View Full Version : [TEC] SH5.exe patches to fix bugs and add functionality
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Lastman
09-02-13, 07:33 AM
NO way that will work on steam version? anyone have done a test? :wah:
Sjizzle
09-02-13, 07:48 AM
TDW's GenericPatcher doesnt work with steam version
read here (http://www.subsim.com/radioroom/showthread.php?t=205620)
When i patch SH5 (1.2) with TDW GenericPatcher v1.0.149.0 with or without mods i always have CTD when i want to go to Navigation Map in game.
I use this tutorial for patching - http://www.subsim.com/radioroom/showthread.php?t=205620
Which patch is MUST HAVE in GenericPatcher and Which mod is is required GenericPatcher to work ?
volodya61
09-15-13, 12:22 PM
When i patch SH5 (1.2) with TDW GenericPatcher v1.0.149.0 with or without mods i always have CTD when i want to go to Navigation Map in game.
I use this tutorial for patching - http://www.subsim.com/radioroom/showthread.php?t=205620
Did you enable any patches for Advanced Users? if so, you have to disable them..
I Only patch sh5.exe file.
This is GP window with ALL patch disabled.
I want to enable only the Hydrophone patch (witch ! icon )
After i enable Hydrophone i always have CTD after loading a mission.Any mission.(no mods)
my specs:
windows 7 64bit
nvidia GTX 770
16 gb ram
i7 860 @ 3000
http://gyazo.com/174eff966987432a9ab02753b280b7bf.png
volodya61
09-15-13, 03:48 PM
I Only patch sh5.exe file.
This is GP window with ALL patch disabled.
I want to enable only the Hydrophone patch (witch ! icon )
After i enable Hydrophone i always have CTD after loading a mission.Any mission.(no mods)..
I didn't touch SH5 for about three months.. now I'm going to install it again and maybe tomorrow I'll be able to answer you :yep:..
volodya61
09-15-13, 10:17 PM
I Only patch sh5.exe file.
This is GP window with ALL patch disabled...
Okay.. so, in this case, what for did you show us GP window?. is there any reason?. :hmmm: :06:
Michal788
09-16-13, 02:44 AM
After update the files.
He is missing this file (TDW_SH_NClient_Patch.s5p) and if i start sh5.exe i get this error.
See the screenshots please and tell me which screenshots do you want to see more for fixing my problem.
https://picasaweb.google.com/107270595718445150140/Error#
info:
-Install is from SH5 CD.
-I patch it to 1.2.
-Directory is c:\ubisoft\silent hunter 5.
-Use Windows 7 (64-bits).
-Use generic file patcher v1.0.149.0 .
-It is patching from the orginal sh5.exe.
Update:
Both error are fixed.
Okay.. so, in this case, what for did you show us GP window?. is there any reason?. :hmmm: :06:
Is THIS really the issue? OMG.
The issue is that i always have CTD after loading a mission after the patching.
Michal788
09-16-13, 08:27 AM
If i only dont path the sh5.exe file.
Then i get a CTD by a mission.
Update:
Problem is fixed
Mikemike47
09-16-13, 12:35 PM
If i only dont path the sh5.exe file.
Then i get a CTD by a mission.
WHAT IS GOING WRONG!!!
Of course, a CTD will happen without patching the SH5.exe. Did you patch the other related *.dlls? All are in the silent hunter 5 main folder.
Did you read the documentation contained in the links at the bottom of post #1? How to Use TDW GenericPatcher for Beginer thread has the most current information.
Mikemike47
09-16-13, 12:43 PM
After update the files.
He is missing this file (TDW_SH_NClient_Patch.s5p) and if i start sh5.exe i get this error.
See the screenshots please and tell me which screenshots do you want to see more for fixing my problem.
https://picasaweb.google.com/107270595718445150140/Error#
Redownload the TDW patch if you possibly deleted the TDW_SH_NClient_Patch.s5p file. It is there for everyone else.
Did you read the documentation contained in the links at the bottom of post #1? How to Use TDW GenericPatcher for Beginer thread has the most current information.
Concerning your 1st picture, I would take a snapshot, disable all patches, then start over and get all the original sh5 files again. Try repatching again. Additionally, expand the "+" for each type of file so we can see exactly which things you patched to help you out better in the future. I have read that a lot of the advanced patches cause problems.
Concerning your 2nd picture, SH_NClient.dll is in the silent hunter 5 main folder besides all of the other *.dlls and *.acts files needed.
Michal788
09-16-13, 01:48 PM
Redownload the TDW patch if you possibly deleted the TDW_SH_NClient_Patch.s5p file. It is there for everyone else.
---It was in the folder.(see my new screenshot)
I would take a snapshot, disable all patches
---I did
Did you read the documentation contained in the links at the bottom of post #1?
---Ok im going reading everthing there.
Additionally, expand the "+" for each type of file so we can see...
---(see screenshot)
For the missing file the path is wrong.(see screenshot)
How can you fix the path?
I disable everthing and i get the error again.(see screenshot)
volodya61
09-16-13, 02:10 PM
@ Michal
1. (0xc0000005) - it's not app error.. it's Win error.. maybe related with the latest Win updates..
2. Open up GenericPatcher.cfg located in the Patcher's folder via Notepad.. you'll be able to edit file's path's manually..
EDIT: see below -
http://s19.postimg.org/y3z31s69r/gp1.jpg (http://postimg.org/image/y3z31s69r/)
Michal788
09-16-13, 02:31 PM
@ Michal
1. (0xc0000005) - it's not app error.. it's Win error.. maybe related with the latest Win updates..
--- oh really?
2. Open up GenericPatcher.cfg located in the Patcher's folder via Notepad.. you'll be able to edit file's path's manually..
---Ah thank you.
EDIT: see below -
http://s19.postimg.org/y3z31s69r/gp1.jpg (http://postimg.org/image/y3z31s69r/)
Thanks
SnipersHunter
09-17-13, 08:20 AM
Hello where can i find this 2 mods?
*FX_Update_0_0_22_ByTheDarkWraith
*FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
lesec74
09-17-13, 08:42 AM
Hello where can i find this 2 mods?
*FX_Update_0_0_22_ByTheDarkWraith
*FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
hello normally in downloads section and the second is included in the fx original.sorry for my English
:up:
Michal788
09-18-13, 05:47 AM
I fix the 0xc0000005 error by clean up the regedit in Windows. (use ccleaner)
And the missing file is also fixed.
Thanks for all the support and help.:yeah:
Problem is back. :(
Kevin_Rissell
09-19-13, 10:48 PM
I agree it happened right after some latest Microsoft update, but I have tried recovering from previous dates to no avail.
Does anyone know it's exact cause? Or just what to do to get rid of it? I haven't touched my Patches in at least a month and a half, and all of a sudden, no go.
Help, please?
volodya61
09-19-13, 11:17 PM
I agree it happened right after some latest Microsoft update, but I have tried recovering from previous dates to no avail.
Does anyone know it's exact cause? Or just what to do to get rid of it? I haven't touched my Patches in at least a month and a half, and all of a sudden, no go.
Help, please?
Try to disable Win update - KB2872339.. if this won't help then I don't know..
Disabling security updates is sortof the worst advice you could give to someone, as it leaves their system open to attack.
I'm system engeneer .. most likely cause here is Data Execution Prevention.
0xc0000005 error case 6: DEP
Quite often the nasty 0xC0000005 error occurs because of Data Execution Prevention (DEP) introduced by Microsoft in Windows SP2 and used in later versions. DEP is a set of security features that prevents code execution from non-executable memory segments. It’s a vivid illustration of a typical 0xc0000005 Access Violation error.
The information on your computer is stored as data and executable code, each type of information exploits its own memory segment. The 0xC0000005 error means that a program is trying to execute data as a code from non-executable parts of memory. Such behavior is characteristic of malware and DEP traps attempts to execute a malware code. The 0xC0000005 error message notifies you of such attempts. But many legal software programs use dynamic code generation, and the generated code is not always marked as executable code, which makes such applications incompatible with DEP and results in the 0xc0000005 access violation error. There are several ways to eliminate 0xc0000005 errors caused by Data Execution Prevention.
What to do with DEP incompatibility.
1: Turning off Data Execution Prevention is the worst of all solutions because it leaves your computer unprotected.
2: You may contact your software vendor and notify about the 0xc0000005 error so that they release a patch or fix DEP incompatibility in future versions.
3: You can set DEP exceptions for the application you need (make sure the application is legitimate before you do so!). In most DEP cases this is the best solution for the 0xC0000005 error.
Configuring DEP Exceptions can be necessary when DEP won’t let you run one of your programs while you know for sure that the software is legitimate and won’t do any harm to your computer. However, before defining DEP exceptions it’s a good idea to check for a DEP-compatible version of the program on the developer’s website.
Configuring DEP Exceptions in Windows Vista
1: Click the Start button => Control Panel => System and Maintenance => System.
2: Choose Advanced System Settings. Further actions require Administrator permission. To continue you need to enter the Administrator password or confirm your actions if you operate as the Administrator.
3: In the window that opens under Performance click Settings.
4: Click the Data Execution Prevention tab (along the top), and choose “Turn on DEP for all programs and services except those I select”.
5: To disable DEP for an individual program click Add, find the executable ( .exe) file for the program and then click Open.
6: Click Apply to save changes.
Configuring DEP Exceptions in Windows XP
1: Right-click on the My Computer icon on your desktop (you can also find it on the Start menu) and choose Properties.
2: In the window that appears (System Properties) choose the Advanced tab.
3: Under Performance and click Settings.
4: Click the Data Execution Prevention tab (along the top), and choose Turn on DEP for all programs and services except those I select.
5: To disable DEP for an individual program click Add, find the executable (.exe) file for the program and then click Open.
Finding the executable file for a program
If you need to configure DEP exceptions, but don’t know the location of the required .exe file, right-click on the program’s icon and in the Shortcut tab copy the text from the box in the Target section. Paste this text to the File Name box of the Data Execution Prevention window.
Anyway, never remove security updates or ignore them.
volodya61
09-20-13, 03:32 AM
Disabling security updates is sortof the worst advice you could give to someone, as it leaves their system open to attack.
I'm system engeneer .. most likely cause here is Data Execution Prevention.
...
Anyway, never remove security updates or ignore them.
Wonderful.. in your opinion, if MS releases a 'broken' update that breaks my system, I have to leave it and sit around with a broken system and/or wait for them to make a patch to it..
PS: a few years ago I had an OS to use without any updates.. ever.. and everything worked fine for several years.. so no need to talk about the terrible security risks and 'open to attack' system..
Your system isnt broken .. DEP isnt broken .. the patcher is probably using tricks that are frowned upon by security protocols. Just add it as exception and all would be well .. with intact system security.
The fact your system ran well, does not mean it's safe. If people gain access, it's mostly not to mess up your system beyond repair ... it's to use it as drone and leech computerpower and bandwith. The easyest way to gain access is when people dont patch their system, so all exploits will work.
Advising people to neglect their system security, not knowing what other things they do on their system, is not very good practise, that's all I'm saying.
Edit for clarity: This study (http://news.cnet.com/2100-7349_3-5313402.html) clearly shows that a PC connected to the internet, is very vulnerable. This study is from years back ... that's generations in computer science .. around 2008 it was down to under 10 minutes. In 2012 it's around 400 minutes at best .. this survey (http://blog.gothamtg.com/2012/06/20/whats-your-internet-survival-time/) states.
So yeah, advising people to open holes that MS finaly plugged, is dubious at best. It's probably not intentionally so .. but please accept a correction that both solves the original problem and does not put others at risk, however remote you percieve that risk to be.
volodya61
09-20-13, 09:58 AM
Your system isnt broken .. DEP isnt broken .. the patcher is probably using tricks that are frowned upon by security protocols. Just add it as exception and all would be well .. with intact system security.
The fact your system ran well, does not mean it's safe. If people gain access, it's mostly not to mess up your system beyond repair ... it's to use it as drone and leech computerpower and bandwith. The easyest way to gain access is when people dont patch their system, so all exploits will work.
Advising people to neglect their system security, not knowing what other things they do on their system, is not very good practise, that's all I'm saying.
Edit for clarity: This study (http://news.cnet.com/2100-7349_3-5313402.html) clearly shows that a PC connected to the internet, is very vulnerable. This study is from years back ... that's generations in computer science .. around 2008 it was down to under 10 minutes. In 2012 it's around 400 minutes at best .. this survey (http://blog.gothamtg.com/2012/06/20/whats-your-internet-survival-time/) states.
So yeah, advising people to open holes that MS finaly plugged, is dubious at best. It's probably not intentionally so .. but please accept a correction that both solves the original problem and does not put others at risk, however remote you percieve that risk to be.
Yeah, I see.. MS is a corporation that doesn't make mistakes.. :haha:
I wont argue that MS doesnt make mistakes ... but declaring the holes they fix to be a needed feature, and the fix itself a bug that just breaks stuff is not very close the truth.
Just add an exception in DEP, should do the trick ;)
And I know MS stuff sucks .. but usually the complaint is that they dont fix their bugs ... not that they finally did :p
Michal788
09-20-13, 01:43 PM
Try to disable Win update - KB2872339.. if this won't help then I don't know..
I have the problem too (again) but this dont fix the error.
Even this doesnt work.
"
4: Click the Data Execution Prevention tab (along the top), and choose “Turn on DEP for all programs and services except those I select”.
5: To disable DEP for an individual program click Add, find the executable ( .exe) file for the program and then click Open.
6: Click Apply to save changes.
"
You could try to add an exception to DEP for the patcher's .exe file.
Else, check here (http://blog.cheesesoft.com/common-causes-and-solutions-to-application-error-0xc0000005) and see if any of the other situations could apply. You could also press the win-logo+r, type eventvwr, and check the application and security log at the time you got the error to see if that gives a hint as to why yu are getting this error.
Michal788
09-20-13, 02:21 PM
You could try to add an exception to DEP for the patcher's .exe file.
Else, check here (http://blog.cheesesoft.com/common-causes-and-solutions-to-application-error-0xc0000005) and see if any of the other situations could apply. You could also press the win-logo+r, type eventvwr, and check the application and security log at the time you got the error to see if that gives a hint as to why yu are getting this error.
I try it a few seconds but i doesnt fix the problem.
See screenshot.
https://plus.google.com/photos/107270595718445150140/albums/5924119916335751889/5925786929490601634?banner=pwa&pid=5925786929490601634&oid=107270595718445150140
I have also a screenshot of the event of the error.
Can somebody analyze it?
I thought the Generic Patcher gave issues ? That would be the application to add to the DEP exceptions, not the sh5 executable ;)
Michal788
09-21-13, 02:40 AM
I thought the Generic Patcher gave issues ? That would be the application to add to the DEP exceptions, not the sh5 executable ;)
If you start the orginal sh5.exe everything works ok.
But if you patch sh5.exe with GP.
And try to start sh5.exe than it gives the error 0xc0000005.
But if I add GenericPatcher to the DEP exceptions , windows is saying:
"This program must run with data execution protection (DEP) enabled.
You cannot turn off DEP for this program."
I dont like it i want to play sh5.exe. :cry:
Hmz .. sounds like some proces is noticing the .exe changed and blocking execution.
Try the following:
- disconnect your PC from the network/internet
- suspend your virus scanner
- try running sh5.exe again
- re-enable virus scanner
- re-connect to network/internet
If it ran, add an exception to your virus scanner's monitor list. In rare cases, your windows profile is FUBAR. You could test that by creating a new account and testing if it works when logged on to that account.
Which changes did you enable ? (What would I need to do to recreate the .exe you can't run)
Ok, have a question about Deck Awash function.
When I enable it via icon on the left of the screen, I have a CTD.
That's strange because I activated it in both - Generic Patcher and in UI by TDW (using ver. 7.5.0)
Maybe missed something?:hmmm:
Can someone help?
Snapshot of installed patches here (https://www.dropbox.com/s/q5dvw7m0hwtp6do/LMD.gps)
List of installed mods
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
101 Accurate German Flags
102 sobers game loading tips V8 SH5
103 DBM Background Video
104 SteelViking's Interior Mod V1.2
105 SteelViking's Interior Mod V1.2.2 Patch
106 sobers multi color mod V5
107 DynEnv v2.9 - 1. Main Mod
108 DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
109 DynEnv v2.9 - 12. Sounds
110 Small_trees_SH5_V1
111 sobers smoke screen V1 SH5 (DynEnv compatible)
112 sobers water splash anim SH5
113 sobers best ever fog V22 SH5
114 sobers base sky mechanics V1
115 sobers better terrain v3 SH5
116 sobers waves mod V12 27032013
117 sobers more trees SH5
118 SH5_7A_Conning_Fix
119 Fuel Gauge WoGaDi_SteelViking's Interior
120 Equipment_Upgrades_Fix_v1_4_byTheBeast
121 Equipment_Upgrades_Fix_v1_4_Patch_1
122 Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
123 Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
124 EUF_UBoat_FX_v0_0_3_ byTheBeast
125 SH5 Longer Repairs v.1
126 FX_Update_0_0_22_ByTheDarkWraith
127 FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
128 AI_sub_crew_1_0_2_TheDarkWraith
129 NewUIs_TDC_7_5_0_ByTheDarkWraith
130 NewUIs_TDC_7_5_0_Das_Boot_Crew_Mod_by_Illyustrator
131 NewUIs_TDC_7_5_0_Real_Navigation
132 NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha
133 NewUIs_TDC_7_5_0_ERM_Reaper7_NightVision_Black_Ski n
134 Submarine's .sim&cfg (modified for engine ratio + independent control patches).7z
135 Sjizzle's - Charts for NewUIs part1-3_07.06.2013
136 Manos Scopes-patch for 8x5
137 IRAI_0_0_39_ByTheDarkWraith
138 IRAI_0_0_39_ByTheDarkWraith_Patch_1
139 R.E.M_by_Xrundel_TheBeast_1.2
140 R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
141 Depth Charge Fix Reduced Explosion Range
142 Cerberus62 Corrected Depth Charge Projector 1.0
143 Reworked Morale and Abilities v.1.1
144 MCCD_1.04_MFCM_1.2.1_compatible
145 Speech fixes and additions (german version)
146 sobers green crew training V4 SH5
147 TDW FX Fix for Sobers chimney smoke
148 Church's Compass Dials Mod v2.2 - Option Two
149 OPEN HORIZONS II_full v2.2
150 R.S.D. - Reworked Submarine Damage v3 by vdr1981
151 SkyBaron's Leigh Light for SH5 1.1
152 Sobers Terrain fix for OH2 V2.2
153 RPM Hydrophone merchants 2.1 -for OHII full v2.2-
154 Expanded Navies by Cybermat47 v.1.0.01
155 smaller flags for Warships 1_0b
156 sobers Lights Cfg V5 SH5
157 Trevally Tutorial - All v0.2(for OHIIv1.3)
158 Trevally Automated Scripts v0.6
159 Trevally Harbour & Kiel Canal Pilot v3.1
160 Trevally TDC Help v2
161 MadMaxs_SH5_Subdiesel (mono) v2
162 sobers hud sounds V1 SH5
163 sobers Realistic contrast V6 SH5
164 EQuaTool 01.01 by AvM - Large Style
165 AOB slide ruller for TDW UIs and MO by stoianm
166 Warfox deck crew always whispering SH5 German Version
167 gap - HD 1 deg Scope Bearing v 1.0
168 Shadow Improvement ModLR
169 sobers bad weather deck gun V5 SH5
170 sobers map colors SH5 V1
171 Sounds
Michal788
09-21-13, 02:19 PM
Hmz .. sounds like some proces is noticing the .exe changed and blocking execution.
Try the following:
- disconnect your PC from the network/internet
- suspend your virus scanner
- try running sh5.exe again
- re-enable virus scanner
- re-connect to network/internet
If it ran, add an exception to your virus scanner's monitor list. In rare cases, your windows profile is FUBAR. You could test that by creating a new account and testing if it works when logged on to that account.
Which changes did you enable ? (What would I need to do to recreate the .exe you can't run)
Test 1
1. I put the orginal sh5.exe in the folder and test it. (and its work)
2. I disconnect internet and disable my virusscanner.
3. I patch the sh5.exe (I change nothing in GenericPatcher)
4. I start sh5.exe and the ERROR is back.
Test 2
1. I put the orginal sh5.exe in the folder and test it. (and its work)
2. I make a new account , relogin with my new account.
3. I disconnect internet and disable my virusscanner.
4. I patch the sh5.exe with GP.
5. Start sh5.exe and quess??? ERROR 0xc00000000000000000000000000000000000000000000000 000000000000000000005 :/\\!!
Am I the only one with this f*king error??
If you changed nothing, the .exe file you try to start and the original one, should be identical .. as not using any patch means not touch the .exe ? I'm confused now.
The only thing I could think of is that you try to run the sh5.exe WHILE the patcher is open, and I think the patcher locks the file .. this making the error logical again. So please close the patcher before trying to lauch sh5.
I cant think of any reason to use the patcher, yet not use any patches .. perhaps that in itself gives bugged behaviour.
I must admit that I'm new to subsim tho .. so I'm not sure if my assumptions are correct.
Michal788
09-21-13, 04:08 PM
If you changed nothing, the .exe file you try to start and the original one, should be identical .. as not using any patch means not touch the .exe ? I'm confused now.
-If i patch nothing and only set the path.
Nothing change ofcourse and sh5.exe works ok.
-If i patch only one new section "TDWdata" in sh5.exe and the rest not.
Error
-If i patch everthing , except sh5.exe its works ok.
The only thing I could think of is that you try to run the sh5.exe WHILE the patcher is open, and I think the patcher locks the file .. this making the error logical again. So please close the patcher before trying to lauch sh5.
LOL i hope this was the problem.(NOT:down:)
I test it also by restarting the pc.
I cant think of any reason to use the patcher, yet not use any patches .. perhaps that in itself gives bugged behaviour.
I need the GFP patcher for the hydro bug.
And i understand that you must change the sh5.exe self for that.
I must admit that I'm new to subsim tho .. so I'm not sure if my assumptions are correct.
Your knowledge if very helpful.
Bye the way thanks for all your help en tips.
It is clear once the file sh5.exe change (gets bigger) it crashed.
Maybe Dark Wraith can help us.
Michal788
09-23-13, 07:20 AM
And suddely the bug is gone.:)
And BACK.:(
Kevin_Rissell
09-27-13, 07:37 AM
The main difference I can see is the digital signature. When I use the patcher, the resulting files have no signature, unlike the originals. Also, when I disable all of the patches, I should be back to where I started, but still no digital signature. The originals have the digital signature, and they work, but it seems like some portion of the patcher removes/failes to regenerate the Digital Signature.
Whether or not it is UPLAY or my PC (Win 7, 64 bit, Ultimate N), I don't know. I have disabled the Digital Signature protection as far as I can, but still no luck.
KCR
Michal788
09-27-13, 09:13 AM
The main difference I can see is the digital signature. When I use the patcher, the resulting files have no signature, unlike the originals. Also, when I disable all of the patches, I should be back to where I started, but still no digital signature. The originals have the digital signature, and they work, but it seems like some portion of the patcher removes/failes to regenerate the Digital Signature.
Whether or not it is UPLAY or my PC (Win 7, 64 bit, Ultimate N), I don't know. I have disabled the Digital Signature protection as far as I can, but still no luck.
KCR
:hmmm:Maybe this is also my problem.
Is it possible that your virus scanner (your as in both of you) scans on changed .exe files and prohibits execution ?
Any other software running in the background for protection ?
A clean 64b install of Win7 does not behave like this, so it's either user settings or added software.
Michal788
09-27-13, 04:06 PM
Im testing sh5.exe with different version of Nvidia drivers.
No luck :(
Husksubsky
10-03-13, 08:16 AM
Aren t we supposed to make loads of entries in last menu.txt when using the patcher? I got a description from Sober on an earlier patch version but thats long time ago now. My last entries are
; Independent engine controls patch
10025=Shafts
10026=Click to enable/disable speed commands for the port shaft
10027=Click to enable/disable speed commands for the starboard shaft
; Contact report wolfpack patch
11000=Dispatching available submarines to your patrol area|Remain undetected and in a favorable position|Send status reports| |Bdu
11001=All available submarines have been dispatched to your patrol area
11002=Submarines in your area have received instructions to join your attack|Stay in front of contact/convoy, remain undetected, and send regular status reports| | |B.d.u
11003=Remain undetected and continue following contact/convoy|Available submarines are heading to your patrol area
11004=Attain favorable position and shadow contact/convoy until reinforcements arrive
; possible messages from Bdu when can not dispatch subs
11010=No boats are within your patrol area|Act as lone boat| |Bdu
11011=No support within range|Be more aggressive| |Bdu
11012=Contact report received|Act on own data| |BdU
11013=Be more aggressive!| |Bdu
11014=Attack contact| |Bdu
; Reports from dispatched subs
11020=Contact keeper continue to send bearing signals|Group act on own data|Take every opportunity to attack
11021=Convoy in sight|Signal bearing sent|Moving to attack port side
11022=I believe to have made contact with the convoy|Sending bearing signals|Act according to own data|Attacking at full speed
11023=Requesting bearing signal from contact keeper
11024=Beacon signals lie in the line of approach according to dead reckoning.|Attacking far side of convoy
What is it now?:hmmm:
Kevin_Rissell
10-03-13, 10:03 AM
Starting with a fresh SH5 install, it seems that just opening the patcher and allowing it to add the sections it does, without enabling any choices whatsoever, causes the same error. Again, it's the difference between having a digital signature, and not. I tried using microsoft's digital signing tool, but it could not find an appropriate certificate, and another tool in the same pack claims that the patched SH5.exe is not a win32 application at all.
Ran full virus scans (Norton 360, MBAM, etc), upgraded video (ATI5770 crossfire linked (never had a problem with ATI crossfire either)), turned off every requirement I can find concerning certificates in author mode, etc....
No progress made at all.......
SnipersHunter
10-11-13, 10:12 AM
Hey do i need to change some menu.txt entrys for the Wolfpack patch?
DeepWaterDaz
10-14-13, 01:35 PM
I have the same problem too. I wonder if this issue is restricted to us NOT running Windows 7 Ultimate or Enterprise. I am running Win7 Home Premium and therefore don't have secpol.msc (when typed in search box in Start menu) and/or the configurable App-locker.
If you are running the above mentioned OS (Ultimate or Enterprise) maybe this might help (from post #8 onwards): http://www.subsim.com/radioroom/showthread.php?t=208191
Kevin_Rissell
10-15-13, 08:25 PM
It's not Windows 7 Ultimate 64, vs 32, vs Home, etc. I am running Ultimate 64 N. I am outa ideas on what to try....
I'd love to help, except that I cant without being able to reproduce the issue, or have access to a machine producing this issue.
Barring that, did you guys check for virus scanner behaviour ? DEP ? You could try moving the whole game dir to a new location on your drive in order to fool any protection stuff ?
I'm assuming that your account has administrative rights on your system ?
What virus scanners do you guys use ?
THE_MASK
10-17-13, 03:59 AM
Radio patch enabled . Enterered scapa for a raid . 2 torps fired and now there are destroyers actively searching :up:
Radio patch enabled . Enterered scapa for a raid . 2 torps fired and now there are destroyers actively searching :up:
I wonder if Shaefer had the patch anabled while he recorded his last video :hmmm:
THE_MASK
10-17-13, 03:11 PM
I wonder if Shaefer had the patch anabled while he recorded his last video :hmmm:I wondered the some thing myself . The battleship docked in scapa turned its searchlights on as soon as a torp hit it . That's one way to tell the patch is working .
Kevin_Rissell
10-18-13, 07:45 AM
total REINSTALL of SH5, including total reinstall of all MODS, and total reinstall of patcher.
Same damn thing.
I played this game every day. And yes, total reinstall of N360 (antivirus). I changed nothing. I am sorry no one can replicate this but it's the most frustrating experience so far., I've lost all my saved games, and the game I loved to play in the first place. I can't even start from scratch.... Only if I don't use the patcher, and we know the difference that it makes.
Might as well give up.
total REINSTALL of SH5, including total reinstall of all MODS, and total reinstall of patcher.
Same damn thing.
I played this game every day. And yes, total reinstall of N360 (antivirus). I changed nothing. I am sorry no one can replicate this but it's the most frustrating experience so far., I've lost all my saved games, and the game I loved to play in the first place. I can't even start from scratch.... Only if I don't use the patcher, and we know the difference that it makes.
Might as well give up.
Sorry Kevin, I wish we could help you and DeepWaterDaz, but I am afraid that only TDW may have the answer to this puzzle :nope:
DeepWaterDaz
10-19-13, 06:28 AM
I'd love to help, except that I cant without being able to reproduce the issue, or have access to a machine producing this issue.
Barring that, did you guys check for virus scanner behaviour ? DEP ? You could try moving the whole game dir to a new location on your drive in order to fool any protection stuff ?
I'm assuming that your account has administrative rights on your system ?
What virus scanners do you guys use ?
PLJ: I have checked antivirus behavior and tried disabling anti-virus auto-protection software temporarily (running Norton 360 Premier) to no avail either. I've also tried moving the entire directory to my external and the same error was produced. I do have administrative rights on my system so that won't be the case.
Seems like the only solution thus far is time, thanks for all the attempts at fixing this from your side PLJ :salute:
Sorry Kevin, I wish we could help you and DeepWaterDaz, but I am afraid that only TDW may have the answer to this puzzle :nope:
No worries, nothing to do but wait for TDW then I guess :hmmm:
Thanks for all the attempts at fixing this from your side :up:
SnipersHunter
10-19-13, 09:28 AM
Hey do i need to change some menu.txt entrys for the Wolfpack patch?
Echolot
10-19-13, 10:11 AM
Hello SnipersHunter.
From the readme by TDW:
below is already included in my UIs mod
Required menu.txt entries for versions >= v1.0.74.0:
Edit this line in your menu.txt file:
MaxStrings=11100
Add these to the end of your menu.txt file:
; Independent engine controls patch
10025=Shafts
10026=Click to enable/disable speed commands for the port shaft
10027=Click to enable/disable speed commands for the starboard shaft
; Contact report wolfpack patch
11000=Dispatching available submarines to your patrol area|Remain undetected and in a favorable position|Send status reports| |Bdu
11001=All available submarines have been dispatched to your patrol area
11002=Submarines in your area have received instructions to join your attack|Stay in front of contact/convoy, remain undetected, and send regular status reports| | |B.d.u
11003=Remain undetected and continue following contact/convoy|Available submarines are heading to your patrol area
11004=Attain favorable position and shadow contact/convoy until reinforcements arrive
; possible messages from Bdu when can not dispatch subs
11010=No boats are within your patrol area|Act as lone boat| |Bdu
11011=No support within range|Be more aggressive| |Bdu
11012=Contact report received|Act on own data| |BdU
11013=Be more aggressive!| |Bdu
11014=Attack contact| |Bdu
; Reports from dispatched subs
11020=Contact keeper continue to send bearing signals|Group act on own data|Take every opportunity to attack
11021=Convoy in sight|Signal bearing sent|Moving to attack port side
11022=I believe to have made contact with the convoy|Sending bearing signals|Act according to own data|Attacking at full speed
11023=Requesting bearing signal from contact keeper
11024=Beacon signals lie in the line of approach according to dead reckoning.|Attacking far side of convoy
You could check your menu.txt file for the entrys and if they are not there edit your file and add the required lines. If you use NewUIs they should be already there I guess.
I hope this helps.
Regards.
Ech:hmmm:lot.
total REINSTALL of SH5, including total reinstall of all MODS, and total reinstall of patcher.
Same damn thing.
I played this game every day. And yes, total reinstall of N360 (antivirus). I changed nothing. I am sorry no one can replicate this but it's the most frustrating experience so far., I've lost all my saved games, and the game I loved to play in the first place. I can't even start from scratch.... Only if I don't use the patcher, and we know the difference that it makes.
Might as well give up.
exactly the same here. No cure found. Perhaps I will retry with an older version of the patcher.exe.:wah:
total REINSTALL of SH5, including total reinstall of all MODS, and total reinstall of patcher.
Same damn thing.
I played this game every day. And yes, total reinstall of N360 (antivirus). I changed nothing. I am sorry no one can replicate this but it's the most frustrating experience so far., I've lost all my saved games, and the game I loved to play in the first place. I can't even start from scratch.... Only if I don't use the patcher, and we know the difference that it makes.
Might as well give up.
Have you tried disabling norton 360 for the duration of the test, with your system not connected to internet for safety reasons ? (set sh5 to offline first)
Could someone reproduce relevant eventlog entries for the same time that the modded sh5.exe is tried from the application and security log ?
Have you guys tried to move the game folder and launch the sh5.exe directly from the moved folder ? (in order to make sure no registry setting or config setting is messing stuff up)
Which version of Windows 7 are you using ?
Do you have some service running protecting you from mallicious software altering your files ?
......................
everybody experiencing this, provide me this info please, and I'll do my best to help. Without that info, it's taking stabs in the dark in hope of hitting bullseye.
Kevin_Rissell
10-25-13, 08:59 AM
Moved the directory.., Shut off 360.. Reinstalled windows 7 ultimate N 64, Reinstall SH5..
Now it won't even play straight from the box, even without the patcher. I get to the main menu, try to start a new career, and I wait forever, until I am finally told the internet crashed out and then I am told (after hitting OK.. my only option_) that my rank is promising (without ever going to sea) and that my camera is out of sectors/....
I hate even trying anymore, knowing I'll be disappointed again. Story of my life.,
Moved the directory.., Shut off 360.. Reinstalled windows 7 ultimate N 64, Reinstall SH5..
Now it won't even play straight from the box, even without the patcher. I get to the main menu, try to start a new career, and I wait forever, until I am finally told the internet crashed out and then I am told (after hitting OK.. my only option_) that my rank is promising (without ever going to sea) and that my camera is out of sectors/....
I hate even trying anymore, knowing I'll be disappointed again. Story of my life.,
Have you updated the game to v 1.2? Sometimes Ubi's autopatcher fails dong its work, and manual patching is required.
Moved the directory.., Shut off 360.. Reinstalled windows 7 ultimate N 64, Reinstall SH5..
Now it won't even play straight from the box, even without the patcher. I get to the main menu, try to start a new career, and I wait forever, until I am finally told the internet crashed out and then I am told (after hitting OK.. my only option_) that my rank is promising (without ever going to sea) and that my camera is out of sectors/....
I hate even trying anymore, knowing I'll be disappointed again. Story of my life.,
It sounds that by now your install folder is FUBAR, and you should start with uninstall, delete left over directories and files, reinstall, patch and try again. If you want to prevent having to do that again, craete a zipped copy of your game install dir right after patching. Do the same for your save dir.
Hang in there .. I'm sure you will manage .. it's not rocket science .. just frustrating sometimes ;)
Success!!!
If you get 0x0000005 error when trying to start the patched .exe, the most likely cause is you running Norton 360 and it not trusting the file anymore.
Is this (https://support.norton.com/sp/en/us/home/current/solutions/v15624089_N360_N360RET_2014_en_us) applicable and does it help ?
Hi plj,
You are a genius. Too simple. Followed the steps from Norton and game loads with patched exe. :salute:
Made file trusted and all is good.
Thank you for helping a pc thicky. :/\\!! Pity I won't enjoy playing too much this weekend as got stuff on and now bedtime. :down:
Thank you again :yeah:
Silent Steel
10-28-13, 08:14 AM
It sounds that by now your install folder is FUBAR, and you should start with uninstall, delete left over directories and files, reinstall, patch and try again. If you want to prevent having to do that again, craete a zipped copy of your game install dir right after patching. Do the same for your save dir.
Hang in there .. I'm sure you will manage .. it's not rocket science .. just frustrating sometimes ;)
Don't forget to;
1. Copy your 'C:\Users\Documents\SH5' folder (save it wherever you want on your HD)
2. Delete the 'C:\Users\Documents\SH5' folder (The folder will be recreated when you launch your reinstalled SH5 the 1st time)
3. Uninstall SH5
4. Check the 'C:\Ubisoft\Silent Hunter 5' folder is gone. If not delete it
5. Scan your system for leftovers (CCleaner is a good option for this)
6. Install SH5
7. Launch SH5 (make sure it gets patched. If not run C:\Ubisoft\Silent Hunter 5\Support\GameUpdater\gu.exe
6. Copy/paste > let overwrite your old 'C:\Users\Documents\SH5\data\cfg' folder (to get your savegames and game progress back)
Kevin_Rissell
10-29-13, 07:38 PM
OK.. After all of those steps, AND after re-trusting sh5.exe AFTER using the patcher (it's a different file you know, and 360 thinks it is a "new" threat), and finally disabling that stupid "Norton Insight" (which isn't as insightful as it used to be), I can finally launch without the c00000005 error. Thanks!
However, it still won't let me play the game. I gave up on anything saved and just deleted it all, and I have yet to do anything other than the patcher, so no MOD soup. Straight SH5 with TDW's patcher (latest version, new download).
When I try to start a new campaign, it goes through the motions until it reaches the point where the screen goes dark, and a moment later you should be in the game at the Bunker... AT that point I get the "Internet has been disconnected" error, waiting forever is useless since it isn't down anyway, and it doesn't reset or try at all to see if the internet is up, so all I can do is click OK and get thrown back to the main menu.
Ideas? I enabled everything in/out through the firewall for Uplay and SH5, just in case that was it. Also, NOTHING in the patcher concerning ORBIT or Uplay scans or whatever... Didn't monkey at all with default network anything....
Kevin
Silent Steel
10-30-13, 06:08 AM
Hi Kevin
Not sure if you're on Steam, are you?
You could check this
http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=7104
Kevin_Rissell
11-08-13, 03:06 AM
Silent Hunter Gold, I believe.. Got rid of Norton 360, and replaced with Kaspersky, though it's almost as paranoid, and just as bad as Norton 360 when it comes to actually following user commands and choices.... Annoyingly decides to "Help me" and save me from myself.... which Microsoft and many other self-righteous and arrogant companies seem to feel is A-OK, but which I find rather downright dismissive and degrading.
That being said, after cleaning out my saved games stuff, AND deleting the directories (made the difference), the next clean install allows me to use the patcher (latest version), load all the MODS I had enabled before this adventure began, and then play a single mission...... NO campaign play though. It just crashes with the "Internet is broken" thing again.... and that is either doing the campaign first, or doing it immediately after the single mission (and using the "save" feature in the single mission to delete any previously saved games......since it always saves the internet lost game..)
Personally, I am starting to wonder if it is the NSA retaliating against everyone they still spy on (all of us), who have made disparaging comments (picked up by the PC microphone we think isn't being actively used) about the blatant, weekly lies to Congress and the World at large by the leaders of the NSA programs, and how stupid they are really getting when they are swearing that they only spy on justifiable terrorist related threats, from the German Chancellor, the President of Mexico, and 37 other world leaders (They must have converted the U.N. to a terrorist organization or something) It's rather comical to listen to the British Prime Minister toe the party line and repeat the same BS that's being ladled out upon Congress, since he almost chokes trying to get those words out..... Oh well.... Of course, it all conjecture, and you'd think have better things to do with budgets approaching 100 Billion Dollars of our tax money, but it seems the number one use of all this spying on American's stuff is carried out by the privileged NSA operatives that want to track an ex-lover, stalk a current/potential lover, destroy a romantic rival, and exact revenge on those who so unwisely spurned said NSA operatives's advances....
All in all, I'd rather be playing SH5 :salute:
Silent Steel
11-08-13, 05:13 AM
Seconded, the NSA is the culprit here :o
But, you say you"ve done a (or several) fresh reinstalls, right. And, yur SH5 still keeps crashing... :/\\!!
And, what are you referring to when you say 'patcher'?
Well, to make a proven, proper clean install - PM me your e-mail address so I can send you my latest, updated info sheet on this.
:up:
SonzOfAnarchy
12-23-13, 11:16 PM
I'm downloading the program now from Uplay, after reading about all of the problems with the Steam version. Should I still do all of the patches, or is there a single zip file somewhere that someone offers that has everything in it that needs to be patched. :wah:
I ask because I'm not to tech savvy when it comes to editing files and stuff...:doh:
Aktungbby
12-23-13, 11:22 PM
Nope::salute: go with Fifi's or Sober's mod list for starters to ease into the MOD WORLD...
volodya61
12-24-13, 01:20 AM
I'm downloading the program now from Uplay, after reading about all of the problems with the Steam version. Should I still do all of the patches, or is there a single zip file somewhere that someone offers that has everything in it that needs to be patched. :wah:
I ask because I'm not to tech savvy when it comes to editing files and stuff...:doh:
Welcome aboard :salute:
Just read this 'How to..' thread by Sjizzle - http://www.subsim.com/radioroom/showthread.php?t=205620
Silent Steel
12-24-13, 05:04 AM
Should I still do all of the patches, or is there a single zip file somewhere that someone offers that has everything in it that needs to be patched. :wah:
Good to see yet another new mate! :salute:
I'm not sure what you mean when you say 'is there a single zip file somewhere that someone offers that has everything in it that needs to be patched'
Anyway, since you are downloading and starting from scratch, right? You should pay attention to that during install the SH5 should get patched automatically to v1.2.0
Make sure you see this in the main menu;
http://www.subsim.com/radioroom/picture.php?albumid=177&pictureid=6830
This should do the trick
guruganesh
12-28-13, 06:49 AM
Can't make CO2 working. If i'm using TDW's patcher (only the patcher - no other mods) on vanilla-files, then CO2 is virtually switched off. Spent several hours submerged for testing it and CO2 production was 0%. Has anyone else this problem?
SH5 1.2/TDW_GenericPatcher_v_1_0_74_0/WIN7 64bit
Silent Steel
12-28-13, 09:23 AM
Can't make CO2 working. If i'm using TDW's patcher (only the patcher - no other mods) on vanilla-files, then CO2 is virtually switched off. Spent several hours submerged for testing it and CO2 production was 0%. Has anyone else this problem?
SH5 1.2/TDW_GenericPatcher_v_1_0_74_0/WIN7 64bit
Hi Guru
Maybe this can bring your question to more light; http://www.subsim.com/radioroom/showthread.php?t=191593
guruganesh
12-28-13, 03:43 PM
Thank you Steel! One of the UBI-issues, i see... My crew is allowed to smoke stuff in the sub now...:D
Mikemike47
12-28-13, 11:46 PM
Can't make CO2 working. If i'm using TDW's patcher (only the patcher - no other mods) on vanilla-files, then CO2 is virtually switched off. Spent several hours submerged for testing it and CO2 production was 0%. Has anyone else this problem?
SH5 1.2/TDW_GenericPatcher_v_1_0_74_0/WIN7 64bit
Could "limited O2" in the main options panel be unchecked? Should be checked.
vdr1981
01-23-14, 09:28 AM
Hello TDW! :salute:
I understand you don't have much time until you go to work again but I must ask you something...
I'm sure that you'are aware of this mod for SH3... http://www.subsim.com/radioroom/showthread.php?t=174225
My question is, is it it possible to extend your famous patcher and to add few more features like:
4. Periscope-Fix
Periscopes nearly useless for higher speeds, since blur effect simulates periscopes vibrations. At higher speeds, periscopes are moved down automatically.
5. Hydrophone-Fix
Hydrophones useless when diesels are working. When snorkelling, you must stop diesels in order to use hydrophones. Otherwise you'll hear nothing. No sound contact reports when diesels are working
6. External torpedo reload fix
No reload of external torpedoes possible during bad weather.
Speed restriction to "slow" during external reload.
No diving possible during reload of external torpedoes.
7. Internal torpedo reload fix
No reload of internal torpedoes during storm and when surfaced. During storm one has to dive below 16m in order to reload internal torpedoes.
19. Diesel Damages Fix
Risk of random diesel damages when agonizing diesels with flank speed.
Those are features which bothering me for such a long time now and I would be extremely happy to have them in your patcher.
I know You can do it, the question is, do you have enough time?
lesec74
01-23-14, 02:09 PM
hello and sorry because I've a doubt:
TDW patcher is enable with jsgme or must be installing in sh5 main folder?sorry for my English;I'm a poor french!!:salute:
tonschk
01-23-14, 02:25 PM
I hope this can help:
How to use the patcher app:
http://www.subsim.com/radioroom/showthread.php?t=197960
http://www.subsim.com/radioroom/showthread.php?t=205620
hello and sorry because I've a doubt:
TDW patcher is enable with jsgme or must be installing in sh5 main folder?sorry for my English;I'm a poor french!!:salute:
Mikemike47
01-23-14, 02:45 PM
I hope this can help:
How to use the patcher app:
http://www.subsim.com/radioroom/showthread.php?t=197960
http://www.subsim.com/radioroom/showthread.php?t=205620
Sjizzle link is more up to date with the patcher changes. Once you follow the "how to use the patcher app" links, then you can make it a JSGME mod. Post a reply after patcher is fixed and I can explain how to make it a mod. The patcher must be recreated everytime a new version of the patcher comes out.
Perhaps I should add a post :hmmm: permanently about this patcher mod to the signature JSGME SH5 link. I have thought about it a few times.
TheDarkWraith
01-23-14, 05:18 PM
Hello TDW! :salute:
I understand you don't have much time until you go to work again but I must ask you something...
I'm sure that you'are aware of this mod for SH3... http://www.subsim.com/radioroom/showthread.php?t=174225
My question is, is it it possible to extend your famous patcher and to add few more features like:
4. Periscope-Fix
Periscopes nearly useless for higher speeds, since blur effect simulates periscopes vibrations. At higher speeds, periscopes are moved down automatically.
5. Hydrophone-Fix
Hydrophones useless when diesels are working. When snorkelling, you must stop diesels in order to use hydrophones. Otherwise you'll hear nothing. No sound contact reports when diesels are working
6. External torpedo reload fix
No reload of external torpedoes possible during bad weather.
Speed restriction to "slow" during external reload.
No diving possible during reload of external torpedoes.
7. Internal torpedo reload fix
No reload of internal torpedoes during storm and when surfaced. During storm one has to dive below 16m in order to reload internal torpedoes.
19. Diesel Damages Fix
Risk of random diesel damages when agonizing diesels with flank speed.
Those are features which bothering me for such a long time now and I would be extremely happy to have them in your patcher.
I know You can do it, the question is, do you have enough time?
developing patches is the most time consuming thing to do. I don't have the time currently to delve into patch development again. Maybe later in the year.
Quick question regarding the aircraft-spawning carrier patch:
Can we set AirGroups for non-carrier ship units? (thinking about scout planes embarked on battleships, cruisers, etc. :03:)
TheDarkWraith
01-25-14, 02:44 PM
Quick question regarding the aircraft-spawning carrier patch:
Can we set AirGroups for non-carrier ship units? (thinking about scout planes embarked on battleships, cruisers, etc. :03:)
That's an interesting idea! I don't recall if the exe is verifying that only certain Types are allowed airwings or not.
My patches are looking only at certain types as to whether they can call in airstrikes though.
Try attaching an airwing to a destroyer and a battleship that contains only 1 aircraft and see if it ever spawns when the unit detects an enemy :hmmm:
Try attaching an airwing to a destroyer and a battleship that contains only 1 aircraft and see if it ever spawns when the unit detects an enemy :hmmm:
Will do :up:
My patches are looking only at certain types as to whether they can call in airstrikes though.
Try attaching an airwing to a destroyer and a battleship that contains only 1 aircraft and see if it ever spawns when the unit detects an enemy :hmmm:
Will do :up:
Dumb question: I must enable you patch before carrying the test you are suggesting. Don't I? :88) :D
TheDarkWraith
01-25-14, 04:51 PM
Dumb question: I must enable you patch before carrying the test you are suggesting. Don't I? :88) :D
Not really. Since my patches check for specific unit types it won't call for airstrike with a destroyer or cruiser for example.
Not really. Since my patches check for specific unit types it won't call for airstrike with a destroyer or cruiser for example.
Okay, I a creating a simple mission for testing this idea, but since no patch of you deals with it, I am almost sure that it won't work :03:
So... I have put HMS King Georve V and HMS Prince of Wales in front of the Bismarck and the Tirptiz while they were trying to transit the GIUK gap, and I have given each of them four scout planes:
German battleships
[AirGroup 1]
StartDate=19380101
EndDate=19451231
Squadron1Class=FSAR196
Squadron1No=4
British Battleships
[AirGroup 1]
StartDate=19380101
EndDate=19451231
Squadron1Class=LBSUSSearchPlane
Squadron1No=4
My U-boat, surfaced, was observing from a discrete distance. Outcome:
Sure enough, I have assisted to a memorable battle, with cannon flashes and rounds slicing through the air from every direction (had to lower the volume of my speakers due to the heavy noise made by those big calibers :lol:).
Until I watched, the Bismarck alone (the Tirpiz was a bit late) dealed masterly with the British taskforce and, though on flames, she managed to sink the King George V and to cause heavy damage to the Prince of Whales. The Admiralty should ponder on her debacle. I repeat: terrific show, but saw no trace of planes :yep:
Raven_2012
01-28-14, 01:17 AM
Does everyone have AI Crew Damage Control set to true? And I don't need to install this file:
AI_Crew_Damage_Control_Revised_Zones_cfg_Based_On_ FX_Update_By_TheDarkWraith
I don't see it in anyone mod soup.
Michal788
02-07-14, 04:16 PM
I fix the error.
HOW? Uninstall the virusscanner than mod the sh5.exe and install the virusscanner again. :yeah:
Shinobi
02-11-14, 01:57 PM
Hey guys,
I have read most of the postings related to above referenced title. I realize that the patcher is not a MOD and is not to be activated via JSGME.
In order to activate the patch in which folder do I put the patcher in? the main folder for Silent Hunter 5 or in the MODS folder created by JSGME.
The other question I would have is: When another patch come out I would just delete the patcher from its existing folder and replace it with the new one? right?
Do I activate the patch before or after using JSGME to add the mods?
I'm sorry if this question has been asked before, I'm new to SH5 and my install is modded. I have read so many threads on the subject and I think I managed to get myself wrapped around the axel.
Thank you for any help
Best regards to all
Hey guys,
I have read most of the postings related to above referenced title. I realize that the patcher is not a MOD and is not to be activated via JSGME.
In order to activate the patch in which folder do I put the patcher in? the main folder for Silent Hunter 5 or in the MODS folder created by JSGME.
The other question I would have is: When another patch come out I would just delete the patcher from its existing folder and replace it with the new one? right?
Do I activate the patch before or after using JSGME to add the mods?
I'm sorry if this question has been asked before, I'm new to SH5 and my install is modded. I have read so many threads on the subject and I think I managed to get myself wrapped around the axel.
Thank you for any help
Best regards to all
Let's see if I can answer a few of these.
The patcher can be anywhere (mine is in its own folder called "Generic Patcher' within another folder I keep for SH5 downloads on another hard drive in fact.) When you start it up it'll prompt you for the path to the SH5 install folder for each file it uses.
When a new patcher comes out you want to start up the old patcher, make a Snapshot using the built-in Patcher option, then disable all patches (again using the built-in Patcher option). Then put the new GenericPatcher exe in the folder, start it up and restore the Snapshot.
The order of Patcher / Mods activation doesn't matter as long as they are all done before starting the game.
When you first start the Patcher make sure to use the option to 'Backup" everything before changing things.
Good Luck!
Sjizzle
02-11-14, 04:36 PM
Hey guys,
I have read most of the postings related to above referenced title. I realize that the patcher is not a MOD and is not to be activated via JSGME.
In order to activate the patch in which folder do I put the patcher in? the main folder for Silent Hunter 5 or in the MODS folder created by JSGME.
The other question I would have is: When another patch come out I would just delete the patcher from its existing folder and replace it with the new one? right?
Do I activate the patch before or after using JSGME to add the mods?
I'm sorry if this question has been asked before, I'm new to SH5 and my install is modded. I have read so many threads on the subject and I think I managed to get myself wrapped around the axel.
Thank you for any help
Best regards to all
read here (http://www.subsim.com/radioroom/showthread.php?t=205620) step by step how to use the TDW's generic patcher
Shinobi
02-12-14, 12:27 AM
Sjizzle,
Thank you very much for the help. That's what I was looking for. I enabled the patches the first time out. Nice set of instructions. I would suggest making those instructions into a sticky if not already done, just a thought.
Best wishes
Mikemike47
02-12-14, 09:09 PM
I enabled the patches the first time out. Nice set of instructions. I would suggest making those instructions into a sticky if not already done, just a thought.
Yes, Sjizzle did a great job with details on the how to thread for generic patcher. Very current with all the rapid changes to TDW patcher with added features. Glad you were successful on enabling patch the very first time.
The how to threads are at the bottom of post #1 of this thread. Myself and others have been forwarding persons to those links. Sometimes moderators do not want to put too many stickies on a forum. It is up to their discretion on what is in the best interest of the subsim community.
Some other subsimmers have commented on how bad the instructions were. I have not asked those subsimmers if there is a language barrier, or do they have very little basic computer skills. Many of us veterans have commented that some subsimmers want the easy way out, do not want to take the time to ready and try it first.
My comments on general reading and taking the time (http://www.subsim.com/radioroom/showpost.php?p=2119828&postcount=23) said before.
Vdr1981 would be happy to know how smoothly you found the instructions to be. He has been addressing patcher and JSGME issues on his latest project, [REL]The Wolves of Steel - SH5 Megamod (http://www.subsim.com/radioroom/showthread.php?t=210703).
Speaking of patcher and JSGME and when I have time to post it, I will create detailed instructions on how to make TDW patcher moddable. Very simple to do. It can be made moddable AFTER anyone follows the "How to use patcher threads". I will include posts on applicable TDW threads and the JSGME sticky thread of mine in the SH5 forum. Moddable TDW patcher was very convenient when The Dark Wraith was making patch version changes in short time intervals.
Capta1n
02-13-14, 11:27 AM
Speaking of patcher and JSGME and when I have time to post it, I will create detailed instructions on how to make TDW patcher moddable. Very simple to do. It can be made moddable AFTER anyone follows the "How to use patcher threads". I will include posts on applicable TDW threads and the JSGME sticky thread of mine in the SH5 forum. Moddable TDW patcher was very convenient when The Dark Wraith was making patch version changes in short time intervals.
Mike, so nothing wrong then with using the patcher as a mod rather than stand alone?
Sjizzle
02-13-14, 02:34 PM
Sjizzle,
Thank you very much for the help. That's what I was looking for. I enabled the patches the first time out. Nice set of instructions. I would suggest making those instructions into a sticky if not already done, just a thought.
Best wishes
thx m8 if u need more help let us know
TheDarkWraith
02-16-14, 03:45 PM
v1.0.151.0 released. See post #1
Added a new patch to the SHSim.exe: Air-To-Air combat
Remember if you like this mod or the mod-maker then show your support by nominating in the best of subsim :up:
NOTE: You need minimum IRAI v0.0.41 installed also for this new patch to work correctly
THE_MASK
02-16-14, 03:53 PM
I get this message trying to use the latest patcher .
http://i60.tinypic.com/n2eeqf.jpg
TheDarkWraith
02-16-14, 03:54 PM
I get this message trying to use the latest patcher .
Yeah, I forgot something. Give me a few...
TheDarkWraith
02-16-14, 04:00 PM
Try it again. Link at post #1 revised for v1.0.151.0 :up:
tonschk
02-16-14, 04:13 PM
:yeah:
:o TDW you are a god amongst men,
THE_MASK
02-16-14, 04:16 PM
Try it again. Link at post #1 revised for v1.0.151.0 :up:Works .
TheDarkWraith
02-16-14, 04:17 PM
Works .
Excellent :yeah:
Don't blame me now for all the external cam time you will be racking up watching air-to-air combat :D
THE_MASK
02-16-14, 04:41 PM
Excellent :yeah:
Don't blame me now for all the external cam time you will be racking up watching air-to-air combat :DExternal camera :Kaleun_Crying:
TheDarkWraith
02-16-14, 07:22 PM
Fixed the coastal defenses not being able to track contacts. Now they can track a contact and IF they have a radio (they need zones! They have no .zon file) they can inform other units of their sighting. They are still unable to fire any weapons though.
At least they have some use for now in detecting contacts and informing other units of their contact :D Trying to get them to fire guns still...
Silent Steel
02-17-14, 12:18 PM
Fixed the coastal defenses not being able to track contacts. Now they can track a contact...
:o
Excellent!!!
Thanks TDW :up:
TheDarkWraith
02-17-14, 02:01 PM
Working on the coastal defenses and noticed that my new code that forces units to use their radio doesn't work for the coastal defenses because one of their pointers is null (DamageEffects pointer). Thus I'm revising this bit of code so that if this pointer is null it will say the unit has a radio (thus can receive/transmit). This will be in upcoming new version of Generic Patcher.
Somehow I totally overlooked something in the existing game code that 'gives' the new contact detected by a unit to other units :huh: The existing game code only 'gives' the unit detected to other units that:
1) do not currently have a contact
2) is a type of destroyer
#2 above is the kicker I overlooked! I wondered why sometimes when an enemy aircraft was near but heading away from me and a ship unit detected me the aircraft never came and investigated. Now I know why :) I'm going to change the existing game code so that ANY unit can receive the new contact if it has no contact currently. The patch for this will be placed in the Experimental category until it's tested by many for any ill effects. Once it has been verified to give no ill effects I'll move it out of the Experimental category.
Fixed the coastal defenses not being able to track contacts. Now they can track a contact and IF they have a radio (they need zones! They have no .zon file) they can inform other units of their sighting. They are still unable to fire any weapons though.
At least they have some use for now in detecting contacts and informing other units of their contact :D Trying to get them to fire guns still...
:yeah:
Hope you find a way to fix the jammed coastal artillery and, please, don't forget the catapult-launched search planes idea :)
Somehow I totally overlooked something in the existing game code that 'gives' the new contact detected by a unit to other units :huh:
...
I'm going to change the existing game code so that ANY unit can receive the new contact if it has no contact currently.
Does it include merchants? Them adopting evasive maneuvers if radioed about enemy presence, would be so cool :up:
TheDarkWraith
02-17-14, 05:08 PM
Hope you find a way to fix the jammed coastal artillery...
Let's discuss why the coastal defenses, in stock game form, are not able to track targets. They first have to track targets before they can engage them. I've found two 'problems' with how the game engine handles coastal defenses:
1) how the game engine places the coastal defense in 3D space
2) how the game engine tests to see if unit is able to track targets
For #1 because of how the game engine places coastal defenses in 3D space one part of them always ends up being below the maximum depth for location. When this happens it's an automatic 0 for number of targets unit has detected. Piss poor coding on devs :shifty:
For #2 the game engine only lets certain units track targets. Coastal defenses are not one of them. Once again piss poor coding by devs :down:
I have devised patches to correct #1 and #2 above so coastal defenses can track units.
Now since the patches allow the coastal defenses to track units they should be able to engage them correct? The answer would be yes but sadly, they do not :shifty: I haven't figured out why yet but I'm fairly certain that #2 is being applied when the game engine checks if unit can fire weapons against a contact. I'm still searching for the code that handles this.
So aggravating to see such piss poor quality control in this game. One would say don't blame the devs but rather blame the management. In this instance this is just total piss poor coding by the devs with total lack of QC on the code :down:
TheDarkWraith
02-17-14, 10:59 PM
Working on new version of Generic Patcher. Here's what is currently involved in new version:
- The patch for artillery (coastal defenses) and anti-aircraft units that allows them to acquire and track contacts is complete and works as designed. If they detect any contacts they will advise other units via radio :yeah:
- Revised the units must use radio patch so that it takes into account the null pointer of the coastal defenses (thus coastal defenses have a radio and can use it to inform other units of it's contact). Also fixed bug in not all units being checked to see if they have a radio and can use it.
Noticed some strange behavior of AI and am currently investigating why something happened :hmmm: It deals with a ship that got a contact via radio from a coastal defense unit. The ship was NE of the contact about 21km away from it and around the side of an island. While attempting to come around the side of the island it (ship) beached itself and got stuck in the shallow water :huh:
THE_MASK
02-17-14, 11:08 PM
Working on new version of Generic Patcher. Here's what is currently involved in new version:
- The patch for artillery (coastal defenses) and anti-aircraft units that allows them to acquire and track contacts is complete and works as designed. If they detect any contacts they will advise other units via radio :yeah:
- Revised the units must use radio patch so that it takes into account the null pointer of the coastal defenses (thus coastal defenses have a radio and can use it to inform other units of it's contact). Also fixed bug in not all units being checked to see if they have a radio and can use it.
Noticed some strange behavior of AI and am currently investigating why something happened :hmmm: It deals with a ship that got a contact via radio from a coastal defense unit. The ship was NE of the contact about 21km away from it and around the side of an island. While attempting to come around the side of the island it (ship) beached itself and got stuck in the shallow water :huh:Wouldn't that just be the ship following node path which just happens to cover shallow water . Wouldn't moving the node path fix it ? I notice that in the single mission against all odds the 2 DDs 9 times out of 10 hang a left and ground themselves .
TheDarkWraith
02-18-14, 01:51 PM
Some good news related to coastal defenses guns: I found where in the code it deals with weapons, specifically guns :yeah: Now I just have to map out the weapons controller and learn how to use it and should be able to get the coastal guns to fire it's guns.
The other good news is that the game recognizes the coastal defense's weapon controller defined in it's sim file. I saw the game check that controller for something and it failed the check as it immediately returned from the function. Once I learn how the weapons controller works and I map it out I should be able to make some sense out of why the coastal gun's weapon controller is 'failing' whatever check it's doing.
@sober - not sure if it's path related or what. It looks like IRAI is part of the problem also :shifty: I really need to find the AI collision routines in the code so I can see how/when the game determines a unit is about to collide with land.
Some good news related to coastal defenses guns: I found where in the code it deals with weapons, specifically guns :yeah: Now I just have to map out the weapons controller and learn how to use it and should be able to get the coastal guns to fire it's guns.
The other good news is that the game recognizes the coastal defense's weapon controller defined in it's sim file. I saw the game check that controller for something and it failed the check as it immediately returned from the function. Once I learn how the weapons controller works and I map it out I should be able to make some sense out of why the coastal gun's weapon controller is 'failing' whatever check it's doing.
:rock:
@sober - not sure if it's path related or what. It looks like IRAI is part of the problem also :shifty: I really need to find the AI collision routines in the code so I can see how/when the game determines a unit is about to collide with land.
Possible that the coastal guns are radioing their own position (rather than enemy position), thus inducing warship reinforcements to run aground? :hmmm:
TheDarkWraith
02-18-14, 02:17 PM
Possible that the coastal guns are radioing their own position (rather than enemy position), thus inducing warship reinforcements to run aground? :hmmm:
Nope. When the coastal gun radioed it's contact to the ship the ship received the same contact and set course for that contact. The problem is it has to go around some land to get to the contact and instead of going around it it runs itself into shallow water and then stops and just sits there :huh: Like the scapa flow problem with the PT boats at times...
TheDarkWraith
02-18-14, 07:02 PM
digging around in the SHSim.act file again I've found the function that checks to see if the contact detected pointer is not a null pointer and if so then iterate over all the equipment defined in the unit's .eqp file and update them (one of these updates turns the weapons on).
Getting close to figuring out why the coastal guns do not track and fire their cannon at contacts :D
Mikemike47
02-18-14, 07:19 PM
Nope. When the coastal gun radioed it's contact to the ship the ship received the same contact and set course for that contact. The problem is it has to go around some land to get to the contact and instead of going around it it runs itself into shallow water and then stops and just sits there
Interesting when guns are not around and/or radio communications is not included in the equation, that merchant ships go around the shallow waters.....darn nodes or lack of nodes like sober said in single mission and dd.
Getting close to figuring out why the coastal guns do not track and fire their cannon at contacts
Good to hear. Thanks again, and all others that have submitted info to TDW, to make this game work right.
See this Open Horizons post (http://www.subsim.com/radioroom/showpost.php?p=2176083&postcount=4939), too, since you mentioned IRAI may be part of problem in this thread at post #2864.
P.S. I added comments on last 2-3 pages of Multiple UIs thread. Start at posts #11051 or newer when time permits please.
Nope. When the coastal gun radioed it's contact to the ship the ship received the same contact and set course for that contact. The problem is it has to go around some land to get to the contact and instead of going around it it runs itself into shallow water and then stops and just sits there :huh: Like the scapa flow problem with the PT boats at times...
Is there a special routine telling sea units that they must reach a point on map by following the campaign nodes? Thinking out loud, your code might be bypassing it :hmm2:
digging around in the SHSim.act file again I've found the function that checks to see if the contact detected pointer is not a null pointer and if so then iterate over all the equipment defined in the unit's .eqp file and update them (one of these updates turns the weapons on).
Probably not relevant, but under this respect coastal artillery is more similar to aircraft than it is to sea units: I am sure you are aware that their cannon controller is directly linked to the main model (through sim file indeed), rather than to an external gun equipment.
TheDarkWraith
02-18-14, 09:12 PM
Is there a special routine telling sea units that they must reach a point on map by following the campaign nodes? Thinking out loud, your code might be bypassing it :hmm2:
Probably not relevant, but under this respect coastal artillery is more similar to aircraft than it is to sea units: I am sure you are aware that their cannon controller is directly linked to the main model (through sim file indeed), rather than to an external gun equipment.
For the first one no. My code doesn't bypass anything. All it does is allow the game to set the pointer to the contact detected by another unit for the unit using the existing game code.
The coastal artillery is completely different than aircraft because of the cmdr_xxxx controller assigned to it. This controller does not have the routines that iterate over all the unit's equipment and activate weapons if unit has a contact. This is a major blunder by the devs :nope:
Gotmilk
02-19-14, 08:56 AM
@ TheDarkWraith i am so sorry for hijacking this thread like this but i dont know how to reach you. I cannot contact you in PM because posts have exceeded.
Could you take a look at this thread and give your input ???? http://www.subsim.com/radioroom/showthread.php?t=208057
I am so close to having a working Oculus solution for SH5
Thanks for your time.
TheDarkWraith
02-19-14, 10:05 AM
@ TheDarkWraith i am so sorry for hijacking this thread like this but i dont know how to reach you. I cannot contact you in PM because posts have exceeded.
Could you take a look at this thread and give your input ???? http://www.subsim.com/radioroom/showthread.php?t=208057
I am so close to having a working Oculus solution for SH5
Thanks for your time.
The default camera (or you could call it the captain's camera) does not have a camera entry defined for it in the camera.cam file. It is hard coded in the sh5.exe.
I know where the game switches cameras so I'll have a look at it when I have free time. Currently concentrating on getting the coastal guns to fire their guns (already fixed them not being able to acquire and track a contact)
The coastal artillery is completely different than aircraft because of the cmdr_xxxx controller assigned to it. This controller does not have the routines that iterate over all the unit's equipment and activate weapons if unit has a contact. This is a major blunder by the devs :nope:
Someone (I think it was Mikemike47 or Serge65) reported that coastal artillery worked in SH4. It is probably easier for you to build from scratch the SH5's missing routine than looking at SH4's code, but I thought I would inform you anyway :salute:
TheDarkWraith
02-19-14, 10:33 AM
Someone (I think it was Mikemike47 or Serge65) reported that coastal artillery worked in SH4. It is probably easier for you to build from scratch the SH5's missing routine than looking at SH4's code, but I thought I would inform you anyway :salute:
As I have not mapped out anything in any of the SH4 files they do me absolutely no good. I would be starting from scratch looking at it's files in a debugger.
Right now I am writing the missing routines from scratch for SH5 that are missing for the coastal defenses. This is a long and slow process :shifty:
As I have not mapped out anything in any of the SH4 files they do me absolutely no good. I would be starting from scratch looking at it's files in a debugger.
I suspected it
Right now I am writing the missing routines from scratch for SH5 that are missing for the coastal defenses. This is a long and slow process :shifty:
Sorry, I am afraid that, other than with morale support, no one here will be able to help you on this task :-?
Mikemike47
02-19-14, 12:01 PM
Someone (I think it was Mikemike47 or Serge65) reported that coastal artillery worked in SH4.
Yep, it was me.
Sorry, I am afraid that, other than with morale support, no one here will be able to help you on this task :-?
I have faith in TDW and gap! More morale support given.
THE_MASK
02-19-14, 09:17 PM
Which zones cfg do I use with these mods ?
FX_Update_0_0_22_ByTheDarkWraith
OPEN HORIZONS II v2.4
SM_Wounded_Unit_Radioing
AI_Crew_Damage_Control_Revised_Zones_cfg_Based_On_ FX_Update_By_TheDarkWraith
http://i58.tinypic.com/2efu9u8.jpg
Gotmilk
02-20-14, 08:30 AM
thansk for the answer TDW. Take all the time you need. I am a patient person and i am no hurry with it. I got to tell that SH5 with Oculus experience is wonderful and it works really well. Especially when consumer version with HD screen comes out. :yeah:
TheDarkWraith
02-20-14, 10:15 AM
The coastal guns firing their guns outlook looks very bleak. They are missing an important pointer and they are missing a pointer to their AI routines (for manipulating their weapons, firing their weapons, etc.). I have one last thing to try and if that doesn't pan out then coastal guns will not be able to fire weapons. I have fixed them in the regard that they can acquire contacts and radio them out to other units though.
What is interesting though is they have a pointer to AI routines for manipulating any searchlights attached to them. I have not tried attaching any searchlights to them though to see if they work or not.
The coastal guns firing their guns outlook looks very bleak.
...
I have one last thing to try and if that doesn't pan out then coastal guns will not be able to fire weapons.
:-?
We rely on you, fingers crossed :)
What is interesting though is they have a pointer to AI routines for manipulating any searchlights attached to them. I have not tried attaching any searchlights to them though to see if they work or not.
That would be awesome. We could have artillery coastal defenses (hoping that you can still fix them), sonar/magnetic detection coastal defenses, and visual detection coastal defenses equipped with searchlights :up:
By the way, can you make them to be attacked by enemy surface/air units? During my last tests with them, they were ignored by the AI, even though they were reported by my watch crew.
tonschk
02-20-14, 01:03 PM
:up:
We rely on you, fingers crossed :)
TheDarkWraith
02-20-14, 06:57 PM
v1.0.152.0 released. See post #1
It just wasn't in the cards for the artillery (coastal defenses) and anti-aircraft units to fire their guns when they have a contact. They are able to acquire and track contacts though with the new patch (and radio that contact to other units)
TheDarkWraith
02-20-14, 07:06 PM
thansk for the answer TDW. Take all the time you need. I am a patient person and i am no hurry with it. I got to tell that SH5 with Oculus experience is wonderful and it works really well. Especially when consumer version with HD screen comes out. :yeah:
send me the files you are currently using for this (camera.cam, etc.)
v1.0.152.0 released. See post #1
:yeah:
What about my questions? :)
...can you make them [coastal guns] to be attacked by enemy surface/air units? During my last tests with them, they were ignored by the AI, even though they were reported by my watch crew.
It just wasn't in the cards for the artillery (coastal defenses) and anti-aircraft units to fire their guns when they have a contact.
I still don't give up my hopes on this subject. Many times you gave up on a particular task, and then, against any prediction, you came back after a while with a brilliant solution. :D:up:
TheDarkWraith
02-20-14, 08:13 PM
I still don't give up my hopes on this subject. Many times you gave up on a particular task, and then, against any prediction, you came back after a while with a brilliant solution. :D:up:
For the unit types of the 400 series it's not going to happen. Their Commanders controller isn't setup for it and is missing way too many pointers and functions.
That isn't to say there aren't other ways to do it though with other unit types...
For the unit types of the 400 series it's not going to happen. Their Commanders controller isn't setup for it and is missing way too many pointers and functions.
That isn't to say there aren't other ways to do it though with other unit types...
Yep, I was also thinking about dummy ships/aircraft, equipped with coastal artillery guns. There are several shortcomings involved though:
- ME2 won't let us to put sea units on land.
- Air units cannot be set as stationary: set their speed too low and they will crash on land, no matter their minimum speed and mass settings.
- Land units are automatically put on ground, without need to calculate the ground level at their chosen map position. Sea and Air units are not.
- Our watch crew would report the dummy units as enemy ship/aircraft, rather than as coastal defenses.
Sjizzle
02-21-14, 06:32 AM
any1 remeber what i must edit in Menu file to report me the maxim what is the maxim depth to dive and depth under the keel ?
i didn't found in or i am to blind :D
thx
EDIT:
Found it thx ... as i said i was to blind
http://www.subsim.com/radioroom/showpost.php?p=2082008&postcount=13
Mikemike47
02-21-14, 01:42 PM
http://www.subsim.com/radioroom/showpost.php?p=2082008&postcount=13 (http://www.subsim.com/radioroom/4724=Max dive depth is %.0f %s, captain!)
Link information needs to be edited to go to another webpage.
Sjizzle
02-21-14, 03:15 PM
Link information needs to be edited to go to another webpage.
thx i change it was my bad
Where can I find the version # I have installed? Thanks.
Mikemike47
02-21-14, 06:42 PM
Where can I find the version # I have installed? Thanks.
How about giving us a reference link? That way I do not have to search all of your threads.
It wouldn't be in a thread. I'm talking about on a splash screen or somewhere in the directory.
Mikemike47
02-21-14, 08:10 PM
It wouldn't be in a thread. I'm talking about on a splash screen or somewhere in the directory.
If you are talking about the version # for the actual game, it is version 1.2. 1.2 will show up on one of the 4 corners of the main screen.
Acch! Wrong forum. I as looking for 688I. My bad/ Sorry!:/\\!!
I have created a simple pillbox model, for use as observation outpost "coastal gun":
http://i519.photobucket.com/albums/u359/taneshikimano/Ger_pillbox.jpg
This is one of the simplest German types, commonly found along the coasts of my country, but I can also model one or more of the types most commonly used by the British. See the following links for reference:
http://www.pillbox-study-group.org.uk/index.php/types-of-pillbox/
https://en.wikipedia.org/wiki/British_hardened_field_defences_of_World_War_II
Each of them will feature:
collision model/spheres and damage box(es), in case TDW manages making land units to be attacked by the AI; @ TDW: should I use the radio zone already in use with ships, if we want the unit to report enemies?
a configurable 'P' bone, for the linking of a lookout character (purely cosmetic);
a configurable 'O' bone, for the linking of a visual sensor; @ All: what range should I give it?
a configurable 'L' bone, for the linking of a searchlight (optional, for use around harbors and chockepoints).
Suggestions and info sources highly appreciated :salute:
THE_MASK
02-23-14, 10:00 PM
Awesome gap .
OT would you know if the EXE patcher , units have to use radio to contact other units is
compatible with OH2.4 .
In other words , do the units in OH2 contain the radio rooms etc ?
Awesome gap .
OT would you know if the EXE patcher , units have to use radio to contact other units is
compatible with OH2.4 .
In other words , do the units in OH2 contain the radio rooms etc ?
TDW's radio patch requires the ship *.zon and zones.cfg files from FX Update v 0.22.
The version of zones.cfg included in R.S.D. v5.5, contains FXU 0.22's new zone definitions.
The zones.cfg of OHII (2.3 and later versions), contains the new entries from FXU 0.22 and R.S.D. v5.5.
Both R.S.D. and OHII miss the ship zn files required by TDW's patch.
Correct installatin order:
FX Update 0.22
FXU 0.22 fix by Veko (it solves a ctd issue related with some linked damage boxes I had introduced in the new zon files of FXU 0.22, the link to this fix is dead though @ VEKO, can you please re-up it?)
R.S.D. v5.5
OHII v2.4 :up:
vdr1981
02-24-14, 07:04 AM
Just a small correction, this would be correct order...
FX_Update_0_0_22_ByTheDarkWraith
FXU_0_0_22_Ship zon Files (http://www.subsim.com/radioroom/downloads.php?do=file&id=4249)
OPEN HORIZONS II v2.4
R.S.D. - Reworked Submarine Damage v5.5 by vdr1981
R.S.D. v5.5 - OHII v2.4(or v2.3, it's the same file) Compatibility Patch
Dont use zon or zone.cfg files from "unit must use radio..." test mission. Everything needed for radio patches to work correctly is already contained in FXU0.0.22...OHII doesn't deal with zon files...
Just a small correction, this would be correct order...
FX_Update_0_0_22_ByTheDarkWraith
FXU_0_0_22_Ship zon Files (http://www.subsim.com/radioroom/downloads.php?do=file&id=4249)
OPEN HORIZONS II v2.4
R.S.D. - Reworked Submarine Damage v5.5 by vdr1981
R.S.D. v5.5 - OHII v2.4(or v2.3, it's the same file) Compatibility Patch
Dont use zon or zone.cfg files from "unit must use radio..." test mission. Everything needed for radio patches to work correctly is already contained in FXU0.0.22...OHII doesn't deal with zon files...
yep, your right. I merged the new zone definitions from RSD into OH's zones.cfg mostly for avoiding ctd's when both mods are enabled with OHII on top of R.S.D. Nonetheless, I didn't update the settings of stock zones modified by you, which are needed for keeping full R.S.D functionalities.
On a side note OH 2.3 and later got only three new zone definitions, originally conceived for usage on the barrage balloon, but actually discarded for the final release. Therefore, until when I manage to model balloon's damage, the following mod order would also be correct:
FX_Update_0_0_22_ByTheDarkWraith
FXU_0_0_22_Ship zon Files
OPEN HORIZONS II v2.4
R.S.D. - Reworked Submarine Damage v5.5 by vdr1981 (without compatibility patch) :up:
TheDarkWraith
02-24-14, 11:31 PM
Each of them will feature:
collision model/spheres and damage box(es), in case TDW manages making land units to be attacked by the AI; @ TDW: should I use the radio zone already in use with ships, if we want the unit to report enemies?
Figured out how to get AI units to attack land units :D
Yes, use the same radio zone and antenna zones.
I will make a patch for this tomorrow
vdr1981
02-25-14, 06:42 AM
[/LIST]Figured out how to get AI units to attack land units :D
Yes, use the same radio zone and antenna zones.
I will make a patch for this tomorrow
:up: TY very much for your work TDW!
Figured out how to get AI units to attack land units :D
Awesome news, thank you TDW! :yeah:
Yes, use the same radio zone and antenna zones.
I will make a patch for this tomorrow
Stay tuned for updates on my pillbox bunker. :up:
TheDarkWraith
02-25-14, 09:42 AM
Awesome news, thank you TDW! :yeah:
Stay tuned for updates on my pillbox bunker. :up:
Just wrote the patch for it and tested it...Had a fighter do a cannon strafe on a coastal defense :rock:
tonschk
02-25-14, 10:09 AM
:yeah::salute::up:
:up: TY very much for your work TDW!
TheDarkWraith
02-25-14, 10:19 AM
This is mainly for gap so he can test his new creation to see if it can be destroyed or not but others are free to use it also.
https://www.mediafire.com/?3wqfxhw3rhltevh
It's a new patch file for SHSim.act. You'll need to place in the ..\Patches\SH5 folder of the Generic Patcher. Disable ALL patches for SHSim.act before using this new file. You HAVE to have the coastal defenses and air-to-air combat patches enabled for units to be able to attack land units.
This is mainly for gap so he can test his new creation to see if it can be destroyed or not
Yay! Will test as soon as possible. If it works, I will set OH's barrage balloons as coastal defenses, so that they can be attacked and collided by enemy aircraft (hoping that aircraft will try to avoid them).
They will be reported by the watchcrew as "coastal defenses in sight" though, but I don't see it to be a problem. :sunny:
vdr1981
02-25-14, 11:18 AM
yep, your right. I merged the new zone definitions from RSD into OH's zones.cfg mostly for avoiding ctd's when both mods are enabled with OHII on top of R.S.D. Nonetheless, I didn't update the settings of stock zones modified by you, which are needed for keeping full R.S.D functionalities.
On a side note OH 2.3 and later got only three new zone definitions, originally conceived for usage on the barrage balloon, but actually discarded for the final release. Therefore, until when I manage to model balloon's damage, the following mod order would also be correct:
FX_Update_0_0_22_ByTheDarkWraith
FXU_0_0_22_Ship zon Files
OPEN HORIZONS II v2.4
R.S.D. - Reworked Submarine Damage v5.5 by vdr1981 (without compatibility patch) :up:
I see, but could this mod order with RSD/OHII compatible zone.cfg file bring us any unwonted effects or it is irrelevant?
I see, but could this mod order with RSD/OHII compatible zone.cfg file bring us any unwonted effects or it is irrelevant?
If, as it should, RSD/OHII compatible zone.cfg only brings the three new barrage balloon zones I have mentioned yesterday (plus the no-ctd reduced radio zones effects) into R.S.D's zone.cfg, using it or not is absolutely irrelevant, as those zones are currently unused. But it could be needed again if, as I hope, the barrage balloon will be collisionable/damageble again in the next OH version. :up:
TheDarkWraith
02-26-14, 11:09 PM
I've got the coastal defenses working as sub loops (or whatever you call those things) when they have a hydrophone attached to them :rock:
Mine (coastal defense) currently has the visual sensor and a hydrophone sensor. With my new upcoming patch for the coastal defenses they are able to detect submerged subs (or surfaced subs in bad weather - i.e. fog) if they (subs) are within the parameters specified in the hydrophone sensor :D By letting the hydrophone sensor dictate the detection parameters it gives great flexibility in setting up the coastal defenses as sub loops or whatever you call those things. I did give the signal strength a boost with my new code so that majority of the time submerged subs will be detected. Notice I said majority of the time - that means there is a chance, albeit a small one, that a submerged sub would be able to slip by one of these.
I had my coastal defense setup on a mountain overlooking a bay. It was about 1000m from the bay located on the right side of the bay. I had the hydrophone sensor setup for min range of 0m, max range of 4000m (covered the width of the bay it was guarding), min altitude -500, max altitude of 1000, and I defined the bearing range as -260 to -280. Min and max elevation were the default values.
TheDarkWraith
02-27-14, 12:27 AM
Here is the SHSim patch file with the coastal defenses acting like indicator loops patch: https://www.mediafire.com/?j4y0rnsf7yqr26b
This will allow you all to test the patch out and give me some feedback on it.
Unzip to desktop. Place folders inside in your Generic Patcher folder. Ensure to read the Notes= of the new patch!
RushTheBus
02-27-14, 12:39 AM
Wow, talk about cool! Hopefully the open horizons guys or anyone else working on campaigns includes this...could get a bit tricky :)
volodya61
02-27-14, 05:55 AM
Hi TDW :salute:
That's Russian manual for the latest version of the Patcher - http://rghost.ru/52698420
Thank you include it in the archive..
:salute:
THE_MASK
02-27-14, 05:03 PM
I've got the coastal defenses working as sub loops (or whatever you call those things) when they have a hydrophone attached to them :rock:
Mine (coastal defense) currently has the visual sensor and a hydrophone sensor. With my new upcoming patch for the coastal defenses they are able to detect submerged subs (or surfaced subs in bad weather - i.e. fog) if they (subs) are within the parameters specified in the hydrophone sensor :D By letting the hydrophone sensor dictate the detection parameters it gives great flexibility in setting up the coastal defenses as sub loops or whatever you call those things. I did give the signal strength a boost with my new code so that majority of the time submerged subs will be detected. Notice I said majority of the time - that means there is a chance, albeit a small one, that a submerged sub would be able to slip by one of these.
I had my coastal defense setup on a mountain overlooking a bay. It was about 1000m from the bay located on the right side of the bay. I had the hydrophone sensor setup for min range of 0m, max range of 4000m (covered the width of the bay it was guarding), min altitude -500, max altitude of 1000, and I defined the bearing range as -260 to -280. Min and max elevation were the default values.After reading the indicator loops pages again I think the technology wasn't that great and so many variables . Maybe a chance of being detected more like 50% would be better or a variable chance 10%-90% . Ask gap , he would be more clued up on what the game needs .
I've got the coastal defenses working as sub loops (or whatever you call those things) when they have a hydrophone attached to them :rock:
I had my coastal defense setup on a mountain overlooking a bay. It was about 1000m from the bay located on the right side of the bay. I had the hydrophone sensor setup for min range of 0m, max range of 4000m (covered the width of the bay it was guarding), min altitude -500, max altitude of 1000, and I defined the bearing range as -260 to -280. Min and max elevation were the default values.
That's perfect :yeah:
Mine (coastal defense) currently has the visual sensor and a hydrophone sensor. With my new upcoming patch for the coastal defenses they are able to detect submerged subs (or surfaced subs in bad weather - i.e. fog) if they (subs) are within the parameters specified in the hydrophone sensor :D By letting the hydrophone sensor dictate the detection parameters it gives great flexibility in setting up the coastal defenses as sub loops or whatever you call those things. I did give the signal strength a boost with my new code so that majority of the time submerged subs will be detected. Notice I said majority of the time - that means there is a chance, albeit a small one, that a submerged sub would be able to slip by one of these.
After reading the indicator loops pages again I think the technology wasn't that great and so many variables . Maybe a chance of being detected more like 50% would be better or a variable chance 10%-90% . Ask gap , he would be more clued up on what the game needs .
A couple of days ago I had a look myself into the loops web page. Found the following:
- the loops could detect both submerged and surfaced vessels (maybe extend your patch to detect ships as well, useful for when visual sensors are not viable);
- in accordance with TDW's decision of giving the loop unit dual sensors, loop stations were always associated with observation outposts, for making sure that the unit detected wasn't a friendly one (friendly subs always entered harbors surfaced). But what would they have done at night and on foggy weather? :hmmm:
- could you make detection chance dependant on veterancy level of the loop unit? This could be a good compromise between the detection percent you have currently coded, and the much lower probability suggested by sober.
TheDarkWraith
02-28-14, 03:34 PM
- could you make detection chance dependant on veterancy level of the loop unit? This could be a good compromise between the detection percent you have currently coded, and the much lower probability suggested by sober.
Good idea. I can make the veterancy level of the coastal defense a factor in it's loop detection :up:
Good idea. I can make the veterancy level of the coastal defense a factor in it's loop detection :up:
:yeah:
Could you also delay the transmission of loop-detected contacts, when they are outside the visual range of the loop station? (visual sensor on loop units required, searchlights optional). This is for simulating that, in absence of visual evidences, the operator would have needed to check harbors' inbound vessels schedule (or even get in touch with the port's captain office) before giving the alarm. The delay should be random within reasonable limits; the lesser experienced the loop crew, the longer the delay. What do you think? :hmm2:
TheDarkWraith
02-28-14, 06:05 PM
:yeah:
Could you also delay the transmission of loop-detected contacts, when they are outside the visual range of the loop station? (visual sensor on loop units required, searchlights optional). This is for simulating that, in absence of visual evidences, the operator would have needed to check harbors' inbound vessels schedule (or even get in touch with the port's captain office) before giving the alarm. The delay should be random within reasonable limits; the lesser experienced the loop crew, the longer the delay. What do you think? :hmm2:
Looking over the stock code the veterancy level is already accounted for.
This delay is basically already coded in. The signal strength returned from the function that checks to see if sensor detected any contacts is used in a random number generator. The value of the random number is the final decider as to whether or not unit detected any contacts. If they didn't then there's a game timer that has to expire before contacts are checked again to see if they are detected.
Looking over the stock code the veterancy level is already accounted for.
This delay is basically already coded in. The signal strength returned from the function that checks to see if sensor detected any contacts is used in a random number generator. The value of the random number is the final decider as to whether or not unit detected any contacts. If they didn't then there's a game timer that has to expire before contacts are checked again to see if they are detected.
Yep, but if I got you correctly, the sensor whose detection strenght is currently taken in account (as far as magnetic detection is concerned), is a "boosted" hydrophone, which is not affected by external visibility anyway. What I am suggesting is: as soon as the loop detects a contact, get contact's range and calculate the visual detection time of an hypothetical surfaced contact at the same range (use a small surface vessel or a surfaced submarine as reference for detectable surface factor).
if, given the current external conditions, this time is shorter than loop's detection time, and the enemy contact is surfaced: take no action (the contact has already been detected and reported by the visual sensor probably);
if visual detection time is shorter than loop's detection time, and the enemy contact is submerged: send immediate contact report;
if visual detection time is longer than loop's detection time (no matter if the contact is surfaced or submerged): calculate the detection time difference among the two sensors, and apply an additional delay equal to it;
if, finally, the contact (submerged or not) is beyond loop station's max visual range (on moonless nights or with heavy fog), apply a veterancy related random delay, taking into account the investigations needed for avoiding a fake alarm.
Is this too complicated? :)
TheDarkWraith
02-28-14, 06:56 PM
Is this too complicated? :)
Yep.
Just try out what I made, you'll see it works very well.
When the game iterates over the sensors to see if any detected a contact, the sensor whose signal strength is the highest is the one who detected the contact as far as the game is concerned.
Yep.
Just try out what I made, you'll see it works very well.
When the game iterates over the sensors to see if any detected a contact, the sensor whose signal strength is the highest is the one who detected the contact as far as the game is concerned.
Okay, no problem :up:
TheDarkWraith
03-01-14, 12:19 AM
Working on a new patch to the SHSim.act file that would decrease the attacker's sonar signal strength returned if the attackee is moving slow enough and is close enough to the bottom.
Right now I'm in the discovery phase of the development. I've defined the following variables:
- speed above which signal strength is not reduced at all - 2.0 knots (UpperSpeed)
- speed below which signal strength can be reduced - 1.0 knots (LowerSpeed)
- depth above which signal strength is not reduced at all - 25m (UpperDepth)
- depth below which signal strength can be reduced - max depth for location - let's say it's 40m for this example (LowerDepth)
- minimum signal strength reduction - 20%
- maximum signal strength reduction - 60%
This means if attackee's speed is > 2 knots or depth is between 0-25m then signal strength is not reduced at all. Depth % is 0.0 and Speed % is 0.0
If attackee's speed or depth is between the Upper and Lower limits then:
- find difference between depth Lower and Upper limits - i.e. 40m - 25m = 15m
- subtract attackee's current depth from Lower limit - i.e. 40m - 32m = 8m
- calculate (depth difference - 8m / limits difference - 15m) and subtract this from 1.0 thus getting % of limit range used. Thus the closer you are to LowerDepth the higher the % - this is Depth % (0.53333)
- find difference between speed Upper and Lower Limits - i.e. 2.0 - 1.0 = 1.0 knots
- subtract attackee's current speed from Upper limit - i.e. 2.0 - 1.3 = 0.7 knots
- calculate (speed difference - 0.7 / limits difference - 1.0) thus getting % of limit range used. Thus the closer you are to LowerSpeed the higher the % - this is Speed % (0.7)
If attackee's speed is <= 1.0 knots and depth >= 40m then Speed % and depth % will be 1.0
- calculate difference between max and min signal strength reduction (0.60 - 0.20 = 0.40) - this is DeltaSignalStrengthRed
- get a random number in range 0.0 - 1.0 - let's say random number is 0.39
- multiply random number (0.39) by DeltaSignalStrengthRed (0.4) and add min signal strength reduction to it (0.20) thus getting the signal strength reduction - 0.356
- multiply result above (0.356) by Depth % (0.53333) - new result is 0.18987
- multiply result above (0.18987) by Speed % (0.7) - new result is 0.13291
Signal signal reduction for attacker's sonar is 13.291% for this example
What do you all think about these values? Look good or need different values? :hmmm:
Working on a new patch to the SHSim.act file that would decrease the attacker's sonar signal strength returned if the attackee is moving slow enough and is close enough to the bottom.
...
What do you all think about these values? Look good or need different values? :hmmm:
Your algorithm looks unexceptionable :up:
(though apparently not lesser complicate than the one I had proposed yesterday for the magnetic loop patch :D)
I have no idea about the constant variables to be applied in the patch though. What about making them user configurable? :hmm2:
@ TDW
talking again about the optimal values to be set in your sonar patch, maybe you can get some clues from the comments to this other mod by Stiebler (http://www.subsim.com/radioroom//showthread.php?p=1781433#post1781433) (for SH3). He used a different approach though: rather than varying minimum signal strenght, he varied the minimum surface factor of the sonar sensor. :salute:
TheDarkWraith
03-02-14, 02:31 PM
@ TDW
talking again about the optimal values to be set in your sonar patch, maybe you can get some clues from the comments to this other mod by Stiebler (http://www.subsim.com/radioroom//showthread.php?p=1781433#post1781433) (for SH3). He used a different approach though: rather than varying minimum signal strenght, he varied the minimum surface factor of the sonar sensor. :salute:
That's a poor approach varying the minimum surface thing. If that test fails then no contact is detected. My way at least gets some kind of signal strength returned thus enabling a chance for contact to be detected.
TheDarkWraith
03-02-14, 02:33 PM
Stumbled upon how the game decides which contact of a list of contacts detected by a unit is selected as the contact detected. Each unit has a priority number assigned to them. When the game iterates over all the contacts detected the unit with the highest priority value is the contact detected. Always wondered how the game decided this :cool:
Silent Steel
03-02-14, 02:40 PM
You are Black Magic :doh:
THE_MASK
03-02-14, 02:49 PM
Stumbled upon how the game decides which contact of a list of contacts detected by a unit is selected as the contact detected. Each unit has a priority number assigned to them. When the game iterates over all the contacts detected the unit with the highest priority value is the contact detected. Always wondered how the game decided this :cool:This IS an awesome find .
TheDarkWraith
03-02-14, 02:58 PM
This IS an awesome find .
Yes it is. I always wanted the AI subs to target merchants instead of warships first :cool:
Tonci87
03-02-14, 03:17 PM
Yes it is. I always wanted the AI subs to target merchants instead of warships first :cool:
Ooh I like where this is going
That's a poor approach varying the minimum surface thing. If that test fails then no contact is detected. My way at least gets some kind of signal strength returned thus enabling a chance for contact to be detected.
yep, I also agree that your approach is better, and not only under the 'signal strenght vs minimum surface' respect imo. My suggestion was to take inspiration from the comments to Stiebler's mod, rather than from the mod itself ;)
Stumbled upon how the game decides which contact of a list of contacts detected by a unit is selected as the contact detected. Each unit has a priority number assigned to them. When the game iterates over all the contacts detected the unit with the highest priority value is the contact detected. Always wondered how the game decided this :cool:
:sunny:
THE_MASK
03-02-14, 07:07 PM
Stumbled upon how the game decides which contact of a list of contacts detected by a unit is selected as the contact detected. Each unit has a priority number assigned to them. When the game iterates over all the contacts detected the unit with the highest priority value is the contact detected. Always wondered how the game decided this :cool:Is this related in the mission editor 2 .
High priority contact True or False ?
http://i60.tinypic.com/14j59cm.jpg
Is this related in the mission editor 2 .
High priority contact True or False ?
Good question and well spotted :up:
TheDarkWraith
03-02-14, 10:29 PM
Is this related in the mission editor 2 .
High priority contact True or False ?
Nope, completely different. That deals with how the unit is seen on the map.
The priorities I'm talking about are hard-coded in the SH5.exe. I'm not going to attempt to redo them but instead just insert some code to see if unit is AI sub and if so then merchants are priority over everything else.
Stormfly
03-03-14, 04:46 AM
and what about a possible solution for multiplayer then, problem is that always only 1 sub get engaged in multiplayer, other subs are totaly ignored by the escorts, even if surfaced and in fireing range...
TheDarkWraith
03-03-14, 12:10 PM
and what about a possible solution for multiplayer then, problem is that always only 1 sub get engaged in multiplayer, other subs are totaly ignored by the escorts, even if surfaced and in fireing range...
That's going to be a little tricky. Other than the priority thing I talked about earlier the sensor with the highest signal strength returned for it's contact is the contact the unit will track and engage.
TheDarkWraith
03-04-14, 12:58 PM
I was iterating over the object chain for a flower corvette and came across the Flag object. I followed it's controller chain and noticed something interesting: the controller for the flag tests the current TC level to TC level 32. If TC level is over 32 then flags don't get updated - i.e. no wavy. Can someone very this? Take TC level to 1024 and see if the flags wave.
Now I'm wondering if the frozen flags during TC level < 32 can be unfrozen by taking TC level >= 1024 then back to 1 :hmmm: Someone willing to try it?
Sjizzle
03-04-14, 02:35 PM
I was iterating over the object chain for a flower corvette and came across the Flag object. I followed it's controller chain and noticed something interesting: the controller for the flag tests the current TC level to TC level 32. If TC level is over 32 then flags don't get updated - i.e. no wavy. Can someone very this? Take TC level to 1024 and see if the flags wave.
Now I'm wondering if the frozen flags during TC level < 32 can be unfrozen by taking TC level >= 1024 then back to 1 :hmmm: Someone willing to try it?
i will do some test and will report back
EDIT:
yup if i go more then TC 32 the flag doesn't wave if i go under TC 32 it's wave again ...
Stormfly
03-05-14, 04:24 AM
That's going to be a little tricky. Other than the priority thing I talked about earlier the sensor with the highest signal strength returned for it's contact is the contact the unit will track and engage.
hmm, does the visual sensor in the game interpret a signal strange ?... if so and if possible, should it be rised in priority over other sensor`s then ?
...i would like playing mp using a fitting mega mod but the ignorance of the escorts regarding other human subs took me away from it.
TheDarkWraith
03-12-14, 01:09 AM
figured out how to manually control the fore and aft diveplanes :rock: It's nothing simple, requires some patches to the files to work.
Looks like I also might have found all the ballast tanks for the sub
I need some new icons for the diveplanes for the Officers bar. I need the following:
- icon denoting diveplanes (this when clicked will show the orders bar containing the below):
- icon for manual control of fore diveplanes
- icon for automatic control of fore diveplanes
- icon for manual control of aft diveplanes
- icon for automatic control of aft diveplanes
- icon for fore diveplanes 0 degrees (level)
- icon for aft diveplanes 0 degrees (level)
and any other icons you think will be needed for the diveplanes.
Mikemike47
03-12-14, 01:29 AM
figured out how to manually control the fore and aft diveplanes :rock: It's nothing simple, requires some patches to the files to work.
Looks like I also might have found all the ballast tanks for the sub
I need some new icons for the diveplanes for the Officers bar. I need the following:
- icon for manual control of fore diveplanes
- icon for automatic control of fore diveplanes
- icon for manual control of aft diveplanes
- icon for automatic control of aft diveplanes
- icon for fore diveplanes 0 degrees (level)
- icon for aft diveplanes 0 degrees (level)
and any other icons you think will be needed for the diveplanes.
vdr1981 integrated the ballast tanks and the dive planes into Reworked submarine damage (http://www.subsim.com/radioroom/showthread.php?t=207093).
Tonci87
03-12-14, 07:16 AM
figured out how to manually control the fore and aft diveplanes :rock: It's nothing simple, requires some patches to the files to work.
Looks like I also might have found all the ballast tanks for the sub
I need some new icons for the diveplanes for the Officers bar. I need the following:
- icon denoting diveplanes (this when clicked will show the orders bar containing the below):
- icon for manual control of fore diveplanes
- icon for automatic control of fore diveplanes
- icon for manual control of aft diveplanes
- icon for automatic control of aft diveplanes
- icon for fore diveplanes 0 degrees (level)
- icon for aft diveplanes 0 degrees (level)
and any other icons you think will be needed for the diveplanes.
That is awesome!
tonschk
03-12-14, 07:48 AM
Amazing :yeah:
figured out how to manually control the fore and aft diveplanes :rock: It's nothing simple, requires some patches to the files to work.
Looks like I also might have found all the ballast tanks for the sub
I need some new icons for the diveplanes for the Officers bar. I need the following:
- icon denoting diveplanes (this when clicked will show the orders bar containing the below):
- icon for manual control of fore diveplanes
- icon for automatic control of fore diveplanes
- icon for manual control of aft diveplanes
- icon for automatic control of aft diveplanes
- icon for fore diveplanes 0 degrees (level)
- icon for aft diveplanes 0 degrees (level)
and any other icons you think will be needed for the diveplanes.
Media fire is down. Has anyone got a working link?
vdr1981
03-12-14, 09:47 AM
figured out how to manually control the fore and aft diveplanes :rock: It's nothing simple, requires some patches to the files to work.
Looks like I also might have found all the ballast tanks for the sub
I need some new icons for the diveplanes for the Officers bar. I need the following:
- icon denoting diveplanes (this when clicked will show the orders bar containing the below):
- icon for manual control of fore diveplanes
- icon for automatic control of fore diveplanes
- icon for manual control of aft diveplanes
- icon for automatic control of aft diveplanes
- icon for fore diveplanes 0 degrees (level)
- icon for aft diveplanes 0 degrees (level)
and any other icons you think will be needed for the diveplanes.
For the first time in SH series! TY very much !:up::up::up:
figured out how to manually control the fore and aft diveplanes :rock: It's nothing simple, requires some patches to the files to work.
Looks like I also might have found all the ballast tanks for the sub
:up:
I need some new icons for the diveplanes for the Officers bar. I need the following:
- icon denoting diveplanes (this when clicked will show the orders bar containing the below):
- icon for manual control of fore diveplanes
- icon for automatic control of fore diveplanes
- icon for manual control of aft diveplanes
- icon for automatic control of aft diveplanes
- icon for fore diveplanes 0 degrees (level)
- icon for aft diveplanes 0 degrees (level)
Are these okay? :)
http://i519.photobucket.com/albums/u359/taneshikimano/diveplanes.png
Tonci87
03-12-14, 10:50 AM
:up:
Are these okay? :)
http://i519.photobucket.com/albums/u359/taneshikimano/diveplanes.png
hey look good, but maybe you could add visible diveplanes (in black) on the symbols? It may help to make they symbols more intuitive
hey look good, but maybe you could add visible diveplanes (in black) on the symbols? It may help to make they symbols more intuitive
yep, I thought about it, but diveplanes' side projection is so small/narrow that they would be barely discernible. :hmm2:
I will see what I can do anyway. :salute:
Tonci87
03-12-14, 11:06 AM
yep, I thought about it, but diveplanes' side projection is so small/narrow that they would be barely discernible. :hmm2:
I will see what I can do anyway. :salute:
Maybe you should focus the picture more on the front or on the aft instead of having half the sub on it. :)
TheDarkWraith
03-12-14, 11:43 AM
ordered diveplanes to position for punching through ice:
http://www.subsim.com/radioroom/picture.php?albumid=468&pictureid=7411
Don't think the aft diveplane is going to make much difference though :O:
TheDarkWraith
03-12-14, 12:08 PM
This is pretty cool! The physics are modeled for each diveplane. If I only change the front diveplane the front of the boat either raises or falls and drag is induced depending on the angle of the diveplane. Same goes for aft diveplane except it affects the rear of the boat.
Here I set the front diveplane to ~45 degrees up and the aft diveplane to ~45 degrees down:
http://www.subsim.com/radioroom/picture.php?albumid=468&pictureid=7412
Sub's depth is constant (it did rise to ~9.5m from it's ordered depth of 12m) but it's attitude reminds me of making an approach in a Learjet :D
TheDarkWraith
03-12-14, 12:36 PM
yep, I thought about it, but diveplanes' side projection is so small/narrow that they would be barely discernible. :hmm2:
I will see what I can do anyway. :salute:
Looking good :up:
If you can add those icons to this: https://www.mediafire.com/?v2drvv2rjwqg3ad that would be excellent :yeah:
TheDarkWraith
03-12-14, 12:48 PM
I need some other info:
- what is the standard order for changing the fore diveplanes?
- what is the standard order for changing the aft diveplanes?
I have the patch working like so:
- you ask for manual control of diveplanes (either fore, aft, or both)
- you then order the required angle for fore, aft, or both
- crew then carries out your order (slowly changing angle from existing to new ordered angle)
- when you're done with manual control you give control back to crew (game) who then automatically controls the angle of the planes
Silent Steel
03-12-14, 12:50 PM
Over and over again TDW...
You ARE a magician in total control of black magic :o
Brilliant is a by far too weak word :rock:
Tonci87
03-12-14, 12:51 PM
This is pretty cool! The physics are modeled for each diveplane. If I only change the front diveplane the front of the boat either raises or falls and drag is induced depending on the angle of the diveplane. Same goes for aft diveplane except it affects the rear of the boat.
Here I set the front diveplane to ~45 degrees up and the aft diveplane to ~45 degrees down:
http://www.subsim.com/radioroom/picture.php?albumid=468&pictureid=7412
Sub's depth is constant (it did rise to ~9.5m from it's ordered depth of 12m) but it's attitude reminds me of making an approach in a Learjet :D
This is soo cool! Now if my bow is damaged I can force it above water and still reamin partly hidden
Maybe you should focus the picture more on the front or on the aft instead of having half the sub on it. :)
Looking good :up:
If you can add those icons to this: https://www.mediafire.com/?v2drvv2rjwqg3ad that would be excellent :yeah:
Following Tonci87's suggestion, I have drawn some stylised diveplanes on the new order buttons. In order to make them more discernable, boat's silhouette is now semi-transparent. Should TDW add manual control for ballast tanks too, we can use the same set of icons, but with the tanks highlighted instead of hydroplanes :up:
http://i519.photobucket.com/albums/u359/taneshikimano/orders04.png
@ TDW
You can replace Orders04.dds' alpha channel with the image above.
This is pretty cool! The physics are modeled for each diveplane. If I only change the front diveplane the front of the boat either raises or falls and drag is induced depending on the angle of the diveplane. Same goes for aft diveplane except it affects the rear of the boat.
Here I set the front diveplane to ~45 degrees up and the aft diveplane to ~45 degrees down:
...
Sub's depth is constant (it did rise to ~9.5m from it's ordered depth of 12m) but it's attitude reminds me of making an approach in a Learjet :D
Really nice :up:
manual dive plane control might come in handy when sneaking into enemy ports, for avoiding sudden obstacles.
I need some other info:
- what is the standard order for changing the fore diveplanes?
- what is the standard order for changing the aft diveplanes?
"trim fore/aft hydroplanes", I guess :hmm2:
If you are looking for the full diving/surfacing sequences, the following page got detailed descriptions of them:
http://www.uboatarchive.net/KTBNotesDiving.htm
This makes me to think of a possible complication when using your new patch. It will make us able to dive/surface the boat without having to issue one of the stock orders, but how is it going to handle the crew on deck and conning tower's hatch?
tonschk
03-12-14, 02:29 PM
May be with the arrows closer to the dive planes :hmmm:
http://i62.tinypic.com/suzyao.jpg
:up:
Are these okay? :)
http://i519.photobucket.com/albums/u359/taneshikimano/diveplanes.png
TheDarkWraith
03-12-14, 02:59 PM
Following Tonci87's suggestion, I have drawn some stylised diveplanes on the new order buttons. In order to make them more discernable, boat's silhouette is now semi-transparent. Should TDW add manual control for ballast tanks too, we can use the same set of icons, but with the tanks highlighted instead of hydroplanes :up:
@ TDW
You can replace Orders04.dds' alpha channel with the image above.
This makes me to think of a possible complication when using your new patch. It will make us able to dive/surface the boat without having to issue one of the stock orders, but how is it going to handle the crew on deck and conning tower's hatch?
I will try replacing the alpha channel with that image. Looks excellent :yeah:
I was not able to get the sub to submerge just using the diveplanes. It would sink some in the water if you force the diveplanes down but it would not totally submerge. Adds a huge amount of drag doing this also (speed decreases due to deflection of dive planes)
I will try replacing the alpha channel with that image. Looks excellent :yeah:
Copy the image, and paste it on the alpha channel. That simple :up:
I was not able to get the sub to submerge just using the diveplanes. It would sink some in the water if you force the diveplanes down but it would not totally submerge.
Makes sense. I guess that a fully manual dive sequence would require us to control ballast tanks as well as hydroplanes. :hmm2:
Adds a huge amount of drag doing this also (speed decreases due to deflection of dive planes)
So cool :sunny:
Tonci87
03-12-14, 03:35 PM
@GAP The new ones are perfect.
@GAP The new ones are perfect.
Thank you Tonci. Let's hope that in game they will look as good :up:
@ TDW
Refresh my memory please: what is the third order button in Orders04.dds (the one with the "D" mark) used for? I am replacing the letters of position fix orders with proper symbols :03:
TheDarkWraith
03-12-14, 05:14 PM
@ TDW
Refresh my memory please: what is the third order button in Orders04.dds (the one with the "D" mark) used for? I am replacing the letters of position fix orders with proper symbols :03:
C = Celestial fix
D = dead-reckoning fix
C = Celestial fix
D = dead-reckoning fix
ops... sorry, I meant the one with the "S" :88)
Celestial and dead-reckoning fix buttons are already done:
http://i519.photobucket.com/albums/u359/taneshikimano/orders04-1.png
TheDarkWraith
03-12-14, 06:05 PM
ops... sorry, I meant the one with the "S" :88)
Celestial and dead-reckoning fix buttons are already done:
Looks good :yeah:
S = show last fix
Looks good :yeah:
S = show last fix
:up:
New position fix buttons ready :salute:
http://i519.photobucket.com/albums/u359/taneshikimano/orders04-2.png
Sjizzle
03-12-14, 06:32 PM
wow awesome job here guys :)
master gap and master TDW :)
TheDarkWraith
03-12-14, 09:18 PM
New position fix buttons ready :salute:
Got em, thanks :up:
So far I've added 6 new commands to the game:
Enable_Fore_DP_Manual_Control
Disable_Fore_DP_Manual_Control
Toggle_Fore_DP_Manual_Control
Enable_Aft_DP_Manual_Control
Disable_Aft_DP_Manual_Control
Toggle_Aft_DP_Manual_Control
I've just tested all of them out to ensure they are working as coded and they passed.
I have to add two more new commands to the game that deals with setting the fore/aft diveplanes value (degrees)
Coming along nicely :D
RushTheBus
03-12-14, 09:49 PM
great work TDW. Is this going to be part of an update for your UI?
TheDarkWraith
03-12-14, 10:13 PM
great work TDW. Is this going to be part of an update for your UI?
Yes it will. The bulk of it is new patches and code for the SH5.exe and SHSim.act files.
The UI update will just utilize the new commands I've made available via the new code in the patches.
As I have done now and in the past I expose the new functionality via new game commands. This allows others to use the new commands in their UI mods or whatever else they made :up:
TheDarkWraith
03-13-14, 11:43 AM
Just finished coding the adding of diveplane messages to the new commands. Now when you change control of diveplanes a message will show in the messagebox:
http://www.subsim.com/radioroom/picture.php?albumid=468&pictureid=7418
Same thing will happen when you set the angle of the diveplanes.
These are the new strings for the menu.txt file:
; manual diveplane control patch
11200=Automatic control of fore diveplanes
11201=Manual control of fore diveplanes
11202=Automatic control of aft diveplanes
11203=Manual control of aft diveplanes
11204=Set fore diveplanes to %03d
11205=Set aft diveplanes to %03d
for 11204 and 11205 a positive value means up and a negative value means down
Being that they are menu.txt entries they are easy to change to whatever you want them to be :up:
Now when you change control of diveplanes a message will show in the messagebox
...
These are the new strings for the menu.txt file:
...
Being that they are menu.txt entries they are easy to change to whatever you want them to be :up:
Clean implementation indeed :up:
TheDarkWraith
03-13-14, 02:59 PM
All the needed assembly code for the manual control of the diveplanes is finally complete and tested :rock:
http://www.subsim.com/radioroom/picture.php?albumid=468&pictureid=7419
Now just have to work on the UI updates :)
Finalized the new strings for menu.txt file:
; manual diveplane control patch
11200=Automatic control of fore diveplanes
11201=Manual control of fore diveplanes
11202=Automatic control of aft diveplanes
11203=Manual control of aft diveplanes
11204=Set fore diveplanes to %d degrees
11205=Set aft diveplanes to %d degrees
And the new commands added by this patch:
Toggle_Fore_DP_Manual_Control
Toggle_Aft_DP_Manual_Control
Enable_Fore_DP_Manual_Control
Disable_Fore_DP_Manual_Control
Enable_Aft_DP_Manual_Control
Disable_Aft_DP_Manual_Control
Set_Fore_DP_Value
Set_Aft_DP_Value
Trevally.
03-13-14, 03:16 PM
All the needed assembly code for the manual control of the diveplanes is finally complete and tested :rock:
Now just have to work on the UI updates :)
:yeah: great work TDW
Sjizzle
03-13-14, 03:17 PM
whoop great job TDW respect !!!
TheDarkWraith
03-13-14, 07:18 PM
Testing out the new icons in game:
http://www.subsim.com/radioroom/picture.php?albumid=526&pictureid=7420
Everything working just like it should :rock:
Have to add two more items: a way to set the fore diveplanes angle and the aft diveplanes angle. These will probably be dials that you click on (like the SH3 dials)
ReallyDedPoet
03-13-14, 09:08 PM
Nice : )
Echolot
03-14-14, 03:55 AM
Great work!
:sunny:
DrJones
03-14-14, 05:05 AM
Hey Mate,
thats fantastic :up: thank you very much.
Best Regards
DrJones:salute:
TheDarkWraith
03-14-14, 11:10 AM
I added two new round dials to the Diveplanes order bar. One was for fore diveplanes and the other was for aft diveplanes. I set the commands for the dials for the two new commands associated with them (diveplanes). I clicked on the dials and the needle for the NewVal was showing where I clicked on the dial but the game was not executing the command associated with the dial (Set_Fore_DP_Value or Set_Aft_DP_Value) :shifty:
I fired up OllyDebug to see what was going on. Clicked on the dial and got my answer. The command associated with the dial was a null pointer :huh: Thus the game had no command to execute.
Ok, now we have watch the dials being created in the game to see why the game is giving it a null pointer. Restarted the game inside OllyDebug and set a breakpoint where it reads the Dials.cfg file. Once it read my first new dial I got my answer again. My command was not in the game's list of known commands and thus a null pointer was set :shifty: So annoying...Have to add some more assembly code to the game so that I can have dials with commands that aren't part of the game's known commands.
Have to add two more items: a way to set the fore diveplanes angle and the aft diveplanes angle. These will probably be dials that you click on (like the SH3 dials)
I added two new round dials to the Diveplanes order bar.
U-995's dive plane gauges (Vord. Tiefenruder = fore diveplanes; Hint. Tiefenruder = after diveplanes):
http://de.academic.ru/pictures/dewiki/117/a3c5ae682fc3a8cdf7cb809974ecc672.JPG
A diagram by Captain America showing gauges' working:
http://www.subsim.com/radioroom/showthread.php?p=209628#post209628
From the above links we can desume the following:
- fore diveplanes deflection range: -35 / +25 deg; after diveplanes deflection range: +/- 30 deg;
- currently I have not my gaming laptop with me, but diveplane gauge graphics should already be in SH5's tex folder, used as skins of command room's corresponding gauges. Should the game miss them, or shouldn't they be accurate enough, I can draw them (both gauges and needles), purposedly for use with your patch and UI mod :up:
TheDarkWraith
03-14-14, 07:40 PM
Finished writing the assembly code so that dials defined can use commands not defined in the stock game. This is some awesome code :D This will allow me to do things with dials I've always wanted to do.
In the screenshot below I have two test dials added to the diveplanes command bar so that I could play around with new code. And the results were:
http://www.subsim.com/radioroom/picture.php?albumid=526&pictureid=7423
Success :rock:
I had my test dials setup to allow for -90 to 90 degrees on each set of diveplanes. I tested both sets of diveplanes through their whole range - game let me do it :D It's good to know game does not pose any limitations on the angle of the diveplanes.
The below is related to the upcoming new version of my UIs mod (v7.5.0):
The diveplane dials will show when the diveplane is in manual control (here I had fore and aft diveplanes in manual control).
When you click on the dial a needle will show where you clicked. Sit back and watch the true position needle move towards the new position needle :cool:
RushTheBus
03-14-14, 07:44 PM
Strong work TDW! This should really allow for some fine adjustment. us Any chance we can get an option to flood tubes then open tube doors with tube ready to fire indicator lights? :D
TheDarkWraith
03-14-14, 08:24 PM
Strong work TDW! This should really allow for some fine adjustment. us Any chance we can get an option to flood tubes then open tube doors with tube ready to fire indicator lights? :D
That is available in my UIs mod :up:
v1.0.156.0 released. See post #1
Starting with v1.0.156.0:
- added some new Updates to sh5.exe
- added a new patch to SH5.exe and SHSim.act: manual diveplane control - this patch allows manual control of the fore and aft diveplanes. BE SURE TO CHECK OUT THE NOTES WITH THIS NEW PATCH!
- added a new patch to SHSim.exe: Air-to-air combat - this patch allows aircraft to target and engage other aircraft.
- added a new patch to SHSim.exe: Coastal defense sub loops - Allows coastal defenses to detect subs that are submerged and/or in heavy fog
- revised new command code in SH5.exe so that it can pass Param1 and Param2 on to functions and to all scripts
- added new code to SH5.exe that allows the defining of commands not recognized by the game to dials
I have two test dials added to the diveplanes command bar so that I could play around with new code.
:up:
so, do you want realistic dials for your new patch?
TheDarkWraith
03-14-14, 09:28 PM
:up:
so, do you want realistic dials for your new patch?
They'd actually be for the UIs mod. The patch just gives the ability to manually control them. The UI mod implements the patch.
Yes, let's see what you come up with :up:
They'd actually be for the UIs mod. The patch just gives the ability to manually control them. The UI mod implements the patch.
Yes, let's see what you come up with :up:
Okay, tomorrow I will start working on the new dials. Getting them ready shouldn't take too long :up:
tonschk
03-15-14, 05:11 AM
:yeah:
Yes, let's see what you come up with :up:
Sartoris
03-15-14, 10:16 AM
Love seeing you work on sh5, TDW! So much exciting progress being done here, and at such a breakneck pace. Thanks for all the hard work once again.:up:
volodya61
03-15-14, 10:43 AM
Hi TDW :salute:
Here is Rus manual for the latest (156) version - http://rghost.ru/53079939
UPD: changed menu.txt will be added in the NewUIs thread :salute:
http://i519.photobucket.com/albums/u359/taneshikimano/DiveplaneDials.png (https://www.mediafire.com/?gqtyblbelq1ftt6)
Click on the image preview to download. I have mantained the same angular factor as used on stock 3d gauge graphics: 2.6 deg on each gauge = 1 deg of diveplane deflection. This is more or less the same as the real U-995 gauges.
UI modders please feel free to use my graphics with your diveplane-patch-compatible UI mods :salute:
vdr1981
03-15-14, 01:42 PM
Simply amassing Gap! :up:
Simply amassing Gap! :up:
Thank you Veko. Let's see if TDW and DrJones can include the new graphics into their UI's :)
P.S: has anyone tested TDW's patch already? Do the 3d needles in command room point to the right diveplane angles, as manually set through diveplane interface?
Sjizzle
03-15-14, 02:54 PM
awesome work gap
vdr1981
03-15-14, 05:28 PM
Thank you Veko. Let's see if TDW and DrJones can include the new graphics into their UI's :)
P.S: has anyone tested TDW's patch already? Do the 3d needles in command room point to the right diveplane angles, as manually set through diveplane interface?
Everything looks just fine...
http://s6.postimg.org/7uksaof01/SH5_Img_2014_03_15_23_17_24.jpg
TheDarkWraith
03-15-14, 05:35 PM
http://i519.photobucket.com/albums/u359/taneshikimano/DiveplaneDials.png (https://www.mediafire.com/?gqtyblbelq1ftt6)
Click on the image preview to download. I have mantained the same angular factor as used on stock 3d gauge graphics: 2.6 deg on each gauge = 1 deg of diveplane deflection. This is more or less the same as the real U-995 gauges.
UI modders please feel free to use my graphics with your diveplane-patch-compatible UI mods :salute:
Two problems:
1) dials are WAY too big. Looks awful when rendered. The dials should be the same size as the TDC dials.
2) needles are also way too big and they need to point upwards. Needles should be same size as TDC dial needles.
Which needle is for what?
Also, game defines both diveplanes range as -30 to 30 degrees.
TheDarkWraith
03-15-14, 05:59 PM
P.S: has anyone tested TDW's patch already? Do the 3d needles in command room point to the right diveplane angles, as manually set through diveplane interface?
Of course they do :yep: I'm no rooky to making software do what I want it to do :up:
1) dials are WAY too big. Looks awful when rendered. The dials should be the same size as the TDC dials.
I can resize them, no problem. But isn't there a way to scale them down in game? IIRC Menu Editor lets us to set the rendering size of each UI graphic :hmm2:
2) needles are also way too big and they need to point upwards. Needles should be same size as TDC dial needles.
Needles size is proportional to the size of the dials. Is it okay if, while scaling them down, I keep the same proportionality or do you want needles to be even smaller (compared to the dials)?
Which needle is for what?
Each needle belongs to the dial placed above it :yep:
Also, game defines both diveplanes range as -30 to 30 degrees.
I can make both dials to match game settings, but if you look at this picture (http://de.academic.ru/pictures/dewiki/117/a3c5ae682fc3a8cdf7cb809974ecc672.JPG), fore diveplanes' range was +25 / -35. Curiously, the U-boat Type VIIC's Manual (http://www.uboatarchive.net/Manual.htm) available on uboatarchive.net reports (p. 69):
The maximum deflection of the forward planes is 30° up and 30° down, for the aft planes 25° up and 35° down.
This is in contrast with U-995's picture linked above. Unless I am misunderstanding the meaning of the German abbreviations Vord. = Vorderes = fore and Hint. = Hinter = after, the discrepancy is likely due to a mistranslation by uboatarchive.net, but one of the diveplanes having a +25 / -35 deflection range should be taken as a fact. Can't we simply rectify game settings? It is not the first time that devs put in game inaccurate data :hmm2:
Of course they do :yep: I'm no rooky to making software do what I want it to do :up:
No doubt on that. I just wanted to know if the stock diveplanes dials are working as supposed, as devs have messed the settings of many of those gauges ;)
TheDarkWraith
03-15-14, 06:38 PM
I can resize them, no problem. But isn't there a way to scale them down in game? IIRC Menu Editor lets us to set the rendering size of each UI graphic :hmm2:
Needles size is proportional to the size of the dials. Is it okay if, while scaling them down, I keep the same proportionality or do you want needles to be even smaller (compared to the dials)?
If I let the game scale them down they look terrible.
Needle size is whatever you want them to be.
As far as diveplane deflections whatever are the true numbers is what we should use. I can adjust the game to be whatever they need to be.
If I let the game scale them down they look terrible.
Yep, noticed that myself. I will scale them down the hard way. Doing it will leave some empty space around each dial which I can use for some shadowing effects. Hopefully they will make gauge's edges to look smoother :up:
Needle size is whatever you want them to be.
:up:
As far as diveplane deflections whatever are the true numbers is what we should use. I can adjust the game to be whatever they need to be.
Okay. I just hope that adjusting max hydroplane deflections as per historical values won't bork boat's diving mechanics in game.
It's amazing what you guys are doing and have done.
Therefore I call on Neal, and the powers to be, to give you guys some sort of special award. All of you mod deserve something for your unasked for hard work and dedication to SH5. :salute:
Fantastic work TDW and Gap! It's amazing what you guys are doing and have done. It boggles my mind. :salute:
Tonci87
03-15-14, 06:59 PM
@Gap The picture you provided says that the front diveplanes go from +25 to -35 (wich absolutely makes sense if you want to be able to dive fast) and the aft diveplanes from +30 to -30.
It's amazing what you guys are doing and have done.
Therefore I call on Neal, and the powers to be, to give you guys some sort of special award. All of you mod deserve something for your unasked for hard work and dedication to SH5. :salute:
Thank you Gary, you are too kind. My modding achievements are a little thing though, compared to the amazing work done by TDW :yep:
@Gap The picture you provided says that the front diveplanes go from +25 to -35 (wich absolutely makes sense if you want to be able to dive fast) and the aft diveplanes from +30 to -30.
Thank you Tonci. That is exactly how I drew those gauges :up:
@ TDW
Updated diveplane dial graphics available at the following link:
https://www.mediafire.com/?x66ct97i5xqfbkg
I have scaled them (dials and needles) to 75% of their original size. They are still a bit bigger than the TDC dials that your UI is curently using, but resizing them more would have compromised their readability. The needles are now pointing upwards. Please note that the fore needle (the one of the left) should be oriented in game with the narrow end pointing to the dial scale (i.e. to the left). In case of doubt, refer to U-995's CR picture I linked in my previous post :03:
http://i519.photobucket.com/albums/u359/taneshikimano/orders04-3.png
Quick update of the diveplane command buttons: for better understanding, the icons were flipped horizontally (boat's silhouettes are now pointing to the right direction relative to diveplane dials) :salute:
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