed what happens?

Ok, I did wonder if it was water spray etc, and if it were that it'd actually look fine! Definitely never seen the small spots that grow to be oil slicks over months of sinkings. I'll have a play around with the mods as you suggest and report back. :salute:

THE_MASK
10-17-11, 09:14 PM
http://img24.imageshack.us/img24/9310/smokerh.jpg (http://imageshack.us/photo/my-images/24/smokerh.jpg/)

0rpheus
10-22-11, 09:47 AM
Yep smoke was just a particle setting issue, looks really good with it turned up. Cheers for the screen Sober. :up:


That white thing isn't an oil slick. It looks like the flare reflection gone bad. Look way up high in the sky and see if you don't see a flare burning above the ship....

The oil slick starts out as some small spots on the water spaced apart that slowly grow over time into one big slick.

If you remove the FX_Update mod what happens? If FX_Update is the only mod installed what happens?

Ok finally had time to test with just FX_Update installed. Sadly no change, no oil slicks visible and the same white spray stuff appearing. There shouldn't be flare reflections as I've manually edited the flares (white & red) out as they make the game stutter heavily.

One thing I did notice (not during the test, but while on normal patrol) is that sometimes I get little black spots appearing vertically in the water when in the conning tower. Not describing it very well, but it's like several black dinner plates standing on their side. Distance this effect appears at varies but usually 200 yds or so. Seems to go away after a while. Maybe that's my oil slicks, appearing wrongly for some reason?

Rongel
10-25-11, 04:45 AM
Didn't notice that there is more recent version of the mod available, been using 0.0.16.2 for a long time, thanks TDW! :yeah:

v0.0.18 - added smoke damage event to the CR compartmentSo there is interieor smoke included now or am I mistaken? Sounds great!

I have one more request conserning effects:

Flickering lights when taking damage

SH 4 had this aspect pretty well covered, and it was a really effective detail. When lights go out for a few seconds, panic strikes! I have been trying to look into this, but no luck. It would fit really well to your mod.

And I don't need the actual light bulbs to go out (it would probalby need a lot of work) just dip to black, add some flickering and fade the image back to normal (or something like it).

Rongel
11-21-11, 07:56 AM
There is one issue that is starting to bug me related to FX update. Now when ships are torpedoed and damaged, they get more damage from fires and secondary explosions. This is a great feature. But I have noticed that every ship sinks even with just one hit if you follow it for a while.

I stumbled upon a convoy and hit two big troop transports with 17 000 tonnage (only one hit on both of the ships). They didn't sink at first, but when I followed them about half an hour, the went down. What I have read and understood, in WW2 many ships were damaged but still managed to get to port to safety and repairs. I would think that these two great big ships would have survived that damage.

Does anyone have other results? I remember that TDW mentioned that if the fires are small, they will go out. But so far every ship seems to eventually sink even with one hit. Or do I need to use corrected damage mods, TINY damage mod for example?

vlad29
11-21-11, 03:07 PM
Hi Rongel!
'Real Sink v.1.0' mod by Mia is existing, that replaces the zones.cfg file:salute:.
It is based on this onehttp://www.subsim.com/radioroom/showthread.php?t=164953&page=13 (http://www.subsim.com/radioroom/showthread.php?t=164953&page=13)
You also can try pure BRF1.3 (see the link)

Rongel
11-22-11, 04:34 AM
Hi Rongel!
'Real Sink v.1.0' mod by Mia is existing, that replaces the zones.cfg file:salute:.
It is based on this onehttp://www.subsim.com/radioroom/showthread.php?t=164953&page=13 (http://www.subsim.com/radioroom/showthread.php?t=164953&page=13)
You also can try pure BRF1.3 (see the link)

Thanks vlad! :DL

Sounds good, I'll try that, but I guess I need also to lower my torpedo damages. Now it's really easy to get huge tonnage in one patrol (one hit sinks everything). I'm also using U-boat Historical Specifications which probably increases tordepo damage compared to stock values.

chopra
11-28-11, 06:19 PM
Hello
I'm new on board :arrgh!:
DarkWraith, it is possible to create flares mod only ??

Thx for possible positive results

Magic1111
11-29-11, 07:11 AM
Hello
I'm new on board :arrgh!:


:salute::salute::salute:Welcome aboard!!!:salute::salute::salute:

THE_MASK
12-04-11, 09:33 PM
Just looking at the C:\Ubisoft\Silent Hunter 5\MODS\FX_Update_0_0_19_ByTheDarkWraith\data\Sound
sh.sdl file . Using sdl editor version 1.2 .

What are all the entries with Priority 128 !
Is this correct ?
Half of the entries show up with the warning sign in the editor .

Dignan
12-18-11, 02:42 PM
If I remove the zones.cfg file from this mod will it cause a CTD? I really like everything in this mod but prefer the stock sinking mechanics. For whatever reason, with this mod, ships sink straight down. They never roll over on their side anymore or sink at an angle. Would taking out your zones file screw things up? Thanks .

mobucks
12-18-11, 06:51 PM
you would lose some or all of the new effects applied to ships taking damage.

TheDarkWraith
12-19-11, 01:56 AM
If I remove the zones.cfg file from this mod will it cause a CTD? I really like everything in this mod but prefer the stock sinking mechanics. For whatever reason, with this mod, ships sink straight down. They never roll over on their side anymore or sink at an angle. Would taking out your zones file screw things up? Thanks .

sounds like something overwrote my zones.cfg file then. Ships don't behave like that in this mod.

Dignan
12-19-11, 10:19 PM
sounds like something overwrote my zones.cfg file then. Ships don't behave like that in this mod.


I'll check but I think its the only mod with a zone file in my mod soup

PL_Andrev
01-01-12, 03:24 PM
Captain, is... snowing!
http://img840.imageshack.us/img840/5971/shot1324241302.jpg

I'm sorry for this little joke - this is SH3 only.

Source:
http://www.subsim.com/radioroom/showthread.php?t=190685

TheDarkWraith
01-01-12, 04:24 PM
Captain, is... snowing!
I'm sorry for this little joke - this is SH3 only.

Source:
http://www.subsim.com/radioroom/showthread.php?t=190685

Yeah I've seen this. Why they keep playing with such an old and antiquated game engine is beyond me. Wish them luck.

When I finish the GR2 Editor/Viewer I have a list of things to do :yep:

urfisch
01-02-12, 05:33 AM
in the end, its all about gameplay, rb. you should have noticed that already...

:yep:

mikaelanderlund
01-02-12, 06:58 AM
SH3=home for the aged :D

Sailor Steve
01-02-12, 08:33 AM
in the end, its all about gameplay, rb. you should have noticed that already...

:yep:
That's why I still play AOD. :O:

Husksubsky
01-02-12, 01:26 PM
Time for funny errors again. I got torpedo hit message but no explotion.The sound I heard could seem to something like a very short compact explotion The ship never sank but was damaged.it was a 4000 ton freighter. The torpedo hit was never recorded in captains log. Happens from time to time now, but this was the only I investigated.(forgot ships name)






MightyFine Crew Mod 1.2.1 Alt w beards
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 Waves (realistic version) V2.1
Dynamic Environment SH5 Atlantic Floor V2.1
Dynamic Environmental SH5 Realistic Colors V2.1
Dynamic Environment SH5 Undersea (temperate and polar) V2.1
Dynamic Environmental SH5 Shallow Waters V2.1
Dynamic Environment SH5 Shallow Waters V2.1 Patch
sobers best ever fog V4 SH5
Small_trees_SH5_V1
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.1 Patch
FX_Update_0_0_19_ByTheDarkWraith
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface
IRAI_upgrade_to_v_0_0_31
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
NewUIs_TDC_6_9_0_ByTheDarkWraith
NewUIs_TDC_6_9_0_No_Snorkel_Exhaust_Smoke
EQuaTool 01.01 by AvM - Kriegsmarine Woody Golden Style
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.8
Manos Scopes-patch for 16x9
Equipment_Upgrades_Fix_v1_4_byTheBeast
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 optional NavMap babelling
Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy
Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz
Stormys DBSM SH5 v1.3 optional scary creaks
Stormys DBSM SH5 v1.3 additional crew sounds beta6
Enhanced FunelSmoke1.2_by HanSolo78
OPEN HORIZONS II_full v1.6
TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.6)
OH II Minefield map
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1
NewUIs_TDC_6_9_0_Real_Navigation

mikaelanderlund
01-18-12, 01:47 AM
Great mod! Thanks TDW! Can I add "Old Style Explosions" after your mod without too much conflict. I know that Baza_FX.dat is overwritten. What type of effects do I lose when overwriting your Baza_FX.dat?

Thanks :salute:

mikaelanderlund
01-18-12, 12:43 PM
BUMP

vlad29
01-18-12, 01:29 PM
Great mod! Thanks TDW! Can I add "Old Style Explosions" after your mod without too much conflict. I know that Baza_FX.dat is overwritten. What type of effects do I lose when overwriting your Baza_FX.dat?

Thanks :salute:
Yes it's not a problem. I use OSE after TDW mods also:salute:

TheBeast
01-18-12, 01:54 PM
Great mod! Thanks TDW! Can I add "Old Style Explosions" after your mod without too much conflict. I know that Baza_FX.dat is overwritten. What type of effects do I lose when overwriting your Baza_FX.dat?

Thanks :salute:

Yes it's not a problem. I use OSE after TDW mods also:salute:

When you have OSE install last, Does your crew wimper and or shout Depth Charges in Water when being Depth Charged?:06:
This is only true if using Stormy's SDBSM Base v1.3 MOD.

TheDarkWraith
01-18-12, 01:56 PM
Great mod! Thanks TDW! Can I add "Old Style Explosions" after your mod without too much conflict. I know that Baza_FX.dat is overwritten. What type of effects do I lose when overwriting your Baza_FX.dat?

Thanks :salute:

IIRC I removed the fireworks because they were annoying. I made some other changes but can't remember what they were

mikaelanderlund
01-18-12, 02:04 PM
Thanks for the info TDW! I think I will keep your Baza_FX.dat but smoke and sound from "Old Style Explosions". :salute:

vlad29
01-18-12, 03:13 PM
When you have OSE install last, Does your crew wimper and or shout Depth Charges in Water when being Depth Charged?:06:
This is only true if using Stormy's SDBSM Base v1.3 MOD.
I have Stormy's 6 mods, and OSE after them. The crew provides all sounds (screaming, yelling, crying etc.) as it should. No conflict between SDBSM basemod and OSE spotted by JSGME:up:

PL_Andrev
01-19-12, 12:43 PM
Hello TDW,

I found some interesting mods for SH3 (hard-code fixed) and maybe you can implement it in your FX mod.

http://www.subsim.com/radioroom/showthread.php?t=174225

Especially follow "Wolfpack Mod" but others look nice for hard players.
:03:

pedrobas
01-29-12, 09:03 PM
Is the SubExhaust_1_0_5_byTheDarkWraith included here or in any other of the TDW mods (IRAI or NewUI) or is a standalone mod ?.

TheDarkWraith
01-29-12, 09:47 PM
Is the SubExhaust_1_0_5_byTheDarkWraith included here or in any other of the TDW mods (IRAI or NewUI) or is a standalone mod ?.

It's only included in MO (Magnum Opus) and no other.

pedrobas
01-29-12, 10:06 PM
Thanks :yeah:

BTW: i have modified the "data\Terrain\Locations\CustomAreas" sim files of your FX mod to make it compatible with "sobers chimney smoke V2". I didnŽt want to lose neither the nice light of your Lighthouses nor the nice effect of the smoke in the chimneys from sober. If you are interested i can send it to you in order to include it in a next version of your FX (asking Sober, of course).

TheDarkWraith
01-29-12, 10:09 PM
Thanks :yeah:

BTW: i have modified the "data\Terrain\Locations\CustomAreas" sim files of your FX mod to make it compatible with "sobers chimney smoke V2". I didnŽt want to lose neither the nice light of your Lighthouses nor the nice effect of the smoke in the chimneys from sober. If you are interested i can send it to you in order to include it in a next version of your FX (asking Sober, of course).

Sure :yeah: I'm sure Sober would have no problems with that but we'll wait to see what he says :yep:

THE_MASK
01-29-12, 11:34 PM
Sure :yeah: I'm sure Sober would have no problems with that but we'll wait to see what he says :yep:no problemo .

pedrobas
01-30-12, 02:31 AM
"FX_Update_0_0_19_TheDarkWraith" Fix for "sobers chimney smoke V2"

I have modified the "data\Terrain\Locations\CustomAreas" sim files of the "FX_Update_0_0_19_TheDarkWraith" mod to make it compatible with "sobers chimney smoke V2". I didnŽt want to loose neither the nice light of Lighthouses nor the nice effect of the smoke in the chimneys from sober. With this one YOU DONŽT NEED TO INSTALL "sobers chimney smoke V2"
It is also valid to replace the same files in "Harbour_Addition_Environment_Enhancement_MOD_v0.5"

All credits to TheDarkWraith and Sober.

Install with the mod enabler(jsgme):

http://www.gamefront.com/files/21261459/TDW_FX_Fix_for_Sobers_chimney_smoke_rar

PL_Andrev
02-14-12, 01:57 PM
Looking for new version?

Will be possible with this magic software put a crew on surfaced AI uboats?
I've already done that with FX Update....just never released it.

:88)

mikaelanderlund
02-16-12, 10:04 AM
Please, release the version with crew on surfaced AI uboat:rock:

pedrobas
02-16-12, 10:08 AM
Please, release the version with crew on surfaced AI uboat:rock:
IŽm sure he will do it when he finish the GR2 multitool, this a lot things more. I smell a real "SH5 revolution" after the new tool is release. :up:

Charteris
02-20-12, 01:44 AM
When trying to download FX_Update_0_0_19_TheDarkWraith.7z from the first page link I am getting "The file you are looking for seems to be unavailable at the moment. Please come back later". I have done that and still getting the error.

Temporary glitch or has the file moved?

Cheers,
Charteris

Rubini
02-21-12, 03:12 PM
Hi TDW,

Thanks by this great mod!

I have good rig (I5 2500 gtx560 8gb win764). Running SH5 all max without problem...but using FX mod I have problems (low FPS) when ships are in fire and also in some explosions.

Also the Airplanes explosions gives low fps and look a a bit weird, i mean, seems something like 2d sprites.:hmmm:
ItŽs to be this way or itŽs at my end? Also any advice on how to adjust the fire and airplanes explosions by my self?

my list of mods (note that i dont use any enviro mod):

4Gb_patched&hydrofix
RemoveLogoIntroTheDarkWraith
Lite Campaign LC 1.2
smaller flags for Warships 1_0b
Cerberus62 Corrected Depth Charge Projector 1.0
No Damn Bubbles, No Damn Halo Mod
Window_Lights_Redone_V1
Accurate German Flags
FX_Update_0_0_19_ByTheDarkWraith
NewUIs_TDC_6_9_0_ByTheDarkWraith
NewUIs_TDC_6_9_0_WWIIInterface_by_naights
Manos Scopes-patch for 85x48_tdw
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
No magic skills v1.5 MCCD compatible
MightyFine Crew Mod 1.2.1 Stock faces
MightyFine Less Annoying Footsteps 1.0
MCCD_1.04_MFCM_1.2.1_compatible
AilClouds 3.0
AilDeckwave 1.0
MFCM 1.2.1 OPTIONAL crash_dive workaround
Trevally Automated Scripts v0.6
Trevally TDC Help v2
Trevally Tutorials - All v0.2 (for TDW UI)

Charlie901
02-22-12, 07:55 AM
Should this mod be installed before or after the Lifeboats Mod?

Thanks!

Jander
02-22-12, 08:06 AM
I installed Lifeboats BEFORE the FX mod, and the lifeboats still work.

Charlie901
02-22-12, 06:26 PM
One more question:

Is it okay to install the mod listed below after the FX Update Mod?

Han Solo's: Enhanced Funnel Smoke SH5 v1.2

Thanks!

pedrobas
02-22-12, 07:14 PM
One more question:

Is it okay to install the mod listed below after the FX Update Mod?

Han Solo's: Enhanced Funnel Smoke SH5 v1.2

Thanks!
Yes, no problem. :salute:

ADMIRALTIA
02-25-12, 08:46 PM
:hmmm:Hello TDW I was wandering if this mod is compatible with The Equipment upgrades fixes by the Beast v1.4

Doomlad
02-26-12, 10:13 PM
Thanks for all your time in making these awesome improvements!

chun
03-16-12, 09:11 AM
As you can remove the CR compartment smoke?, it slows down my game
Thanks for your time.

Charlie901
03-16-12, 12:49 PM
Hi TDW,

Thanks by this great mod!

I have good rig (I5 2500 gtx560 8gb win764). Running SH5 all max without problem...but using FX mod I have problems (low FPS) when ships are in fire and also in some explosions.

Also the Airplanes explosions gives low fps and look a a bit weird, i mean, seems something like 2d sprites.:hmmm:
ItŽs to be this way or itŽs at my end? Also any advice on how to adjust the fire and airplanes explosions by my self?

my list of mods (note that i dont use any enviro mod):

4Gb_patched&hydrofix
RemoveLogoIntroTheDarkWraith
Lite Campaign LC 1.2
smaller flags for Warships 1_0b
Cerberus62 Corrected Depth Charge Projector 1.0
No Damn Bubbles, No Damn Halo Mod
Window_Lights_Redone_V1
Accurate German Flags
FX_Update_0_0_19_ByTheDarkWraith
NewUIs_TDC_6_9_0_ByTheDarkWraith
NewUIs_TDC_6_9_0_WWIIInterface_by_naights
Manos Scopes-patch for 85x48_tdw
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
No magic skills v1.5 MCCD compatible
MightyFine Crew Mod 1.2.1 Stock faces
MightyFine Less Annoying Footsteps 1.0
MCCD_1.04_MFCM_1.2.1_compatible
AilClouds 3.0
AilDeckwave 1.0
MFCM 1.2.1 OPTIONAL crash_dive workaround
Trevally Automated Scripts v0.6
Trevally TDC Help v2
Trevally Tutorials - All v0.2 (for TDW UI)

I'm having the same freezing fps issue with explosions as well... I also have a Beefy rig and can otherwise run on max settings...

Bilge_Rat
03-26-12, 08:43 AM
Re: the freezing issue, I have had the same problem as well, a large explosion causes the screen to freeze for a few seconds.

After some troubleshooting, it does seem to be caused by the FX mod since the stock explosions, the initial torpedo explosions and the small secondaries caused by ongoing fires are not a problem. It is the large explosions which accompanies the destruction of the ship which causes the freeze.

Looking in the mod, the only likely suspect I see would be the new secondary_explosions files in Data/Library. Perhaps the new large explosion effects are too taxing?

I have a ATI 6950 which should not have any problem with these effects.

Bilge_Rat
03-28-12, 07:29 AM
Having spent some times with this mod while testing my own sinking mod, I have found some workarounds which pretty much eliminate the freezing issue for me:

-1. turn down the "particles density" slider in the Graphics settings. ATI cards seem to have an issue with particles the way it is rendered in game;

-2. use the anti-lag tweaker:

http://www.subsim.com/radioroom/downloads.php?do=file&id=2871

[config]
RenderAheadLimit=2
FPSlimit=38

I use the settings recommended by Sober (see above) and it basically eliminated the freezing on big explosions and made all gameplay a lot smoother in general. YMMV.

Echolot
03-28-12, 09:41 AM
Hello Bilge Rat.

You could try:

Open up data/zones.cfg and do a search for "Effect2=Distress_Flare_Red, 75".

You should find:

;Modified by TheDarkWraith
[DistressFlareWarship]
Multiplier=1.000000
Flotability=0.000000
Critic Flotation=0.300000
Armor Level=-1
HitPoints=130
Destructible=No
Critical=No
Effect1=Command_room_crewman_splinter_explosion_es cort, 40
Effect2=Distress_Flare_Red, 75
FloodingTime=59.999996
CargoType=None

[DistressFlareMerchant]
Multiplier=1.000000
Flotability=0.000000
Critic Flotation=0.300000
Armor Level=-1
HitPoints=65
Destructible=No
Critical=No
Effect1=Command_room_crewman_splinter_explosion_me rchant, 40
Effect2=Distress_Flare_Red, 75
FloodingTime=59.999996
CargoType=None

Change to:

;Modified by TheDarkWraith
[DistressFlareWarship]
Multiplier=1.000000
Flotability=0.000000
Critic Flotation=0.300000
Armor Level=-1
HitPoints=130
Destructible=No
Critical=No
Effect1=Command_room_crewman_splinter_explosion_es cort, 40
;Effect2=Distress_Flare_Red, 75
FloodingTime=59.999996
CargoType=None

[DistressFlareMerchant]
Multiplier=1.000000
Flotability=0.000000
Critic Flotation=0.300000
Armor Level=-1
HitPoints=65
Destructible=No
Critical=No
Effect1=Command_room_crewman_splinter_explosion_me rchant, 40
;Effect2=Distress_Flare_Red, 75
FloodingTime=59.999996
CargoType=None

Save file.

:salute:

PrEZeX
03-28-12, 12:08 PM
Wow, disabling the flares really works in big battles. Maybe it's possible to make the flares random.:06:

LemonA
03-28-12, 01:36 PM
Wow, disabling the flares really works in big battles. Maybe it's possible to make the flares random.:06:
IMO it is random in some way.

PrEZeX
03-28-12, 02:03 PM
I see.. I just wonder why the flares are causing this lag and not all the explosions. What is so "special" with flares?

TheDarkWraith
03-28-12, 02:12 PM
There's nothing special about them. I think it has to do with your video card. I don't have any lag when the flares and explosions are going off. Using nVidia GTX590 :hmmm:

PrEZeX
03-28-12, 02:16 PM
Hmm, that so strange.. :-? My specs are:
Windows Ultimate 7 (x64)
Intel I7 960 @3.71 Ghz
12 GB DDR3 ram
4 OCZ Vertex III SSD disks (2 in raid1 for OS, 1 for games and 1 for pagefile)
HD6990
Asus Xonar DX soundcard
No problems with heat or PSU (1kW)

Don't know if it has something to do with ATI(AMD) or maybe with the dual GPU card. That's really sad :cry:

TheDarkWraith
03-28-12, 02:18 PM
Hmm, that so strange.. :-? My specs are:
Windows Ultimate 7 (x64)
Intel I7 960 @3.71 Ghz
12 GB DDR3 ram
4 OCZ Vertex III SSD disks (2 in raid1 for OS, 1 for games and 1 for pagefile)
HD6990
Asus Xonar DX soundcard
No problems with heat or PSU (1kW)

Don't know if it has something to do with ATI(AMD) or maybe with the dual GPU card. That's really sad :cry:

many people using ATI cards have strange problems that us using nVidia never experience. One of the reasons I switched to nVidia years ago. They are much more stable and reliable. Their drivers are also much more stable.

PrEZeX
03-28-12, 02:23 PM
:wah:

Bilge_Rat
03-28-12, 02:51 PM
I think it is an issue with ATI drivers as well (6950 here). Certain particle heavy mods seem to cause a conflict. I had a similar problem a while back, where I was getting some lag on the surface, I finally tracked it down to Sober's 3d spray mod which is very particle intensive.

That might be why the designers left out the flare effect in the first place, they saw there was a conflict and did not want to take the time to make it compatible with ATI cards.

That being said, Nvidia drivers are not perfect either, they just have a different set of problems. :ping:

TheDarkWraith
03-28-12, 03:06 PM
That being said, Nvidia drivers are not perfect either, they just have a different set of problems. :ping:

Very true :up: In the end it's all software and software is made by humans. Humans aren't perfect so software will never be perfect :yep:

SilentAssassin
03-28-12, 03:15 PM
First off I'd like to introduce myself, I'm new to the forums...hello all! :ping:

Second, I can't get FX Update mod to work...still have the same fireworks/generic explosions, no debris, bodies, flares, ect. I feel I've done a great amount of research on these boards regarding this issue, and this one has me stumped. Here is my current mod "soup"


Generic Mod Enabler - v2.6.0.157
[C:\Program Files\Steam\steamapps\common\silent hunter 5\MODS]

MightyFine Crew Mod 1.2.1 Alt faces
IRAI_0_0_30_ByTheDarkWraith
FX_Update_0_0_19_ByTheDarkWraith
BRF 1.3 full
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 Sounds V2.1
Dynamic Environment SH5 Undersea (temperate and polar) V2.1
Dynamic Environment SH5 Waves (realistic version) V2.1
Dynamic Environment SH5 Atlantic Floor V2.1
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
Depth_Keeping_Problem_HB_2_0_0_TheDarkWraith
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
MoraleMod
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1
Accurate German Flags
Capthelms SH5 Audio Mod

Before anyone asks- I did run the JSGMEModValidator- here is what it read:

using Silent Hunter 5

SH5 version is 1.2.0.0

MODS installed:
MightyFine Crew Mod 1.2.1 Alt faces
IRAI_0_0_30_ByTheDarkWraith
FX_Update_0_0_19_ByTheDarkWraith
BRF 1.3 full
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 Sounds V2.1
Dynamic Environment SH5 Undersea (temperate and polar) V2.1
Dynamic Environment SH5 Waves (realistic version) V2.1
Dynamic Environment SH5 Atlantic Floor V2.1
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
Depth_Keeping_Problem_HB_2_0_0_TheDarkWraith
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
MoraleMod
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1
Accurate German Flags
Capthelms SH5 Audio Mod

Validating mods...

Validating c:\program files\steam\steamapps\common\silent hunter 5\MODS\MightyFine Crew Mod 1.2.1 Alt faces
c:\program files\steam\steamapps\common\silent hunter 5\MODS\MightyFine Crew Mod 1.2.1 Alt faces installed correctly

Validating c:\program files\steam\steamapps\common\silent hunter 5\MODS\IRAI_0_0_30_ByTheDarkWraith
c:\program files\steam\steamapps\common\silent hunter 5\MODS\IRAI_0_0_30_ByTheDarkWraith installed correctly

Validating c:\program files\steam\steamapps\common\silent hunter 5\MODS\FX_Update_0_0_19_ByTheDarkWraith
c:\program files\steam\steamapps\common\silent hunter 5\MODS\FX_Update_0_0_19_ByTheDarkWraith installed correctly

Validating c:\program files\steam\steamapps\common\silent hunter 5\MODS\BRF 1.3 full
c:\program files\steam\steamapps\common\silent hunter 5\MODS\BRF 1.3 full installed correctly

Validating c:\program files\steam\steamapps\common\silent hunter 5\MODS\Dynamic Environment SH5 Basemod (realistic version) V2.1
c:\program files\steam\steamapps\common\silent hunter 5\MODS\Dynamic Environment SH5 Basemod (realistic version) V2.1 installed correctly

Validating c:\program files\steam\steamapps\common\silent hunter 5\MODS\Dynamic Environment SH5 Sounds V2.1
c:\program files\steam\steamapps\common\silent hunter 5\MODS\Dynamic Environment SH5 Sounds V2.1 installed correctly

Validating c:\program files\steam\steamapps\common\silent hunter 5\MODS\Dynamic Environment SH5 Undersea (temperate and polar) V2.1
c:\program files\steam\steamapps\common\silent hunter 5\MODS\Dynamic Environment SH5 Undersea (temperate and polar) V2.1 installed correctly

Validating c:\program files\steam\steamapps\common\silent hunter 5\MODS\Dynamic Environment SH5 Waves (realistic version) V2.1
c:\program files\steam\steamapps\common\silent hunter 5\MODS\Dynamic Environment SH5 Waves (realistic version) V2.1 installed correctly

Validating c:\program files\steam\steamapps\common\silent hunter 5\MODS\Dynamic Environment SH5 Atlantic Floor V2.1
c:\program files\steam\steamapps\common\silent hunter 5\MODS\Dynamic Environment SH5 Atlantic Floor V2.1 installed correctly

Validating c:\program files\steam\steamapps\common\silent hunter 5\MODS\NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
c:\program files\steam\steamapps\common\silent hunter 5\MODS\NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0 installed correctly

Validating c:\program files\steam\steamapps\common\silent hunter 5\MODS\Depth_Keeping_Problem_HB_2_0_0_TheDarkWrait h
c:\program files\steam\steamapps\common\silent hunter 5\MODS\Depth_Keeping_Problem_HB_2_0_0_TheDarkWrait h installed correctly

Validating c:\program files\steam\steamapps\common\silent hunter 5\MODS\TheDarkWraith_DC_Water_Disturbances_v2_0_SH 5
c:\program files\steam\steamapps\common\silent hunter 5\MODS\TheDarkWraith_DC_Water_Disturbances_v2_0_SH 5 installed correctly

Validating c:\program files\steam\steamapps\common\silent hunter 5\MODS\MoraleMod
c:\program files\steam\steamapps\common\silent hunter 5\MODS\MoraleMod installed correctly

Validating c:\program files\steam\steamapps\common\silent hunter 5\MODS\SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1
c:\program files\steam\steamapps\common\silent hunter 5\MODS\SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1 installed correctly

Validating c:\program files\steam\steamapps\common\silent hunter 5\MODS\Accurate German Flags
c:\program files\steam\steamapps\common\silent hunter 5\MODS\Accurate German Flags installed correctly

Validating c:\program files\steam\steamapps\common\silent hunter 5\MODS\Capthelms SH5 Audio Mod
c:\program files\steam\steamapps\common\silent hunter 5\MODS\Capthelms SH5 Audio Mod\data doesn't exist!

Checking for items to look for...
no items to look for defined

Mod conflicts:
+D = creation dates equal, -D = creation dates not equal
+A = last accessed dates equal, -A = last accessed dates not equal
+W = last accessed write dates equal, -M = last accessed write dates not equal
+S = sizes equal, -S = sizes not equal
no conflicts

Any help would be greatly appreciated:yep:

PrEZeX
03-28-12, 03:17 PM
Thank you for your answers. I've also noticed one thing while playing... When i right click the mouse to look around and right click again to go back to my cursor I can't sometimes do this and I must click several times to leave the "view" mode (sometimes left and right clicking helps, sometimes not). Also when I get this lag (for example in the Lifeboat test mission) when the ships explode and send up the flares and I'm using mouse to turn the periscope the mouse view "unclicks" itself and goes back to the cursor mode. It's very frustrating and I'm wondering if anyone else has this problem or know what can cause it.

Echolot
03-28-12, 03:22 PM
Hello SilentAssassin and welcome to the forum.

You could try to put the Dynamic Environment Mod before FX Update because it overwrites the baza_fx.dat from FX Update.

And delete the BRF 1.3 from your list, it will conflict with FX Update too.

Regards.

Echol:yep:t.

TheDarkWraith
03-28-12, 03:32 PM
Thank you for your answers. I've also noticed one thing while playing... When i right click the mouse to look around and right click again to go back to my cursor I can't sometimes do this and I must click several times to leave the "view" mode (sometimes left and right clicking helps, sometimes not). Also when I get this lag (for example in the Lifeboat test mission) when the ships explode and send up the flares and I'm using mouse to turn the periscope the mouse view "unclicks" itself and goes back to the cursor mode. It's very frustrating and I'm wondering if anyone else has this problem or know what can cause it.

Uninstall any ship mods you have installed. Anything that adds new units to the game uninstall. See if you still have this mouse problem.

PrEZeX
03-28-12, 03:36 PM
Then it would be uninstalling MMM and roll back to the stock game. In stock I don't have any problems with this :-?

PrEZeX
03-28-12, 03:39 PM
@Bilge_Rat: Do you have your particle density turn all the way to the left or did you found a "good spot"?

TheDarkWraith
03-28-12, 03:45 PM
Then it would be uninstalling MMM and roll back to the stock game. In stock I don't have any problems with this :-?

You probably notice this happening then when you destroy a unit no? :hmmm: If so, disable my UIs mod if you have it installed and see if the problem goes away. If it does then there are problems with some of the new units.

PrEZeX
03-28-12, 04:01 PM
Yes, just before (0,5 sec) the unit is destroyed the game freezes and I have no lag until just before the next unit is destroyed. I do not notice lag when the unit gets hit and start burning, exploding, etc, just before it is officially destroyed. I also tried to turn down the particle density all the way to the left but it's not working. I feel like its not a graphical lag but has something to do with whatever the game is doing just before a ship gets destroyed...

Bilge_Rat
03-28-12, 04:11 PM
Yes, just before (0,5 sec) the unit is destroyed the game freezes and I have no lag until just before the next unit is destroyed. I do not notice lag when the unit gets hit and start burning, exploding, etc, just before it is officially destroyed. I also tried to turn down the particle density all the way to the left but it's not working. I feel like its not a graphical lag but has something to do with whatever the game is doing just before a ship gets destroyed...


did you try the anti-lag tweaker (post 867), that made the biggest diference for me or the change suggested by Echolot in post 868?

Rubini
03-28-12, 04:31 PM
Well, i have a GTX560 and sometimes have the big explosions lag using FX mod anyway as I said. Win 7 8gb i5 2500k. It's just a feedback, not a big problem indeed.

PrEZeX
03-28-12, 04:45 PM
Yes, I have the antilag installed and tried different FPS and framesahead settings. I have now also tried turning down all the graphical settings to the lowest possible, but I still get this lag and the strange cursor unattachment.:cry:

Echolot
03-28-12, 04:49 PM
I can remember the mouse cursor thing happens to me too sometime ago.
IRC it has to do with a wrong mod order but can't remember what mods.

:hmmm:

Try enable mods one by one and check the mouse.

PrEZeX
03-28-12, 04:55 PM
The problem is that I'm using MegaMod and it's impossible to change the order of the mods in it... :dead:

Echolot
03-28-12, 05:03 PM
Have you asked in the MegaMods thread, maybe other users have the same issues?

IMO it has nothing to do with mouse device or drivers, with other mods (order) the problem was not there.

PrEZeX
03-28-12, 05:10 PM
I understand, maybe I can try to make my own mod list... It would be more simple to change everything...:06:

misha1967
03-29-12, 03:05 AM
That being said, Nvidia drivers are not perfect either, they just have a different set of problems. :ping:

Tell me about it! :haha:

I fell for the temptation to install the all new, WHQL certified 296.10 drivers when I upgraded from a 260 to a 570 as opposed to the 285.62 I'd been using quite happily up until then.

And I really should have known better. If it ain't broke, don't fix it. I don't know how many times I've made that mistake in the past so I really have no excuse. But, hey, new card, new drivers! Yay me. Gotta have!

And my performance immediately started changing from what I was used to, and not in a good way.

What finally got my thick head to consider that maybe the new drivers weren't really what I needed was when my graphics WEI score dropped from 5.9 (max in Vista) to 3.6. After upgrading to a card about three generations newer than the one I used to have. Right. THAT'S likely to happen. Of course, we all know that the WEI score isn't exactly "gold standard", but when it drops it DOES mean that you have to manually "fix" the registry to make Windows act normally since it uses that infernal score to "adjust" the way Windows behaves to give you a "better" experience, no matter what your system is actually capable of. It's really fun having to edit the registry to keep Windoze from "helpfully" adjusting your screen resolution while viewing slide shows back to 1990s standards. Not.

More importantly, I'd also noticed strange behavior in other applications such as SH5 that I'd never seen before. Such as the FPS dropping to single digits when trying to drag the TAI at one particular zoom level.

So I finally realized that the only thing I'd done to make my system perform worse was to upgrade to a GPU ten times better than the old one I used to have AND upgrade the drivers to nVidia's "latest and greatest." Two solutions here: Throw out the GPU I'd just spent hundreds of dollars on or roll back the drivers. For some odd reason I chose the latter and went back to 285.62. And guess what? Everything went back to what it should be. 5.9 across the board and, more importantly, no "odd" behavior in games anymore.

And again, I have only myself to thank for this because I KNOW better. Drivers are like "new and improved" versions of Windows OS's: Don't ever use anything that it the "latest." Always go for the the version prior to that.

Don't be a paying beta tester for the twits. :DL

SilentAssassin
03-29-12, 08:17 AM
Hello SilentAssassin and welcome to the forum.

You could try to put the Dynamic Environment Mod before FX Update because it overwrites the baza_fx.dat from FX Update.

And delete the BRF 1.3 from your list, it will conflict with FX Update too.

Regards.

Echol:yep:t.

Thanks Echolot...tried both of those to no avail, and decided to do a fresh install. Turns out I simply wasn't taking the root folder out of the unzipped file (just the first one labeled FX_Update) and copying in to the MODS folder. After fixing that...good to go!

I've got to say TDW, you have some skills. One of the better modders of any game forum I have been to. Nicely done!:salute:

PrEZeX
03-30-12, 08:33 AM
I made a debug log (http://www.gamefront.com/files/21484220/PREZEX-PC.LOG) when the game crashes, don't know if it helps...

Bilge_Rat
04-01-12, 07:48 AM
On my system, it was the distress flares that was causing lags/freezes. I commented out both sections and now have no problems with even the biggest explosions.

Dignan
04-01-12, 10:44 AM
On my system, it was the distress flares that was causing lags/freezes. I commented out both sections and now have no problems with even the biggest explosions.


what file and line in the file do we need to edit?

Bilge_Rat
04-01-12, 11:01 AM
what file and line in the file do we need to edit?

Look at post #868 above for instructions. I commented out the the entire sections, not just "effect 2".

Dignan
04-02-12, 10:04 AM
Look at post #868 above for instructions. I commented out the the entire sections, not just "effect 2".

Thanks

PrEZeX
04-02-12, 08:37 PM
Can someone competent take a look at my debug log in post #895 and help me locate the cause of CTD? :dead:

PrEZeX
04-07-12, 05:23 AM
Ok, I managed to solve my lag and crashes by editing out flares and starshell gun. Don't know why this is so demanding on my HD6990 (or maybe my memory) and I really hope TDW will be willing to find a solution to implement flares and starshell guns without lag (because I'm not the only one experiencing lag with flares). I really want to play with those nice effects so I'm waiting and hoping for a "real" solution. Thank you all for your help!

jmann
04-20-12, 04:38 PM
Hello Bilge Rat.

You could try:

Open up data/zones.cfg and do a search for "Effect2=Distress_Flare_Red, 75".

You should find:



Change to:



Save file.

:salute:


Great fix. thank you.. no more ctd :yeah:

THE_MASK
05-02-12, 02:43 PM
Smoke skipping . I think that the game takes the TGA file
C:\Ubisoft\Silent Hunter 5\data\Misc\WaterStreaks TGA and renders it while the rest of the game stops rendering . But i dont think that is the only problem . Sometimes you see the crew being rendered too late and they end up over the water at the back of the sub . something seriously wrong with the game .

quink99
05-02-12, 05:33 PM
Sober, for the first time in the many months that I've had SH5 I, too, noticed the deck watch hard at work about thirty feet astern of the conning tower in mid air............weird!

TheDarkWraith
05-02-12, 07:38 PM
Sober, for the first time in the many months that I've had SH5 I, too, noticed the deck watch hard at work about thirty feet astern of the conning tower in mid air............weird!

Here's what the game does: when the camera is not focused on the deck crew (of any unit) the game moves them some distance away from the unit. Once the camera moves into view of where they should be the game moves them back. This is done to 'clip' them - so they don't get rendered (thus slightly improving FPS). If you want to see this in action then go to external camera. Rotate the camera so you are not looking at watch crew. Quickly rotate back into view and mash the pause key. You'll see the crew hovering above the water (rotate camera around looking for them). Hit the pause key again and you'll see the game quickly moving them back to where they should be.

quink99
05-02-12, 09:04 PM
Thanks for the explanation, TDW

THE_MASK
05-03-12, 12:26 AM
Here's what the game does: when the camera is not focused on the deck crew (of any unit) the game moves them some distance away from the unit. Once the camera moves into view of where they should be the game moves them back. This is done to 'clip' them - so they don't get rendered (thus slightly improving FPS). If you want to see this in action then go to external camera. Rotate the camera so you are not looking at watch crew. Quickly rotate back into view and mash the pause key. You'll see the crew hovering above the water (rotate camera around looking for them). Hit the pause key again and you'll see the game quickly moving them back to where they should be.Sorry , i wasnt blaming FX in any way . cheers . I just look for percieved problems , thanks for the explanation :salute:

WillofIrony
05-23-12, 08:03 AM
I am preparing to install Mods to SH5, following the excellent video tutorial by stoianm. I have found all the files upto and including FX Update 0.0.19. I have seen a post by DarkWraith suggesting that the latest BARF fix is included in the latest FX Update file as an optional MOD. However, I see no reference to BARF (whatever that is???) in the downloaded zip file. Is the BARF fix now embedded within FX Update? If not would someone point me in the direction of the BARF fix download? All the references I have found so far are no longer available (yes, I may well have missed a valid reference within the hundreds of posts to this thread).

May I take this opportunity to express my delight with the subsim forums. In particular, I must express my awe at the quality of the MODS by DarkWraith and the other contributers that I have observed in various videos. I am very new to SH5 and have found it very enjoyable (in spite if the mouse response in various contexts that is analogous to herding cats). However, I am confident that my interest would have been short lived without the helpful contributions of all you guys.

volodya61
05-23-12, 08:56 AM
Recommend to try it - http://www.subsim.com/radioroom/showthread.php?t=193825

And welcome to subsim! :salute:

WillofIrony
05-23-12, 11:17 AM
Recommend to try it - http://www.subsim.com/radioroom/showthread.php?t=193825

And welcome to subsim!


Thanks for that. Such a friendly crowd:)

Krizz
06-02-12, 09:16 PM
Is it possible that you upload it to this site so we can download it, I can't download it from Gamefront for some reason, its not just this mod from there, but all the files from there

I really want to try this mod but I can't find anywhere else to download it from

Thanks in advance

volodya61
06-02-12, 09:21 PM
Is it possible that you upload it to this site so we can download it, I can't download it from Gamefront for some reason, its not just this mod from there, but all the files from there

I really want to try this mod but I can't find anywhere else to download it from

Thanks in advance

Try to use Mozilla Firefox for download.. Not IE..

Krizz
06-03-12, 07:45 PM
Try to use Mozilla Firefox for download.. Not IE..

Well that solved it, thanks man, you made my day much better
And :salute: to you and may you have good weather on your side

THE_MASK
06-05-12, 12:26 AM
Any ideas on fixing the ship smoke resetting . It is wrecking the game .

Rongel
06-05-12, 12:38 AM
Any ideas on fixing the ship smoke resetting . It is wrecking the game .

You could try adding Enhanced FunelSmoke1.2_by HanSolo78 to your mod list, smoke never resets with this one!

THE_MASK
06-05-12, 12:53 AM
You could try adding Enhanced FunelSmoke1.2_by HanSolo78 to your mod list, smoke never resets with this one!I know , but this smoke of TDW is the only smoke that blows the correct way from wind and ship . I dont want to use any other smoke .

Sartoris
07-09-12, 10:41 AM
Did you guys ever get to the bottom of this? Sober seems to have found a pretty important error.

THE_MASK
07-21-12, 08:06 PM
I have tried everything i can to get the ships smoke to stop skipping animations for the last 12 months . I am just about at my wits end . I am starting to crack .

FX_Update_0_0_19_ByTheDarkWraith\data\Library\TDW_ FXU_Zone_Smokes.dat

Sartoris
07-22-12, 06:11 AM
Somebody help this man! He's falling apart and I'm starting to get worried about him! :D

I'm sure TDW's magic fingers will find a way to solve this.:up: The man has practically recoded half of this game by now.:woot:

bill clarke
08-04-12, 02:32 AM
The DL link doesn't appear to be working, file front keeps crashing on me.

EDIT:
Got it

Captain73
08-16-12, 10:35 AM
Hi TheDarkWraith! :salute:
I really like this mod! I would like in the next version to see a more realistic torpedo trail TI (G7a)! Is this possible? http://www.sukhoi.ru/forum/showthread.php?t=60989&page=102 post 2550 Thank you for your work! :yeah:

chopra
09-19-12, 04:53 PM
Hi Kameraten
Hello TDW

Just installed FX Update, and must say this...

This mod is awesome .
:up:

When ship burns ..living flames are much better, after that ship sunks and ocean is covered by oil spills.

Two ships go down.

First one..
-no lifeboat
Shipcrew->much of dead crew was floating on the ocean.
Couple of guys still want to live :up: ,and they swimm at the back.

Second:
Two Lifeboats

Thx TDW for this mods
Now game is much better

antho438
09-27-12, 11:46 AM
Hi, this is my first post. Signed up today. :) I am just wondering if I will have issues with enabling this mod with the Dynamic Environment Mod?

MAny Thanks
Ant

Gerald
09-27-12, 11:50 AM
:salute: Regarding your question, I'm probably not the right person to answer this with certainty, but it may have to do with what other mods you have,( so that there is no conflict) but stay tuned to get help soon.

Targor Avelany
09-27-12, 11:52 AM
Hi, this is my first post. Signed up today. :) I am just wondering if I will have issues with enabling this mod with the Dynamic Environment Mod?

MAny Thanks
Ant

yes it will.
I don't think the mods have much incomon files at all..

antho438
09-27-12, 01:22 PM
yes it will.
I don't think the mods have much incomon files at all..

It will work? Great, I have hit some ships but they are not shooting distress flares. When should the they shoot them?

Thanks for the quick reply :)

Thanks
Ant

Targor Avelany
09-27-12, 01:25 PM
It will work? Great, I have hit some ships but they are not shooting distress flares. When should the they shoot them?

Thanks for the quick reply :)

Thanks
Ant

depends on the situation and how fast are they dieing...
Hard to shoot the flare if no survivors left :dead:

Also, if the ship is not going down - it wont necessary shoot one.

Though I actually had a ship that shot a flare as soon as it saw me (stormy weather, didn't see the ship till we were bow-to-bow almost). It just gave up... Wish we had a 'capture' option

antho438
09-27-12, 01:35 PM
depends on the situation and how fast are they dieing...
Hard to shoot the flare if no survivors left :dead:

Also, if the ship is not going down - it wont necessary shoot one.

Though I actually had a ship that shot a flare as soon as it saw me (stormy weather, didn't see the ship till we were bow-to-bow almost). It just gave up... Wish we had a 'capture' option

hah, thats true!

That sounds cool... Well, I used the test level that comes with the mod, and they were two battleships, so hitting the first one wouldnt mean they would shot one as another battleship was nearby?

By the way, this site is awesome! :)

Targor Avelany
09-27-12, 01:42 PM
hah, thats true!

That sounds cool... Well, I used the test level that comes with the mod, and they were two battleships, so hitting the first one wouldnt mean they would shot one as another battleship was nearby?

By the way, this site is awesome! :)

more like - hitting one doesn't mean it's gonna sink, lol

And welcome to the community :D

antho438
09-27-12, 01:47 PM
more like - hitting one doesn't mean it's gonna sink, lol

And welcome to the community :D

You said that right, before, I could sink one with one torp! Takes several to sink now! What I couldnt understand was the merchants would take more than the warships :/. Does this mod help with this issue?

Already feel part of it now lol.

Targor Avelany
09-27-12, 01:56 PM
You said that right, before, I could sink one with one torp! Takes several to sink now! What I couldnt understand was the merchants would take more than the warships :/. Does this mod help with this issue?

Already feel part of it now lol.

somewhat. You can read the first post for more detailed information.

The flooding/sinking engine in sh5 is... not the best.
And some of the most talanted modders on this forum still breaking their heads to figure how to make it better.

antho438
09-27-12, 02:04 PM
somewhat. You can read the first post for more detailed information.

The flooding/sinking engine in sh5 is... not the best.
And some of the most talanted modders on this forum still breaking their heads to figure how to make it better.

Ok, will have a look :).

Not had one sink yet, just have to keep hitting it until it "blows up". lol

Targor Avelany
09-27-12, 02:06 PM
Ok, will have a look :).

Not had one sink yet, just have to keep hitting it until it "blows up". lol


here is how, most likely, you can test it:

take a merchant/battleship... blow it's engine or screw off so it can't move... 1 torp to the side... wait for a very while (TC16 ftw!) and whatch.. If it repairs itself - hit it again. Or it will sink and before that will, most likely, fire off the flare.

GT182
09-27-12, 02:15 PM
Hit a battleship in an ammo magazine and one torp should sink it. Ya gotta find the sweet spot. ;) There should be one under the 2 forward turrets, or there abouts.

I just ran across a task force with a Royal Sovereign battleship in it and it took me 4 torpedos to sink it. Tho I have sunk Queen Elizabeth battleships with only 1 torpedo... in Scapa Flow at anchor and at sea moving.

antho438
09-27-12, 02:29 PM
here is how, most likely, you can test it:

take a merchant/battleship... blow it's engine or screw off so it can't move... 1 torp to the side... wait for a very while (TC16 ftw!) and whatch.. If it repairs itself - hit it again. Or it will sink and before that will, most likely, fire off the flare.

Just done it, that was awesome! :))))))

Targor Avelany
09-27-12, 02:34 PM
Just done it, that was awesome! :))))))
:rock:

antho438
09-27-12, 04:49 PM
:rock:

Hey dude. Just a quick question. Im trying to sort out the sound thing (wistles/horns/pa) do I have to edit the file. Or is it already done? The equipment is writen there, but I cant hear the sound effects?

Please help
:) lol

Targor Avelany
09-27-12, 04:51 PM
Hey dude. Just a quick question. Im trying to sort out the sound thing (wistles/horns/pa) do I have to edit the file. Or is it already done? The equipment is writen there, but I cant hear the sound effects?

Please help
:) lol

depends on what exactly you are looking for. And which sounds you do not hear.

the game's main sound file Sh.sdl contains all the information. The problem starts when multiple mods overwrite it, effectively disabling the previous mod's changes, if they were not modified to fit each other.

TDW made a tool to edit and compair this file, which you can find on this forum, download and see from there.

antho438
09-27-12, 04:58 PM
depends on what exactly you are looking for. And which sounds you do not hear.

the game's main sound file Sh.sdl contains all the information. The problem starts when multiple mods overwrite it, effectively disabling the previous mod's changes, if they were not modified to fit each other.

TDW made a tool to edit and compair this file, which you can find on this forum, download and see from there.

I can hear the main sounds, I just cant hear the sound of distress horns, and whistles. Mentioned in the "I want sound on a ship!.txt". :/

Sorry to be a pain.

Targor Avelany
09-27-12, 05:04 PM
I can hear the main sounds, I just cant hear the sound of distress horns, and whistles. Mentioned in the "I want sound on a ship!.txt". :/

Sorry to be a pain.

I'll have to get home to check what are you talking about, cause I can't help you w/ smth that I don't remember about, lol

antho438
09-27-12, 05:06 PM
I'll have to get home to check what are you talking about, cause I can't help you w/ smth that I don't remember about, lol

cool no worries

gap
09-27-12, 05:19 PM
cool no worries

Hi antho438,

what Targor is saying is perfectly plausible. But why are you so sure that something is wrong with those sounds for you? They are not played so commonly... how long did you wait for them? What is your mod list?

antho438
09-27-12, 05:29 PM
Hi antho438,

what Targor is saying is perfectly plausible. But why are you so sure that something is wrong with those sounds for you? They are not played so commonly... how long did you wait for them? What is your mod list?

Hi Gap,

O I expected them to sound as soon as I made contact with them. Im not sure when to expect it to be honest. I currently just have this mod enabled. I will also have Dynamic Envornment.

gap
09-27-12, 06:01 PM
O I expected them to sound as soon as I made contact with them.

It can take a bit longer for them to be played, and they aren't necessarily played every time you engage a ship.
These considerations apart, in my opinion it is quite improbable that something is wrong with your installation of Fx Update, since this is the only mod you are using atm.

Anyway, if you just want to make sure that everything is okay with it, right click on its data subfolder and check that its size is 76.6 Mb and that its content is 258 files and 147 subfolders. Moreover, make sure that you unzipped the correct folder (should be called FX_Update_0_0_19_ByTheDarkWraith) into MODS folder, and that you enabled it correctly using JSGME. :)

antho438
09-28-12, 11:28 AM
It can take a bit longer for them to be played, and they aren't necessarily played every time you engage a ship.
These considerations apart, in my opinion it is quite improbable that something is wrong with your installation of Fx Update, since this is the only mod you are using atm.

Anyway, if you just want to make sure that everything is okay with it, right click on its data subfolder and check that its size is 76.6 Mb and that its content is 258 files and 147 subfolders. Moreover, make sure that you unzipped the correct folder (should be called FX_Update_0_0_19_ByTheDarkWraith) into MODS folder, and that you enabled it correctly using JSGME. :)

Hey buddy!

Thanks for getting back to me! :). Good news, just intercepted a massive merchant convoy and as soon as they spotted me surfacing the water. They started to horn and shoot their flares! lol

antho438
09-28-12, 11:30 AM
somewhat. You can read the first post for more detailed information.

The flooding/sinking engine in sh5 is... not the best.
And some of the most talanted modders on this forum still breaking their heads to figure how to make it better.

dude, the flooding isnt to bad. I have captured some pics, how do I upload to this?

gap
09-28-12, 11:38 AM
dude, the flooding isnt to bad. I have captured some pics, how do I upload to this?

- Upload your screenies to imageshack, prhotobucket, etc;
- right click on the uploaded image and copy its URL to clipboard;
- click on the 'insert image' button, available when conposing/editing a post on this thread;
- paste the copied URL into the following window, and click okay. :03:

Targor Avelany
09-28-12, 11:52 AM
dude, the flooding isnt to bad. I have captured some pics, how do I upload to this?

Oh, I believe you.
What the biggest complain of the comunity in regards to the sinking model is that the ships do not capsize on their side.
The general sinking goes 3 ways in sh5:
1) the hull blows up, splitting into 2 pieces, which think like titanic movie...
2) flat sinking - no matter where the damage is, the ship seems to gain water throughout the entire hull proportionally, resulting in balanced emerging into water
3) tip on the bow or stern and sinking...

So, the main problem is that the engine does not behave like in real life.

antho438
09-28-12, 12:14 PM
- Upload your screenies to imageshack, prhotobucket, etc;
- right click on the uploaded image and copy its URL to clipboard;
- click on the 'insert image' button, available when conposing/editing a post on this thread;
- paste the copied URL into the following window, and click okay. :03:

Thanks Gap :)

antho438
09-28-12, 12:15 PM
Oh, I believe you.
What the biggest complain of the comunity in regards to the sinking model is that the ships do not capsize on their side.
The general sinking goes 3 ways in sh5:
1) the hull blows up, splitting into 2 pieces, which think like titanic movie...
2) flat sinking - no matter where the damage is, the ship seems to gain water throughout the entire hull proportionally, resulting in balanced emerging into water
3) tip on the bow or stern and sinking...

So, the main problem is that the engine does not behave like in real life.

Yeah, I see what you mean! You think a modder could fix it?? :)

Piacesi
10-05-12, 03:23 PM
Hello guys, i have a important warning i cant open the download site anyone can help me? PLS!!




:wah: :help: :help: :help:

Piacesi
10-05-12, 03:25 PM
reserved by TDW

HEllo men, I NEED HELP I CANT DOWNLOAD THIS MOD!! THE SITE DONT ENTRY!!

NEEED HELP PLS!!

GIVE A OTHER LINK OR SEE THE PROBLEM! :wah:

gap
10-05-12, 03:32 PM
HEllo men, I NEED HELP I CANT DOWNLOAD THIS MOD!! THE SITE DONT ENTRY!!

NEEED HELP PLS!!

GIVE A OTHER LINK OR SEE THE PROBLEM! :wah:

What internet browser are you using?

flostt
10-05-12, 04:06 PM
disabling a running advertisement blocker program could also help...

volodya61
10-06-12, 08:45 AM
@Piacesi

Try to use Mozilla Firefox for download.. :up:

Piacesi
10-06-12, 06:02 PM
What internet browser are you using?

i brazilian and i using the NET internet and i have using the google chrome and the explorer too but any of this cant entry i going to try in mozila firefox

Piacesi
10-06-12, 06:04 PM
@Piacesi

Try to use Mozilla Firefox for download.. :up:

thanks now i can , i dont know the problem but ok now i can thanks so much!

camu74
10-12-12, 04:02 AM
Hello everyone, Im new sailing this waters and I want to install this mod. But I dont know what is BARF and I dont know if I need a patch. I am following the Stoianm tutorials in youtube for correct installing and configuring Magnum Opus Mod but all the mods there have a new version now and I dont know if Im doing well. :06:

Of course Id like to thanks all the Modders for the hard work and especially to TheDarkWraith. Also thanks to Stoianm and Maferio (a Spaniard, like me) for the greats tutorials and for make me the life easier. :yeah:

flostt
10-12-12, 09:23 AM
BARF is "Better and Realistic Flotation" and can be found here: http://www.subsim.com/radioroom/showthread.php?t=164953

BARF and FX Update are not compatible !!
As FX Update is included in the Magnum Opus Mod I would not install BARF

Also consider that Magnum Opus is a bit outdated, there are newer versions of the IRAI ( Artifical Intelligence ) and New UI (User Interface)

Interpol
10-12-12, 09:56 AM
And yes FX_update has its own floatation,flooding and damage modeled.

The ships in my game seem to only float around burning and never sink.

Seems all the ships I attack are made of polystyrene lol.

Targor Avelany
10-12-12, 10:23 AM
The ships in my game seem to only float around burning and never sink.

Seems all the ships I attack are made of polystyrene lol.

Have you activated the Flooding Control via CFG mod, which I believe comes with UI or seprately.. Don't even remember anymore, lol :har:

If you do: disable it. It's a known issue atm. And don't think it relates to FX_Update

Interpol
10-12-12, 10:26 AM
Have you activated the Flooding Control via CFG mod, which I believe comes with UI or seprately.. Don't even remember anymore, lol :har:

If you do: disable it. It's a known issue atm. And don't think it relates to FX_Update

Are you talking about Crew AI Damage Control in TDW's Patches?
I'm sure I didnt activate anything like that with the patcher, but I'll have a look.

Also do you mean TDW's New UI mod?

Targor Avelany
10-12-12, 10:38 AM
Are you talking about Crew AI Damage Control in TDW's Patches?
I'm sure I didnt activate anything like that with the patcher, but I'll have a look.

Also do you mean TDW's New UI mod?

I think it is related to the patcher, but it's an actual mod that gets enabled with JGSME (when I get home I'll be more specific, sorry).

But I believe you are pretty close: Crew Flooding Control via cfg or smth. (NOT in the patcher itself).

Interpol
10-12-12, 10:43 AM
I think it is related to the patcher, but it's an actual mod that gets enabled with JGSME (when I get home I'll be more specific, sorry).

But I believe you are pretty close: Crew Flooding Control via cfg or smth. (NOT in the patcher itself).

Think I may have found it.

http://www.subsim.com/radioroom/showpost.php?p=1927654&postcount=1105

I'll have a go, any idea if I need to restart my career?

Targor Avelany
10-12-12, 11:03 AM
Think I may have found it.

http://www.subsim.com/radioroom/showpost.php?p=1927654&postcount=1105

I'll have a go, any idea if I need to restart my career?

Yep, that is pretty much the problem.

And no, there is no need to restart the career.

camu74
10-13-12, 03:12 AM
BARF is "Better and Realistic Flotation" and can be found here: http://www.subsim.com/radioroom/showthread.php?t=164953

BARF and FX Update are not compatible !!
As FX Update is included in the Magnum Opus Mod I would not install BARF

Also consider that Magnum Opus is a bit outdated, there are newer versions of the IRAI ( Artifical Intelligence ) and New UI (User Interface)

Ok, thank you guys. I can not belive that ubisoft could release this game in this very unfinished state of development. Well, IŽll follow with the mods... :/\\!!

autocannon
11-07-12, 07:50 PM
Filefront gives me a file not found on this mod, does anyone have it in their possession that can send me a working link?

I'm really after the fires causing damage and ships with holes in them that actually flood and sink without having to put 20 shots from the deck gun or 3 torps in them.

https://dl.dropbox.com/u/9590497/error.jpg

prost!

Mike

THE_MASK
11-07-12, 08:13 PM
Its back up again , i just downloaded it from the link .

blaze1093
11-08-12, 01:52 AM
Every single time I try to download a file from gamefront, it says "file not found."

Captain Joe
11-08-12, 03:15 AM
Hi,
Im getting exact same problem, no matter what file it is from them, it seems only some people are affected because some are able to download from them fine.

blaze1093
11-08-12, 04:21 AM
I love your mods. I'd definitely like to try more of them. I couldn't find them anywhere else on the internet either :(.

autocannon
11-08-12, 09:09 AM
Its back up again , i just downloaded it from the link .

Still not working for me. Tried windows 7 and XP, 3 different browsers still get the file not found error. Mind emailing it to me? I can throw it in my dropbox and post a link here. I PM'd you my email address.

prost!

Mike

blaze1093
11-09-12, 01:43 AM
I don't know what happened, but all of a sudden it is working for me. :D I am REALLY looking forward to seeing this mod in action after watching it on the play with me.

NiKuTa
11-09-12, 05:58 AM
Unable to DL your mod. Every time i get "403 - Forbidden" Could you put this mod on other side ?

lmy76128
11-15-12, 09:08 AM
i cant download
game front doesnt work

=SE=Sova
11-20-12, 02:02 PM
I cant download this from link given in post No1,filefront.It says 403 forbidden.
Eny other link please?

Gerald
11-20-12, 02:59 PM
Maybe the pages are down temporarily, :salute:

Torpedo
11-21-12, 06:43 AM
Hi all!!!

the link for FX_Update_0_0_19_ByTheDarkWraith :

https://rapidshare.com/files/271881018/FX_Update_0_0_19_TheDarkWraith.7z in 7z

or

https://rapidshare.com/files/3089787319/FX_Update_0_0_19_ByTheDarkWraith.zip in zip


Torpedo

mishuleu155
01-04-13, 06:23 PM
I have a problem with the white flares. When they are launched cause terrible lag.

I5 3470
8gb ram
hd 7950
win 7 64

gap
01-04-13, 07:03 PM
I have a problem with the white flares. When they are launched cause terrible lag.

I5 3470
8gb ram
hd 7950
win 7 64

This is a commonly reported flaw. I think you can disable those flares by changing this line:

LinkName=5InchStarShellGun

with this one:

LinkName=NULL

in each of the *.eqp files of FX updates.

Probably there is a faster way to do it, but it doesn't come to my mind right now :88)

mishuleu155
01-04-13, 07:42 PM
Thank you for your quick reply. I did that but still the flares appears. I don't know what to do because they are very annoying. Too much lag on a powerful videocard. I understand that is an ati problem but it must be a solution.

gap
01-04-13, 07:55 PM
Thank you for your quick reply. I did that but still the flares appears. I don't know what to do because they are very annoying. Too much lag on a powerful videocard. I understand that is an ati problem but it must be a solution.

Have you done it for all the units in game?

mishuleu155
01-04-13, 08:22 PM
only for the ships in the fx update mod

mishuleu155
01-04-13, 08:30 PM
path silent hunter 5/mods/fx update/data/sea/
there i found those ships and i removed 5InchStarShellGun

gap
01-04-13, 08:30 PM
:hmmm:

Can you confirm that you followed the below steps:

1. disabled Fx Updates;
2. made the suggested changes in all on the eqp files contained in MODS\FX_Update_0_0_19_ByTheDarkWraith\data\Sea subfolders;
3. saved the changes and reenabled Fx Updates (using JSGME), before running the game again

mishuleu155
01-04-13, 08:46 PM
Yes i did it and still not working. Those flares are bad luck for me.:nope:

gap
01-04-13, 09:02 PM
Yes i did it and still not working. Those flares are bad luck for me.:nope:

Okay, try this then: :up:

http://www.subsim.com/radioroom/showpost.php?p=1717737&postcount=747

volodya61
01-04-13, 09:43 PM
Okay, try this then: :up:

It's for red flares only..
I have the same problem.. but I have almost "dead" video card (not so powerful) and I'm already used to it..

gap
01-04-13, 09:48 PM
It's for red flares only..
I have the same problem.. but I have almost "dead" video card (not so powerful) and I'm already used to it..

mmm... the last idea that comes to my mind is that the white flares are from stock settings: some guns in guns_radars_01.sim are equipped with starshells. :yep:

If you want I can disable them, or I can explain you how to do it :)

volodya61
01-04-13, 10:04 PM
mmm... possibly the white flares are from stock settings: some guns in guns_radars_01.sim are equipped with starshells. :yep:

If you want I can disable them, or I can explain you how to do it :)

Thanks.. I know how to disable them..
the game without flares will not be so bright.. stutter/freeze lasts only 5-10 seconds after the shot and it's OK..

gap
01-04-13, 10:08 PM
Thanks.. I know how to disable them..
the game without flares will not be so bright.. stutter/freeze lasts only 5-10 seconds after the shot and it's OK..

I agree :03:

THE_MASK
01-04-13, 10:23 PM
Open up with S3D and see what can be altered to make it more user friendly .
FX_Update_0_0_19_ByTheDarkWraith\data\Library\
TDW_FXU_Flares_Particles.DAT
TDW_FXU_Flares_Materials.DAT
TDW_FXU_Flares
doesnt work with S3D LOL

mishuleu155
01-05-13, 03:31 AM
Thanks.. I know how to disable them..
the game without flares will not be so bright.. stutter/freeze lasts only 5-10 seconds after the shot and it's OK..

Please tell me how.

mishuleu155
01-05-13, 04:02 AM
mmm... the last idea that comes to my mind is that the white flares are from stock settings: some guns in guns_radars_01.sim are equipped with starshells. :yep:

If you want I can disable them, or I can explain you how to do it :)

Please explain me.

mishuleu155
01-05-13, 05:44 AM
IRAI_0_0_37 mod its the problem. I found guns_radars_01.sim in irai/data/library/shipparts. I downloaded an hex editor but i don't know what i have to modify.

mishuleu155
01-05-13, 07:07 AM
If i have installed fx mod without irai, starshell not launching so is the irai but i don't know what to modify. :damn:

volodya61
01-05-13, 07:11 AM
Please tell me how.

Have a look at Sober's post above..
You can remove TDW_FXU_Flares_Particles.DAT and TDW_FXU_Flares_Materials.DAT from the mod..
also you can edit these files via S3D - Silent 3ditor and remove only white flares..


doesnt work with S3D LOL

just tried.. it works..

mishuleu155
01-05-13, 07:35 AM
I agree it works with fx mod only but if you put after irai mod it enabled again. I tried to put first only the fx mod and the starshells are not launched but when i put the irai mod they appears.

mishuleu155
01-05-13, 07:42 AM
here i think is the problem, but i don't know what to modify.
path irai/data/scripts/ai/ship-weapons.aix


# Ship weapons:
#

strategy ShipFire(Ship)
{
precond
{
Ship:ContactPresenceIs(PRESENCE_SENSORS, 0) or (Ship:ContactPresenceIs(PRESENCE_LOOSING, 0) and Ship:GetContactLostTime() <= 360.0)
}
strategies
{
DC,
Cannons,
CannonsAtSubmerged,
#CheckStarshellEnable,
ShipFireStarShells,
ShipFireStarShellsDistance
}
}

strategy DC(Ship)
{
precond
{
Ship:ContactIs(SUBMARINE) or (Ship:ContactIs(UNITUNKNOWN) and Ship:GetContactDepth() <= -4.0) #SUBISSUBMERGEDDEPTH
}
strategies
{
DCRacks,
HHogs,
DCThrower
}
}

strategy DCRacks(Ship)
{
precond
{
Ship:CanFireDCRacks() and Ship:GetContactDepth() <= -4.0 and Ship:GetCurrentSpeed() >= 2 #SUBISSUBMERGEDDEPTH
}
action
{
Ship:FireDCRacks();
}
}

strategy HHogs(Ship)
{
precond
{
Ship:CanFireHHogs()
}
action
{
Ship:FireHHogs();
}
}

strategy DCThrower(Ship)
{
precond
{
Ship:CanFireDCThrowers()
}
action
{
Ship:FireDCThrowers();
}
}

strategy Cannons(Ship)
{
precond
{
Ship:CanFireCannons()
}
action
{
Ship:FireCannons();
}
}

strategy CannonsAtSubmerged(Ship)
{
precond
{
(Ship:ContactPresenceIs(PRESENCE_LOOKOUT, 0) or Ship:ContactPresenceIs(PRESENCE_SONAR, 0)) and (Ship:ContactIs(SUBMARINE) or Ship:ContactIs(UNITUNKNOWN)) and Ship:GetContactDepth() <= 0.0 and Ship:GetContactDepth() >= -20.0 and Ship:GetContactRelDist() <= 8000
}
action
{
Ship:FireCannons();
}
}

#strategy CheckStarshellEnable(Ship)
#{
# precond
# {
# (Ship:ContactPresenceIs(PRESENCE_SENSORS, 0) or Ship:ContactPresenceIs(PRESENCE_LOOSING, 0)) and Ship:GetContactRelDist() <= 10000
# }
# action
# {
# Ship:EnableStarshells();
# }
#}

strategy ShipFireStarShells(Ship)
{
precond
{
Ship:CanFireStarShells() and Ship:GetContactRelDist() <= 10000
}
action
{
Ship:FireStarShells();
}
}

strategy ShipFireStarShellsDistance(Ship)
{
precond
{
Ship:GetContactRelDist() <= 10000
}
action
{
Ship:FireStarShells();
#Ship:ShipWaitAction(10)
Ship:TimeEventHappen(5);
}
}

volodya61
01-05-13, 07:44 AM
You have graphic problems.. right?
the graphical effects included in the FX Update.. not in the IRAI..