View Full Version : [REL]Equipmen Upgrades Fix by TheBeast
TheBeast
01-07-12, 04:09 PM
Hi TheBeast!
I've some hasitations re. Your mods order in my list [as follows]:
A Fistful of Emblems v1.51
A Fistful of Emblems v1.51 (Weathered)
.................................................. ..
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
Equip_Upgrades_Fix_1_4_AFFOE_151 ;<-- These files are replaced by Patch 1 AFFOE below so this is not needed.
Equip_Upgrades_Fix_1_4_Patch_1_AFFOE_151
Equipment Upgrade Fixes v1.4 Patch 1 HotFix (http://www.mediafire.com/?p54b9i86lvcnewv) :<--Fixes Bunker Torpedo Loadout Screen
.................................................. ...........
TDW_No_Hydrophone_On_Surface_No_Aircraft_Spotting_ 1_1_0 ;<-- REM mode below changes same files.
.................................................. ..................................
R.E.M_by_Xrundel_TheBeast_1.2 ;<-- If using New UIs TDC mod, TDW made new version of this.
Could You please clairify if this order is correct or not? May be some mods are not usefull to be installed at all:hmmm:
Thanks in advance,
Best regards:salute:
I hope this is info you were looking for?
I hope this is info you were looking for?
Yes, thanks a lot, mate:yeah:
I've already merged hotfix into EUF 1.4 patch1, and the new version of REM is just the replaced Uboat_sensors.sim file from TDW:yep:. I've being worried because my sonarguy sometimes reports sound contact when I'm on surface though hydrophone's icon is not available (as it should be):salute:
TheBeast
01-07-12, 07:14 PM
Yes, thanks a lot, mate:yeah:
I've already merged hotfix into EUF 1.4 patch1, and the new version of REM is just the replaced Uboat_sensors.sim file from TDW:yep:. I've being worried because my sonarguy sometimes reports sound contact when I'm on surface though hydrophone's icon is not available (as it should be):salute:
Although I do agree that Hydrophone effectiveness should be limited while surfaced. IMO, the only Hydrophone that should not function at all while surfaced is the KDB type Hydrophone that is Mounted on the Deck above the waterline.
The GHG Hydrophone heads are mounted approximately 1-3 meters below the waterline just above forward dive planes.
The Balkon Gerat is mounted on the forward part of the Keel, approximately 4-5 meters below water line. This Hydrophone should work fairly well while surfaced and depending on current speed and storm conditions it should easily be able to detect sound contacts well before deck watch visual detection.
mikaelanderlund
01-08-12, 04:24 AM
I hope this is info you were looking for?
Please confirme installation order, R.E.M. shall be installed (including TDW UBoot_Sensors.sim for R.E.M. version 1.2) after Equipment_Upgrades_Fix_v1_4_byTheBeast. Is that correct:hmmm:
TheBeast
01-08-12, 04:04 PM
Please confirme installation order, R.E.M. shall be installed (including TDW UBoot_Sensors.sim for R.E.M. version 1.2) after Equipment_Upgrades_Fix_v1_4_byTheBeast. Is that correct:hmmm:
Yes
mikaelanderlund
01-09-12, 10:46 AM
Thanks :salute:
THE_MASK
01-09-12, 11:39 PM
Looking at the file either stock or modded , just trying to understand these values .
C:\Ubisoft\Silent Hunter 5\data\UPCDataGE\UPCUnitsData\Equipment
;DamageDescription1= Taken_DamageType, MinDamage, MaxDamage, MinMaintenance, MaxMaintenance, chancefactor, Message, Spawned_damage_HP, Spawned_damage_AP, Spawned_Damage_Type, EfficiencyReduction, repair_skill, repairtime_in_hours
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, Broken Axle, 0, 0, NULL, 1, 0.6, 15
Does the 1 indicate there is a 100% chance that the equipment will malfunction ?
TheBeast
01-09-12, 11:51 PM
Looking at the file either stock or modded , just trying to understand these values .
C:\Ubisoft\Silent Hunter 5\data\UPCDataGE\UPCUnitsData\Equipment
;DamageDescription1= Taken_DamageType, MinDamage, MaxDamage, MinMaintenance, MaxMaintenance, chancefactor, Message, Spawned_damage_HP, Spawned_damage_AP, Spawned_Damage_Type, EfficiencyReduction, repair_skill, repairtime_in_hours
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, Broken Axle, 0, 0, NULL, 1, 0.6, 15
Does the 1 indicate there is a 100% chance that the equipment will malfunction ?
Good question but I am sorry I do not have a answer for that.:doh:
I have not experimented with those settings as yet so they are stock values.
I know that some times when taking damage it seems that value may equal 100% for some equipment items though.:haha:
quink99
01-10-12, 03:54 PM
I've looked all over for the MOD,
Equip_Upgrades_Fix_1_4_Patch_1_AFFOE_151
mentioned in post #252 of this thread and am unable to find it anywhere.
Would some kind soul give me a link?
Thanks
TheBeast
01-10-12, 04:02 PM
I've looked all over for the MOD,
Equip_Upgrades_Fix_1_4_Patch_1_AFFOE_151
mentioned in post #252 of this thread and am unable to find it anywhere.
Would some kind soul give me a link?
Thanks
It is optional MOD included with Equip_Upgrades_Fix_1_4_Patch_1 MOD archive not a sepporate download.
quink99
01-10-12, 04:19 PM
Thanks so much, Beast, for the info RE; the AFFOE link.
carpediemorfail
01-11-12, 10:02 PM
Hi, I just have a quick question about the order of using this mod with OHII. In the first post it says:
WARNING:
Install this MOD Last.
But I see a ton of people that have Equipment Upgrades before OHII in their mod lists. Which way is actually "correct?" I've tried searching but can't seem to find a concrete answer. Thanks.
Hi, I just have a quick question about the order of using this mod with OHII. In the first post it says:
But I see a ton of people that have Equipment Upgrades before OHII in their mod lists. Which way is actually "correct?" I've tried searching but can't seem to find a concrete answer. Thanks.
Don't worry, it's just the modder's tradition to wright this phrase in the release posts:D. Put it before OHII - and it should work:up:
fromhell
01-15-12, 06:57 AM
problem, or so i think.
after installing mod, i go to mechanic in bunker and look at the available options and find that in 1940 i can have what wasnt inventored till 1944-45 installed on my boat. am i doing something wrong or is this correct.
seems abit unhistorical.
if this is correct is there away for me to change this please.
many thanks:salute:
problem, or so i think.
after installing mod, i go to mechanic in bunker and look at the available options and find that in 1940 i can have what wasnt inventored till 1944-45 installed on my boat. am i doing something wrong or is this correct.
seems abit unhistorical.
if this is correct is there away for me to change this please.
many thanks:salute:
It is OK. Its all up to You - don't install devices that seemed unhistorical at the current period of campaign if You desire to follow the events as it was in real life:up: If I'm not mistaken TheBeast made an 'all service included' version just for testing :salute:
Husksubsky
01-21-12, 07:32 PM
Short question. I ve been very uphung in torpspeeds after screwing up choosing torp range and damage points for torpedoman. There are some torps here with different speeds. does the TDC recognize the different speeds?
Valenwulf
01-29-12, 06:22 AM
Nice mod, just what I needed
saintpietro
01-30-12, 02:48 PM
Many thanks! Great work.
Ruby2000
02-02-12, 07:56 AM
Hi TheBeast,
really a great job! :yeah: A short question.
What is the different between Tranmatte / Tranmatte Improved?
The values are the same in both.
Tarnmatte Radar absorbent material
Thickness: 4 mm
Radar reflection reduction: 25%
Improved Alberich Sound absorbent rubber
Thickness: 5 mm
Echo reflection reduction: 25%
I have written you a PM.
Greetings Ruby
Michael13
02-02-12, 09:04 AM
Tarnmatte Radar absorbent material
Thickness: 4 mm
Radar reflection reduction: 25%
Improved Alberich Sound absorbent rubber
Thickness: 5 mm
Echo reflection reduction: 25%
Ruby2000
02-02-12, 09:17 AM
Exactly! :)
"Tranmatte" has exactly the same parameters and values as by "Tarnmatte improved" !
Where is the difference?
Greetings Ruby
pedrobas
02-02-12, 09:50 AM
Exactly! :)
"Tranmatte" has exactly the same parameters and values as by "Tarnmatte improved" !
Where is the difference?
Greetings Ruby
In the price? :har:
paxhispanica
02-10-12, 04:27 PM
Hi,
I dont know if this issue has been reported, but i have found nothing on the Forum.
I have the following mods enabled by JSGME:
No magic skills v1.5 MCCD Complatible
Mighty fine Crew Mod 1.2.1 Alt w. beards
Funelsmoke_Planes_Sounds_by AOTDMadMax
Wamphyri´s Plane Mod
NewUIs_TDC_6_9_0_By_TDW
Equipment upgrades_Fix_v1_4_byTheBeast
Equipment upgrades_Fix_v1_4_Patch_1
Equipment upgrades__Fix_v1_4_Patch_1_Hotfix
The issue is this:
At Black May Campaign with a VIIC/41, and upgrading with snorkel, and selecting no Radar Warning receiver on the top of the mast, i have the mast of a FUMO-65 radar mast rotating at the snorkel instead of a rundipol mast.
Is this installation a MOD upgrade (not probably) or a bug?
Is a problem with my combination of MODs?
http://img851.imageshack.us/img851/2888/capturede.png
Thanks in advance!!
pedrobas
02-10-12, 05:47 PM
It´s not your mod soup, happens to me also when you select RWR snorkel mounted, is something that have to be correct in this mod (or some kind of incompatiblity between this mod and TDW UI). What i do, is just to select the normal FUMO29 and not the snorkel mounted.
Is it normal for me to have access to advanced torpedoes right from the very start of the war?
That's the situation I seem to have after installing a very basic set of mods as laid out in http://www.subsim.com/radioroom/showthread.php?t=190656 ... lots of torps right up to the T XI G7es "Zaunkönig II" torpedo. This is after selecting the very first campaign and skipping the tutorial.
Mod list:
Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
MightyFine Crew Mod 1.2.1 Alt w beards
Dynamic Environment SH5 Basemod (realistic version) V2.1
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
FX_Update_0_0_19_ByTheDarkWraith
IRAI_0_0_30_ByTheDarkWraith
IRAI_upgrade_to_v_0_0_31
NewUIs_TDC_6_9_0_ByTheDarkWraith
Depth_Keeping_Problem_HB_2_0_0_TheDarkWraith
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Stormys DBSM SH5 v1.3 Basemod
OPEN HORIZONS II_full v1.7
No Logo Intro Menu_Animation v. 01.00 by AvM
misha1967
02-13-12, 12:00 AM
Is it normal for me to have access to advanced torpedoes right from the very start of the war?
That's the situation I seem to have after installing a very basic set of mods as laid out in http://www.subsim.com/radioroom/showthread.php?t=190656 ... lots of torps right up to the T XI G7es "Zaunkönig II" torpedo. This is after selecting the very first campaign and skipping the tutorial.
Mod list:
Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
MightyFine Crew Mod 1.2.1 Alt w beards
Dynamic Environment SH5 Basemod (realistic version) V2.1
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
FX_Update_0_0_19_ByTheDarkWraith
IRAI_0_0_30_ByTheDarkWraith
IRAI_upgrade_to_v_0_0_31
NewUIs_TDC_6_9_0_ByTheDarkWraith
Depth_Keeping_Problem_HB_2_0_0_TheDarkWraith
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Stormys DBSM SH5 v1.3 Basemod
OPEN HORIZONS II_full v1.7
No Logo Intro Menu_Animation v. 01.00 by AvM
Yep.
It will be fixed eventually, I'm sure, but for now the only thing you can do is to NOT buy stuff that hadn't been invented yet.
Yep.
It will be fixed eventually, I'm sure, but for now the only thing you can do is to NOT buy stuff that hadn't been invented yet.
Ah, okay, thanks. :)
Nice mod friend.
i waited soo long to see beter guns and torpedoes .
veery nice: Salut:
Charlie901
02-18-12, 09:55 AM
Do the PAtch and Hotfix have to be activated in JSGME or do I overwrite the files in the original mod?
Thanks!
pedrobas
02-18-12, 10:02 AM
Do the PAtch and Hotfix have to be activated in JSGME or do I overwrite the files in the original mod?
Thanks!
As you prefer, one or another.
lesec74
02-18-12, 05:00 PM
Accurate German Flags
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
MCCD_1.04_FRA
German U-Boat Crew Language Pack
Reboot's Hot Soup 1.1
Reboot's Water Drips 1.1
Grossdeutscher Rundfunk
FX_Update_0_0_19_ByTheDarkWraith
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface
IRAI_0_0_30_No_Aircraft_Spotting_At_Depth
IRAI_upgrade_to_v_0_0_31
NewUIs_TDC_6_9_0_ByTheDarkWraith
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz
Stormys DBSM SH5 v1.3 additional crew sounds beta6
Stormys DBSM SH5 v1.3 optional louder engine sounds
Stormys DBSM SH5 v1.3 optional scary creaks
Critical hits 1.1 Torpedos
Dark_Interior_V1
Naights Submaine Textures v1.2 (PUV)
Dynamic Environment SH5 Basemod (realistic version)
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
OPEN HORIZONS II_full v1.7
OHII v1.7 patch1
Nauticalwolf's Damage and Torpedo UI (g) Mod V1.1
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
Sub_Exhaust_1_0_5_byTheDarkWraith
SubFlags_0_0_8_byTheDarkWraith
stoianm pitch&roll for SH5 V1 (low)
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1
A Fistful of Emblems v1.51
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equip_Upgrades_Fix_1_4_AFFOE_151
Equip_Upgrades_Fix_1_4_Patch_1_AFFOE_151
RemoveLogoIntroTheDarkWraith
Realistic ammo amount for AA and deck guns
AirTorpedoes
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
hello,
here my mod soup and I play the campaign "final year" and in the bunker, I've not the schnorkel to equip my sub.what s the mistake?
many thanks for answer:salute:
Just making sure here, I upgraded to a 10.5 deck gun but it doesn't show in the menu when I'm on the boat, it still says 8.8...is that right?
Raven_2012
02-20-12, 01:42 PM
You might have your mods in wrong order, what is your mod soup order?
Try this link to help you get in order:
http://www.subsim.com/radioroom/showthread.php?t=192374
It's just that I saw a post saying that that menu hadn't ben done yet, so i was checking whether that is the case.
I've tried the mod orders in different ways to no avail, so I'm sticking to IRA No Torp or Plane, REM TDW Beast, Equip 1.4 plus patch then hot fix and then using the sensor file for REM.
pedrobas
02-20-12, 06:59 PM
It's just that I saw a post saying that that menu hadn't ben done yet, so i was checking whether that is the case.
I've tried the mod orders in different ways to no avail, so I'm sticking to IRA No Torp or Plane, REM TDW Beast, Equip 1.4 plus patch then hot fix and then using the sensor file for REM.
You have to do this:
Manual Edit of data\Menu\Menu.txt required for new 10.5 cm Deck Gun mouse over Tool Tip.
6936=10.5 cm Deck Gun
6937=<b>10.5 cm Deck Gun</b>|<orange>Good vs. unarmed ships</orange>|It can be most effective against unarmed ships and for coup de grace hits to conserve the limited torpedo supply. The safest way to use the gun is to position the boat at the stern of the target and pointed towards it in order to reduce the exposed surface and minimize the boat's rolling and pitching. The gun is useless against most warships, their arsenal can easily outgun the U-boat.|<green>Left click to use the 10.5 cm Deck Gun.</green><red>Cannot use when submerged.</red>
:salute:
pedrobas
02-21-12, 01:49 AM
Exactly! :)
"Tranmatte" has exactly the same parameters and values as by "Tarnmatte improved" !
Where is the difference?
Greetings Ruby
In the "UBoot_Sensors.sim" file the values are
Tarnmate: Sonar reduction 25% Radar reduction=25%
Tarnmate improve: Sonar reduction=25% Radar reduction=35%
Hope this help.
:salute:
marleymen
02-22-12, 05:09 PM
After installing your mod+patch+fix i can load every torpedo type in 1939 with my VIIA sub.
Is it normal?
pedrobas
02-22-12, 06:19 PM
After installing your mod+patch+fix i can load every torpedo type in 1939 with my VIIA sub.
Is it normal?
Yes is intended like that.
Sí, el mod esta hecho así para que cargues lo que quieras.
misha1967
02-23-12, 02:31 AM
Yes is intended like that.
Sí, el mod esta hecho así para que cargues lo que quieras.
It's also the only reason I haven't enabled this otherwise excellent mod yet. I know, I can just NOT buy equipment that wasn't historically available, but I just can't deal with having to consult a spreadsheet in order to find out what I should be allowed to buy every time I upgrade.
This is not a slam of the mod, by the way, it's truly excellent and if I had the skills of TheBeast, which I don't, I too would put "historical availability dates" on the back burner until the mod was done. What he's done for the equipment is nothing short of miraculous and I, for one, salute him. :salute:
pedrobas
02-23-12, 09:39 AM
It's also the only reason I haven't enabled this otherwise excellent mod yet. I know, I can just NOT buy equipment that wasn't historically available, but I just can't deal with having to consult a spreadsheet in order to find out what I should be allowed to buy every time I upgrade.
In MMMv0.3 there will be the possibility to choose what kind of Equipment Upgrade do you want:
1- With Date & Renown
2- With Date & No Renown
3- No Date & Renown
4- No Date & No Renown
This way you can choose what you prefer. :rock:
misha1967
02-23-12, 01:54 PM
In MMMv0.3 there will be the possibility to choose what kind of Equipment Upgrade do you want:
1- With Date & Renown
2- With Date & No Renown
3- No Date & Renown
4- No Date & No Renown
This way you can choose what you prefer. :rock:
Out-freaking-STANDING, Pedro! :DL :salute:
Once again: This community does incredible work!
SgtRWMartin
02-25-12, 11:57 PM
does it work with critical hits mods? I have 1.1 and 1.2 and installed yours last per instructions and when i load into the harbor my ship is sinking to the bottom ( i havent tried to start a mission yet because I'm trying to find out how to bypass the requirement to use renown with your equipment mod for torps, etc.)
Any suggestion on the sinking or getting pass the renown requirement with your mod?
ADMIRALTIA
03-01-12, 08:33 PM
Hello Beast Im trying to tweak the files so I can get everything for free but no luck which files should I tweak and which codes:hmmm:. TY for a great mod:rock:
This awesome mod is uncompatible with PE_MORE_CREW in my soup mod :wah:
Cause me CTD when i Try to begin a New Campain!!!.
This awesome mod is uncompatible with PE_MORE_CREW in my soup mod :wah:
Cause me CTD when i Try to begin a New Campain!!!.
Yes, thats right! Thats because of hinged snorkel added I think. The previous version was compatible:yep:
Raven_2012
03-09-12, 12:52 PM
Hello Beast Im trying to tweak the files so I can get everything for free but no luck which files should I tweak and which codes:hmmm:. TY for a great mod:rock:
For mod version:
silent hunter 5\MODS\Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix\ Data\UPCDataGE\UPCUnitsData\UpgradePacks.upc
In game:
\Data\UPCDataGE\UPCUnitsData\UpgradePacks.upc
For Example:
[UpgradePack 8]
ID= UpackUb7KDB
NameDisplayable=UpackIXKDB-Name
Info=UpackIXKDB-Info
Notes=UpackIXKDB-Note
FunctionalType= UpFTypeSensorSonar
UpgradePackSlotType= UboatType7Hydrophone
Type=NULL
ImageIndex=12
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
UnitUpgradePackIntervalOptions1=1939-09-01, NULL, 2000
IDLinkUpgradePackElements= EqpKdbStation, NULL, EqpKDB
TrackingID=501
Change 2000 to 0, and save. It wont cost nothing when you are in bunker. Some will have more than one to change, its because in certain years the cost is different.
:rotfl2:
Raven_2012
03-09-12, 01:13 PM
In MMMv0.3 there will be the possibility to choose what kind of Equipment Upgrade do you want:
1- With Date & Renown
2- With Date & No Renown
3- No Date & Renown
4- No Date & No Renown
This way you can choose what you prefer. :rock:
So you fixed the dates? I was looking through the Ammunition.upc it seemed like all that was needed is to move some semicolons around for the torpedo to have more accurate dates. I was going to fix that for my personal game and try to fix the equipment date. If you already did something like that, I will have to download your mega mod and use that file in my game, that will save me some time.
This is great! Thank you:yeah:
Raven_2012
03-09-12, 02:31 PM
I've got the torpedo dates adjusted back, so they aren't given all at once. Not hard at all.
I want to do the same to the equipment upgrades. I'm doing it for my SH5 game, if you guys want and with permission from TheBeast I will try to upload them. Only if you want and are tired of going back and forth looking at the spreed sheet. I know I am.
Commander Mysenses
03-12-12, 03:02 AM
I've got the torpedo dates adjusted back, ... I want to do the same to the equipment upgrades.
Go for it
:yeah:
jm2769977
03-17-12, 01:12 PM
Resources to be removed?
Unable to download;:dead:
Factor_X
04-06-12, 05:34 PM
Hello,
Great mod.
I have a question though
What to install first? NEW_UIs_TDW or your mod?
Which one comes first?
Because there are 4 files that are conflicting (sns files for Uboats)
Factor_X
04-06-12, 06:02 PM
Is this mod compatible with the New_UI_TDW 6.9.0 anyway?
I see a lot of files conflicting
Sartoris
04-07-12, 03:54 AM
They are compatible, just install Upgrades Fix last and say yes to all conflicts, it's normal. :up:
Meldric
04-10-12, 09:22 AM
Hi!
Sorry in case the question has been asked before... has anyone translated this mod into german yet?
Thanks for this great mod.. :yeah:
Dogfish40
04-17-12, 10:50 AM
Ahoy Kaleuns,
I loaded up this very fine mod (Equipment upgrades) and it worked just fine. I did notice something odd though; After upgrading a couple of things (Hydrophone type, One Torpedo Cheat{one of the homing type, not available at the time} for the stern tube and a new camo paint scheme, after starting the patrol my commands for several of the crew were gone,...well sort of. For instance, when I click on the Navigator, most of the commands were numbers only, so instead of it looking like this; 1. Give me Depth under... 2. What's the weather like up... 3. Let's go, return to course , It looks like this , 1. blank 2. blank 3. blank , except the last one 4. "Keep up the good work" was fine.
The same with the 1st Lieutenant and the Bosun I think. The Chief and the rest were OK. Now... When I deactivated Equipment Upgrades (and the hotfix) the MCCD problem was gone, that is the crew dialog was back to normal. The good thing is that after I deactivated 'Equipment upgrades" I got to keep most of my up grades, all except the Camo paint. It left a yellow stripe on the conning tower which I'm not crazy about but, I'm on my way.
In short, (LOL) do we have any reason for the conflict between the MCCD mod and Equipment upgrades?!
Anyway, I must say that I love both mods and if I can use the Equipment upgrade mod in some small way I will.
Cheers.
D40 :salute:
lesec74
04-17-12, 11:06 AM
Ahoy Kaleuns,
I loaded up this very fine mod (Equipment upgrades) and it worked just fine. I did notice something odd though; After upgrading a couple of things (Hydrophone type, One Torpedo Cheat{one of the homing type, not available at the time} for the stern tube and a new camo paint scheme, after starting the patrol my commands for several of the crew were gone,...well sort of. For instance, when I click on the Navigator, most of the commands were numbers only, so instead of it looking like this; 1. Give me Depth under... 2. What's the weather like up... 3. Let's go, return to course , It looks like this , 1. blank 2. blank 3. blank , except the last one 4. "Keep up the good work" was fine.
The same with the 1st Lieutenant and the Bosun I think. The Chief and the rest were OK. Now... When I deactivated Equipment Upgrades (and the hotfix) the MCCD problem was gone, that is the crew dialog was back to normal. The good thing is that after I deactivated 'Equipment upgrades" I got to keep most of my up grades, all except the Camo paint. It left a yellow stripe on the conning tower which I'm not crazy about but, I'm on my way.
In short, (LOL) do we have any reason for the conflict between the MCCD mod and Equipment upgrades?!
Anyway, I must say that I love both mods and if I can use the Equipment upgrade mod in some small way I will.
Cheers.
D40 :salute:
hello,
look at the post number 244 in this thread:salute:
lesec74
04-17-12, 11:09 AM
sorry post number 243:salute:
Great MOD, thank you. :up:
Dogfish40
04-17-12, 12:48 PM
hello,
look at the post number 244 in this thread:salute:
sorry post number 243:salute:
lesac74,
You're the Ace!
I read through this thread but I missed it!!
Thanks Tons herr Kaleun
EDIT PS; Worked like a charm. 4-18
D40 :salute:
Slipstream
04-18-12, 11:46 PM
This mod is great, it sure does add some variety in the game with the newly added upgrades! :DL
TBH1693
04-24-12, 10:38 AM
Looks interesting! definitely going to give this a shot :yep:
Stew U-582
05-01-12, 04:45 AM
Awsome Mod,
is there a version that has the correct dates.
I installed the mod and it seemed that all equipment
was available from day one. its great to be able to try
out everything but it would be nice to have realistic dates.
or even to have the dates that diferent equipment types were
available in the description window so you could know if your
using something that wasnt yet released.
Please dont missunderstand me im not downing your mod in any way
i can see a lot of time has been spent on it , but im interested in
keeping the status quoe and trying to play as realistic as possible.
Again , great work and thanks for sharing your work with the comunity.
if not for peoples work like this SH5 would be a dismal failure. I feel
sorry for the people who forked out their $$ and dont know or dont have
acces to subsim or any mods.
Thanks
stu
quink99
05-01-12, 12:24 PM
Awsome Mod,
is there a version that has the correct dates.
I installed the mod and it seemed that all equipment
was available from day one. its great to be able to try
out everything but it would be nice to have realistic dates.
or even to have the dates that diferent equipment types were
available in the description window so you could know if your
using something that wasnt yet released.
Please dont missunderstand me im not downing your mod in any way
i can see a lot of time has been spent on it , but im interested in
keeping the status quoe and trying to play as realistic as possible.
Again , great work and thanks for sharing your work with the comunity.
if not for peoples work like this SH5 would be a dismal failure. I feel
sorry for the people who forked out their $$ and dont know or dont have
acces to subsim or any mods.
Thanks
stu
Stu, here's a link to the following chart showing the year of availability of each type of equipment available in TheBeast's excellent mod;
http://www.subsim.com/radioroom/downloads.php?do=file&id=3126
Just copy and paste it and you'll have a convenient desk side copy.
http://www.subsim.com/radioroom/downloads/equip_ugrade_dates_9Wr.jpg
Stew U-582
05-02-12, 07:00 AM
Thanks
Stormfly
05-02-12, 06:02 PM
...was there a specific reason not implementing the availability dates into the mod ???
Trevally.
05-03-12, 12:05 PM
...was there a specific reason not implementing the availability dates into the mod ???
I think that thebeast wanted as many users as possible to try all the equipment. Any bugs could then be checked before adding the dates.
But he has not been back for some time now:hmmm:
Dogfish40
05-04-12, 12:47 PM
For one, thanks to the Beast for this mod.
I've a question/observation. When I submerged after activating this mod, I noticed first that my Ob Scope was much higher from the surface of the water. It became apparent that my periscope depth has changed. Can I adjust this, and if so, where do I go to do this?
Thanks again for the Mod!! :up:
D40
Madox58
05-04-12, 12:58 PM
I think that thebeast wanted as many users as possible to try all the equipment. Any bugs could then be checked before adding the dates.
But he has not been back for some time now:hmmm:
His last log in was a month ago.
I'd think he's had nothing to say during that time.
:hmmm:
I know if he did have something to say, he would have said it.
:up::haha:
jokuva12
05-04-12, 04:12 PM
Seems like a really nice mod going to try it now
Finmark
05-07-12, 06:12 AM
I will have to try this mod also. Looks really nice.
This MOD has nothing to do with Crew Efficiency and does not touch those files.
There is a Game Bug that happens when enabling/disabling MODs while at sea that may cause this to happen.
I don't know if anybody even cares but I'm having the same problems as Johnwoo.
Crew efficiency is zero, moral is usually high. Only exception is the navigator, who still got full eff. I never installed MODs on patrol, not even the ones that were supposedly fine with that.
And it is definetly related to the Equipment Upgrades Fix, removing it fixes the bug. I can imagine it has something to do with the new tropedos (for the torp guy) new radar (Sound guy) and so on.
Anway, since it doesn't seem to affect the REAL efficiency (torps are still being loaded quite fast and speed is still increased due to upgrading the mechanic) my issues are still of aesthetical nature:) Would just like to see "everything is green and under control" rather than the red bars when clicking on the crew interface.
If anybody knows a way around that problem, I'm listening.
Besides that: Great MOD (like most of them around here)! Just blasted my first plane out of the sky with my new Flak:yeah:
Thank you very much!
volodya61
05-21-12, 05:25 PM
Maybe you should try to start a new campaign?
good idea, i applied the MOD at the beginning of the Mare Nostrum anyway, so that is possible.
Or do you mean (holy cow) to start all over again from the beginning? :-?
volodya61
05-21-12, 05:37 PM
good idea, i applied the MOD at the beginning of the Mare Nostrum anyway, so that is possible.
Or do you mean (holy cow) to start all over again from the beginning? :-?
I think, it's not necessarily.. just a new campaign.. maybe this will be enough.
It worked!:D
Thanks mate!!!
taaviankka
06-19-12, 02:13 PM
Thanks
fede100
06-25-12, 01:17 PM
great mod !!!!
misha1967
06-26-12, 02:14 AM
Did anybody ever mod this already awesome mod to include the historical availability dates so I won't have to consult a spreadsheet before I buy an upgrade?
Trevally.
06-26-12, 02:09 PM
Did anybody ever mod this already awesome mod to include the historical availability dates so I won't have to consult a spreadsheet before I buy an upgrade?
Im sure this was the next stage for TheBeast. he just wanted many people to test the equip before doing this last part of his mod.
I have not seen him back on the forum after that message:hmmm:
TheBeast
06-26-12, 05:09 PM
Did anybody ever mod this already awesome mod to include the historical availability dates so I won't have to consult a spreadsheet before I buy an upgrade?
Several people have asked me if they could continue work on this MOD and I gave them permission to do so but I have not seen anything come to fruition.
At least, not at SubSim.com
I have not even looked at any MOD’s for several months now but I am fairly certain that the Availability Dates are present in the files but commented out for testing purposes.
i.e. Data\UPCDataGE\UPCUnitsData\UpgradePacks.upc
[UpgradePack 2]
ID= UpackUb7FUMO29Radar
NameDisplayable=UpackVIIFUMO29Radar-Name
Info=UpackVIIFUMO29Radar-Info
Notes=UpackVIIFUMO29Radar-Notes
FunctionalType= UpFTypeSensorRadar
UpgradePackSlotType= UboatType7Radar
ImageIndex=14
Type=NULL
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
UnitUpgradePackIntervalOptions1=NULL, 1942-06-01, 2000
;UnitUpgradePackIntervalOptions1=1942-02-01, 1942-06-01, 2000
UnitUpgradePackIntervalOptions2=1942-06-01, 1942-08-01, 1000
UnitUpgradePackIntervalOptions3=1942-08-01, 1942-10-01, 900
UnitUpgradePackIntervalOptions4=1942-10-01, 1943-02-01, 800
UnitUpgradePackIntervalOptions5=1943-02-01, NULL, 300
IDLinkUpgradePackElements= EqpFumo29RadarApp, NULL, EqpFuMO29
TrackingID=601
The ";" character will comment a line so the game engine does not read that line for configuration.
Regards!
TheBeast
Tonci87
06-28-12, 08:30 AM
http://www.subsim.com/radioroom/showpost.php?p=1902571&postcount=1473
Could you please tell me when the player gets his hands on new boats if Equipment Upgrades overwrites Open Horizons?
TheBeast
06-28-12, 11:36 AM
http://www.subsim.com/radioroom/showpost.php?p=1902571&postcount=1473
Could you please tell me when the player gets his hands on new boats if Equipment Upgrades overwrites Open Horizons?
Equipment Upgrades MOD does not overwrite boat availability dates specified in OH Mod.
Files
data\UPCDataGE\UPCCampaignData\CareerOptions.upc
data\UPCDataGE\UPCCampaignData\Flotillas.upc
are not touch by this MOD.
If you want to find out when new boats are available please view the files listed above.
Trevally.
06-28-12, 11:53 AM
http://www.subsim.com/radioroom/showpost.php?p=1902571&postcount=1473
Could you please tell me when the player gets his hands on new boats if Equipment Upgrades overwrites Open Horizons?
:oops: sorry - i was wrong here. Both mods are ok in any order of install:D
fnissure
07-16-12, 01:33 PM
Thanks for this !
Welcome me back, I'm ready for duty.
THE_MASK
07-23-12, 03:58 PM
TheBeast kindly made this great mod . Why noone wants to help by adding the availability dates ? I have done it myself .
Install the mods in this order .
I will add a download link when i get the permission from TheBeast .
Equipment_Upgrades_Fix_v1_4_byTheBeast
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Eqp_Upgrades_fix_v1.4 dates by sober Patch
PS how do i get historical dates for the schnorkel ?
TheBeast
07-23-12, 05:43 PM
PS how do i get historical dates for the schnorkel ?
I was planning to use data\Menu\Data\UpgradesChart.dds chart as guidline for Equipment Upgrade Dates.
But it really depends on how the Campaign is setup.
- When do Aircraft begin using Radar in the Campaign.
- What base is currently designated as Home Port.
- What are the designated Patrol Area's/Mission Requirements.
Germany began using Schnorchel in 1939 but very few uboats (2 or 3) were equiped with a Schnorchel at that time.
Historically, I think it was in 1943 that usage of the Schnorchel became more common place as it was almost required just to survive.
Regards!
TheBeast
THE_MASK
07-23-12, 05:52 PM
The dates patch is just the Ammunition and UpgradePacks upc files with the comments taken out and the 1938 dates deleted . Do i have permission to upload or i can just give it to you . I dont care either way .
Sartoris
07-23-12, 05:55 PM
TheBeast kindly made this great mod . Why noone wants to help by adding the availability dates ? I have done it myself .
Install the mods in this order .
I will add a download link when i get the permission from TheBeast .
Equipment_Upgrades_Fix_v1_4_byTheBeast
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Eqp_Upgrades_fix_v1.4 dates by sober Patch
PS how do i get historical dates for the schnorkel ?
Wow, thanks sober! Hope this will work for me.:up::woot:
TheBeast
07-23-12, 06:19 PM
The dates patch is just the Ammunition and UpgradePacks upc files with the comments taken out and the 1938 dates deleted . Do i have permission to upload or i can just give it to you . I dont care either way .
I have no problems with you uploading a change to this MOD.:up:
You may want to make a version for Fist Full of Emblems as well.:timeout:
THE_MASK
07-23-12, 06:50 PM
Here is a patch to give the upgrades availability by dates .
Install in this order .
Equipment_Upgrades_Fix_v1_4_byTheBeast
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Eqp_Upgrades_fix_v1.4 dates by sober Patch V2
I will do a seperate mod for Fist Full of Emblems .
Feedback :yep:
Schnorkel is available 01/01/1943
http://www.subsim.com/radioroom/downloads.php?do=file&id=3683
BruceLee
07-24-12, 08:04 PM
Here is a patch to give the upgrades availability by dates .
Install in this order .
Equipment_Upgrades_Fix_v1_4_byTheBeast
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Eqp_Upgrades_fix_v1.4 dates by sober Patch V2
I will do a seperate mod for Fist Full of Emblems .
Feedback :yep:
Schnorkel is available 01/01/1943
http://www.gamefront.com/files/22026692/Eqp_Upgrades_fix_v1.4+dates+by+sober+Patch+V2.7z (http://www.gamefront.com/files/22026692/Eqp_Upgrades_fix_v1.4+dates+by+sober+Patch+V2.7z)
Thanks for that! Also, I went ahead and renumbered the FFOE entries. Copypaste if you haven't already renumbered them yourself : http://pastebin.com/gvLNpP7c
Thanks for that! Also, I went ahead and renumbered the FFOE entries. Copypaste if you haven't already renumbered them yourself : http://pastebin.com/gvLNpP7c
hmmmm, Your link does not work:
Unknown Paste ID!
THE_MASK
07-25-12, 04:06 PM
My link works fine . 38 people have downloaded it . I just tried it again and it works .
My link works fine . 38 people have downloaded it . I just tried it again and it works .
Hi Sober, does your patch V2 work with "fistful of emblem" like the patch of BruceLee seems to do?
Thanks!
THE_MASK
07-25-12, 06:06 PM
Hi Sober, does your patch V2 work with "fistful of emblem" like the patch of BruceLee seems to do?
Thanks!When i get time next week i will do it .
My link works fine . 38 people have downloaded it . I just tried it again and it works .
Hi Sober,
I'm sorry, but I tested it with different browsers (IE or Mozilla) on different PCs (WinXP, Win7, Ubuntu) and the link to pastebin does not work. Strange... :06:
Perhaps it is possible to post a link with a zipped textfile for me? Thanks in advance.
Paco
Paco, Sober's link is this: http://www.gamefront.com/files/22026692/Eqp_Upgrades_fix_v1.4+dates+by+sober+Patch+V2.7z (http://www.gamefront.com/files/22026692/Eqp_Upgrades_fix_v1.4+dates+by+sober+Patch+V2.7z)
and it works.
The Pastebin link you are trying is BruceLee's, and it doesn't work actually :D
Bye
Paco, Sober's link is this: http://www.gamefront.com/files/22026692/Eqp_Upgrades_fix_v1.4+dates+by+sober+Patch+V2.7z (http://www.gamefront.com/files/22026692/Eqp_Upgrades_fix_v1.4+dates+by+sober+Patch+V2.7z)
and it works.
The Pastebin link you are trying is BruceLee's, and it doesn't work actually :D
Bye
:/\\!!
You are right StuG. :up:
Sorry Sober, Your link is working well, I have downloaded Your File already. But I thought, the Pastbin-Link is from Your side, too..... :oops:
Cheers,
Paco.
BruceLee
07-26-12, 07:49 PM
Not sure why my pastebin disappeared. Anyway, you need to merge and renumber the FFOE entries with Sobers modified UpgradePacks.upc file if you want the emblems to work with it. Easy to do yourself if you don't want to wait. I also uploaded the specific file here (http://www.sendspace.com/file/c3v73p), with FFOE entries already added, if anyone wants it.
I also uploaded the specific file here (http://www.sendspace.com/file/c3v73p)
Thanks :up:
TheBeast
08-14-12, 05:07 AM
SOON
Alberich Anti-Sensor Arctic Camo Paint Scheme
http://www.subsim.com/radioroom/picture.php?albumid=322&pictureid=5821
Trevally.
08-14-12, 12:21 PM
SOON
Alberich Anti-Sensor Arctic Camo Paint Scheme
:Kaleun_Salivating:
SOON
Alberich Anti-Sensor Arctic Camo Paint Scheme
I can't wait for it! :yep:
stoianm
08-14-12, 12:57 PM
SOON
Alberich Anti-Sensor Arctic Camo Paint Scheme
HMMMM... maybe is the time to reinstall SHV!:) I think i will need help with the mod soup!:D
HMMMM... maybe is the time to reinstall SHV!:)
Welcome back mate! :yeah: :woot:
I think i will need help with the mod soup!:D
:k_rofl:
Magic1111
08-16-12, 02:44 AM
Hi Beast!
Is it possible, that you Re-upload your Sub-Skins as Standalone-MODS please? :up:
I´ve checked all of your old Release Threads, but each D/L Link is dead! :hmmm:
Best regards,
Magic
TheBeast
08-16-12, 03:50 AM
Hi Beast!
Is it possible, that you Re-upload your Sub-Skins as Standalone-MODS please? :up:
I´ve checked all of your old Release Threads, but each D/L Link is dead! :hmmm:
Best regards,
Magic
I noticed that myself. My main upload files for my SKIN mods do not exist here at SubSim anymore. I didn't remove them so not sure whats up with that.
Currently, I do not have the files on this machine. When time permits, I will need to locate them on one of my old systems and re-upload them.
Regards!
TheBeast
Magic1111
08-16-12, 04:21 AM
When time permits, I will need to locate them on one of my old systems and re-upload them.
Okay, wonderful! Looking forward...! :up:
And please upload to MediaFire, because there´s no Download Limit! :03:
Best regards,
Magic:salute:
Sepp von Ch.
08-17-12, 01:39 AM
SOON
Alberich Anti-Sensor Arctic Camo Paint Scheme
And what about this late war arctic skin for VIIC/41 (option A/ - see the lin below) and middle war standard VIIC arctic skin (option B/ in link below)?
http://www.subsim.com/radioroom/showpost.php?p=1585910&postcount=1
This late war VIIC/41 skin would be great with Alberich and the middle war VIIC standard arctic skin without. PLEASE make this skin, please:rock:
I can send to you more images.
Cybermat47
08-30-12, 06:05 PM
At last! SCHNORKALS!
Cybermat47
08-30-12, 11:42 PM
There is a minor typo in the 105mm DG description, as I see on the screeny you've provided:
Eh. Shot down a plane with the 88mm once.
Cybermat47
08-31-12, 01:59 AM
How do you raise/lower the schnorchel?
Thanks for the wonderful mod
TheBeast
08-31-12, 11:39 AM
How do you raise/lower the schnorchel?
Check what your key mapping is in your data\cfg\commands.cfg file.
I use the Semi-Colon ";" as shown below.
[Cmd158]
Name=Toggle_snorkel
Contexts=1
Key0=0xBA,C,";"
Also, if using TDW NewUIs_TDC MOD you can click "Cheif Engineer" -> "Propulsion" -> "Raise snorkel" / "Lower snorkel"
Regards!
TheBeast
Cybermat47
08-31-12, 07:10 PM
Check what your key mapping is in your data\cfg\commands.cfg file.
I use the Semi-Colon ";" as shown below.
[Cmd158]
Name=Toggle_snorkel
Contexts=1
Key0=0xBA,C,";"
Regards!
TheBeast
Thanks, but its still not working.
My one says:
[Cmd158]
Name=Toggle_snorkel
Contexts=1
Key0=0xBA,C,"i"
I tried it with ;, but no change.Any ideas?
Does this mod work on an current campaign ?
I install it (after a patrol) and I have access to all BOLD (2 to 5) and all torpedoes type ( 6 january 1940 ).
Is it normal ?
The mod was install last.
TheBeast
09-02-12, 08:29 AM
Does this mod work on an current campaign ?
I install it (after a patrol) and I have access to all BOLD (2 to 5) and all torpedoes type ( 6 january 1940 ).
Is it normal ?
The mod was install last.
Yes, mod does not effect campaign.
All availabilty dates were changed for testing purposes but the only feedback I receive is "I have access to everything" almost nothing about things not working.
Sober release patch for date enforcment in Post #348 (http://www.subsim.com/radioroom/showpost.php?p=1913263&postcount=348).
Regars!
TheBeast
Thanks.
The rear Improved flash canon 2cm don't have correct specifications
http://uppix.com/t-bug504369570010c288.jpg (http://uppix.com/s-bug504369570010c288-jpg.htm)
error line 824 : U-96 -> U-69
many "considted" term -> consisted ?
Tarnmatte (line 799) and Tarnmatte improved (803) have same specifications.
TheBeast
09-02-12, 09:51 AM
Thanks.
The rear Improved flash canon 2cm don't have correct specifications
http://uppix.com/t-bug504369570010c288.jpg (http://uppix.com/s-bug504369570010c288-jpg.htm)
error line 824 : U-96 -> U-69
many "considted" term -> consisted ?
Tarnmatte (line 799) and Tarnmatte improved (803) have same specifications.
Line numbers help but filename would help even more.:timeout:
I do not have content of all files memorized.:har:
Also, these appear to be stock game errors with exception of Tarmatte description that I added.
Thank you!
Equipment_Upgrades_Fix_v1_4_Patch_1\data\UPCDataGE \UPCLocalization.tsr
The improved "normal" flack cannon doesn't have the problem.
TheBeast
09-02-12, 10:50 AM
Thanks.
The rear Improved flash canon 2cm don't have correct specifications
http://uppix.com/t-bug504369570010c288.jpg (http://uppix.com/s-bug504369570010c288-jpg.htm)
error line 824 : U-96 -> U-69 - FIXED
many "considted" term -> consisted ? - FIXED
Tarnmatte (line 799) and Tarnmatte improved (803) have same specifications. - FIXED
Thank you very much for this information.
Next revision release with contain the above listed fixes.
Cybermat47
09-02-12, 06:30 PM
Thanks, but its still not working.
My one says:
[Cmd158]
Name=Toggle_snorkel
Contexts=1
Key0=0xBA,C,"i"
I tried it with ;, but no change.Any ideas?
Please?
TheBeast
09-02-12, 06:43 PM
Thanks, but its still not working.
My one says:
[Cmd158]
Name=Toggle_snorkel
Contexts=1
Key0=0xBA,C,"i"
I tried it with ;, but no change.Any ideas?
Have you tried "CTRL+I" like you specified above but "0xBA" = ";" key
First thing to ask - Is Snorkel Equiped?
Second thing - to use "I" for key binding
Just "I" key
Key0=0x49,,"I"
Control + "I" key
Key0=0x49,C,"I"
Cybermat47
09-02-12, 08:21 PM
Have you tried "CTRL+I" like you specified above but "0xBA" = ";" key
First thing to ask - Is Snorkel Equiped?
Second thing - to use "I" for key binding
Just "I" key
Key0=0x49,,"I"
Control + "I" key
Key0=0x49,C,"I"
Thanks
Kalleblom
09-03-12, 03:44 AM
:salute: Kaleu´s
anyone here who uses the upgrade fix and has the text in german:06:
TheBeast
09-04-12, 04:07 PM
Today I have done some work combining the Bubbles and 3D Deck Splash Mod's.
During this process I have optimized the Controllers that both Mod's Add. This will greatly reduce file size and increase game performance when compared to previous versions.
Because of optimization changes, I am merging these new changes with Equipment Upgrade Fixes. This will also result in lowering the number of files required for even further optimization and less confusion about Mod conflicts.
http://img688.imageshack.us/img688/7982/eufsubmarinefx.jpg
Latest bubble revision:
I am trying to give the bubble both light and dark borders to enhance the visual fx.
The bubble is Transparent but it is hard to tell here.
I think I still need to soften the white color a bit so it is a little more transparent.
http://img545.imageshack.us/img545/4142/bubble01.png
I've also done some adjustments on Snorkel FX (Wake, Splash, Exhaust). The Exhaust FX is working propperly now.
Regards!
TheBeast
Today I have done some work combining the Bubbles and 3D Deck Splash Mod's.
During this process I have optimized the Controllers that both Mod's Add. This will greatly reduce file size and increase game performance when compared to previous versions.
Because of optimization changes, I am merging these new changes with Equipment Upgrade Fixes. This will also result in lowering the number of files required for even further optimization and less confusion about Mod conflicts.
I've also done some adjustments on Snorkel FX (Wake, Splash, Exhaust). The Exhaust FX is working propperly now.
Regards!
TheBeast
Thank you TheBeast! :)
Targor Avelany
09-04-12, 04:54 PM
This sounds awesome! :)
With this change, do we still need the #Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
that was needed previously?
TheBeast
09-04-12, 05:38 PM
This sounds awesome! :)
With this change, do we still need the #Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
that was needed previously?
I will be releasing Equipment_Upgrade_Fixes_V2 soon.
Targor Avelany
09-04-12, 05:39 PM
I will be releasing Equipment_Upgrade_Fixes_V2 soon.
:rock: :salute:
THE_MASK
09-04-12, 05:56 PM
I will be releasing Equipment_Upgrade_Fixes_V2 soon.Will it come with availability by date so i can delete the mod i made .
Kalleblom
09-06-12, 10:07 AM
:salute: The Beast,
if i hadn´t done it already: great thx for your mod:yeah:
Little question about. I use a Mod for german translation. In this there´s a upclocalization.tsr. In this are 95 % of the Information about the upgrades in german. Only nauzorios skins are not include.
Now i have found the UpgradePacks.upc. This also have lines with an description of the upgrade.
My upgrades are displayed in english:down:. So i try to figure out which file is the decisive one which i have to translate and the upgrades are showing in german.
Thanks for help
:salute:
Kalle
EDIT: so now i found an edited UpgradePacks.upc in the stoianm upgrades available mod i used. In this are the infos about the upgrade packs additinally:
example:
[UpgradePack 24]
ID=UpackUb20mmVierling
NameDisplayable=2cm Flak 38 Quad
FunctionalType=UpFTypeWeaponHeavyFlak
Type=NULL
ImageIndex=7
UpgradePackSlotType=GerHeavyAA
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
UnitUpgradePackIntervalOptions1=1943-02-01, NULL, 0
IDLinkUpgradePackElements=20mmQuadImpGer
Info=Caliber: 2 cm|Elevation: -2 to +90 degrees|Rate of Fire: 800 rounds/min|Ammo Weight: 0.32 kg|Magazine Size: 20 (80 total)|Reload Time: 5.5 seconds|Breech: Automatic|Maximum Range: 12,350 meters
Notes=The 2 cm Flakvierling 38 consists of quad-mounted 2 cm Flak 38 AA guns with collapsing seats, folding handles, and ammunition racks. It is best used against low-flying aircraft, although it can prove just as effective against other targets.
TrackingID=301
Think this causes the retranslation of the upclocalization.tsr. Can someone confirm this:06:
TheBeast
09-06-12, 04:37 PM
:salute: The Beast,
if i hadn´t done it already: great thx for your mod:yeah:
Little question about. I use a Mod for german translation. In this there´s a upclocalization.tsr. In this are 95 % of the Information about the upgrades in german. Only nauzorios skins are not include.
nauzorios skins, 10.5mm Deck Gun, Improved Alberich, Tarnmatte, Improved Tarnmatte and TurmEagle are a few of the items I have added that will also need Translation.
Now i have found the UpgradePacks.upc. This also have lines with an description of the upgrade.
My upgrades are displayed in english:down:. So i try to figure out which file is the decisive one which i have to translate and the upgrades are showing in german.
Thanks for help
:salute:
Kalle
EDIT: so now i found an edited UpgradePacks.upc in the stoianm upgrades available mod i used. In this are the infos about the upgrade packs additinally:
example:
[UpgradePack 24]
ID=UpackUb20mmVierling
NameDisplayable=2cm Flak 38 Quad
FunctionalType=UpFTypeWeaponHeavyFlak
Type=NULL
ImageIndex=7
UpgradePackSlotType=GerHeavyAA
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
UnitUpgradePackIntervalOptions1=1943-02-01, NULL, 0
IDLinkUpgradePackElements=20mmQuadImpGer
Info=Caliber: 2 cm|Elevation: -2 to +90 degrees|Rate of Fire: 800 rounds/min|Ammo Weight: 0.32 kg|Magazine Size: 20 (80 total)|Reload Time: 5.5 seconds|Breech: Automatic|Maximum Range: 12,350 meters
Notes=The 2 cm Flakvierling 38 consists of quad-mounted 2 cm Flak 38 AA guns with collapsing seats, folding handles, and ammunition racks. It is best used against low-flying aircraft, although it can prove just as effective against other targets.
TrackingID=301
Think this causes the retranslation of the upclocalization.tsr. Can someone confirm this:06:
Yes, entries in the UPC files may override TSR descriptions and must be corrected. When/If time permits I will look into this.
My latest Bubble_01.dds is looking much better. It increases visablility but not to much.
http://img829.imageshack.us/img829/4554/bubble01a.pngLink to texture (http://img829.imageshack.us/img829/4554/bubble01a.png)to see same image with different background color to visualize how transparent.
Will it come with availability by date so i can delete the mod i made .
I am working on this bit-by-bit but keep getting interrupted by real life. End of summer here and many people have been stopping by.
I am selling this house so I will be moving soon to a new home. This will put me offline for some unknown amount of time.
Regards!
TheBeast
Kalleblom
09-07-12, 02:55 AM
nauzorios skins, 10.5mm Deck Gun, Improved Alberich, Tarnmatte, Improved Tarnmatte and TurmEagle are a few of the items I have added that will also need Translation.
I´m working on it.
Yes, entries in the UPC files may override TSR descriptions and must be corrected. When/If time permits I will look into this.
My latest Bubble_01.dds is looking much better. It increases visablility but not to much.
http://img829.imageshack.us/img829/4554/bubble01a.pngLink to texture (http://img829.imageshack.us/img829/4554/bubble01a.png)to see same image with different background color to visualize how transparent.
I am working on this bit-by-bit but keep getting interrupted by real life. End of summer here and many people have been stopping by.
I am selling this house so I will be moving soon to a new home. This will put me offline for some unknown amount of time.
Regards!
TheBeast
Thank you for information and nice bubbles:up:
Hope you get a good price for your estate and feeling comfortable in your new on. :yeah:
:salute:
Kalle
TheBeast
09-07-12, 03:02 AM
Just remembered that if you install Equipment Upgrade Fixes Mod after starting a Campaign that some Equipment may not be available on current boat.
For Example the Hinged Snorkel:
The Hinged Snorkel replaces your deck gun when equipped.
The Problem is the the Submarine UPCGE file originally did not contain any refference to this upgrade option when you took command of your boat.
In turn, your save game files do not have any refference to this specific update option and this specific information is not updated in the files mentioned below once you have started a Career.
This results in the Upgrade Option not listing when in the Bunker.
To fix this, you can manually edit your save game files to enable the option to intall this item.
There are two (2) files that will need to be edited in the "~\Documents\SH5\data\cfg\SaveGames\<last_save_folder>" folder.
1. "ActiveUserPlayerUnits.upc"
2. "UPCInitial\ActiveUserPlayerUnits.upc"
These two files need to be in sync or may cause CTD.
Use Notepad Search function to find "AcceptedTypes=GerMediumDeckGun". There may be multiple instance of this entry depending on how many Conning Towers are available for your current Submarine. All instance will need to be updated.
Change it to be "AcceptedTypes=GerMediumDeckGun,UboatType7xSnorkle"
NOTE: depending on the Type Uboat you have, "x" can equal a, b, c or c41
Save changes and launch or restart the game.
Load the Save game that you edited.
If you are in the Bunker, the snorkel should be available upgrade option. At least until I start enforcing Equipment Availabilty Dates.
If you are at sea, this upgrade should be available the next time you return to port.
I hope this answers some questions that a few people have sent PM's about.
-------------------------------------------------------------------------------------------
New Submarine FX Screen Capture with Snorkel Exhaust and Deck Splash.
http://img831.imageshack.us/img831/2853/submarinefx.jpg
New Submarine FX Screen Capture with Bubbles.
http://img577.imageshack.us/img577/4894/submarinefx1.jpg
The Bubble size varies from very small to medium size.
As you can see above. Bubbles that have submarine behind them are clear and bubbles without anything behind them seem out of focus causing small bubbles to vanish. I think this is caused by one of the Environment Underwater Filters but not sure yet. I am using Environmental v5 by W_cler and I will try stock Environment to see if that makes a difference.
The new bubble_01.dds texture is looking good. Now I can play with Particle Opacity values for fine tuning of this FX after I deal with possiable Environment Underwater Filter issue.
Regards!
TheBeast
Finally got the time for testing your next version of EUF / U-boat FX... better late than never :D
So far I've carried out just a quick test with a VIIC/41 but hey man, it is already enought for saying that you made a crazy work on those FX, but probably a few images are telling more than a thousand words:
bow view:
http://img845.imageshack.us/img845/9435/eufbowview.jpg
the conning tower from astearn:
http://img836.imageshack.us/img836/3376/eufsternview.jpg
decks awash:
http://img163.imageshack.us/img163/4065/eufdecksawash.jpg
In one word, stunning :up:
my only remarks:
http://img715.imageshack.us/img715/3316/eufhatch.jpg
Splashes are visible in conning tower's interior when looking from top of it down the hatch...
and after diving I couldn't see any bubble, but maybe the custom mission I picked was too dark for testing them...
Oh wait, I've just realized that I forgot to delete the bubbles dds, as you were suggesting to do :doh:.
What an orrible beta tester I am :oops:
Sepp von Ch.
09-12-12, 09:21 AM
http://img715.imageshack.us/img715/3316/eufhatch.jpg
Splashes are visible in conning tower's interior when looking from top of it down the hatch...
Great picture!:up:
TheBeast
09-12-12, 04:11 PM
my only remarks:
Splashes are visible in conning tower's interior when looking from top of it down the hatch...
Yes, this is known issue.:nope:
When you are ouside ship with Deck Watch and looking down into boat you can see the Splashes.
There is really nothing I can do about that. I think it is related to seeing Deck Watch Shadows on Exterior surface of Conning Tower because Conning Tower Structure is not blocking.
and after diving I couldn't see any bubble, but maybe the custom mission I picked was too dark for testing them...
Yes, sorry about the Blue Bubble I accidently include. Blue Bubble is Como in Blue Water.:haha:
Oh wait, I've just realized that I forgot to delete the bubbles dds, as you were suggesting to do :doh:.
What an orrible beta tester I am :oops:
My latest available bubble in PNG format:
http://img829.imageshack.us/img829/4554/bubble01a.png (http://img829.imageshack.us/img829/4554/bubble01a.png)bubble_01.dds
You can easily convert to DDS for now if you like.
Yes, this is known issue.
When you are ouside ship with Deck Watch and looking down into boat you can see the Splashes.
There is really nothing I can do about that. I think it is related to seeing Deck Watch Shadows on Exterior surface of Conning Tower because Conning Tower Structure is not blocking.
yes, I believe like you that it is going to be hard, if possible at all, to find the cullprit of this little flaw, but we can live with it anyway :up:
My latest available bubble in PNG format:
http://img829.imageshack.us/img829/4554/bubble01a.png (http://img829.imageshack.us/img829/4554/bubble01a.png)bubble_01.dds
You can easily convert to DDS for now if you like.
nice texture, but a bit too rounded. In RL underwater bubbles look a bit more oval and overally irregular, with a little concavity on their south pole due to the buoyancy force acting on them.
Like in this picture:
http://farm2.static.flickr.com/1129/780085823_a274cfa40b.jpg
or, even better, in this one:
http://wallpaper.wallpedia.org/wallpapers/19/Bubbles_underwater_theme.jpg
I am sure that with your experince in manipulating images you can easily modify the texture posted by you for obtaining a more natural results :)
Beast. I have the VIIc41 installed and the snorkel is on the conn. I can't use it as there's no key command that works for it. Any suggestions?
TheBeast
09-13-12, 12:19 PM
Beast. I have the VIIc41 installed and the snorkel is on the conn. I can't use it as there's no key command that works for it. Any suggestions?
Please read Post #372 (http://www.subsim.com/radioroom/showpost.php?p=1928566&postcount=372) for more info on this.
Okay, made some more testing. With a VIIB and in broad daylight this time :03:
Here are a few screenies:
http://imageshack.us/a/img607/6315/sh5img20120914123927.jpg
http://imageshack.us/a/img515/4377/sh5img20120914123507.jpg
Look guys at the water streaming from hull's holes: something I had not noticed during my previous test. Very well done, TheBeast! :up:
This time I didn't forget to replace the bubble_01 texture. Here's one last screenshot showing air bubbles coming from the deck:
http://imageshack.us/a/img442/3514/sh5img20120914124918.jpg
I've shightly modified TheBeast's texture. In my opinion bubbles look more like the real thing now. TheBeast, if you like my changes, here is the new texture, in PNG format:
http://imageshack.us/a/img84/4554/bubble01a.png
Kalleblom
09-14-12, 07:58 AM
Nice Bubbles.:up:
Bubbles, bubbles my bubbles!
http://www.youtube.com/watch?v=s7IYR_rELyE
:har::rotfl2::har:
TheBeast
09-20-12, 05:23 AM
Here is a sneak preview of some upcoming changes in Equipment Upgrade Fixes v2
Thanks you goes to BIGREG, Sober, Gap, and Tonschk for Testing and suggestions.
Bubbles, Deck Splash, Snorkel Exhaust, Splash and Wake.
D/L includes Hinged Snorkel's for EUF
EUF_UBoat_FX_v0_0_3_byTheBeast (http://www.mediafire.com/?hs63ig3bcvauxnh) 10meg
Regards!:salute:
TheBeast
lesec74
09-20-12, 06:47 AM
Here is a sneak preview of some upcoming changes in Equipment Upgrade Fixes v2
Thanks you goes to BIGREG, Sober, Gap, and Tonschk for Testing and suggestions.
Bubbles, Deck Splash, Snorkel Exhaust, Splash and Wake.
D/L includes Hinged Snorkel's for EUF
EUF_UBoat_FX_v0_0_3_byTheBeast (http://www.mediafire.com/?hs63ig3bcvauxnh) 10meg
Regards!:salute:
TheBeast
hello,
I have downloaded this file and I have 2 folders:data and documentation;In documentation , I have 4 folders,how use these 4 folders?jsgme?
thanks
Kalleblom
09-20-12, 06:59 AM
You only have to extract the mod into your MODS folder and enable. The files in the document folder are only info stuff.
In your MODS folder it must show this:
EUF_UBoat_FX_v0_0_3_byTheBeast
and klick on enable.:up:
I have the 3 files. Core mod, patch 1, patch 1 hotfix.
How to intall them correctly? Do I have to put them one in each own folder and enable all 3 with the mod enabler or I have to overwrite files and enable one folder only? Thank you.
enable the 3 downloaded folders with JSGME ( main mod, then patch, then patch hotifx)
Dogfish40
10-21-12, 03:28 PM
Everything that this mod is supposed to do it does. I just wanted to say that first before I go into this little glitch here.
For some reason on my patrol before the last, the Metox radar detecter was up on the bridge where it is supposed to be, (after I installed it.
The last patrol, I couldn't get the thing to come back. So I thought I would let it drop and see if it came back on this patrol, and nothing. I can't get the Metox radar detector to show on the bridge. Does anyone have a problem like this, with the metox. Did it arraive too soon and showed up as a fluke the first time??
Anyway, it says it's onboard when I'm in base and it won't let me uninstall/reinstall, from the upgrade page anyway.
Just wondering if anyone can give me a file to check or something.
Thanks.
D40:up:
TheBeast
10-21-12, 09:31 PM
Everything that this mod is supposed to do it does. I just wanted to say that first before I go into this little glitch here.
For some reason on my patrol before the last, the Metox radar detecter was up on the bridge where it is supposed to be, (after I installed it.
The last patrol, I couldn't get the thing to come back. So I thought I would let it drop and see if it came back on this patrol, and nothing. I can't get the Metox radar detector to show on the bridge. Does anyone have a problem like this, with the metox. Did it arraive too soon and showed up as a fluke the first time??
Anyway, it says it's onboard when I'm in base and it won't let me uninstall/reinstall, from the upgrade page anyway.
Just wondering if anyone can give me a file to check or something.
Thanks.
D40:up:
The mount location(s) for the Radar Detectors are not defined propperly in regards to AcceptedTypes of equipment that can be equiped at these locations.
I just recently descovered this myself when adding new mount location C03 for the Snorkel Mount Radar Dectector.
Both C01 and C02 that are located on the Conning Tower have AcceptedType set to NULL. So when a device is installed it can go to either location if both exist.
This is a stock game bug.
I am looking into correcting this issue.
I beleive that C01 is for Early versions and C02 is for Later versions of the Radar Warning Receivers.
I plan to remove the Snorkel Mounted RWR as a Upgrades Option and if the Snorkel is Equiped, have the RWR installed automatically in mid 1943 time frame or later using the Uboat SNS files.
Dogfish40
10-22-12, 11:32 AM
The mount location(s) for the Radar Detectors are not defined propperly in regards to AcceptedTypes of equipment that can be equiped at these locations.
I just recently descovered this myself when adding new mount location C03 for the Snorkel Mount Radar Dectector.
Both C01 and C02 that are located on the Conning Tower have AcceptedType set to NULL. So when a device is installed it can go to either location if both exist.
This is a stock game bug.
I am looking into correcting this issue.
I beleive that C01 is for Early versions and C02 is for Later versions of the Radar Warning Receivers.
I plan to remove the Snorkel Mounted RWR as a Upgrades Option and if the Snorkel is Equiped, have the RWR installed automatically in mid 1943 time frame or later using the Uboat SNS files.
Now that I think about it, I wonder if that Metox that I had was on my type "A" boat. I thought I had the "B" by then but I could be wrong. It may be that very file which I saw by the way when I was looking around, but I didn't know what to replace "Null" with on the positions (if this makes any sense). I'll need to see if it was my type "A" boat that the Metox showed up. Now of course, on the "B" it doesn't.
I hope that your idea works there. Like I said, if I knew what to put in place of "null", I could try putting the Metox in differant CO_ placements to see if it will come up in the game. And, true, it makes sense that if there are two or more possible locals for the device (any device) it more than likely won't show at all, if I'm reading you right. :D
I'll check back to see if this will work.
Thanks :up:
D40
I have few questions about this mod. I'll be short...
I'm using sober's mm more or less and have this mod enabled (core+patch1+hotfix) but without sober's patch to make equip available by realistic date. Don't care about that I want all here and now (renown points permitting). :arrgh!:
Question is, it looks like I have available in '39 equipment that is listed as available at later times (which is fine as intended) but also vice versa (more important). The c30 flak for example in the 'storyline' picture is listed in 39 but I don't have it, they're still offering me the twin version in '40. I'm still on the VIIB at the moment tho, they still didn't offered me VIIC/41C new command, don't know if it's sub's dependent.
Can't seem to hit a thing anyway if it's flying, ai crew neither so I was looking for a more useful version against unarmed surface targets paired with the deck gun or when the deck gun is out of ammo. From planes I just hide, worked good so far.
In '39 I have all torpedoes, but only the first alberich camo, only the metox, no fumo, and some countermeasures mounts, but not all.
I'm quite confused in how this mod should work on this front, without sober's patch should be all or nothing at all while instead I get some cool things yes and some cool things no.
The snorkel I can't understand why it has to be bought, I have it functional since start without spending points or occuping equip slots.
But perhaps TDW's generic patcher or his ui mod+optioneditor affect this, is the one sold more or less functional than the 'stock' one? And more importantly, will I start an armageddon if I try to mount it while I already have it since start?
I can't seem to get radar or sonar working either, related crew commands are always greyed out no matter how good I dance while yelling them to use it. Radar antenna it's not even there anymore on the VIIB, searched everywhere with ext camera. Was there on VIIA. How should this cool sweep-sweep/ping-ping stuff work?
All the rest seem to work fine, it's super, just these few things I didn't get, perhaps my fault, very likely.
TheBeast
11-13-12, 11:41 AM
I'm using sober's mm more or less and have this mod enabled (core+patch1+hotfix) but without sober's patch to make equip available by realistic date. Don't care about that I want all here and now (renown points permitting). :arrgh!:
Question is, it looks like I have available in '39 equipment that is listed as available at later times (which is fine as intended) but also vice versa (more important). The c30 flak for example in the 'storyline' picture is listed in 39 but I don't have it, they're still offering me the twin version in '40. I'm still on the VIIB at the moment tho, they still didn't offered me VIIC/41C new command, don't know if it's sub's dependent.
Can't seem to hit a thing anyway if it's flying, ai crew neither so I was looking for a more useful version against unarmed surface targets paired with the deck gun or when the deck gun is out of ammo. From planes I just hide, worked good so far.
In '39 I have all torpedoes, but only the first alberich camo, only the metox, no fumo, and some countermeasures mounts, but not all.
I'm quite confused in how this mod should work on this front, without sober's patch should be all or nothing at all while instead I get some cool things yes and some cool things no.
Not sure how complete Sober's Date Mod is because I haven't had time to try it out yet.
The reason I originally enabled all equipment in 1939 was for testing.
I am still getting some bug issue's reported.
So, until all issue's have been resolved, I will not be enforcing availabilty dates.
The Hinged Schnorchel for the Type VII class submarine really is not needed until 1943 but is nice to have available for Spy insertion missions.
Some Equipment is limited by Submarine revision or installed Tower.
The snorkel I can't understand why it has to be bought, I have it functional since start without spending points or occuping equip slots.
But perhaps TDW's generic patcher or his ui mod+optioneditor affect this, is the one sold more or less functional than the 'stock' one? And more importantly, will I start an armageddon if I try to mount it while I already have it since start?
By default, the Deck Gun is installed and the Snorkel replaces the Deck Gun. This is why you must use Renown to purchase it.
We could make it so there is NO Deck Gun or Snorkel installed by default. This would force you to earn Renown before you even have a Deck Gun.
I can't seem to get radar or sonar working either, related crew commands are always greyed out no matter how good I dance while yelling them to use it. Radar antenna it's not even there anymore on the VIIB, searched everywhere with ext camera. Was there on VIIA. How should this cool sweep-sweep/ping-ping stuff work?
SONAR: Sonar commands may be realted to UI Mod you are using.
In SHV, there is no Sonar available for use. Only Hydrophone is available.
Even Depth Under Keel should not work. I considered making a Sonar but I am certain many would have tounge lashed me if I did.
SONAR was not available until late 1943 and was installed on only a few Type VII Uboats. Maybe even just one (1) Type VII.
RADAR: The VIIA/B does not have mount location for Radar.
Many historical records dealing with this information were never recovered.
As of late, Deep Sea Salvage/Exploration has discovered that many Sunk Uboat had Snorkel's installed but there are no records of a Snorkel ever being installed on these sunk boats they have found.
Very scketchy info in this area.
All the rest seem to work fine, it's super, just these few things I didn't get, perhaps my fault, very likely.
Sandman_28054
12-28-12, 11:18 PM
WARNING:
Install this MOD Last.
Only Exceptions are
- Custom skins that contains new Mechanic Upgrades Menu List Textures.
- Optional Support MOD for "A Fist Full of Emblems" included in with this MOD.
If you have a MOD(s) installed that already effect the files listed below, please check with the MOD author to determine campatibility.
NOTE:
Enable this MOD while in Port
Manual Edit of data\Menu\Menu.txt required for new 10.5 cm Deck Gun mouse over Tool Tip.
Code:
6936=10.5 cm Deck Gun6937=<b>10.5 cm Deck Gun</b>|<orange>Good vs. unarmed ships</orange>|It can be most effective against unarmed ships and for coup de grace hits to conserve the limited torpedo supply. The safest way to use the gun is to position the boat at the stern of the target and pointed towards it in order to reduce the exposed surface and minimize the boat's rolling and pitching. The gun is useless against most warships, their arsenal can easily outgun the U-boat.|<green>Left click to use the 10.5 cm Deck Gun.</green><red>Cannot use when submerged.</red>
Ok, I did all this, but I can't have the 10.5 cm Deck Gun. February 1941 is the date.
Is this date dependant?
Did I edit the file incorrectly?
And/or if I did, would somebody be so kind as to copy/paste the correct lines 6929-6950 here for me to copy?
Sandman_28054
01-01-13, 09:48 PM
NM, script working.
TheBeast
01-02-13, 04:27 PM
NM, script working.
Glad to hear you were able to work things out because I am currently unable to investigate any SHV issues.
My main computer is packed up and put in storage until my new house is ready this coming July.
Currently I am living in my Motorhome traveling around US West Coast visiting friends and family until that time so I can only do SHIII and SHIV for now. My SHV CD's were packed up before I had a chance to install it on this laptop.
Regards!
TheBeast
Fish In The Water
01-02-13, 10:09 PM
Currently I am living in my Motorhome traveling around US West Coast visiting friends and family until that time so I can only do SHIII and SHIV for now. My SHV CD's were packed up before I had a chance to install it on this laptop.
Sounds like a pain but also a nice opportunity at the same time. I hope you enjoy the time on the road, (especially with friends and family), and stay safe! :sunny:
Sounds like a pain but also a nice opportunity at the same time. I hope you enjoy the time on the road, (especially with friends and family), and stay safe! :sunny:
Yes, TheBeast, as FitW has said, enjoy your vacation from SH5, and welcome back whenever you get time for it again :yep:
Sandman_28054
01-03-13, 05:28 PM
Glad to hear you were able to work things out because I am currently unable to investigate any SHV issues.
My main computer is packed up and put in storage until my new house is ready this coming July.
Currently I am living in my Motorhome traveling around US West Coast visiting friends and family until that time so I can only do SHIII and SHIV for now. My SHV CD's were packed up before I had a chance to install it on this laptop.
Regards!
TheBeast
No problem, I found out you cannot have a deck gun and a snorkel at the same time. :doh:
lesec74
01-04-13, 02:16 AM
hello,
this mod is compatible with CSP magui?:salute:
lesec74
01-06-13, 01:28 PM
hello,
this mod is compatible with CSP magui?:salute:
same question!:06:
iomdown
01-12-13, 02:10 PM
very nice Mod many thanks :up:
TheBeast
01-18-13, 09:30 PM
hello,
this mod is compatible with CSP magui?:salute:
same question!:06:
yes with the exception of one file, Weapons and Sensors.
Just use the one from CSP magui to overwrite mine.
Only error will be some images missing on upgrade screen while in port.
DrJones may have a fix for this.
Regards!
TheBeast
lesec74
01-21-13, 10:50 AM
yes with the exception of one file, Weapons and Sensors.
Just use the one from CSP magui to overwrite mine.
Only error will be some images missing on upgrade screen while in port.
DrJones may have a fix for this.
Regards!
TheBeast
many thanks the beast,
that is to say,your mod first and after csp magui? Is it true?
:salute:
V13dweller
01-21-13, 11:05 AM
The Starshell on the 10.5 cm gun don't seem to work, is this a bug? or was the effect never implemented? If not, it would be good if it did work.
The Starshell on the 10.5 cm gun don't seem to work, is this a bug? or was the effect never implemented? If not, it would be good if it did work.
Two things:
1. The 105 mm gun isn't assigned any starshell in the ammo_storage section of its sim file.
2. Starshells are not among ammo types selectable by player. This setting could possibly be tweaked, but are you sure that illuminating shells were in U-boats outfits? I doubt it :hmmm:
Since this mod, my dialogs and infos are in englisch. Can i set the language in german back or a german patch?
steelwarrior
01-30-13, 06:33 AM
Thanks for the great mod - more updates planned?
whiskey111
02-06-13, 01:59 PM
I'm facing some issues. Maybe someone could help me.
When I install this mod at last, it makes the hydrophone worked on the surface down to -30m (about). Deeper, hydro does not work, means it is not possible to manually hear anything.
My mods list below... and thanks in advance:
TDW_Generic Patcher v1.0.74.0
Accurate German Flags
RemoveLogoIntroTheDarkWraith
DBM Background Video
Real Environment - Revision_3
German U-Boat Crew Language Pack
Small_trees_SH5_V1
sobers see thru wake fix
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
SH5 Longer Repairs v.1
FX_Update_0_0_21_ByTheDarkWraith
NewUIs_TDC_7_1_0_ByTheDarkWraith
NewUIs_TDC_7_1_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_1_0_Real_Navigation
NewUIs_TDC_7_1_0_RadCapTools_0_2_alpha
MRP 16x9 ratio
IRAI_0_0_39_ByTheDarkWraith
Cerberus62 Corrected Depth Charge Projector 1.0
OPEN HORIZONS II_full v2
OHII v2 Mission Fix WA
Expanded Navies by Cybermat47 v.1.0.0
Reworked Morale and Abilities v.1.1
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
sobers green crew training V4 SH5
TDW FX Fix for Sobers chimney smoke
smaller flags for Warships 1_0b
sobers Lights Cfg V5 SH5
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.9
Trevally Tutorial - All v0.2(for OHIIv1.3)
my sound compilation mod
EQuaTool 01.01 by AvM - Kriegsmarine Regular Style
gap - HD 1 deg Scope Bearing v 1.0
TDW_Mines_Subnets_Detectable_in_hydro (OH II v2)
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Shoot at Periscope_IRAI
NewUIs_TDC_7_1_0_Das_Boot_Crew_Mod_by_Illyustrator
Depth_Keeping_Problem_HB_2_0_0_TheDarkWraith
Depth_Keeping_Problem_UHS_patch_HB_2_0_0_TheDarkWr aith
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
Critical hits 1.1 Torpedos
TDW_No_contact_shapes_or_colors_no_contact_line_1_ 1_0
Enhanced FunelSmoke_by HanSolo78
OH II Minefield map for TDWs Ui
sobers bad weather deck gun V3 SH5
Warfox Dive Order to 300 meters v1 MOD
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2
Try disabling this one ;)
Gap, that mod is what turns the Loop antenna. Without it no turn no retract. I was told OHII v2.0 full had it, but it doesn't work as far as I can see. The only way my Loop antenna would turn and retract was with R.E.M. installed.
What else the R.E.M. mod does for I'm not sure.
The only way my Loop antenna would turn and retract was with R.E.M. installed.
I don't have this mod and antenna is retracting when submerged :03:
Either IRAI or FX Update does it (don't recall wich one)
Gap, that mod is what turns the Loop antenna. Without it no turn no retract. I was told OHII v2.0 full had it, but it doesn't work as far as I can see. The only way my Loop antenna would turn and retract was with R.E.M. installed.
What else the R.E.M. mod does for I'm not sure.
Many things: :yep:
R.E.M. aims to make sub sensors, and equiments in general, more realistic. Lately, I had a look into it, and I have discovered the method used by Xrundel and TheBeast for attaining this result.
They have added multiple obj_sensor controllers to each sensors, so that, for example, hydrophone ranges vary depending on sub depth, and radar detection ranges are affected by targets' altitude. Unfortunately the same result can't be achieved without resorting to some sort of trick, because obj_sensor's properties are not highly configurable.
R.E.M.'s concept is brilliant, but there are chances that it is not flawless. My suggestin to whiskey111 was inspired by a similar report (http://www.subsim.com/radioroom/showthread.php?p=1781915#post1781915) by Rongel about a "mute" hydrophone using this mod.
Indeed, I hope to be wrong because I really like R.E.M, but should we demonstrate that it is the culprit of the above mentioned problem, I am sure that not rotating nor retracting antennas can be easily addressed with an "ad hoc" mod, not including the various other R.E.M. feaures :know:
Wow...just readed the REM mod thread, and it looks very interesting!
Wondering if i could add it to my list, the author said REM is compatible with latest UI by TDW (6_5_1), IRAI (0.3.0) and Equipment Upgrades by TheBeast (1.2)...but is it compatible with very latest NewUIs IRAI and Equipment Upgrade?
Wow...just readed the REM mod thread, and it looks very interesting!
Yes, it is :yep:
Wondering if i could add it to my list, the author said REM is compatible with latest UI by TDW (6_5_1), IRAI (0.3.0) and Equipment Upgrades by TheBeast (1.2)...but is it compatible with very latest NewUIs IRAI and Equipment Upgrade?
You should ask TDW on it
Many things: :yep:
R.E.M.'s concept is brilliant, but there are chances that it is not flawless. My suggestin to whiskey111 was inspired by a similar report (http://www.subsim.com/radioroom/showthread.php?p=1781915#post1781915) by Rongel about a "mute" hydrophone using this mod.
Indeed, I hope to be wrong because I really like R.E.M, but should we demonstrate that it is the culprit of the above mentioned problem, I am sure that not rotating nor retracting antennas can be easily addressed with an "ad hoc" mod, not including the various other R.E.M. feaures :know:
Yep, this mod really seems to cause mute hydrophones, too bad because all the functions seem otherwise just great. A patch maybe??
whiskey111
02-07-13, 07:03 AM
I know that R.E.M_by_Xrundel_TheBeast_1.2makes the issue of hydrophone. The question is: is it possible to make it not crashing the hydro sound.
Without this mod the radio antenna is raised on the periscope depth.
Is there any other kind of mod making the radio antenna be retracted ?
Yep, this mod really seems to cause mute hydrophones, too bad because all the functions seem otherwise just great.
I know that R.E.M_by_Xrundel_TheBeast_1.2makes the issue of hydrophone.
Can you confirm it, guys, or it is just your suspect?
A patch maybe??
The question is: is it possible to make it not crashing the hydro sound.
I could look into it :hmmm:
Without this mod the radio antenna is raised on the periscope depth.
Is there any other kind of mod making the radio antenna be retracted ?
Afaik the only other mod dealing with antennas is New UIs. But as I have stated yesterday, tweaking them without side effect should be relatively easy...
whiskey111
02-07-13, 11:20 AM
I can confirm that REM causes the hydro sound problems.
1. When REM installed after IRAI and TDW UI: hydro works on surface down to about 30meters. If I go deeper there is no sound on hydro but sonarmen still gives the positions of ships.
2. When REM is not installed: hydro works OK with mods: TDW UI, IRAI and TDW_No_Hydrophone_On_Surface_No_Aircraft_Spotting_ 1_1_0 (this last mod is not installed during the first test)
I can confirm that REM causes the hydro sound problems.
1. When REM installed after IRAI and TDW UI: hydro works on surface down to about 30meters. If I go deeper there is no sound on hydro but sonarmen still gives the positions of ships.
2. When REM is not installed: hydro works OK with mods: TDW UI, IRAI and TDW_No_Hydrophone_On_Surface_No_Aircraft_Spotting_ 1_1_0 (this last mod is not installed during the first test)
please, see my answers in REM thread (http://www.subsim.com/radioroom/showthread.php?p=2005713#post2005713) :03:
Is this compatible with TDW's New UI and IRAI?
Is this compatible with TDW's New UI and IRAI?
yes sir :yep:
yes sir :yep:
Thanks. Just noticed it overwrites some of the files in New UIs. I'll try it out. :yeah:
volodya61
03-20-13, 09:21 PM
Thanks. Just noticed it overwrites some of the files in New UIs. I'll try it out. :yeah:
you should place it before NewUIs in your list.. :yep:
you should place it before NewUIs in your list.. :yep:
Ah! Will do, thanks
Bathrone
04-20-13, 12:12 AM
Thanks would be good if you could keep up some release discipline for the EUF Uboat FX mod as I just caught out I've messed the config up and needed to update.
Your last increment on the the release number was 0.0.3 yet I see theres numerous changes up to 20/09/12 after that.
Thanks again I'm not trying to be critical just giving some feedback about how incrementing versions and versions control helps the users out to stay current with your latest goodies cheers :yeah:
Bathrone
04-22-13, 12:39 AM
Hi
So Im working on my modlist and I'm getting a mod enabler warning with your patch 1 (i'm applying 1.4, patch 1 and the patch 1 hotfix) from Steel Vikings Interior mod on the configuration item NSS_Uboat_Senzors.dds
Ive searched around but didnt find any posts on it
Is the source of your revision Steel Vikings or stock?
If stock, would you mind please releasing another version with your changes ontop of the interior mod so that people who commonly use both have both all setup nice please? :subsim:
Cheers
Hi
So Im working on my modlist and I'm getting a mod enabler warning with your patch 1 (i'm applying 1.4, patch 1 and the patch 1 hotfix) from Steel Vikings Interior mod on the configuration item NSS_Uboat_Senzors.dds
Ive searched around but didnt find any posts on it
Is the source of your revision Steel Vikings or stock?
If stock, would you mind please releasing another version with your changes ontop of the interior mod so that people who commonly use both have both all setup nice please? :subsim:
Cheers
As far as I can see, EUF's version of NSS_Uboat_Senzors.dds is based on Steel Vikings Interior mod. Overwriting the latter should be okay :up:
TheBeast
04-23-13, 12:07 AM
Sorry I have been out of touch for so long. I am stilwithaveling around in my RV and access to internet is very limited.
I see a lot of questions/statements about R.E.M. in this thread. I've never encountered a Hydro Crash when using R.E.M. .
KDB does not function at all while surfaced by design. The KDB is mounted on the deck near the bow.
At Periscope Depth the range is very limited for all 3 equipment items because of wave and wind noise.
Hydrophone detection range increases as you dive deeper with max detection range obtained when you reach or exceed 60 meters.
Sorry I have been out of touch for so long. I am stilwithaveling around in my RV and access to internet is very limited.
Hi TheBeast, glad to hear from you again :salute:
I see a lot of questions/statements about R.E.M. in this thread. I've never encountered a Hydro Crash when using R.E.M.
No, the problem was not R.E.M. causing an hydro crash, but rather hydrophone contacts not being audible to the player when a certain depth was trespassed. Being fans of your mod, I and Volodya have looked into why this was happening, and have fixed the problem. The fix, which includes TDW's compatibility patch, was uploaded by Trevally into subsim dowload section: :up:
http://www.subsim.com/radioroom/downloads.php?do=file&id=4002
KDB does not function at all while surfaced by design. The KDB is mounted on the deck near the bow.
At Periscope Depth the range is very limited for all 3 equipment items because of wave and wind noise.
Hydrophone detection range increases as you dive deeper with max detection range obtained when you reach or exceed 60 meters.
Yes, that's clear. The fix by me and Volodya, doesn't alter detection ranges set by you and XRundel. In addition, by sober's request, we have made available an "unofficial" version of the fix making all the hydrophones deaf on surface. I hope you are okay with it :)
a17tares
04-30-13, 07:12 PM
At the start of the Coastal Waters campaign I'm able to install Bold 1-5 and equip T2 torpedoes. This seems a bit odd if I compare that with the dates of the upgrade chart. Is this working as intended? :hmmm:
At the start of the Coastal Waters campaign I'm able to install Bold 1-5 and equip T2 torpedoes. This seems a bit odd if I compare that with the dates of the upgrade chart. Is this working as intended? :hmmm:
You need to install Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V8 by sober, and #Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix on top of this mod to be fully fonctional :yep:
a17tares
05-01-13, 03:14 AM
I have them installed both and in the corrrect order. Both of them are not overwritten by other mods (but the base mod is). Even if I start a new campaign I have the described options at the outfitter. My mod soup:
Accurate German Flags
sobers game loading tips V5 SH5
RemoveLogoIntroTheDarkWraith
DBM Background Video
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
SteelViking's Interior Mod V1.2.1_NVidia_Fix
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 12. Sounds
Small_trees_SH5_V1
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers water splash anim SH5
sobers best ever fog V22 SH5
sobers base sky mechanics V1
sobers better terrain v3 SH5
sobers waves mod V12 27032013
sobers more trees SH5
SH5_7A_Conning_Fix
Fuel Gauge WoGaDi_SteelViking's Interior
Reworked Morale and Abilities v.1.1
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
sobers green crew training V4 SH5
German U-Boat Crew Language Pack
Speech fixes and additions (german version)
Stormys DBSM SH5 v1.3 additional crew sounds beta6
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 HOTFIX 3
Stormys_DBSM_additional_creaks_and_noises_1.0
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V8 by sober
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
EUF_UBoat_FX_v0_0_3_ byTheBeast
SH5 Longer Repairs v.1
FX_Update_0_0_21_ByTheDarkWraith
AI_sub_crew_1_0_2_TheDarkWraith
NewUIs_TDC_7_3_0_ByTheDarkWraith
NewUIs_TDC_7_3_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_3_0_New_radio_messages_German
NewUIs_TDC_7_3_0_RadCapTools_0_2_alpha
Manos Scopes-patch for 16x9
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
IRAI_0_0_39_Inertia_Damage
sobers DC barrels mod V1 SH5
Depth Charge Range Fix
NDD_Soldati Fix
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
R.E.M. - hydrophone mute for player fix (TDW compatible)
Cerberus62 Corrected Depth Charge Projector 1.0
NOZAURIO'S SKIN (Standar No Emblem) v-1.1.0
OPEN HORIZONS II_full v2
OHII v2 Mission Fix WA
TDW_Mines_Subnets_Detectable_in_hydro (OH II v2)
SH5Lifeboat_Wooden ver. 0.2
Expanded Navies by Cybermat47 v.1.0.0
TDW FX Fix for Sobers chimney smoke
Church's Compass Dials Mod v2.2 - Option Two
OH II Minefield map for TDWs Ui
smaller flags for Warships 1_0b
sobers Lights Cfg V5 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.9
Trevally TDC Help v2
MadMaxs_SH5_Subdiesel (mono) v2
sobers hud sounds V1 SH5
MightyFine Less Annoying Footsteps 1.0
sobers DOF V6 SH5
EQuaTool 01.01 by AvM - Large Style
AOB slide ruller for TDW UIs and MO by stoianm
gap - HD 1 deg Scope Bearing v 1.0
Shadow Improvement ModLR
sobers bad weather deck gun V5 SH5
Sub_Bubbles_v0_0_3_ byTheBeast
Nauticalwolf's_Damage_and_Torpedo_UI(g)_Mod_v1.1
Clock skin by Naights
Fix clock rear torpedo room VIIA
Less Annoying Stopwatch Ticking SANS periscope
ASDIC_alternate_sound
Nazi Medals
MarineQuadratKarte
Gradient_IO
LocationMaps_IO
IO_MapCourseLine_normal pencil_mod
Grossdeutscher Rundfunk
Ruby2000RadioMessages
Speech Recognition_MiTons_NewUI_Editon_v0.4_deutsch
MyGramophone
GramophoneShuffler
MyKey
MyMenu
TDW_GenericPatcher_v_1_0_83_0
jaumebal
05-01-13, 04:39 AM
I liked
a17tares
05-02-13, 02:56 AM
The code in my Weapons.upc reads as follows:
[Weapon 17]
ID= DecoyLaunchTube1
NameDisplayable= Decoy Launcher Bold 1
FunctionalType= WpDecoy
WeaponInterval= 1920-12-01, 1945-12-01
WeaponSlotType= GerDecoyLaunchers
AmmoTypesAccepted= NULL
AmmoTypeLoaded= NULL
AmmoMagazineRemaining= 0 ;Not used
AmmoMagazineSize= 1
LeadersSlots=0
WeaponCrewMembersSlots= 0
ExternalLinkName3D= BoldType1,data\Objects\Sensors\UBoot_Sensors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, Jam, 0, 0, NULL, 1, 0.3, 0.2
DamageDescription2= NULL, 0, 1, 0, 0.5, 1, Chamber Explosion, 50, 5, NULL, 1, 2, 10
[Weapon 18]
ID= DecoyLaunchTube2
NameDisplayable= Decoy Launcher Bold 2
FunctionalType= WpDecoy
WeaponInterval= 1920-12-01, 1945-12-01
WeaponSlotType= GerDecoyLaunchers
AmmoTypesAccepted= NULL
AmmoTypeLoaded= NULL
AmmoMagazineRemaining= 0 ;Not used
AmmoMagazineSize= 1
LeadersSlots=0
WeaponCrewMembersSlots= 0
ExternalLinkName3D= BoldType2,data\Objects\Sensors\UBoot_Sensors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, Jam, 0, 0, NULL, 1, 0.3, 0.2
DamageDescription2= NULL, 0, 1, 0, 0.5, 1, Chamber Explosion, 50, 5, NULL, 1, 2, 10
[Weapon 19]
ID= DecoyLaunchTube3
NameDisplayable= Decoy Launcher Bold 3
FunctionalType= WpDecoy
WeaponInterval= 1920-12-01, 1945-12-01
WeaponSlotType= GerDecoyLaunchers
AmmoTypesAccepted= NULL
AmmoTypeLoaded= NULL
AmmoMagazineRemaining= 0 ;Not used
AmmoMagazineSize= 1
LeadersSlots=0
WeaponCrewMembersSlots= 0
ExternalLinkName3D= BoldType3,data\Objects\Sensors\UBoot_Sensors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, Jam, 0, 0, NULL, 1, 0.3, 0.2
DamageDescription2= NULL, 0, 1, 0, 0.5, 1, Chamber Explosion, 50, 5, NULL, 1, 2, 10
[Weapon 20]
ID= DecoyLaunchTube4
NameDisplayable= Decoy Launcher Bold 4
FunctionalType= WpDecoy
WeaponInterval= 1920-12-01, 1945-12-01
WeaponSlotType= GerDecoyLaunchers
AmmoTypesAccepted= NULL
AmmoTypeLoaded= NULL
AmmoMagazineRemaining= 0 ;Not used
AmmoMagazineSize= 1
LeadersSlots=0
WeaponCrewMembersSlots= 0
ExternalLinkName3D= BoldType4,data\Objects\Sensors\UBoot_Sensors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, Jam, 0, 0, NULL, 1, 0.3, 0.2
DamageDescription2= NULL, 0, 1, 0, 0.5, 1, Chamber Explosion, 50, 5, NULL, 1, 2, 10
[Weapon 21]
ID= DecoyLaunchTube5
NameDisplayable= Decoy Launcher Bold 5
FunctionalType= WpDecoy
WeaponInterval= 1920-12-01, 1945-12-01
WeaponSlotType= GerDecoyLaunchers
AmmoTypesAccepted= NULL
AmmoTypeLoaded= NULL
AmmoMagazineRemaining= 0 ;Not used
AmmoMagazineSize= 1
LeadersSlots=0
WeaponCrewMembersSlots= 0
ExternalLinkName3D= BoldType5,data\Objects\Sensors\UBoot_Sensors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, Jam, 0, 0, NULL, 1, 0.3, 0.2
DamageDescription2= NULL, 0, 1, 0, 0.5, 1, Chamber Explosion, 50, 5, NULL, 1, 2, 10
Whereas the entry in the UpgradePacks.upc is:
;================================================= ========
; Decoy Launchers
;================================================= ========
[UpgradePack 37]
ID= UpackUbBold1
NameDisplayable=UpackBold1-Name
Info=UpackBold1-Info
Notes=UpackBold1-Notes
FunctionalType= UpFTypeDecoy
UpgradePackSlotType= GerDecoyLauncher
Type=NULL
ImageIndex=18
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
UnitUpgradePackIntervalOptions1=NULL, NULL, 1500
UnitUpgradePackIntervalOptions2=1942-06-01, 1942-08-01, 1300
UnitUpgradePackIntervalOptions3=1942-08-01, 1943-05-01, 1000
UnitUpgradePackIntervalOptions4=1943-05-01, NULL, 600
IDLinkUpgradePackElements= DecoyLaunchTube1
TrackingID=801
[UpgradePack 38]
ID= UpackUbBold2
NameDisplayable=UpackBold2-Name
Info=UpackBold2-Info
Notes=UpackBold2-Notes
FunctionalType= UpFTypeDecoy
UpgradePackSlotType= GerDecoyLauncher
Type=NULL
ImageIndex=18
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
UnitUpgradePackIntervalOptions1=1943-01-01, 1943-05-01, 2000
UnitUpgradePackIntervalOptions1=NULL, NULL, 1500
UnitUpgradePackIntervalOptions2=1943-05-01, 1943-08-01, 1500
UnitUpgradePackIntervalOptions3=1943-08-01, 1944-01-01, 1200
UnitUpgradePackIntervalOptions4=1944-01-01, NULL, 600
IDLinkUpgradePackElements= DecoyLaunchTube2
TrackingID=802
[UpgradePack 39]
ID= UpackUbBold3
NameDisplayable=UpackBold3-Name
Info=UpackBold3-Info
Notes=UpackBold3-Notes
FunctionalType= UpFTypeDecoy
UpgradePackSlotType= GerDecoyLauncher
Type=NULL
ImageIndex=18
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
UnitUpgradePackIntervalOptions1=1943-07-10, 1943-12-31, 2000
UnitUpgradePackIntervalOptions1=NULL, NULL, 1500
UnitUpgradePackIntervalOptions2=1944-01-01, 1944-04-01, 1500
UnitUpgradePackIntervalOptions3=1944-04-01, 1944-08-01, 1000
UnitUpgradePackIntervalOptions4=1944-08-01, NULL, 600
IDLinkUpgradePackElements= DecoyLaunchTube3
TrackingID=803
[UpgradePack 40]
ID= UpackUbBold4
NameDisplayable=UpackBold4-Name
Info=UpackBold4-Info
Notes=UpackBold4-Notes
FunctionalType= UpFTypeDecoy
UpgradePackSlotType= GerDecoyLauncher
Type=NULL
ImageIndex=18
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
UnitUpgradePackIntervalOptions1=1944-06-01, 1944-10-01, 2000
UnitUpgradePackIntervalOptions1=NULL, NULL, 1500
UnitUpgradePackIntervalOptions2=1944-10-01, 1945-02-01, 1500
UnitUpgradePackIntervalOptions3=1945-02-01, NULL, 1000
IDLinkUpgradePackElements= DecoyLaunchTube4
TrackingID=804
[UpgradePack 41]
ID= UpackUbBold5
NameDisplayable=UpackBold5-Name
Info=UpackBold5-Info
Notes=UpackBold5-Notes
FunctionalType= UpFTypeDecoy
UpgradePackSlotType= GerDecoyLauncher
Type=NULL
ImageIndex=18
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
;UnitUpgradePackIntervalOptions1=1945-01-01, NULL, 2500
UnitUpgradePackIntervalOptions1=NULL, NULL, 1500
IDLinkUpgradePackElements= DecoyLaunchTube5
TrackingID=805
I guess the second entry dictates when I can equip a decoy launcher. Everything seems to be in order. What is the entry in Weapons.upc good for?
Cybermat47
05-02-13, 02:59 AM
Expanded Navies by Cybermat47 v.1.0.0
Why haven't you updated to v.1.0.01? You're missing out on a Japanese submarine! :yep:
Is it normal if I upgrade to deck gun 10.5cm, I can see the 10.5cm as my actual deck gun (touch h to see inventory) in bunker, but when I leave the bunker I see the 8.8 deck gun instead), ammunition nulmber seems like the 8.8 one too ?
a17tares
05-03-13, 06:41 AM
I know now what the problem is. Somehow even if UpgradePacks.upc is last in my load order, it will be overwritten directly after I start the game. Unfortunately I have no idea why this is possible.
Before:
;================================================= ========
; Decoy Launchers
;================================================= ========
[UpgradePack 37]
ID= UpackUbBold1
NameDisplayable=UpackBold1-Name
Info=UpackBold1-Info
Notes=UpackBold1-Notes
FunctionalType= UpFTypeDecoy
UpgradePackSlotType= GerDecoyLauncher
Type=NULL
ImageIndex=18
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
UnitUpgradePackIntervalOptions1=NULL, NULL, 1500
UnitUpgradePackIntervalOptions2=1942-06-01, 1942-08-01, 1300
UnitUpgradePackIntervalOptions3=1942-08-01, 1943-05-01, 1000
UnitUpgradePackIntervalOptions4=1943-05-01, NULL, 600
IDLinkUpgradePackElements= DecoyLaunchTube1
TrackingID=801
[UpgradePack 38]
ID= UpackUbBold2
NameDisplayable=UpackBold2-Name
Info=UpackBold2-Info
Notes=UpackBold2-Notes
FunctionalType= UpFTypeDecoy
UpgradePackSlotType= GerDecoyLauncher
Type=NULL
ImageIndex=18
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
UnitUpgradePackIntervalOptions1=1943-01-01, 1943-05-01, 2000
UnitUpgradePackIntervalOptions1=NULL, NULL, 1500
UnitUpgradePackIntervalOptions2=1943-05-01, 1943-08-01, 1500
UnitUpgradePackIntervalOptions3=1943-08-01, 1944-01-01, 1200
UnitUpgradePackIntervalOptions4=1944-01-01, NULL, 600
IDLinkUpgradePackElements= DecoyLaunchTube2
TrackingID=802
[UpgradePack 39]
ID= UpackUbBold3
NameDisplayable=UpackBold3-Name
Info=UpackBold3-Info
Notes=UpackBold3-Notes
FunctionalType= UpFTypeDecoy
UpgradePackSlotType= GerDecoyLauncher
Type=NULL
ImageIndex=18
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
UnitUpgradePackIntervalOptions1=1943-07-10, 1943-12-31, 2000
UnitUpgradePackIntervalOptions1=NULL, NULL, 1500
UnitUpgradePackIntervalOptions2=1944-01-01, 1944-04-01, 1500
UnitUpgradePackIntervalOptions3=1944-04-01, 1944-08-01, 1000
UnitUpgradePackIntervalOptions4=1944-08-01, NULL, 600
IDLinkUpgradePackElements= DecoyLaunchTube3
TrackingID=803
[UpgradePack 40]
ID= UpackUbBold4
NameDisplayable=UpackBold4-Name
Info=UpackBold4-Info
Notes=UpackBold4-Notes
FunctionalType= UpFTypeDecoy
UpgradePackSlotType= GerDecoyLauncher
Type=NULL
ImageIndex=18
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
UnitUpgradePackIntervalOptions1=1944-06-01, 1944-10-01, 2000
UnitUpgradePackIntervalOptions1=NULL, NULL, 1500
UnitUpgradePackIntervalOptions2=1944-10-01, 1945-02-01, 1500
UnitUpgradePackIntervalOptions3=1945-02-01, NULL, 1000
IDLinkUpgradePackElements= DecoyLaunchTube4
TrackingID=804
[UpgradePack 41]
ID= UpackUbBold5
NameDisplayable=UpackBold5-Name
Info=UpackBold5-Info
Notes=UpackBold5-Notes
FunctionalType= UpFTypeDecoy
UpgradePackSlotType= GerDecoyLauncher
Type=NULL
ImageIndex=18
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
;UnitUpgradePackIntervalOptions1=1945-01-01, NULL, 2500
UnitUpgradePackIntervalOptions1=NULL, NULL, 1500
IDLinkUpgradePackElements= DecoyLaunchTube5
TrackingID=805
After:
;================================================= ========
; Decoy Launchers
;================================================= ========
[UpgradePack 37]
ID= UpackUbBold1
NameDisplayable=UpackBold1-Name
Info=UpackBold1-Info
Notes=UpackBold1-Notes
FunctionalType= UpFTypeDecoy
UpgradePackSlotType= GerDecoyLauncher
Type=NULL
ImageIndex=18
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
UnitUpgradePackIntervalOptions1=NULL, NULL, 1500
UnitUpgradePackIntervalOptions2=1942-06-01, 1942-08-01, 1300
UnitUpgradePackIntervalOptions3=1942-08-01, 1943-05-01, 1000
UnitUpgradePackIntervalOptions4=1943-05-01, NULL, 600
IDLinkUpgradePackElements= DecoyLaunchTube1
TrackingID=801
[UpgradePack 38]
ID= UpackUbBold2
NameDisplayable=UpackBold2-Name
Info=UpackBold2-Info
Notes=UpackBold2-Notes
FunctionalType= UpFTypeDecoy
UpgradePackSlotType= GerDecoyLauncher
Type=NULL
ImageIndex=18
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
UnitUpgradePackIntervalOptions1=NULL, NULL, 1500
UnitUpgradePackIntervalOptions1=NULL, NULL, 1500
UnitUpgradePackIntervalOptions2=1943-05-01, 1943-08-01, 1500
UnitUpgradePackIntervalOptions3=1943-08-01, 1944-01-01, 1200
UnitUpgradePackIntervalOptions4=1944-01-01, NULL, 600
IDLinkUpgradePackElements= DecoyLaunchTube2
TrackingID=802
[UpgradePack 39]
ID= UpackUbBold3
NameDisplayable=UpackBold3-Name
Info=UpackBold3-Info
Notes=UpackBold3-Notes
FunctionalType= UpFTypeDecoy
UpgradePackSlotType= GerDecoyLauncher
Type=NULL
ImageIndex=18
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
UnitUpgradePackIntervalOptions1=NULL, NULL, 1500
UnitUpgradePackIntervalOptions1=NULL, NULL, 1500
UnitUpgradePackIntervalOptions2=1944-01-01, 1944-04-01, 1500
UnitUpgradePackIntervalOptions3=1944-04-01, 1944-08-01, 1000
UnitUpgradePackIntervalOptions4=1944-08-01, NULL, 600
IDLinkUpgradePackElements= DecoyLaunchTube3
TrackingID=803
[UpgradePack 40]
ID= UpackUbBold4
NameDisplayable=UpackBold4-Name
Info=UpackBold4-Info
Notes=UpackBold4-Notes
FunctionalType= UpFTypeDecoy
UpgradePackSlotType= GerDecoyLauncher
Type=NULL
ImageIndex=18
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
UnitUpgradePackIntervalOptions1=NULL, NULL, 1500
UnitUpgradePackIntervalOptions1=NULL, NULL, 1500
UnitUpgradePackIntervalOptions2=1944-10-01, 1945-02-01, 1500
UnitUpgradePackIntervalOptions3=1945-02-01, NULL, 1000
IDLinkUpgradePackElements= DecoyLaunchTube4
TrackingID=804
[UpgradePack 41]
ID= UpackUbBold5
NameDisplayable=UpackBold5-Name
Info=UpackBold5-Info
Notes=UpackBold5-Notes
FunctionalType= UpFTypeDecoy
UpgradePackSlotType= GerDecoyLauncher
Type=NULL
ImageIndex=18
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
;UnitUpgradePackIntervalOptions1=1945-01-01, NULL, 2500
UnitUpgradePackIntervalOptions1=NULL, NULL, 1500
IDLinkUpgradePackElements= DecoyLaunchTube5
TrackingID=805
By the way, why are there two entries named UnitUpgradePackIntervalOptions1? I would guess the second overwrites the first one. So what is the point? Did sober just forget to delete or comment the second entry or am I missing some vital information here?
ptrells14
05-06-13, 10:34 AM
Thanks for the work
Is it normal if I upgrade to deck gun 10.5cm, I can see the 10.5cm as my actual deck gun (touch h to see inventory) in bunker, but when I leave the bunker I see the 8.8 deck gun instead), ammunition nulmber seems like the 8.8 one too ?
the 10.5cm deckgun is a clone of the stok 8.8cm one; they both use the same tooltips and ammunition icons. Changing them should be feasible. I will look into this issue as soon as I will get other stuff that I am currently working on finished:up:
I know now what the problem is. Somehow even if UpgradePacks.upc is last in my load order, it will be overwritten directly after I start the game. Unfortunately I have no idea why this is possible.
Probably because you need to start a new campaign after enabling this mod :06: :hmmm:
By the way, why are there two entries named UnitUpgradePackIntervalOptions1? I would guess the second overwrites the first one. So what is the point? Did sober just forget to delete or comment the second entry or am I missing some vital information here?
Probably only the first Options1 entry is applied, but to be sure I would delete/comment out the redundant string :yep:
a17tares
05-06-13, 02:56 PM
The entries are changed before I reach the game menu and may start a new campaign. And actually the second entry changes the one before (which I find very strange indeed because it shouldn't touch the file). Uncommenting/deleting the non viable string does fix the problem though.
Do you have with UBoat FX ByTheBeast no more water fall from ballast hole (especially front one) ? :hmmm:
The entries are changed before I reach the game menu and may start a new campaign.
In this case there are only two possible reasons: you didn't enable this mod correctly, or some other mod overwrites EUF ;)
And actually the second entry changes the one before (which I find very strange indeed because it shouldn't touch the file). Uncommenting/deleting the non viable string does fix the problem though.
Strange why? IntervalOptions have to be in ascending order: 1, 2, 3.... No surprise that shuffling them, or duplicating one of them gives unexpected outcomes :yep:
VacantName
05-08-13, 08:44 AM
At the start of the Coastal Waters campaign I'm able to install Bold 1-5 and equip T2 torpedoes. This seems a bit odd if I compare that with the dates of the upgrade chart. Is this working as intended? :hmmm:
I installed this mod last night (among with a bunch of others, including the patch and hotfix for it) and I too can install a load of stuff way too early. At the very start of the game (Baltic Operations in OH2) I have available:
All torpedoes, I think. Certainly a lot there, including Zaunkonig II which, according to the chart, shouldn't be available until '44
FuMo29 Radar can be installed. Doesn't work, but it can be installed before the war even starts.
4 Flak gun options, including the double-barrel with shield combo (forget the name).
All decoy launchers.
10.5cm DG.
Snorkel
Balkon-Gerat hydrophone (KDB becomes available on return from Poland still).
4 or 5 camouflage options.
And for some reason my boat has the yellow training stripe round the conning tower even though I haven't selected this option :hmmm:
Mikemike47
05-08-13, 12:46 PM
At the start of the Coastal Waters campaign I'm able to install Bold 1-5 and equip T2 torpedoes. This seems a bit odd if I compare that with the dates of the upgrade chart. Is this working as intended? :hmmm:
Switch mod order in this area to :
Equipment_Upgrades_Fix_v1_4_byTheBeast
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V8 by sober
No more Bold 2 and better, plus other proper equipment fixes by date.
V8 now version V9. Only one change was made in V9, Bold 1945 entry. There is a good chance that game won't CTD if you renable mods in order suggested. The charts I have seen for the English vs. German websites had different dates for equipment.
I'll PM sober.
THE_MASK
05-08-13, 05:20 PM
Switch mod order in this area to :
Equipment_Upgrades_Fix_v1_4_byTheBeast
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V8 by sober
No more Bold 2 and better, plus other proper equipment fixes by date.
V8 now version V9. Only one change was made in V9, Bold 1945 entry. There is a good chance that game won't CTD if you renable mods in order suggested. The charts I have seen for the English vs. German websites had different dates for equipment.
I'll PM sober.I dont have time , if you can make your own compatible by date mod i will delete my mod , cheers .
Bathrone
05-10-13, 07:35 PM
Switch mod order in this area to :
Equipment_Upgrades_Fix_v1_4_byTheBeast
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V8 by sober
No more Bold 2 and better, plus other proper equipment fixes by date.
V8 now version V9. Only one change was made in V9, Bold 1945 entry. There is a good chance that game won't CTD if you renable mods in order suggested. The charts I have seen for the English vs. German websites had different dates for equipment.
I'll PM sober.
Mike that is not correct mate.
You need
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V8 by sober
Sober misses the Patch 1 for revision 1.4 and its a large patch
THE_MASK
05-10-13, 07:52 PM
Mike that is not correct mate.
You need
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V8 by sober
Sober misses the Patch 1 for revision 1.4 and its a large patchI cannot remember but Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V8 by sober is
Equipment_Upgrades_Fix_v1_4_Patch_1
but with the dates changed .
Bathrone
05-10-13, 08:02 PM
Mate I know your busy but we did previously discuss this in detail in your megamod list thread
Anyway I'll say again
Equipment_Upgrades_Fix_v1_4_Patch_1.rar is 48 MB
Your Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober.7z is 0.3 MB
To correctly configure these configuration items people need to use what I listed
Ofcourse none of these problems would exist if we acted like a community together and used a centralised source code and configuration management system like every other open source community software project on the planet :know:
Mikemike47
05-10-13, 08:13 PM
Mike that is not correct mate.
You need
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V8 by sober
Sober misses the Patch 1 for revision 1.4 and its a large patch
Nope it it correct. Thanks for trying to help. I never told you how I combined mods. I just never followed up at what you told me from here.
Sober's modlist reply (http://www.subsim.com/radioroom/showpost.php?p=2045845&postcount=1800)
If you follow the links at sober's modlist, post #2 for #Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
http://www.subsim.com/radioroom/showthread.php?t=182194
The following happens: You are redirected to TheBeast's post, Main mod about 60MB, patch 1 about 43MB, patch 1 hotfix about 1.79KB. All three download links at bottom of page.
I did combine TheBeast's patch 1 and hotfix and called it, "Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix". I modified patch 1 and the hotfix along time ago. Then still add Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober after. See what happens? Did I miss something still? Let me know.
If I still overlooked something then you or I need to inform sober. Sorry sober if I made a mistake after trying to help out earlier on same topic.
THE_MASK
05-10-13, 08:24 PM
Mate I know your busy but we did previously discuss this in detail in your megamod list thread
Anyway I'll say again
Equipment_Upgrades_Fix_v1_4_Patch_1.rar is 48 MB
Your Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober.7z is 0.3 MB
To correctly configure these configuration items people need to use what I listed
Ofcourse none of these problems would exist if we acted like a community together and used a centralised source code and configuration management system like every other open source community software project on the planet :know:ok , i fixed the mod order eventually :up:
Bathrone
05-10-13, 08:29 PM
Nope it it correct. Thanks for trying to help. I never told you how I combined mods. I just never followed up at what you told me from here.
Sober's modlist reply (http://www.subsim.com/radioroom/showpost.php?p=2045845&postcount=1800)
If you follow the links at sober's modlist, post #2 for #Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
http://www.subsim.com/radioroom/showthread.php?t=182194
The following happens: You are redirected to TheBeast's post, Main mod about 60MB, patch 1 about 43MB, patch 1 hotfix about 1.79KB. All three download links at bottom of page.
I did combine TheBeast's patch 1 and hotfix and called it, "Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix". I modified patch 1 and the hotfix along time ago. Then still add Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober after. See what happens? Did I miss something still? Let me know.
If I still overlooked something then you or I need to inform sober. Sorry sober if I made a mistake after trying to help out earlier on same topic.
MIke I understand what you have done. The problem is no one else can see what youve done by the standards youve applied to your directory naming. Since you merged those two configuration items without doing something in the name like MERGED it leads other people to make mistakes.
Anyway now that Sober has fixed his and I imagine most people goto Sobers mod list to download them the problem is resolved
Mikemike47
05-10-13, 08:55 PM
MIke I understand what you have done. The problem is no one else can see what youve done by the standards youve applied to your directory naming. Since you merged those two configuration items without doing something in the name like MERGED it leads other people to make mistakes.
Anyway now that Sober has fixed his and I imagine most people goto Sobers mod list to download them the problem is resolved
Now I realized what I did not explain. When I provided a modlist at various threads, I stated as Equipment_Upgrades_Fix_v1_4_Patch_1 & hotfix. But NEVER mentioned it here.
Now I can say how my thoughts were affected here as well as work. Things I would never miss since I am so detail oriented. It's not just the getting older thing. :rotfl2:I've had four weeks of bronchitis, and worked 80% of that time and finally is breaking up. :salute::haha::haha::woot::woot: :DMy job is technical but can be physical at times, too.
I understand your points of merging and mistakes. :salute: I love sober's modlist, too. :yeah::up:It is my main reference for mods.
Happy hunting, and fixing things for better immersion and enjoyment.
Bathrone
05-17-13, 07:41 PM
Gday folks
So Im interested in the EUF and NOZAURIO'S SKIN (Standar No Emblem) v-1.1.0.
Im using Sobers mod list as a general guideline on the correct order. Sober places EUF first then the new uboat skin second. When I do this I get a bunch of mod enabler warnings:
"Conning_7C_01.dds" has already been altered by the "Equipment_Upgrades_Fix_v1_4_Patch_1" mod.
"Conning_7C_01_N.dds" has already been altered by the "Equipment_Upgrades_Fix_v1_4_Patch_1" mod.
"Conning_7C_02.dds" has already been altered by the "Equipment_Upgrades_Fix_v1_4_Patch_1" mod.
"Conning_7C_02_N.dds" has already been altered by the "Equipment_Upgrades_Fix_v1_4_Patch_1" mod.
"Conning_7C_02_O01.dds" has already been altered by the "Equipment_Upgrades_Fix_v1_4_byTheBeast" mod.
"Conning_7C_02_O01.dds" has already been altered by the "Equipment_Upgrades_Fix_v1_4_Patch_1" mod.
"Uboat7C_deck.dds" has already been altered by the "Equipment_Upgrades_Fix_v1_4_Patch_1" mod.
"Uboat7C_deck_N.dds" has already been altered by the "Equipment_Upgrades_Fix_v1_4_Patch_1" mod.
"Uboat7C_O01.dds" has already been altered by the "Equipment_Upgrades_Fix_v1_4_byTheBeast" mod.
"Uboat7C_O01.dds" has already been altered by the "Equipment_Upgrades_Fix_v1_4_Patch_1" mod.
"Uboat7C_structure.dds" has already been altered by the "Equipment_Upgrades_Fix_v1_4_Patch_1" mod.
"Uboat7C_structure_N.dds" has already been altered by the "Equipment_Upgrades_Fix_v1_4_Patch_1" mod.
"Uboat7_body.dds" has already been altered by the "Equipment_Upgrades_Fix_v1_4_Patch_1" mod.
"Uboat7_body_N.dds" has already been altered by the "Equipment_Upgrades_Fix_v1_4_Patch_1" mod.
So if I try to use EUF with the uboat skin mod am I clobbering a whole bunch of EUF goodness in the process? Thanks
Mikemike47
05-18-13, 10:20 AM
Sober places EUF first then the new uboat skin second. When I do this I get a bunch of mod enabler warnings:So if I try to use EUF with the uboat skin mod am I clobbering a whole bunch of EUF goodness in the process? Thanks
Yes, you are clobbering the goodness in the order described. Same situation as you have asked about with menu.txt. JSGME does not discriminate. Makes no difference if a file is *.dds, *.cfg, *.txt. Any overwrite is an overwrite.
Bathrone
05-18-13, 07:01 PM
Thanks Mike. So are these files important to the EUF mod? What is the functional gameplay impact of doing what others like Sober has done by enabling EUF then the Novaro skin?
TheBeast
05-18-13, 07:29 PM
What is the functional gameplay impact of doing what others like Sober has done by enabling EUF then the Novaro skin?
Enabling Novaro's skin after EUF has no impact on gameplay other then submarine paint sceme.
Regards!
TheBeast
Bathrone
05-18-13, 07:47 PM
Awesome great news :) I will note that for my modlist
EUF is a great mod, thanks very much :salute:
hello,
I have fix all line date in the sober mod (available by date) V9
This fix prevent all equipments from been avalaible to early like bold.
http://www.subsim.com/radioroom/downloads.php?do=file&id=4075
edit : reupload 05/26/13 (11:51am)
Instruction :
first step
If you have unlocked any skin or reward from uplay, bad news, the game will overwrite at each start the "UpgradePacks.upc" file.
2 solution :
overwrite the file UpgradePacks.upc in "Silent Hunter 5\data\UPCDataGE\UPCUnitsData" after each start (alt tab and copy)
Prevent Sh5.exe to have any access to internet (with windows firewall for example), ban any incoming and outcoming traffic for sh5.exe.
Second step
If you have already start a campaign and want to correct the date problem, you will need to delete all files(exept RichSavedGames and SaveGames folder) in
C:\Users\YOURSESSION\Documents\SH5\data\cfg
Then start the game,
verify that the UpgradePacks.upc localte in \Silent Hunter 5\data\UPCDataGE\UPCUnitsData as not been overwritten by cloud.
Search for UpackUbBold2 and check the line UnitUpgradePackIntervalOptions1 if you see :
UnitUpgradePackIntervalOptions1=NULL,NULL, 1500 -> file has been overwritten by cloud
UnitUpgradePackIntervalOptions1=1943-01-01, 1943-05-01, 2000 -> all good.
Start a new campaign (any name) tutorial for example, after loading return to the menu immediatly (the game has recreate all files we remove before in C:\Users\YOURSESSION\Documents\SH5\data\cfg\ with good value.
I just play 2hr withtout sh5.exe having ourcome and income connection block.
No problem.
This prevent the game from overwriting equipment upgrade files without disabling the cloud savegame (if enable in uplay).
Bathrone
05-26-13, 08:16 PM
Wont that prevent campaign missions from progressing? It wont stop the game but the missions arent recognised AFAIK.
I'm not sure, but this is not different if you play "offline" without internet connection,the internet connection requirement at all time has been removed some time ago by ubisoft
The windows firewall rule will not prevent the game to access other process, as the uplay cloud savegame continue to work.
It should be easy to test with the first objectif or total germany.
There's no problem to validate campaign objective if you do not allow internet access to sh5.exe, I just finish one without problem.
the 10.5cm deckgun is a clone of the stok 8.8cm one; they both use the same tooltips and ammunition icons. Changing them should be feasible. I will look into this issue as soon as I will get other stuff that I am currently working on finished:up:
The Improved 2cm Flak 30 should have Magazine size: 30 rounds
In game it only only 20 (I don't know if it's an error in the info text or not)
Like the 10.5 deckgun it have the tooltip of the clone weapon.
volodya61
06-01-13, 07:22 AM
The Improved 2cm Flak 30 should have Magazine size: 30 rounds
In game it only only 20 (I don't know if it's an error in the info text or not)
Like the 10.5 deckgun it have the tooltip of the clone weapon.
C30 Improved is not a clone..
It's not the same skin, but the caracteristics seems the same.
volodya61
06-01-13, 09:35 AM
It's not the same skin, but the caracteristics seems the same.
I didn't mean skin, I mean they are two completely different GR2 models..
Deck-guns (88mm and 105mm), in opposite, are using the same GR2 model..
I didn't mean skin, I mean they are two completely different GR2 models..
:yep:
Deck-guns (88mm and 105mm), in opposite, are using the same GR2 model..
yes, the same GR2 model cloned to represent a different gun. Sim file settings are different, but menu settings and gun camera settings are identical.
Another bug add with patch 1 :
All custom coating for the 7C have incorrect image preview (there all point to the same preview picture number 49) due to incorrect image index in UpgradePacks.upc (probably a bad copy paste).
Alberitch camo for 7B have incorrect image preview.
Camo A (tiger) seems to be avalaible for VIIA type but in the stock game the camo A is only a camo for type B C and 41 (the preview picture is the 7b one) .
This mod need a new Patch/Hotfix :hmm2:
volodya61
06-05-13, 07:40 AM
...This mod need a new Patch/Hotfix :hmm2:
This mod needs a full revision and rework.. (in my experience and opinion..)
tyguy611
06-10-13, 09:33 PM
I only have access to the 10mm deck gun, three light flak guns, and a few others. I am unable to see the heavy flak guns, deck guns, conning tower upgrades etc.... any advice. I have tried it with just this mod, and all patches for it too.
Equipment depend of the uboat type.
tyguy611
06-11-13, 02:37 PM
Equipment depend of the uboat type.
I have played the game all the way until the last missions, is there a way to change the uboat type? As far as i know i have had the same one the whole time.
V13dweller
06-12-13, 02:02 AM
You Are actually changing, but the differences between the VIIA, VIIB, VIIC and VIIC/41 are very minor.
You only get to use the VII's, no IX, no XXI or II.
Berlorian
06-13-13, 09:38 PM
Heya all,
I was just curious as to where the free upgrades went as i had old verion of "upgrades fix"v1.0 with "upgrades available"v1.0 or something like that.
And the upgrades were free and did not cost renown.
unlike now where i upgraded a uboat after saving renown then got new boat and lost all upgrades.
But yeah i liked the fact they were previously all free. as it was more realistic. im sure during ww2 uboat pilots didn't pay for their upgrades or torps.
or is this a mod feature im missing.
TheNorseWind
09-02-13, 06:05 PM
This seems good, i have camos, 10mm deck gun, some new AA guns, torpedoes and a few upgrades, but not all as i can see in the posted image
makiferol
10-06-13, 03:26 AM
Hi, i just installed this but i don't know if it is working for my current campaign. I don't have brown page for u-boat upgrade screen like in the first post. ( gray default screen page ).
i don't have any new upgrades either, this may be due to date being March 1940, not sure. For example, screenshot in the first post has Wintergarden Flak gun and there are 3 options. In my game, it is named rear deck flak gun and there are only 2 options.
Any help is appreciated.
Laffertytig
10-06-13, 11:18 AM
im getting the following error message when loading sh5
#OPEN ERROR:# data/menu/skins/german/gui/upgrade/Periscope.dd'
using the list below ive narrowed it down to 'Equipment_Upgrades_Fix_v1_4_byTheBeast'
i should add that the game is at version 1.2 and is fully patched using the generic patcher.
ps, i tried unistalling all mods and installing only this one mod. i still get the error. is it incompatible which something the generic patcher has altered. i uninstalled all the patches and the game runs with this mod so it seems to be be an issue with something the patcher has altered. anyone been here before?
my heads tellin me to walk away from sh5 and its modding nightmare and never go near it again at least until someone creates an installer like gwx had.. ive already spent around 4 hours getting to this point and its unlikely to get any easier right.
i would happily pay for it as well, anything to avoid all the BS we have to go through to get this game to a reasonable level.
Mods List sobers 0900 23092013 (correct order)
Accurate German Flags
sobers game loading tips V8 SH5
DBM Background Video
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
sobers multi color mod V5
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
DynEnv v2.9 - 12. Sounds
Small_trees_SH5_V1
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers water splash anim SH5
sobers best ever fog V22 SH5
sobers base sky mechanics V1
sobers better terrain v3 SH5
sobers waves mod V12 27032013
sobers more trees SH5
SH5_7A_Conning_Fix
Fuel Gauge WoGaDi_SteelViking's Interior
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_3_ byTheBeast
SH5 Longer Repairs v.1
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
AI_sub_crew_1_0_2_TheDarkWraith
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_5_0_Real_Navigation
NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha
Submarine's .sim&cfg (modified for engine ratio + independent control patches)
Sjizzle's - Charts for NewUIs part1_07.06.2013
Manos Scopes-patch for 16x9
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
Depth Charge Fix Reduced Explosion Range
Cerberus62 Corrected Depth Charge Projector 1.0
Reworked Morale and Abilities v.1.1
MFCMCCDLite
Speech fixes and additions (english version)
sobers green crew training V4 SH5
TDW FX Fix for Sobers chimney smoke
Church's Compass Dials Mod v2.2 - Option Two
OPEN HORIZONS II_full v2.2
R.S.D. - Reworked Submarine Damage v4 by vdr1981
SkyBaron's Leigh Light for SH5 1.1
Sobers Terrain fix for OH2 V2.2
RPM Hydrophone merchants 2.1 -for OHII full v2.2-
Expanded Navies by Cybermat47 v.1.0.01
smaller flags for Warships 1_0b
sobers Lights Cfg V5 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally TDC Help v2
MadMaxs_SH5_Subdiesel (mono) v2
sobers hud sounds V1 SH5
sobers no footstep sound mod
sobers Realistic contrast V6 SH5
sobers_realistic_underwater_FX3
EQuaTool 01.01 by AvM - Large Style
AOB slide ruller for TDW UIs and MO by stoianm
Warfox deck crew always whispering SH5 German Version
gap - HD 1 deg Scope Bearing v 1.0
Shadow Improvement ModLR
sobers bad weather deck gun V5 SH5
sobers map colors SH5 V1
TheBeast
11-22-13, 04:24 PM
High all!:salute:
Not back yet but have some time to write a message.
If you have unlocked any Skin or other Reward from U-Play, bad news, the game will overwrite a file at each game start "UpgradePacks.upc".
Possible Solution :
overwrite the file UpgradePacks.upc in "Silent Hunter 5\data\UPCDataGE\UPCUnitsData" after each game start (alt tab and copy the file)
-or-
Prevent Sh5.exe to have any access to internet (with windows firewall for example), ban any incoming and outgoing traffic for sh5.exe.
Thank you Choum for reminding me about this...
Regards!:Kaleun_Cheers:
TheBeast
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