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View Full Version : Surface ships cruising half underwater in scopes


Romb
11-13-10, 12:13 PM
Hi, any way to fix this ? In external cam view the surface ships are fine, only in scope view these merchant is pretty funky (U-Boat wannabee :D)

Could it be mod order (did quite some research to get order right)

Also the UZO magnification from 6x back to 1.5x very often doesn't work (Obs and Att scope are fine)

http://img513.imageshack.us/img513/9436/semisub.jpg (http://img513.imageshack.us/i/semisub.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)

Generic Mod Enabler - v2.6.0.157
[D:\Silent Hunter 5\MODS]
Cerberus62 Historical Ship Equipment 1.3
Environment 4.5 MOD
BARF 1.3 full
U-boat Historical Specifications 1.4
RemoveLogoIntroTheDarkWraith
Conus00's Graphic Mod+SV's work
SteelViking's Interior Mod V1.2
SteelViking's Sky Banding Mod
North Atlantic Green 1.1
AilBubbles 1.0 Micro
AilClouds 3.0
AilDeckwave 1.0
AilImpurity 1.2
AilSmoke 1.7
FX_Update_0_0_5_ByTheDarkWraith
FX_Update_0_0_5_BARF_1_3_Full_Fix
FX_Update_0_0_5_UHS_Fix
Window_Lights_Redone_V1
Floor Blue
NewUIs_TDC_4_9_0_ByTheDarkWraith
NewUIs_TDC_4_9_0_6x_6x_7x_RAOBF_patch
NewUIs_TDC_4_9_0_Das_Boot_Crew_Mod_by_Illyustrator
NewUIs_TDC_4_9_0_ERM_Reaper7_NightVision
NewUIs_TDC_4_9_0_jimimadrids_map_tools
NewUIs_TDC_4_9_0_No_Color_Dashed_Contact_Line
NewUIs_TDC_4_9_0_No_Contact_Colors
NewUIs_TDC_4_9_0_No_Contact_Tails
NewUIs_TDC_4_9_0_No_Hydrophone_On_Surface_No_Aircr aft_Spotting
NewUIs_TDC_4_9_0_Sub_Warship_Merchant_Same_Shape
NewUIs_TDC_4_9_0_U-Jagd_Chrono
NewUIs_TDC_4_9_0_Waypoint_Contacts_No_Symbols
NewUIs_TDC_4_9_0_Waypoint_Contacts_No_Tails
NewUIs_TDC_4_9_0_Waypoint_Contacts_Same_Shape_No_C olor
MightyFine Crew Mod 1.2.1 Alt w beards
MightyFine Less Annoying Footsteps 1.0
Critical hits 1.1 Torpedos
Critical hits v 1.2
IO_StrategicMap_MOD_for_TDW_4.9.3
IO_Map_ShapeTexturesColor
Capthelms Audio+SV Touch Ups
EngineSoundsImproved_v1.0
GramophoneShuffler
IRAI_0_0_29_ByTheDarkWraith
IRAI_0_0_29_No_hydrophone_on_surface_No_Aircraft_s potting
Less Annoying Stopwatch Ticking - LAST - v. 01.00 by AvM
Lite Campaign LC 1.2
No Umark
Old Style Explosions V1.1
A Fistful of Emblems v1.51
A Fistful of Emblems v1.51 (Weathered)
PGF_SubEmblems_V1.02 AFOE
sobers realistic hydrophone operator SH5
Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
Shadow Improvement ModLR
McHub532s SH4 German Stopwatch v 1.0.0
IO_MapCourseLine_normal pencil_mod
SKIN_SH5_Type-VIIC_North_Atlantic_Grime_Weathered
Radio Paris French Music Full Version 1.2
RAF Bomber Command Radio Frequency 77.00 MHz
RAF Fighter Command Radio Frequency 66.00 MHz
Rel_SH4_BBC_1939_to_1945
Rel_SH4_Trans-Atlantic_Radio
Luftwaffe Combat Radio Frequency 88.00 MHz
Enhanced FunelSmoke_by HanSolo78
MRP 1.3+OPCF
MRP 16x9 patch
Cerberus62 Additional Merchant Ships 1.0 (Part 1)
Cerberus62 Additional Merchant Ships 1.0 (Part 2)
Trevally Automated Scripts v0.2



Thanks !

TheDarkWraith
11-13-10, 12:19 PM
Also the UZO magnification from 6x back to 1.5x very often doesn't work (Obs and Att scope are fine)

the UZO only has one scope power - 6x. It's a game 'hiccup' that it sometimes lets you choose a lower power than 6x.

Romb
11-13-10, 12:29 PM
Ah ok, thanks. So having UZO 1.5 is actually a bonus :haha:

Now only those semi-sub merchants :06:

Trevally.
11-13-10, 12:54 PM
You should also update to UI v5.0 as Trevally Automated Scripts v0.2
requires v4.9.3 or later to work.

Romb
11-13-10, 01:43 PM
Thanks will do.

Just ran game without any mods and still have weird semi-sub ships through scopes so guess something got fishy and need fresh install.


On sidenote; pretty weird game design : in Main Menu you can customize gameplay settings to your personal prefences (a.o. map settings) but when actually starting a campaign you can only select one of 4 predefined game settings; medium, hard etc. which overwrites the Main Menu settings.

So you can not have a fully realistic game with external cam enabled. For external cam you can only select 'hard' (or lower) setting when starting campaign but this automatically also enables map updates.
In short, the custom settings in Main Menu are useless as any user specific settings will be overwritten anyways.

By the way; what is difference between tactical and nav map ? Look pretty similar to me ...

An diff between Obs and Attack scope ? Also look pretty smilar to me.

Newbie here :rock:

Romb
11-13-10, 02:05 PM
Nevermind Obs versus Att scope question :

Wiki:
"The observation scope, used to scan the sea surface and sky, typically had a wide field of view and no magnification or low-power magnification. The targeting or "attack" periscope, by comparison, had a narrower field of view and higher magnification."


So diff is magnification and field of view (guess in SH5 magnification of the two is equal though).

TheDarkWraith
11-13-10, 02:06 PM
Nevermind Obs versus Att scope question :

Wiki:
"The observation scope, used to scan the sea surface and sky, typically had a wide field of view and no magnification or low-power magnification. The targeting or "attack" periscope, by comparison, had a narrower field of view and higher magnification."


So diff is magnification and field of view (guess in SH5 magnification of the two is equal though).

obs scope doesn't stick out of water as high as attack scope either

Romb
11-13-10, 02:56 PM
Yeah, also noticed that difference but that is a diff that imo doesnt justify adding a whole 2nd scope to a boat (less is more).

I mean the longest scope does not necessarily needs to be extended to its max. So in that respect only one scope would have sufficed.

Also diff of magnification does not seem to justify the extra engineering efforts of adding a whole extra scope; I mean, again, the scope does not need to be necessarily magnified to its max (also a lower magn could be chosen I guess).

Only diff that seems somewhat substantial seems the field of view. But I don't really see why a more narrow view would be more beneficial than a more broad field of view. Especially considering that via magnification levels the view field can be narrowed down.


But anyways, that's just me newbie lay-man first impression on the matter. Of course there must be a good reason for placing two scopes (maybe it is also not too much extra effort in terms of cost, weight, space etc) otherwise they would not be there, so I am of course wrong, but on firts sight I do not immediatley see the extra benefits of the Attack scope above the Obs scope.


Maybe the diameter of the scope itself is also a factor where the attack scope is thinner resulting in less wake resulting in less chance of detection.

TheDarkWraith
11-13-10, 03:24 PM
being an engineer type myself I see a perfect reason for two scopes: redundancy. In any mission critical 'environment' it is necessary to have backups and failsafes.

Romb
11-13-10, 03:38 PM
Good point ! Totally oversaw that one :rotfl2:. Indeed that alone would justify matters.

ps. answering my own above question on costs; an extra scope does bring costs to the table (monetary, safety and engineering costs), as can be derived from following wiki passage on photonic masts, a 21st century alternative to traditional scopes:

"While the cables carrying the signal must penetrate the submarine's hull, they use a much smaller and more easily sealed—and therefore less expensive and safer—hull opening than those required by periscopes. Eliminating the telescoping tube running through the conning tower also allows greater freedom in designing the pressure hull and in placing internal equipment."

THE_MASK
11-13-10, 03:49 PM
I do recall the issue with the half floating ships was fixed in a patch for SH4 but returned for SH5 .

PL_Andrev
11-13-10, 04:30 PM
I do recall the issue with the half floating ships was fixed in a patch for SH4 but returned for SH5 .
...how many other bugs.
:nope:

Is it possible to extract it from SH4 part?

Romb
11-13-10, 04:34 PM
Thanks Sober (also for your mods by the way :yeah:)

For info ; above I state that it's not possible to use custom gameplay settings but apparently it is, as someone explained in another thread :

" To set Custom settings you have to hit escape before you go on patrol. Accept your mission, then hit escape and go to options. You can change things.. "


That's the advantage of getting into a game long after its release : many of the questions/issues have already been answered/resolved.

Ok gonna hunt and sink my first moving target now :arrgh!: (I hope)

Got so into the mods and fiddling around that I actually did not yet started playing :salute:

THE_MASK
11-13-10, 04:37 PM
Thanks Sober (also for your mods by the way :yeah:)

For info ; above I state that it's not possible to use custom gameplay settings but apparently it is, as someone explained in another thread :

" To set Custom settings you have to hit escape before you go on patrol. Accept your mission, then hit escape and go to options. You can change things.. "


That's the advantage of getting into a game long after its release : many of the questions/issues have already been answered/resolved.

Ok gonna hunt and sink my first moving target now :arrgh!: (I hope)

Got so into the mods and fiddling around that I actually did not yet started playing :salute:Yeah , i havnt played yet either:O:

TheDarkWraith
11-13-10, 04:49 PM
Got so into the mods and fiddling around that I actually did not yet started playing :salute:

haven't played a single mission to it's end or a single campaign yet :D

Reece
11-13-10, 07:13 PM
Count me in there, as quick as I start a new mod or update comes along and I have to start again!:D

Ice Forge
12-03-14, 01:10 AM
Really hate necromancy BUT i have just realized as i ran the game for the first time in ages that i seem to have the same issue.

Using The Wolves of Steel - SH5 Megamod

And followed the installation instructions to the letter ( this is a fresh installment of win 7 x64 so no previous installations were present).

Any help on this matter would be much appreciated... was doing the first camp mission and was mighty suprised that i could not see anything but some odd puffs of smoke on the horizon, crew not alerting to ships being present; after submerging i can clearly hear the screws via hydrophone and could track them.

Then i got hit out of nowhere and i see a chimney shooting at me ^^ Turns out it was a frigate underwater...

buck28
06-03-15, 01:22 PM
Has anyone found a fix for this problem yet? This seems to go back to 2014, and had no replies? Through the scopes and binoculars, any ship I see away from port is submerged??? They seem fine in port however.
Strange. Anybody have an answer?:hmmm:
Thanks in advance, Buck...

vdr1981
06-03-15, 01:35 PM
Has anyone found a fix for this problem yet? This seems to go back to 2014, and had no replies? Through the scopes and binoculars, any ship I see away from port is submerged??? They seem fine in port however.
Strange. Anybody have an answer?:hmmm:
Thanks in advance, Buck...

Why is this such a big problem, ships are just fine when you came near?:06:
Maybe this is some crazy attempt of developers to simulate curvature of the earth?
I'm not sure but if I remember correctly this was more or less problem with all SH games...

THE_MASK
06-03-15, 03:49 PM
Has it got something to do with the water clipping height in the SkyGeometry dat file in env folder ? Silent3ditor .

kevinsue
06-03-15, 07:45 PM
I think it's the way the game renders the horizon/sky transition when looking at it with magnification. Does weird stuff like that when looking through the Binoculars in fog as well ; you can see smoke on the horizon unassisted, but sometimes nothing when looking through the bino's. :hmm2:

SiggeMan
06-04-15, 12:43 AM
Well, mate, what that is, its called the "horizon"... Earth is round u know, if u get what i mean ;) And if im right XD

kevinsue
06-04-15, 08:46 AM
Well, mate, what that is, its called the "horizon"... Earth is round u know, if u get what i mean ;) And if im right XD

No it isn't! :nope: otherwise people on the bottom would fall off!!:yep:

http://i58.tinypic.com/2v1au7m.jpg

SiggeMan
06-04-15, 09:06 AM
Alright, im lucky i live in Sweden if its round then XD

kevinsue
06-04-15, 09:24 AM
Alright, im lucky i live in Sweden if its round then XD

Yep:yep:... if the world was round, anything below 45°N would be a problem. you'd definitely grow one leg longer than the other!:hmmm: