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TheBeast
04-04-11, 11:24 PM
Equipment and Upgrade Fixes v1.4 - by TheBeast 11/19/2011

This MOD is JSGME ready!

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.

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>



PURPOSE:
The intent of this MOD is to FIX some of the issues that currently exist in stock SH5
Provide access to Equipment that already existed in game but we did not have access to.
Add new Equipment items.

CREDIT:
BIGREG - Raise/Lower Rod and Round Radio Antenna
Reaper7/BIGREG - Information about Snorkel
SubSim MOD'ing Community - Information Resources
Nozaurio - Typ-VIIC: U-552 Paint Scheme
Choum - French Translation (http://uploading.com/files/get/6d5944bd/Equipment_Upgrades_Fix_v1_4_FRA.zip)

Installation:
- Install this MOD Last.
- Uncompress to you MODS folder and use JSGME to enable MOD(s).

This MOD effects the following files:
- Data\UPCDataGE\UPCUnitsData\Equipment.upc
- Data\UPCDataGE\UPCUnitsData\UpgradePacks.upc
- Data\UPCDataGE\UPCUnitsData\Weapons.upc
- Data\UPCDataGE\UPCUnitsData\Ammunition.upc
- Data\Menu\Pages\Page WeaponsAndSensors.ini

FIXES:
- Corrected numbering sequence in Equipment.upc
- Corrected numbering sequence in UpgradePacks.upc
- Corrected numbering sequence in Weapons.upc
- Corrected numbering sequence in Ammunition.upc
- Changed TrackingID=xxx Numbers for almost every upgrade pack.

Files Added:
- Adds file Data\Textures\TNormal\tex\emblems\Merchant_Raiders .dds
- Adds file Data\Textures\TNormal\tex\emblems\Wolf_Emblem.dds
- Adds file Data\Textures\TNormal\tex\emblems\Skull_N_Bones.dd s
- Adds file Data\Textures\TNormal\tex\emblems\Smiley.dds
- Adds file Data\Menu\Skins\German\Gui\Upgrade\Uboat7c_alb_imp .dds (displayed on Mechanic Upgrade Menu list in Port)
- Added new SKIN Textures for Improved Alberich.
- Adds file Data\Menu\Skins\German\Gui\Upgrade\Uboat7c_tarn.dd s (displayed on Mechanic Upgrade Menu list in Port)
- Added new SKIN Textures for Tarnmatte.
- Adds file Data\Menu\Skins\German\Gui\Upgrade\Uboat7c_tarn_im p.dds (displayed on Mechanic Upgrade Menu list in Port)
- Added new SKIN Textures for Improved Tarnmatte.
- Adds file Data\Menu\Skins\German\Gui\Upgrade\Uboat7c41_alb_i mp.dds (displayed on Mechanic Upgrade Menu list in Port)
- Added new SKIN Textures for Improved Alberich.
- Adds file Data\Menu\Skins\German\Gui\Upgrade\Uboat7c41_tarn. dds (displayed on Mechanic Upgrade Menu list in Port)
- Added new SKIN Textures for Tarnmatte.
- Adds file Data\Menu\Skins\German\Gui\Upgrade\Uboat7c41_tarn_ imp.dds (displayed on Mechanic Upgrade Menu list in Port)
- Added new SKIN Textures for Improved Tarnmatte.
- Adds Nozaurio's U-552 Skin using TextureSuffix=_camo_d Data\Textures\TNormal\tex

To do list:
- Determine if any other fixes are required for effected files and merge those changes in future revision.

Revision History:
04/06/2011 Change GDG Hydrophone Min depth from 0 to -5 Meters
04/06/2011 Change KDB Hydrophone Min depth from 0 to -8 Meters
04/09/2011 Added Information and Notes for FUMO-61 Radar
04/09/2011 Adjusted availablity dates for FuMO-61 Radar
04/09/2011 Added Information and Notes for FUMO-65 Radar
04/09/2011 Adjusted availablity dates for Fumo65 Radar
04/09/2011 Added Information and Notes for FUMB-10 Radar Warning Detect
04/09/2011 Added Information and Notes for FUMB-26 Radar Warning Detect
04/09/2011 Added Information and Notes for FUMB-391 Radar Warning Detect
04/09/2011 Adjusted availablity dates for Decoys
04/20/2011 Added option to remove Selected Radar
05/19/2011 Added Nozaurio's U-552 as Mechanics Upgrade Paint Scheme Option.
09/15/2011 Removed UBoot_Sensors.sim from this MOD.
09/15/2011 Complete rewrite of UPC files to group items into catagories.
09/15/2011 Commented availability dates so everything is available at campaign start.
10/20/2011 Added Textures for new Paint Scheme's.
10/20/2011 Corrected invladid characters in Data\UPCDataGE\UPCLocalization\dialogs.tsr
10/30/2011 Added new 105mm Deck Gun upgrade options
11/03/2011 Added Nozaurio's U-552 Skin Texture Updates.
11/05/2011 Added new Conning Tower Eagle 3D Model as optional FuMO-29 Antenna.
11/08/2011 Corrected type error for 105mm Deck Gun in Data\UPCDataGE\UPCLocalization\UPCLocalization.tsr
11/19/2011 Added new Hinged Snorkle Model and Upgrade Pack.

http://www.subsim.com/radioroom/downloads/equipment_upgrades_0Gv.jpg
http://www.subsim.com/radioroom/picture.php?albumid=329&pictureid=4035

DOWNLOAD LINKS:
http://www.subsim.com/radioroom/downloads.php?do=file&id=3126 (http://www.subsim.com/radioroom/downloads.php?do=file&id=3126)

Equipment Upgrade Fixes v1.4 Patch 1 (http://www.subsim.com/radioroom/downloads.php?do=file&id=3457)
Equipment Upgrade Fixes v1.4 Patch 1 HotFix (http://www.mediafire.com/?p54b9i86lvcnewv)

Please read thread [TEC]Adding Upgrade Packs (http://www.subsim.com/radioroom/showthread.php?t=171815) for more details and information.

TheBeast
04-04-11, 11:35 PM
This MOD still has a lot of work to be done to it.

Dates and Renown costs still need some adjustment.

There are still many other equipment items that exist in stock game we do not as yet have access to even with this MOD.

PERMISSION FOR USE:
You are free to combine this MOD with others as long as proper credits are given.

ddrgn
04-05-11, 12:02 AM
Awesome looking work! Downloading now!

Stormfly
04-05-11, 12:11 AM
:up: THX man !

Zedi
04-05-11, 01:40 AM
....
The intent of this MOD is to FIX some of the issues that currently exist in stock SH5
Provide access to Equipment that already existed in game but we did not have access to. I have not added any new Equipment....

So what this mod do exactly? What do you mean by "Equipment that already existed in game but we did not have access to"? Which ones?

TheBeast
04-05-11, 02:53 AM
So what this mod do exactly? What do you mean by "Equipment that already existed in game but we did not have access to"? Which ones?

Basically, I corrected some Type-O errors that prevented some equipment from being listed in the Upgrades Menu.
I also found many equipment items in game that were not exposed to Kapitan's visiting the in port Mechanic.

Please read thread [TEC]Adding Upgrade Packs (http://www.subsim.com/radioroom/showthread.php?t=171815) for more details.


I know that some of these items do not belong on the Typ-VII but as MOD'ing of SH5 progresses, these and many other items will be needed.

stoianm
04-05-11, 07:36 AM
This mod add the extra equipment related to the WWII years?

Jaguar
04-05-11, 08:25 AM
Sounds very good. Do you have a list of the extra equippment on the mod? Just askink because canīt download it now and it seems there will be some conflicts with MO and stoianm renow costs zero mods.

Btw, does the snorkel work on the game? If not big problem and big bug :down: .

stoianm
04-05-11, 08:27 AM
i will upload soon a version compatible with the TheBeast mod.... first i want to know if the upgrades are related to the WWII years

Jaguar
04-05-11, 08:38 AM
i will upload soon a version compatible with the TheBeast mod.... first i want to know if the upgrades are related to the WWII years

It will be great stoi :up:. As soon as we discover what the upgrades are about.

stoianm
04-05-11, 08:42 AM
It will be great stoi :up:. As soon as we discover what the upgrades are about.
i just verified ... they are related to the year... awsome mod TheBeast:yeah:... i will release soon a version comp with this mod and also one comp with a fistfull of emblem and this mod all togheter

Jaguar
04-05-11, 08:49 AM
i just verified ... they are related to the year... awsome mod TheBeast:yeah:... i will release soon a version comp with this mod and also one comp with a fistfull of emblem and this mod all togheter

Looking forward to it!

@TheBeast: is the snorkel now functional?

TheBeast
04-05-11, 08:59 AM
Looking forward to it!

@TheBeast: is the snorkel now functional?

The Snorkel is not functional yet. It is missing a objSnorkel control. This control enables Raise/Lower of snorkel.
As is right now. I know I am not able to get the Snorkel functioning.

I tried the Telescoping Snorkel and it did Raise/Lower but the engine would not run while at Snorkel Depth. So with that said, even if we get the missing controller added, I do not think it will work.

stoianm
04-05-11, 09:03 AM
@TheBeast

You will make a version of your mod compatible with ,,a fistfull of emblems mod''?.... a lot of guys around here use that mod

tnx

TheBeast
04-05-11, 09:10 AM
@TheBeast

You will make a version of your mod compatible with ,,a fistfull of emblems mod''?.... a lot of guys around here use that mod

tnx

Very easy change.

Edit Fist full of emblems Equipment.upc and copy all the new emblem equipments from there and paste them at end of my Equipment.upc file.
Then Re-number all the new entries in sequence and save.

Edit Fist full of emblems UpgradePacks.upc and copy all the new emblem Upacks from there and paste them at end of my UpgradePacks.upc file.
Then Re-number all the new entries in sequence and save.

stoianm
04-05-11, 09:13 AM
Very easy change.

Edit Fist full of emblems Equipment.upc and copy all the new emblem equipments from there and paste them at end of my Equipment.upc file.
Then Re-number all the new entries in sequence and save.

Edit Fist full of emblems UpgradePacks.upc and copy all the new emblem Upacks from there and paste them at end of my UpgradePacks.upc file.
Then Re-number all the new entries in sequence and save.
yes i know... but i supoused that if is your mod you will not like if i will make him comp with ''a fistfull of emblems''... i think is better that you upload a version of your mod comp with a fistfull of emblems in your mod pakage... if i will make this and i will upload in my mod package the people will be confused

Jaguar
04-05-11, 10:00 AM
The Snorkel is not functional yet. It is missing a objSnorkel control. This control enables Raise/Lower of snorkel.
As is right now. I know I am not able to get the Snorkel functioning.

I tried the Telescoping Snorkel and it did Raise/Lower but the engine would not run while at Snorkel Depth. So with that said, even if we get the missing controller added, I do not think it will work.

Thx for the answer. Why they released a game with a snorkel that doesnīt work is beyond understanding :-?.

Dignan
04-05-11, 10:29 AM
Thx for the answer. Why they released a game with a snorkel that doesnīt work is beyond understanding :-?.

Go ahead and add magnetic torp detonations, correctly functioning AOB data tool and if I'm not mistaken the radar detector does not work. Not sure about the last one.

Jaguar
04-05-11, 10:36 AM
Go ahead and add magnetic torp detonations, correctly functioning AOB data tool and if I'm not mistaken the radar detector does not work. Not sure about the last one.

If the radar warning does not work and without snorkel playing after 43 will be senseless :shifty: .

Zedi
04-05-11, 10:57 AM
Radar its working, Im playing in 44 now. Problem is with the real navigation mod & high realism as none of the crew members report radar contacts. If you dont care much about realism and you have map contacts enabled, no problem detecting the enemy on surface, you will see them in the same way as you see the hydro contacts.

Snorkel would help a lot in intercepting your target, but is not something to make the game unplayable. Is not a reason to return to base if you got it broken and cant repair it at sea. The only place I missed it big time was Gibraltar where is absolutely impossible to get through without it on high realism. Same with Dover and the shallow waters around England.

Dignan
04-05-11, 11:26 AM
Radar its working, Im playing in 44 now. Problem is with the real navigation mod & high realism as none of the crew members report radar contacts. If you dont care much about realism and you have map contacts enabled, no problem detecting the enemy on surface, you will see them in the same way as you see the hydro contacts.

Snorkel would help a lot in intercepting your target, but is not something to make the game unplayable. Is not a reason to return to base if you got it broken and cant repair it at sea. The only place I missed it big time was Gibraltar where is absolutely impossible to get through without it on high realism. Same with Dover and the shallow waters around England.

So radar does work? How about the radar detection equipment? Will you know when someone else has you on radar?

Trevally.
04-05-11, 11:32 AM
So radar does work? How about the radar detection equipment? Will you know when someone else has you on radar?

yes that works also. shows as a green hydro line

edit: and that is why it does not work with real nav.

TheBeast
04-05-11, 11:54 AM
Added a Patch to enable A Fist Full of Emblems v 1.51

See post #1 for D/L link (http://www.subsim.com/radioroom/showpost.php?p=1636046&postcount=1)

:woot:

stoianm
04-05-11, 11:54 AM
Added a Patch to enable A Fist Full of Emblems v 1.51

See post #1 for D/L link

:woot::up:

Jaguar
04-05-11, 12:42 PM
Radar its working, Im playing in 44 now. Problem is with the real navigation mod & high realism as none of the crew members report radar contacts. If you dont care much about realism and you have map contacts enabled, no problem detecting the enemy on surface, you will see them in the same way as you see the hydro contacts.

Snorkel would help a lot in intercepting your target, but is not something to make the game unplayable. Is not a reason to return to base if you got it broken and cant repair it at sea. The only place I missed it big time was Gibraltar where is absolutely impossible to get through without it on high realism. Same with Dover and the shallow waters around England.

Good news at last! I do care about realism but my personal interpretation of it allows not to play with 100%:DL so one problem less.

The snorkelīs absence per se doesnīt make it unplayable, but Iīm afraid it will be a serious handicap. Yet to see though, still on 1940...

pascal4541
04-05-11, 12:57 PM
hi,
Installing before or after NewUI's, FX and IRAI ?
Conflict with UBoot_Sensor.sim
Thank you

TheBeast
04-05-11, 01:03 PM
hi,
Installing before or after NewUI's, FX and IRAI ?
Conflict with UBoot_Sensor.sim
Thank you

Install last.

Exceptions listed in Readme files.

I changed Texture Suffix in UBoot_Sensors.sim
- Alberich_Improve from albrecht to alb_imp
- Tarnmatter from albrecht to tarn
- Tarnmatte_Improved from albrecht to tarn_imp

This allow for unique skins for each anti-sensor coating for all submarines. Though I only added Upgrade Packs for the VIIC and VIIC/41.

Using the Typ-VIIC Conning Tower #1 Texture for Example:
Old filename for all anti-sensor coatings = Conning_7c_01_albrecht.dds
Filename for Alberich = Conning_7c_01_albrecht.dss This filename remains unchanged.
new filename for Alberich_Improved = Conning_7c_01_alb_imp.dds
new filename for Tarnmatte = Conning_7c_01_tarn.dds
new filename for Tarnmatte_Improved - Conning_7c_01_tarn_imp.dds

pascal4541
04-05-11, 01:09 PM
Thank you very much TheBeast :up:

Stormfly
04-05-11, 01:33 PM
So radar does work? How about the radar detection equipment? Will you know when someone else has you on radar?

...there is also a log message comming "receiving radar signals", got that using "Biskaya Cross" equipment in november 42, helps alot if using real navigation...

Stevepine
04-05-11, 02:02 PM
...there is also a log message comming "receiving radar signals", got that using "Biskaya Cross" equipment in november 42, helps alot if using real navigation...


Can someone explain what real navigation actually does or removes... I have not used it so far ( thinking it would makes things super difficult ) and does it just install as normal with JGSME ?


noob question I know!

Jaguar
04-05-11, 02:07 PM
Can someone explain what real navigation actually does or removes... I have not used it so far ( thinking it would makes things super difficult ) and does it just install as normal with JGSME ?
noob question I know!

Real navigation is indeed a tough nutt to crack. Stoianm has some very educative tutorials here:

http://www.subsim.com/radioroom/showthread.php?t=181538&page=13

canīt recommend it enough

StarTrekMike
04-05-11, 03:11 PM
All I really want to know is what this adds.

can we get a list of sorts?

The only reason I ask is because I don't want to start another new game without knowing all the details.

Mike

Trevally.
04-05-11, 04:18 PM
It removes most of the info from your mav map. No:-
uboat
ships
hydro bearings etc.
So as you cant see where you are - there is also no waypoint setting.

There is :-
land
radio reports
nav fixes (this tells you where you are within an error radius)
super marks (for making notes).

It is a bit scary when you first try but well worth the effort.
See some of Soianm's vids.:yep:

You can install and uninstall any time.

There are also scripts to help. See harbour pilot and my auto scripts.
They make it easier by auto adding nav fixes etc:up:

Dignan
04-05-11, 04:43 PM
CREDIT:
BIGREG - Raise/Lower Rod and Round Radio Antenna


Does this allow us to lower that radio rod that sticks out of teh water at periscope depth?

sirbum69
04-05-11, 04:51 PM
anyone know if this can be added while out to see, or should i wait until i reach port again...Really dont want to start all over again lol...Ive done that so many times in the last week, because of crashes and corrupt saves

Jaguar
04-05-11, 04:57 PM
anyone know if this can be added while out to see, or should i wait until i reach port again...Really dont want to start all over again lol...Ive done that so many times in the last week, because of crashes and corrupt saves

As a rule of thumb, the best way to install this kind of mod is when in bunker. You donīt have to start a new campaign, AFAIK only icebergs mod requires that. This is why Iīm not going to see them in the near future.:nope:

TheBeast
04-05-11, 06:49 PM
Does this allow us to lower that radio rod that sticks out of teh water at periscope depth?

No, but we can lower it if you like. it is very easy.

anyone know if this can be added while out to see, or should i wait until i reach port again...Really dont want to start all over again lol...Ive done that so many times in the last week, because of crashes and corrupt saves

This MOD does not require new campaign. You can load while at sea or in port.

sirbum69
04-05-11, 06:55 PM
thansk now if i can just get rid of the dam dreaded, there seems to be a problem with the connection to server please restart game crap...

God i swear this game hates me.....Other wise nice mod...

Dignan
04-05-11, 07:19 PM
No, but we can lower it if you like. it is very easy.


That would be wonderful. Could you tell us how to lower it or edit it out completely? Is it in the uboat.sim file?

TheBeast
04-06-11, 07:06 AM
Made some Minor changes that I should have had to start with last year.

Uploaded new UBoot_Sensors.sim that keeps the Rod Radio Antenna from Extending.

See Post #1 for more information (http://www.subsim.com/radioroom/showpost.php?p=1636046&postcount=1).

:woot:

stoianm
04-06-11, 07:08 AM
nice:yeah:

TheBeast
04-06-11, 07:22 AM
QUESTION:
Is it possible to have Balkan Gerat and KDB Hydrophone at same time?
Were any boats ever really configured this way?

Although they Balkan Gerat can function while surfaced because the Hydrophone Head is on the keel of the boat. It does have a very distinct disadvantage. As Destroyers close on you, Sonar loses contact when they get close. A cone of silence above the UBoat where it can not hear. The GHG hydrophone also has this issue but a smaller cone of silence. This adds some difficulty when trying to avoid Depth Charges.

The KDB Hydrophone head does not function while surfaced. The Hydrophone Head is on the Deck towards the Bow of the boat, so you must be submerged at least 8 meters before it starts working.
The good thing is you do not lose contacts as they pass over you.

stoianm
04-06-11, 07:27 AM
Even if is posible i not like to have both because is not immersive...

Dignan
04-06-11, 08:36 AM
Made some Minor changes that I should have had to start with last year.

Uploaded new UBoot_Sensors.sim that keeps the Rod Radio Antenna from Extending.

See Post #1 for more information (http://www.subsim.com/radioroom/showpost.php?p=1636046&postcount=1).

:woot:

Glorious! You are my savior.

Anyone had compatibility issues with this and NewUIs, IRAI or FXfix?

Jaguar
04-06-11, 11:59 AM
Just installed the mod with stoianm renow costs zero. Iīm still in 1940 (Type VII/C) but every item is available: decoys, RWR and so on. Is it supposed to be that way or did I do something wrong? :06:

TheBeast
04-06-11, 02:00 PM
Just installed the mod with stoianm renow costs zero. Iīm still in 1940 (Type VII/C) but every item is available: decoys, RWR and so on. Is it supposed to be that way or did I do something wrong? :06:

Not really. I mentioned that the Availability Dates and Renown Costs still need to be adjusted so I still have some research to do unless someone already has that info and wants to share it.

Jaguar
04-06-11, 02:28 PM
Not really. I mentioned that the Availability Dates and Renown Costs still need to be adjusted so I still have some research to do unless someone already has that info and wants to share it.

Thanks:up:. It seems I didnīt paid attention. In the meantime, is there a file where I can find the Availability Dates so I can choose the devices only when historically correct? Your mod is great btw :yeah:.

Dignan
04-06-11, 03:50 PM
Change to keep Rod Radio Antenna from Extending:
http://www.subsim.com/radioroom/downloads.php?do=file&id=3128 (http://www.subsim.com/radioroom/downloads.php?do=file&id=3128)

Hi Beast. Would it be possible to make a version of radio rod fix based on IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting. I want to use your fix but a lot of people are using IRAI and have the no hydro, no aircraft spotting fix in their mod setup. If I use your fix, it will overwrite this IRAI file.

TheBeast
04-06-11, 09:31 PM
Hi Beast. Would it be possible to make a version of radio rod fix based on IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting. I want to use your fix but a lot of people are using IRAI and have the no hydro, no aircraft spotting fix in their mod setup. If I use your fix, it will overwrite this IRAI file.
No Hydrophone on Surface was already done last night. I updated the Download and added change to history but did not change MOD version number because I intended that change to be there from the start.

The GHG and KDB Hydrophone no longer work while surfaced.
The Balkan Gerat does worked on surfaced and this is correct.

Not sure if I agree with this change. I will have to examine the Visual Sensor settings before I change ability to spot Aircraft. If I am on Patrol, submerge at Periscope depth with Periscope(s) up. The Watch Crew should man the Periscope(s) unless I am using one. So Aircraft should be spotted.
If I am Submerge and Periscope(s) are down and Aircraft are still spotted, then I will change this setting.

Stormfly
04-06-11, 09:50 PM
little update about the radar...

started a "Open Horizons" campaign and equipped the boat with the latest/advanced radar system aviable in March 43 (FuMo-65).

...by the way some icons while fitting are not showing for some equipments, same for some "a fist full emblems" emblems, did i something wrong by installing the fist optional mod and after that Stoi`s little cheat also using fist optional mod) ???

ok... so far, leaved port and after some days, medium fog crawled up the water and i decided to switch on that nice new turning radar antenna...

...12 hours later wind at 3m/s TC drops to 1, my radar warning receiver (FuG 26 Tunis) reports radar signals detected (via message box, no sound or voice or something, would be nice to have), so i decided to manualy check the radar screen. After watching it for 2 minutes i found 2 sometimes 3 medium sized spikes, indicating a contact range of about 8,5 km, bearing 300 deg of bow. After some maneuvering and turnings i also found that the indicated contact bearing is wrong, the scale writing on the turning wheel is mirrored, so in reality the contacts had a bearing of 60 deg. (old SH3 bug ?).

...used the free cam to investigate this spikes and found a hunter / killer group, not noticing that i used my radar for 10 minutes to detect them (maybe their equipment was to old for my high resolution radar ? (which i was able to fit in March 43).

another question, may it be that the radio man isnt reporting new radar contacts because of not beeing skilled using special abilitys ? (Radar direction finder ability (which should boost radar range for him or the sensor ?) is disabled using "No Magic Skills" mod. (required entrys in messageRA.cfg are present).

TheBeast
04-06-11, 10:42 PM
started a "Open Horizons" campaign and equipped the boat with the latest/advanced radar system aviable in March 43 (just forgot the name of it).

...by the way some icons while fitting are not showing for some equipments, same for some "a fist full emblems" emblems, did i something wrong by installing the fist optional mod and after that Stoi`s little cheat also using fist optional mod) ???I also use Open Horizons

Install Order for use with A Fist Full of Emblems:
NOTE: The following MOD's should be installed last in this order.

1. Fist Full of Emblems
1(a). Fist Full of Emblems (Weathered) <--Optional
2. Equipem Upgrades Fix
3. Equip Upgrades AFFOE
4. stoianm's no renown cost for Equip Upgd Fix and AFFOE.

If stoianm made no renown cost for Fist Full of Emblems(AFFOE) version of Equipment and Upgrades Fix, it would install last.

I have done extensive testing with my version and all textures are rendered.
After watching it for 2 minutes i found 2 sometimes 3 medium sized spikes, indicating a contact range of about 8,5 km in 300 deg of bow. After some maneuvering and turnings i also found that the indicated contact heading is wrong, the scale writing on the turning wheel is mirrored, so in reality the contacts had a bearing of 60 deg. (old SH3 bug ?).

...used the free cam to investigate this spikes and found a hunter / killer group, not noticing that i used my radar for 10 minutes to detect them (maybe their equipment was to old for my high resolution radar ? (which i was able to get in March 43).

another question, may it be that the radio man isnt reporting new radar contacts because of not beeing skilled using special abilitys ? (Radar direction finder ability (which should boost radar range for him or the sensor ?) is disabled using "No Magic Skills" mod. (required entrys in messageRA.cfg are present).

All the Bugs you point out are SH5 Bugs. They are not created by this MOD. They existed before this MOD and should be redirected to UbiSoft.

There is so many Bugs in SH5, it is what made me uninstall and shelf the game in June 2010 last year.
I just started playing SH5 again a few weeks ago.
It is "my opinion" that Stock - Out of Box - SH5 does not even meet BETA testing requirements but I wasn't the one setting release cryteria. I have said this many times in the past.

Stormfly
04-06-11, 11:22 PM
it wasnt my intension to post bad things about your work or that there are maybe bad bad bugs in it, i enjoy what you did, plz dont get me wrong !

i posted about the SH5 radar and what i saw in combination with your mod. (edited my post regarding used equipment)

i wrote what i saw helping to fix SH5 or maybe also your mod if it is fixable by the community (you know if there is a bug or not without feedback ? ok but i cant know that you know :)). I also read about availability dates have to be tuned and so on and understand additional feedback would be nice to have.

plz also take in account, SH5 have still so many bugs that it is hard to tell who knows about them and who not, i for my part had my first session using it in SH5 because of your mod... and trust me, i enjoyed it ! :rock:

keep up the good work !

TheBeast
04-06-11, 11:37 PM
it wasnt my intension to post bad things about your work or that there are maybe bad bad bugs in it, i enjoy what you did, plz dont get me wrong !

i posted about the SH5 radar and what i saw in combination with your mod. (edited my post regarding used equipment)

i wrote what i saw helping to fix SH5 or maybe also your mod if it is fixable by the community (you know if there is a bug or not without feedback ? ok but i cant know that you know :)). I also read about availability dates have to be tuned and so on and understand additional feedback would be nice to have.

plz also take in account, SH5 have still so many bugs that it is hard to tell who knows about them and who not, i for my part had my first session using it in SH5 because of you mod... and trust me, i enjoyed it ! :rock:

keep up the good work !

I was not barking at you. If it appears that way, I am sorry. I am just still upset that UbiSoft released SH5 in such a poor state and it does not appear they plan to fix it.
All of these bugs and many many more have already been reported to UbiSoft last year and nothing has happened. It appears as though they got their money and washed their hands of it, other then using the Game Loader as Advertising Tool.

Stormfly
04-07-11, 12:01 AM
I was not barking at you. If it appears that way, I am sorry. I am just still upset that UbiSoft released SH5 in such a poor state and it does not appear they plan to fix it.
All of these bugs and many many more have already been reported to UbiSoft last year and nothing has happened. It appears as though they got their money and washed their hands of it, other then using the Game Loader as Advertising Tool.

yes so true,

ithink by reaching the deadline they realized that they did to much crap with it and also having a very bad feeling about the strong simmer community which are ready and willing to lighten the torches for a visit.

But ithink they expected low sales, they just wanted to test that DRM "feature" with us rabbits, by not taking in account a maybe possible huge loss of company repurtation, duo to not having some kind of risk management, or do they have some ??? ...who cares about some ill sub zombies ? :rotfl2:

Dignan
04-07-11, 06:52 AM
No Hydrophone on Surface was already done last night. I updated the Download and added change to history but did not change MOD version number because I intended that change to be there from the start.

The GHG and KDB Hydrophone no longer work while surfaced.
The Balkan Gerat does worked on surfaced and this is correct.

Not sure if I agree with this change. I will have to examine the Visual Sensor settings before I change ability to spot Aircraft. If I am on Patrol, submerge at Periscope depth with Periscope(s) up. The Watch Crew should man the Periscope(s) unless I am using one. So Aircraft should be spotted.
If I am Submerge and Periscope(s) are down and Aircraft are still spotted, then I will change this setting.

Much appreciated!

TheBeast
04-11-11, 01:10 AM
little update about the radar...

started a "Open Horizons" campaign and equipped the boat with the latest/advanced radar system aviable in March 43 (FuMo-65).

...12 hours later wind at 3m/s TC drops to 1, my radar warning receiver (FuG 26 Tunis) reports radar signals detected (via message box, no sound or voice or something, would be nice to have), so i decided to manualy check the radar screen. After watching it for 2 minutes i found 2 sometimes 3 medium sized spikes, indicating a contact range of about 8,5 km, bearing 300 deg of bow. After some maneuvering and turnings i also found that the indicated contact bearing is wrong, the scale writing on the turning wheel is mirrored, so in reality the contacts had a bearing of 60 deg. (old SH3 bug ?).
I am using the FuMO-29 on Type-VIIC right now and not seeing the error for Bearing to Target. So the Texture is not wrong. Maybe I can reverse (flip-flop) setting for rotation in SIM to correct this issue. Change "0-360" to "360-0" might fix what you have reported. I will check when I get new boat VIIC/41.

Currently at night using Red Lamp, I can't read Bearing from Radar Bearing Wheel. I asked Naight if it is possible to make RR brighter at night.
http://img718.imageshack.us/img718/5294/radarandrrredlamp.jpg

another question, may it be that the radio man isnt reporting new radar contacts because of not beeing skilled using special abilitys ? (Radar direction finder ability (which should boost radar range for him or the sensor ?) is disabled using "No Magic Skills" mod. (required entrys in messageRA.cfg are present).
Even with Wolfi fully Trained as Radio Man he does not report Radar Contact's. He does not report Radio Contact either unless you ask him.
This is a SH5 Stock Bug that really needs to be fixed.

Also, the FuMB-391 'Lessing' and FuMB-26 'Tunis' Radar Detectors are the one Radar Detectors that are supposed show direction to the Radar Source. All other Radar Detectors are supposed to just warn you that a Radar Source is in your Area within detection range.
The FuMB-26 is also not supposed to be Round Model on Post 'Rabbit'. It is supposed to be square antenna mounted on the back Side of the FuMO-30/61/64/65 Radar Antenna so it rotates with the Radar.
The FuMO-391 is a Round 'Rabbit' Model that mounts on top of the Snorkel. It is close to being same stats as FuMB-26 but range is reduced because it is so low in the water when in use.

TheBeast
04-14-11, 06:21 AM
Found this Upgrades Chart image in SHIII
Unless someone can provide proof of different issue dates, I am going to adjust dates to closely align with dates as shown in image.
http://www.subsim.com/radioroom/picture.php?albumid=329&pictureid=4035

pascal4541
04-14-11, 06:49 AM
:up:

TheBeast
04-14-11, 02:48 PM
Added a No Radar Option to the in Port Mechanics Upgrade List.

Data\UPCDataGE\UPCUnitsData\Equipment.upc
[Equipment X]
ID=EqpNoFuMO
NameDisplayable= Real men need no Radar
FunctionalType= EqFTypeRadarAntennaSJEarly
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= NULL
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1

Data\UPCDataGE\UPCUnitsData\UpgradePacks.upc

[UpgradePack X]
ID= UpackUb7NoFuMORadar
NameDisplayable=No Radar
FunctionalType= UpFTypeSensorRadar
Type=NULL
UpgradePackSlotType= UboatType7Radar
UnitUpgradePackIntervalOptionCurrent=1938-09-01,1999-12-31,100
UnitUpgradePackIntervalOptions1=1938-09-01,1999-12-31,0
IDLinkUpgradePackElements=NULL,NULL,EqpNoFuMO
Info= ||This captain needs no Radar
Notes=
TrackingID=600

I will update the download soon.

Magic1111
04-16-11, 03:09 PM
Hi Beast !

I use your MOD, but when I install the new updated "UHS-MOD 1.6 Repack" from here:
http://www.subsim.com/radioroom/downloads.php?do=file&id=1775

at last in my JSGME-List that overrides the File "UBoot_Sensors.sim" from your MOD ! :hmmm:

Now my question: Can you please make a compatible version of the above file from your MOD that works together with the new updated UHS-MOD ?? :D

Because I want to play with your MOD AND the new updated UHS-MOD and start a new campaign, but I think I must wait that both files are compatible, or ???? :hmmm:

Best regards,
Magic:salute:

ddrgn
04-16-11, 04:25 PM
Hi Beast !

I use your MOD, but when I install the new updated "UHS-MOD 1.6 Repack" from here:
http://www.subsim.com/radioroom/downloads.php?do=file&id=1775

at last in my JSGME-List that overrides the File "UBoot_Sensors.sim" from your MOD ! :hmmm:

Now my question: Can you please make a compatible version of the above file from your MOD that works together with the new updated UHS-MOD ?? :D

Because I want to play with your MOD AND the new updated UHS-MOD and start a new campaign, but I think I must wait that both files are compatible, or ???? :hmmm:

Best regards,
Magic:salute:

Hi Magic,

I didn't add compatibility for this mod because I didn't realize it changed the Uboot_sensors.sim.......

If this mod changes only the sub coatings, the hydrophone detection depths and the round radio antenna, then UHS would be installed last....

You would lose TheBeast's settings and retain the UHS changes to teh Uboot_sensors.sim

Magic1111
04-16-11, 05:03 PM
Hi Magic,

I didn't add compatibility for this mod because I didn't realize it changed the Uboot_sensors.sim.......

If this mod changes only the sub coatings, the hydrophone detection depths and the round radio antenna, then UHS would be installed last....

You would lose TheBeast's settings and retain the UHS changes to teh Uboot_sensors.sim

Hi ddrgn !

Many thanks for reply :up: , but If I were sure that the MOD from Beast only change sub coatings, the hydrophone detection depths and the round radio antenna, then I would enable your MOD at last, but the point is, Iīm NOT sure, whether these are the only changes:hmmm:, or whether I loose functions of the MOD from "Beast" when I override his "UBoot_sensor.sim" File ? :hmmm:

Best regards,
Magic

ddrgn
04-16-11, 05:21 PM
Hmmmm.... Going over TheBeast's Uboot_sensors.sim and notice there are elements of UHS in it, radar ranges, hydrophone ranges etc.....

Considering UHS settings are in this mod, maybe a throw a credit my way :)

@Magic

I see there are some changes, what I can do is make a version of UHS sensors for this mod..... In the meantime overwriting the sensors with UHS sensors will not cause any problems........

Magic1111
04-16-11, 05:25 PM
:)
what I can do is make a version of UHS sensors for this mod..... In the meantime overwriting the sensors with UHS sensors will not cause any problems........

That would be great when you can do a compatible version of your MOD with this MOD from Beast ! :woot::up::woot:

Many thanks in advance ! :salute:

TheBeast
04-16-11, 07:14 PM
For now just install UHS's SIM file last. Or use the Uboot_Sensors.SIM from TDW FX MOD.

I really want to pull the SIM out of this MOD because this MOD is for Equipment Upgrades at the in port Mechanics Upgrades. Didn't intend to step on anyone's toe's.

I thought that I PM'd TDW and DDrgn asking them to add the Anti-Sensor Coating TextureSuffix change to their MODs if they wanted too a few weeks ago.

All the changes in the SIM file contained in this MOD is stuff I was playing with back in May of last year. I was working with BIGREG to create the Raised and Rotating Antenna MOD. TDW rolling these settings into his MOD back then. The Sonar Opperational Depths was added per request from several people and the other changes may have been that I had a MOD installed when I grabbed the SIM to work on it.
Specific's for many SIM file changes I did are in my [TEC] thread linked in post #1

The only New change to UBoot_Sensors.sim is changing TextureSuffix for the Anti-Sensor Coatings. Stock all TextureSuffix = albrecht and only the 1 (Alberich) Coating was available as upgeade option. This MOD adds the other 3 coatings that were missing.
Alberich = albrecht (not changed)
Albercht_Improved = alb_imp
Tarnmatte = tarn
Tarnmatte_Improved = tarn_imp

If these Anti-Sensor Coating changes are not in the SIM file, the bonus is still applied and Skin Texture will just use default Starter Skin.

ddrgn
04-16-11, 08:08 PM
For now just install UHS's SIM file last. Or use the Uboot_Sensors.SIM from TDW FX MOD.

I really want to pull the SIM out of this MOD because this MOD is for Equipment Upgrades at the in port Mechanics Upgrades. Didn't intend to step on anyone's toe's.

I thought that I PM'd TDW and DDrgn asking them to add the Anti-Sensor Coating TextureSuffix change to their MODs if they wanted too a few weeks ago.

All the changes in the SIM file contained in this MOD is stuff I was playing with back in May of last year. I was working with BIGREG to create the Raised and Rotating Antenna MOD. TDW rolling these settings into his MOD back then. The Sonar Opperational Depths was added per request from several people and the other changes may have been that I had a MOD installed when I grabbed the SIM to work on it.
Specific's for many SIM file changes I did are in my [TEC] thread linked in post #1

The only New change to UBoot_Sensors.sim is changing TextureSuffix for the Anti-Sensor Coatings. Stock all TextureSuffix = albrecht and only the 1 (Alberich) Coating was available as upgeade option. This MOD adds the other 3 coatings that were missing.
Alberich = albrecht (not changed)
Albercht_Improved = alb_imp
Tarnmatte = tarn
Tarnmatte_Improved = tarn_imp

If these Anti-Sensor Coating changes are not in the SIM file, the bonus is still applied and Skin Texture will just use default Alberich Skin.

Its all good, I like this mod.... I think the best would be to add your coatings settings to UHS or any time TDW changes sensors.... Credit to you of course :)

Sepp von Ch.
04-18-11, 04:23 AM
Hello TheBeast, I tested your Fix with reaper7īs UI Mod v.4.0 and I have a problem with tanker Cimmaron. I tested your fix in single Mission with 4 ships, including a tanker Cimmaron.

Tested with reaper7īs UI Mod v. 4.00:

Without your fix:

http://postimage.org/image/1l413pzdw/


With your fix:

http://postimage.org/image/1l3r6hwf8/

This problem must be somwhere in compatibility of your Fix and reaperīs UI, because Iīve had the same problem with previous version 3.1 of reaper7īs UI mod (In v. 4.00 this problem is solved):

http://www.subsim.com/radioroom/showpost.php?p=1607005&postcount=524

TheBeast
04-18-11, 08:45 AM
Hello TheBeast, I tested your Fix with reaper7īs UI Mod v.4.0 and I have a problem with tanker Cimmaron. I tested your fix in single Mission with 4 ships, including a tanker Cimmaron.

Tested with reaper7īs UI Mod v. 4.00:

Without your fix:

http://postimage.org/image/1l413pzdw/


With your fix:

http://postimage.org/image/1l3r6hwf8/

This problem must be somwhere in compatibility of your Fix and reaperīs UI, because Iīve had the same problem with previous version 3.1 of reaper7īs UI mod (In v. 4.00 this problem is solved):

http://www.subsim.com/radioroom/showpost.php?p=1607005&postcount=524
This is very strange.:timeout:
But you say you have seen this issue using previous versions of Reaper7's UI but appears to be fixed in v4.0. How can you say issue is in this MOD?:06:
Maybe v4.0 really does not solve the problem...
Why has no one else reported this issue.

I see Cimmaron Tanker in Campaign all the time. I am using New_UIs_TDC by TheDarkWraith or CSP MaGUI by DrJones.
What is the Single Mission you are using?:06:

This MOD does not touch any Mechant Vessels.
I do not touch any Mission or Campaign files.
I do not touch Cameras settings.

The only possible link I can think of is memory useage. This MOD adds several previously missing equipment to the in port Mechanic Upgrades list. These equipment already existed, all this MOD does is provide access to these equipment.

Although you used good troubleshooting method, I do not think this MOD is cause of your issue because you had this issue prior to this MOD existing.

Sepp von Ch.
04-18-11, 12:49 PM
Sorry TheBeast. I tested all mods, including reaper7īs UI mod v. 4.0 and all worked fine.


Activated your mod and I had this problem. If your mod not cause this problem, I apologize, buit I did not mean any harm. May be a problem with my PC, but a simple test in the single mission showed me this, nothing more;) When I deactivated your mod, the tanker Cimmaron showed in single mission correctly. But as I say, it could be a problem in my PC;)

ddrgn
04-18-11, 01:02 PM
Sorry TheBeast. I tested all mods, including reaper7īs UI mod v. 4.0 and all worked fine.


Activated your mod and I had this problem. If your mod not cause this problem, I apologize, buit I did not mean any harm. May be a problem with my PC, but a simple test in the single mission showed me this, nothing more;) When I deactivated your mod, the tanker Cimmaron showed in single mission correctly. But as I say, it could be a problem in my PC;)

What is your entire mod list?

TheBeast
04-18-11, 01:42 PM
Sorry TheBeast. I tested all mods, including reaper7īs UI mod v. 4.0 and all worked fine.


Activated your mod and I had this problem. If your mod not cause this problem, I apologize, buit I did not mean any harm. May be a problem with my PC, but a simple test in the single mission showed me this, nothing more;) When I deactivated your mod, the tanker Cimmaron showed in single mission correctly. But as I say, it could be a problem in my PC;)
I did not think you intended harm. I just do not see a link that can cause this to happen with the exception of using memory.
Have you applied the 4GIG patch to SH5.EXE and run the BCDEDIT command to tell OS to allow SH5.exe to use more then 2GIG memory?
BCDEDIT Command is a must do for 32bit OS. Not sure it is even needed for 64bit OS.

My MODS:
Generic Mod Enabler - v2.6.0.157
[~\Silent Hunter 5\MODS]
RemoveStupidLogoandIntro
Critical hits 1.1 Torpedos
Critical hits v 1.2 Deckgun
Elite German Black & Copper Torpedo
Gramophone
TheBeasts_Sound_Mod_1.0
Torpedo Splash
SD_MapCourseLine_no_arrows
My_SH5_Command_Keys
AilBubbles 1.0
Enhanced FunelSmoke_by HanSolo78
MCCD_1.03RadiomanDialog_BlackMay_Fix2
Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120 and No Morale
BRF 1.3 full
BRF 1.1 HP balance
MCCD_1.04
AilGlassDropsRemoval 1.0
Conus' Graphic Mod 1.1
Guages WoGaDi Mod BetaSix
Interior_Submarine_Textures_V1_1_byNaights
Floor Blue
Nauticalwolf's Torpedo Textures V1.0
No 1-2-3 Torpedo Alignment
new_KM_binos
Environment 5.0 MOD
Environment 5.0 lightfog
Shadow Improvement Mod
sobers base sky mechanics V1
Topedo_Equipment_Upgrades
Icebergs v2.4
NewUIs_TDC_4_2_0_ByTheDarkWraith
IRAI_0_0_30_ByTheDarkWraith
My Zoom Cam Tweak 1.0
Danevangs PS 1.0 VIIB-std Camo Dot
AilSmoke 1.7
AilWhiteInterior 1.0
Naights Submarine Textures (internal) V1.1
sobers base wave mechanics for SH5 V12
sobers 3D deck spray mod V7
Open_Horizons_Extended_Campaign
Sub_Exhaust_1_0_5_byTheDarkWraith
AilRain 1.0
AilDeckwave 1.0
AilClouds 3.0
AilMoon 1.5
AilClimateZones 1.1
Illyustrator_Loading_Mission_mod
Church's NavMap v1.0 - Illyustrator's Version
Chrono_Merchant_Raiders_byTheBeast
MightyFine Crew Mod 1.2.1 Stock w beards
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
sobers & stoianm base fog mechanics V16 SH5
MCCD_1.04_MFCM_1.2.1_compatible
Uniforms_v2_byPascal
Detailed Caustics 1.0
NewUIs_TDC_6_4_0_Das_Boot_Crew_Mod_by_Illyustrator
MY Radio_Deutschland
German U-Boat Hydrophone SFX
1000_Meter_Bearing_Plotter_1_0_byTheBeast
TDC Graphics by Naights v1.0
A Fistful of Emblems v1.51
A Fistful of Emblems v1.51 (Weathered)
Underwater_FX_Darker_0_1_byTheBeast
AilImpurity 1.2 light
AI_Type-14
FX_Update_0_0_16_2_ByTheDarkWraith
Depth_Keeping_Problem_HB_1_0_0_TheDarkWraith
Equipment_Upgrades_Fix_1_1_byTheBeast
Equip_Upgrades_AFFOE
TheBeasts_Submarine_CFGs
Old Style Explosions V1.1
Pascal-sh5-uniforms-Version-2
SKIN_SH5_Type-VIIC_Improved_Alberich_Coating
JD Realistic Depth Charge Damage and Shaking 1.0

Sepp von Ch.
04-18-11, 01:42 PM
Hello ddrgn, it is very long (64 activated):

http://s4.postimage.org/2tc0zdyxw/AAA.jpg (http://postimage.org/image/2tc0zdyxw/)
http://s4.postimage.org/2tc2mxbfo/BBB.jpg (http://postimage.org/image/2tc2mxbfo/)


I did not think you intended harm. I just do not see a link that can cause this to happen with the exception of using memory.
Have you applied the 4GIG patch to SH5.EXE and run the BCDEDIT command to tell OS to allow SH5.exe to use more then 2GIG memory?
BCDEDIT Command is a must do for 32bit OS. Not sure it is even needed for 64bit OS.

My PC:

Intel Core 2 Duo E8400, 3,00 GHz
chipset P35, socket 775
nVIDIA GEForce 9800GT, 512 MB, Arctic-Cooling Accelero
Audio HD Realtek ALC888
2 x DIMM DDR2 2048 MB 800MHz
640GB SATAII/300
Windows Vista Home Premium


I do not use "the 4GIG patch to SH5.EXE" and "the BCDEDIT command". Iīm sorry, Iīll probably look like a fool in you eyes, but I do not know what it is. I have previously used the 4patch for SHIII, but I do not know that something like this exists for SH5.

TheBeast
04-18-11, 02:04 PM
TheDarkWraith provides information on 4GIG Patch is his Mega-MOD thread.

I really suggest installing this change. You will be amazed by your system performance increase. I know I was.

Even if you only have 2GIG of RAM The OS wll use Virtual Mememory (Swap to Disk).

IPevious to 4GIG patch I had many CTD issue's. Now after 4GIG patch I almost never CTD.

Sepp von Ch.
04-18-11, 02:09 PM
I have 4GB RAM (2 x DIMM DDR2 2048 MB 800MHz).

Thanks TheBeast for the advice, I do not use TDWīs Megamod and therefore I do not know about this 4GB patch for SH5.

I downloaded TDWīs Megamod and patch, but I canīt find inside this 4GB patch for SH5. Where do I find it please?

TheBeast
04-18-11, 02:40 PM
it is not part of the Mega-MOD. Just information in that Forums Thread telling you how to do it and what tools are needed with links to those tools.

Here is link to Post for 4GIG Patch (http://www.subsim.com/radioroom/showpost.php?p=1580737&postcount=717)

Sepp von Ch.
04-19-11, 03:01 AM
Thank you TheBeast for your effort to help me.

Sepp von Ch.
04-19-11, 10:20 AM
Hello TheBeast,

I want to apologize for my suggestion, that the problem with the tanker Cimmaron is in your mod. You helepd me VERY much, I installed 4GB patch for SH5 and I donīt have (still activated UI mod v.4.0) any problem with the tanker Cimmaron anymore! In opposite! I am still in bunker and with your mod all equipement appears in the right way. THANK YOU VERY MUCH for your work on this mod!:up: I hope, that everything will run well in the campaign (Iīm in 1944).

Josef

TheBeast
04-19-11, 02:53 PM
Hello TheBeast,

I want to apologize for my suggestion, that the problem with the tanker Cimmaron is in your mod. You helepd me VERY much, I installed 4GB patch for SH5 and I donīt have (still activated UI mod v.4.0) any problem with the tanker Cimmaron anymore! In opposite! I am still in bunker and with your mod all equipement appears in the right way. THANK YOU VERY MUCH for your work on this mod!:up: I hope, that everything will run well in the campaign (Iīm in 1944).

Josef
You are welcome!:salute: I am happy I was able to help.:DL

Kapitan_Kaput
04-21-11, 06:36 AM
when I install equipment upgrades fix and AFFOE (last) I get a busted up looking hinged snorkel laying on my deck next to the deck gun (type VIIC and VIIC/41) and no snorkel options in the pen if there is supposed to be one :hmmm:

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

A Fistful of Emblems v1.51
A Fistful of Emblems v1.51 (Weathered)
Accurate German Flags
Better Torpedo Graphics
Enhanced FunelSmoke1.2_by HanSolo78
Elite German Black & Copper Torpedo
SubFlags_0_0_6_byTheDarkWraith
Window_Lights_Redone_V1
Grossdeutscher Rundfunk
Muss I Denn Bunker Music
sobers 3D deck spray mod V7
sobers real trees
U-boat Historical Specifications 1.7 for TDW Mods
Real Environment - Revision_2
NewUIs_TDC_6_4_0_ByTheDarkWraith
Fog For Campaigns
nVidia missing lights
Trevally Automated Scripts v0.5
Trevally Harbour & Kiel Canal Pilot v2.4
Trevally Tutorials - All v0.2 (for TDW UI)
Krauters Automated Scripts (v5_0_0 compatible)
SKIN_SH5_Type-VIIC_North_Atlantic_Grime_Weathered
Dooms Decks for VIIABC41 1.4
MightyFine Less Annoying Footsteps 1.0
SteelViking's Interior Mod V1.2
MightyFine Crew Mod 1.2.1 Stock w beards
MCCD_1.04_MFCM_1.2.1_compatible
Reboot's Water Drips 1.1
Terrain_harbour_flags_Mod_v1_2_1
Cerberus62 Additional Merchant Ships 1.1 (Part 1)
Cerberus62 Additional Merchant Ships 1.1 (Part 2)
Cerberus62 Historical Ship Equipment 1.3
Icebergs v2.4
Lite Campaign with Ice
Speech fixes and additions (english version)
Shadow Improvement ModLR
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
FX_Update_0_0_16_2_ByTheDarkWraith
FX_Update_0_0_16_2_UHS_Fix
Kriegsmarine Grid Map for MO and TDW UIs by stoianm
Drifter's Damage Control Screen v1.02
SteelViking's Sky Banding Mod
Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
SteelViking&Com Underwater ModV1.0
AOB slide ruller for TDW UIs and MO by stoianm
IRAI_0_0_30_ByTheDarkWraith
AirTorpedoes
Capthelms SH5 Audio Mod
Depth_Keeping_Problem_UHS_patch_HB_1_0_0_TheDarkWr aith
Equipment_Upgrades_Fix_1_0_byTheBeast
Equip_Upgrades_AFFOE

Capthelms Lighting Effects Mod For SH5 installed manually

stoianm
04-21-11, 06:43 AM
your mod soup is a mess... look here and make some changes:

http://www.subsim.com/radioroom/showthread.php?t=173193

Kapitan_Kaput
04-21-11, 11:37 AM
your mod soup is a mess... look here and make some changes:

http://www.subsim.com/radioroom/showthread.php?t=173193


soup doesn't seem to be the problem...happens with no other mods installed also

TheBeast
05-17-11, 08:25 PM
soup doesn't seem to be the problem...happens with no other mods installed also

This was caused by something I was trying to get working.
Just remove the Data\Submarine folder and sub folders from my MOD and re-enable.

TheBeast
05-19-11, 12:24 PM
Adding Nozaurio's Type-VIIC U-552 Skin as upgrade option.
I color coded everything so anyone can follow the file dependancies.

Data\Objects\Sensors\Coatings.sim:
Added AntiSensorCoating control to camo_06 in Coatings.sim so I could set TextureSuffix.
- TextSuffix = _camo_d
- RadarReduction = 0
- SonarReduction = 0

Data\UPCDataGE\UPCUnitsData\Equipment.upc:

[Equipment XX]
ID=EqpCoatCamoD
NameDisplayable= Paint Job
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= camo_06,data\Objects\Sensors\coatings
Hitpoints= 100
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, fuse blown, 0, 0, NULL, 1, 0.2, 15


Data\UPCDataGE\UPCUnitsData\UpgradePacks.upc:

[UpgradePack XX]
ID=UpackCoating7CU552
NameDisplayable=The Dancing Devil
FunctionalType=UpFTypeCoating
Type=NULL
ImageIndex=49
UpgradePackSlotType=Type7CCoating
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
UnitUpgradePackIntervalOptions1=1939-02-01, NULL, 300
IDLinkUpgradePackElements=EqpCoatCamoD
Info= U-552 by Nozaurio
Notes= U552 had a particular paint scheme consisting of two Red Dancing Devils painted on the forward upper sides of the conning tower.
TrackingID=1001

Data\Menu\Pages\Page WeaponsAndSensors.ini: (Image Crops for Upgrade Lists)

[G4E I26]
Materials=50; 49+1 - 49 is last image index but set 1 higher
Mat 49=data/menu/skins/german/gui/upgrade/Uboat_7C_camo_d.dds
Crop 49=0,0.867188,0.390625,0.132813


[G4E I39]
Materials=50; 49+1 - 49 is last image index but set 1 higher
Mat 49=data/menu/skins/german/gui/upgrade/Uboat_7C_camo_d.dds
Crop 49=0,0,1,0.859375


Data\Menu\Skins\German\Gui\Upgrade
- Uboat_7c_camo_d.dds (This MUST be 512x512 for Crop)

Data\Textures\TNormal\tex
- Conning_7C_01_camo_d.dds
- Conning_7C_01_camo_d_N.dds
- Conning_7C_02_camo_d.dds
- Conning_7C_02_camo_d_N.dds
- Uboat7C_body_camo_d.dds
- Uboat7C_structure_camo_d.dds
- Uboat7C_structure_camo_d_N.dds

nozaurio
05-19-11, 11:40 PM
:yeah:Great work my friend.

:up:Thank you for taking into account my work and add it to your great work.

stoianm
05-20-11, 02:47 AM
Hi TheBeast... i think will be a nice ideea if you will take the nezaurio skin and add in your mod... btw... even i install your mod and i choose a special skin in game do not show... maybe is because i overritte your mod with tdw one... but tdw made his mod compatible with yours also.... or not?:hmmm:... and about your new hydro... the last one from the list... it is suposing to work at surface?

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
A Fistful of Emblems v1.51
Magnum Opus v0.1 (patch 1+2)
Equipment_Upgrades_Fix_1_0_byTheBeast
Equip_Upgrades_AFFOE
stoianm upgrade available mod compatible a fistfull of emblems&Equipment_Upgrades_Fix_1_0_byTheBeast
FX_Update_0_0_18_ByTheDarkWraith
IRAI_0_0_32_ByTheDarkWraith
NewUIs_TDC_6_5_1_ByTheDarkWraith
stoianm crew abilities available mod compatible MO
stoianm option py
Stoianm Scopes 16x9 (trevally, ddrgn, gap)
remove electric torp wake
EnahncedFunnelSmoke1.2_SH5
German U-Boat Crew Language Pack
Critical hits 1.1 Torpedos
Patch1_Terrain_harbour_flags_Mod_v1_2_1
Torpedo Splash
Window_Lights_Redone_V1
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Trevally Harbour & Kiel Canal Pilot patch
Trevally Automated Scripts v0.5
Trevally TDC Help v2
Trevally Tutorials - All v0.2 (for TDW UI)
SteelViking's Sky Banding Mod
AOB slide ruller for TDW UIs and MO by stoianm
Black_Skin_albrecht
Church's Compass Dials Mod v2.2 - Option Two
Church's NavMap v1.0 - Illyustrator's Version
gap - HD 1 deg Scope Bearing
Kriegsmarine Grid Map for MO and TDW UIs by stoianm
Lite Campaign LC 1.2
noir decks
Nauticalwolf's_Torpedo_Textures_v1.2
NOZAURIO'S SKIN (U-552-Red Devil Emblem) v-1.0.0
Old Style Explosions V1.1
Progress Bar for Fuel Batt Air CO2 and Push Buttons By Torpedo v1
Radio_Gramophone_Skin
SD_MapCourseLine_tiny_arrows_ocred
SD_MapLocationNameFix_v1_1
soan
Speech Recognition_MiTons_NewUI_Editon_v0.4.1_english
stoianm map key
TDC Graphics by Naights v1.0
TDW Round Fire Button v2 by Torpedo
Naights Submaine Textures (internal) v1.2 (test)
Das Boot Crew Mod For SH5
nVidia missing lights
Grossdeutscher Rundfunk
stoianm Gramophone
Stormys DBSM SH5 v1.3 Basemod (stoianm)
Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy
Stormys DBSM SH5 v1.3 optional NavMap babelling
Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz
Stormys DBSM SH5 v1.3 optional scary creaks
Stormys DBSM SH5 v1.3 additional crew sounds beta6 (stoianm)
Stormys DBSM SH5 v1.3 optional louder engine sounds
stoianm key commands
stoianm lights
EQuaTool 01.01 by AvM - double set - Large plus Flat Style
SH5Lifeboats_2.0
remouve flare fix 0.0.18
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 Sounds V2.1
Dynamic Environment SH5 Atlantic Floor V2.1
Dynamic Environment SH5 Waves (realistic version) V2.1
Dynamic Environment Undersea (mediterranean) V2.1
stoianm baza_fix.dat
sh5.exe patch (hydro) v0.0.3
NewUIs_TDC_6_5_1_Real_Navigation
SteelViking's Bunker Fixes V1.0
Antilag
Periscope_and_antenna_historical_fix

TheBeast
05-21-11, 10:13 AM
There are no Skin Textures for Improve Alberich, Tarnmatte or Improved Tarnmatte so those 3 Skins defaults back to the Commissioning Skin Texture but the Sonar and Radar Reduction bonuses are applied.
In stock SH5 only normal Alberich skin texture was available for use. Improve Alberich, Tarnmatte and Improved Tarnmatte are new.

Also, SH5 has bug that happens once in a while. When you select new skin in bunker, the skin is not applied when you first leave port.
If you Save Game, Exit to Main Menu, Reload Saved Game. The new Skin Texture will show up.
This is Known Intermittent issue.

I posted Equipment Upgrades version 1.2 for download.
Have not had time to do version for AFFOE yet.

Xrundel
05-21-11, 10:49 AM
Hi!
I got couple of questions for you.
Did you use sensors.sim from TDW_New_UI_6_5_1? Or I am little bit confused who's mod have to be installed first yours or his? It makes sense that your mode should be installed second. Correct me if I am wrong, please.

In stoianm (http://www.subsim.com/radioroom/member.php?u=271282)'s post I can see that NewUIs_TDC_6_5_1_ByTheDarkWraith is actually overwrites your .sim file.

stoianm
05-21-11, 11:38 AM
There are no Skin Textures for Improve Alberich, Tarnmatte or Improved Tarnmatte so those 3 Skins defaults back to the Commissioning Skin Texture but the Sonar and Radar Reduction bonuses are applied.
In stock SH5 only normal Alberich skin texture was available for use. Improve Alberich, Tarnmatte and Improved Tarnmatte are new.

Also, SH5 has bug that happens once in a while. When you select new skin in bunker, the skin is not applied when you first leave port.
If you Save Game, Exit to Main Menu, Reload Saved Game. The new Skin Texture will show up.
This is Known Intermittent issue.

I posted Equipment Upgrades version 1.2 for download.
Have not had time to do version for AFFOE yet.
What are the changes that you made in v1.2?... i need also to make the upgrade available mod compatible with this version?... if yes i will wait untill you will make affoe also... btw... your hydro (the new one) ... it is supouse to workon surface?

TheBeast
05-21-11, 11:51 AM
What are the changes that you made in v1.2?... i need also to make the upgrade available mod compatible with this version?... if yes i will wait untill you will make affoe also... btw... your hydro (the new one) ... it is supouse to workon surface?

They are listed in Readme.txt
For specific info on the changes I am affraid you will have to look in files.

TheBeast
05-21-11, 12:30 PM
Hi!
I got couple of questions for you.
Did you use sensors.sim from TDW_New_UI_6_5_1? Or I am little bit confused who's mod have to be installed first yours or his? It makes sense that your mode should be installed second. Correct me if I am wrong, please.

In stoianm (http://www.subsim.com/radioroom/member.php?u=271282)'s post I can see that NewUIs_TDC_6_5_1_ByTheDarkWraith is actually overwrites your .sim file.

I removed UBoot_Sensors.sim from this MOD.
I have worked with TDW for some changes in this File so use his version of Sensors.sim

We also discovered a way to make Submarine Sonar a little more realistic.
For example the Balkon Gerat. This Sonar is supposed to work while surfaced but detection range was way to far when surfaced.
Now, Dectection Range while surfaced is approximately 15,000 meters.
(Barely beyond visual detection range)
Detection Range while at Periscope depth is approximately 25,000 meters.
Detection Range => depth of 25 meters is approximately 35,000 meters.

This will simulate surface ambient noise impacting sonar effectiveness.
(Waves, Wind, Rain)
Not sure when TDW will release update for this.

Maybe in future it will be possible to have engine RPM (Deisel, Electric) also impact Sonar Effectiveness even more, like was done for SH3.

Also, this MOD enables access to 3 more Anti-Sensor Coatings that were not available in stock SH5. (Improved Alberich, Tarnmatte, Improved Tarnmatte)

I asked TDW and Ddrgn for change allowing unique Skin Textures for these 3 Anti-Sensor Coatings in UBoot-Sensors.sim file.
If we use stack setting all 4 Antil-Sensor Coatings would use same _Albrecht Texture Suffix. So, for example, Texture Conning_7C_01_albrecht.dds would have been used for all 4 skin textures.
With change in place there will be 4 different textures.
Conning_7C_01_albrecht.dds (Stock)
Conning_7C_01_alb_imp.dds (New)
Conning_7C_01_tarn.dds (New)
Conning_7C_01_tarn_imp.dds (New)
Of course there are more textures involved for a complete skin texture. This is just example.
If you select any of the 3 new Anti-Sensor Coatings and there is no Textures using the new Texture Suffix. The skin will default to the Commissioning Skin.

Xrundel
05-21-11, 03:08 PM
Very good news!
I have Balkon installed, will wait for new update because I become lazy and stop diving in my searches for hydrophone contacts.
I would advise seriously consider increase range at depth >=25m even to 45 000 m. In reality 50km-75km is possible.
What it would do - more time to use realistic course/speed calculations without using sonar but 4 bearings method and such.
Thanks.

TheBeast
05-21-11, 10:48 PM
Very good news!
I have Balkon installed, will wait for new update because I become lazy and stop diving in my searches for hydrophone contacts.
I would advise seriously consider increase range at depth >=25m even to 45 000 m. In reality 50km-75km is possible.
What it would do - more time to use realistic course/speed calculations without using sonar but 4 bearings method and such.
Thanks.

I think stock range is 65Km. I was just providing examples because I do not know what TDW will make these settings.

chris123
05-22-11, 08:26 AM
Hello Beast,

i need the file who give me the weapon information in German.

I find your equipment upgrade very good.

Gute Jagt ihr Himmelhunde.

TheBeast
05-22-11, 09:33 AM
Hello Beast,

i need the file who give me the weapon information in German.

I find your equipment upgrade very good.

Gute Jagt ihr Himmelhunde.

I realised last week that description are hard coded english and does not support Localization.
I think I started using already MOD'd verion files.
When time permits, I will change to support Localization.

stoianm
05-25-11, 08:56 AM
I tested today your version 1.2 - i think is more realistic... before we had all the upgrades available starting from total germany.... anyway i still i am not able to use the skins that you puted like upgrades in bunker... even if i do like you sugested to me it is the same... do you have another ideea?... in your computer is working?:hmmm:

Mysterius
05-30-11, 03:33 PM
The albericht coating doesn't appear on my submarine at all :(.
I understand that the improved versions have no texture but this is the basic one.

I have the default commissioning texture instead :(.

Sepp von Ch.
05-30-11, 04:02 PM
The same problem with Alberich and Tarnmate by me.

TheBeast
05-30-11, 04:43 PM
The albericht coating doesn't appear on my submarine at all :(.
I understand that the improved versions have no texture but this is the basic one.

I have the default commissioning texture instead :(.

The same problem with Alberich and Tarnmate by me.
Yes, this is expected.
I did not provide new skins in this MOD for these new coatings. So game defaults to Commission Paint Scheme if textures for selected coating does not exists.
The following TextureSuffix setting should be set in the Data\Objects\Sensors\UBoot_Sensors.sim file.
Alberich = _albrecht
Improved Alberich = _alb_imp
Tarnmatte = _tarn
Improved Tarnmatte = _tarn_imp

I have asked TheDrakWraith, Ddrgn and Xrundel for the aboved listed changes in thier MODs.

You can copy and rename the following files:
Data\Textures\TNormal\tex
- Improved Alberich
Conning_7C_01_albrecht.dds to Conning_7C_01_alb_imp.dds
Conning_7C_01_albrecht_N.dds to Conning_7C_01_alb_imp_N.dds
Conning_7C_02_albrecht.dds to Conning_7C_02_alb_imp.dds
Conning_7C_01_albrecht_N.dds to Conning_7C_02_alb_imp_N.dds
Uboat7C_structure_albrecht.dds to Uboat7C_structure_alb_imp.dds
Uboat7C_structure_albrecht_N.dds to Uboat7C_structure_alb_imp_N.dds
- Tarnmatte
Conning_7C_01_albrecht.dds to Conning_7C_01_tarn.dds
Conning_7C_01_albrecht_N.dds to Conning_7C_01_tarn_N.dds
Conning_7C_02_albrecht.dds to Conning_7C_02_tarn.dds
Conning_7C_01_albrecht_N.dds to Conning_7C_02_tarn_N.dds
Uboat7C_structure_albrecht.dds to Uboat7C_structure_tarn.dds
Uboat7C_structure_albrecht_N.dds to Uboat7C_structure_tarn_N.dds
- Improved Tarnmatte
Conning_7C_01_albrecht.dds to Conning_7C_01_tarn_imp.dds
Conning_7C_01_albrecht_N.dds to Conning_7C_01_tarn_imp_N.dds
Conning_7C_02_albrecht.dds to Conning_7C_02_tarn_imp.dds
Conning_7C_01_albrecht_N.dds to Conning_7C_02_tarn_imp_N.dds
Uboat7C_structure_albrecht.dds to Uboat7C_structure_tarn_imp.dds
Uboat7C_structure_albrecht_N.dds to Uboat7C_structure_tarn_imp_N.dds

or

You can take your favorite Skin MOD and rename them for the coating you wish to use.

NOTE: There is know stock issue (bug) of Paint Scheme defaulting to Commissioning Paint Scheme when leaving bunker. Simply save your current progress, Exit to Main Menu, Reload Saved Progress and continue. Your selected Paint Scheme, if it exists, should be loaded now.

Sepp von Ch.
05-30-11, 04:57 PM
And why not use as default your beautiful skin "Alberich Black Panther"? Please, incorporate this skin to your mod (for VIIC/41).

http://s1.postimage.org/atjoyd38/user253051_pic2427_1278213287.jpg (http://postimage.org/image/atjoyd38/)

TheBeast
05-30-11, 05:03 PM
And why not use as default your beautiful skin "Alberich Black Panther"? Please, incorporate this skin to your mod (for VIIC/41).

http://s1.postimage.org/atjoyd38/user253051_pic2427_1278213287.jpg (http://postimage.org/image/atjoyd38/)

I think forcing my Paint Scheme on others would not be fair to everyone.

I would like to have contest that anyone can enter to make new Paint Scheme's for these new coatings that are now available for use by everyone using this MOD.

Mysterius
05-31-11, 03:41 AM
The following TextureSuffix setting should be set in the Data\Objects\Sensors\UBoot_Sensors.sim file.
Alberich = _albrecht
Improved Alberich = _alb_imp
Tarnmatte = _tarn
Improved Tarnmatte = _tarn_imp


Wait... you didn't include UBoot_Sensors.sim in the package of the mod, so it is unchanged. All TextureSuffix in my sim file are set to _albrecht.

I have the related textures like Conning_7C41_01_albrecht.dds or Conning_7C_01_albrecht.dds etc....

But still, it doesn't show up ingame. I don't know why. The texturesuffix is good, the texture exists, but it won't work. :-?

TheBeast
05-31-11, 12:20 PM
Wait... you didn't include UBoot_Sensors.sim in the package of the mod, so it is unchanged. All TextureSuffix in my sim file are set to _albrecht.

I have the related textures like Conning_7C41_01_albrecht.dds or Conning_7C_01_albrecht.dds etc....

But still, it doesn't show up ingame. I don't know why. The texturesuffix is good, the texture exists, but it won't work. :-?

Can you Copy/Paste content of your PlayerSettings.cfg.rep file in CODE window?
It is located @ Documents\SH5\data\cfg\SaveGames\<Last Save Game Folder>

The line "TAR=<blah>,<blah>" specifies your selected your Paint Scheme.

Also, Please read note at bottom if this post (http://www.subsim.com/radioroom/showpost.php?p=1673791&postcount=98)

Mysterius
05-31-11, 01:40 PM
Sure, here it is :


[PLAYER_SUBMARINE]
PatrolArea=0
CrtYear=1941
CrtMonth=4
CrtDay=4
CrtHour=17
CrtMin=19
DeparturePointLong=1178358.500000
DeparturePointLat=5292155.000000
DeparturePointHeading=122.288857
ClassName=SSTypeVIIC
UnitName=U-69
Origin=German
TextureName=NULL
LightmapTextureName=NULL
NormalmapTextureName=NULL
Z01=Conning_7c_02,data\Submarine\NSS_Uboat7c\Subma rine Parts\Conning_7C_02
BLD=BoldType1,data\Objects\Sensors\UBoot_Sensors
M01=88mm_UDeck_Gun_High,data\Objects\Guns\Deck_Gun _GE88mm
A01=C38_Twin_Shield_Soclu,data\Objects\Guns\20mm_C 38_Twin_Shield
A02=C38_Twin_Shield_Soclu,data\Objects\Guns\20mm_C 38_Twin_Shield
H01=NULL
H02=KDB_type9,data\Objects\Sensors\UBoot_Sensors
TAR=Alberich,data\Objects\Sensors\UBoot_Sensors
E01=NULL
D02=Dummy_Rod_Antena,data\Objects\Sensors\UBoot_Se nsors
C02=NULL
R01=FuMO29GEMA_type7,data\Objects\Sensors\UBoot_Se nsors
C01=NULL


Also, i already read the note (sorry, i forgot to tell you). I know this bug and i have tried to reload, but it doesn't change anything.

TheBeast
05-31-11, 02:10 PM
The TAR= line is correct.

Can you post your System information? (OS, 32/64bit. Memory. etc.)

You may want to try [REL]Depth-dependent hydrophone by TheBeast and Xrundel. (http://www.subsim.com/radioroom/showpost.php?p=1669627&postcount=1)
This has most if not all latest updates.

Mysterius
05-31-11, 02:54 PM
I already installed this mod :).

What are the texture files required for the Albericht on my sub?
Maybe they got deleted somehow...


I don't think the problem comes from the computer or the software installed on it (because it's the only paint that doesn't appear) but here it is anyway :
Vista 32b
Q9550 @3.5Ghz
4gb ram
GTX280

TheBeast
05-31-11, 04:49 PM
What are the texture files required for the Albericht on my sub?
Maybe they got deleted somehow...
I see from code snip below you have a Type-VIIC U-Boat with Conning Tower Upgrade.
Files needed for Allberich Paint Sheme are as follow:
Location = Data\Textures\TNormal\tex
- Conning_7C_01_albrecht.dds
- Conning_7C_01_albrecht_N.dds
- Conning_7C_02_albrecht.dds
- Conning_7C_02_albrecht_N.dds
- Uboat7C_structure_albrecht.dds
- Uboat7C_structure_albrecht_N.dds
- Uboat7C_deck_albrecht.dds
- Uboat7C_deck_albrecht_N.dds
(The below files may not have _albrecht in name and effect all Type-VII boats.)
- Uboat7_body_albrecht.dds
- Uboat7_body_albrecht_N.dds
(Because UV/AO maps for this texture are not the same on all Type-VII boats.
Because the body texture should be able to change from Paint Scheme to Paint Scheme without effecting other Paint Scheme's.
I consider this to be a BUG)



Z01=Conning_7c_02,data\Submarine\NSS_Uboat7c\Subma rine Parts\Conning_7C_02




I don't think the problem comes from the computer or the software installed on it (because it's the only paint that doesn't appear) but here it is anyway :
Vista 32b
Q9550 @3.5Ghz
4gb ram
GTX280
Seeing that you are running 32bit OS, you may have 1 big issue...
Have you used BCDEDIT command to tell your OS to allow applications to use more then 2048 memory?
The BCDEDIT command line must be run using you local Administrator Account or equal.
"bcdedit /set IncreaseUserVA 3072" (without quotes)

CLICK HERE (http://www.subsim.com/radioroom/showpost.php?p=1580737&postcount=717) to read more info posted by TDW about 4gigPatch.

Mysterius
06-01-11, 06:06 AM
- Uboat7C_deck_albrecht.dds
- Uboat7C_deck_albrecht_N.dds

I do not have these two files.

As for the increaseuserva patch, i did this a long time ago yes ^^.

Yoram777
06-05-11, 07:48 AM
"Equipment and Upgrade Packs Fix 1.0 Fist Full of Emblems Patch"

Is this patch still necessary for v1.2?

TheBeast
06-05-11, 06:09 PM
"Equipment and Upgrade Packs Fix 1.0 Fist Full of Emblems Patch"

Is this patch still necessary for v1.2?

Real life issue's have been taking almost 100% of my time for the past couple months so I just have not had time to make the update for Fist Full of Emblems version of this MOD.

Hopefully, I will get enough free time this coming week to take care of it.

Brumete
06-12-11, 03:13 AM
This mod is compatible with v1.51 Fistful of Emblems .... Yes? No?
With PATCH Yes? Pacht do not need? :ping:

Sepp von Ch.
07-16-11, 04:51 AM
I think forcing my Paint Scheme on others would not be fair to everyone.

I would like to have contest that anyone can enter to make new Paint Scheme's for these new coatings that are now available for use by everyone using this MOD.

Can you PLEASE create a optional little mod with this your famous black VIIC/41 skin (Alberich Black Panther) for these new coatings that are now available? I do not want to ride with stock paint scheme, when I have enabled the new coating in your upgrade mod.

TheBeast
07-16-11, 03:46 PM
Can you PLEASE create a optional little mod with this your famous black VIIC/41 skin (Alberich Black Panther) for these new coatings that are now available? I do not want to ride with stock paint scheme, when I have enabled the new coating in your upgrade mod.
You can use any skin you like.
Simply rename files to match your selected coating.

Alberich = _albrecht
Improved Alberich = _alb_imp
Tarnmatte = _tarn
Improved Tarnmatte = _tarn_imp

Deep Source
07-16-11, 11:18 PM
How activate the camo skins? Like the 'training' one?


After read this thread to use this skin http://www.subsim.com/radioroom/showthread.php?t=180054 whem Alberich selected i need to rename all files of mod with _albrecht?

List off my mods:

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

01. antilag
A Fistful of Emblems v1.51
A Fistful of Emblems v1.51 (Weathered)
Magnum_Opus_v0_0_1
Enhanced FunelSmoke1.2_by HanSolo78
Grossdeutscher Rundfunk
Speech fixes and additions (german version)
Window_Lights_Redone_V1
Capthelms Audio+SV Touch Ups
Naights Submarine Textures (internal) V1.1
OPEN HORIZONS II
IRAI_0_0_30_ByTheDarkWraith
FX_Update_0_0_16_2_ByTheDarkWraith
AirTorpedoes
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 Waves (realistic version) V2.1
Dynamic Environment SH5 Atlantic Floor V2.1
Dynamic Environmental SH5 Realistic Colors V2.1
Dynamic Environment SH5 DarkerNights V2.1
Dynamic Environment SH5 Undersea (temperate and polar) V2.1
Dynamic Environment SH5 Sounds V2.1
sobers talking conning crew mod
Unterseeboot SFX
U-Boat Propulsion SFX
MightyFine Crew Mod 1.2.1 Alt faces
NewUIs_TDC_6_6_0_ByTheDarkWraith
NewUIs_TDC_6_6_0_New_radio_messages_German
Manos Scopes-patch for 8x5
Krauters Automated Scripts (v5_0_0 compatible)
IO_StrategicMap_4_3_for_TDWv651&MO
Kriegsmarine Grid Map for MO and TDW UIs by stoianm
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.4
NewUIs_TDC_6_6_0_Real_Navigation
Church's SHV 1.01 Keyboard Commands v1.1
EQuaTool 01.01 by AvM - double set - Large plus Flat Style
Nauticalwolf's_Torpedo_Textures_v1.2
Remove mines-ice-dolphins from OH II full
nVidia missing lights
noir decks
Equipment_Upgrades_Fix_1_2_byTheBeast
Equip_Upgrades_AFFOE
U-boat Historical Specifications 1.7 for TDW Mods
tiny! - torpedo mod
stoianm pitch&roll for SH5 V1 (low)

TheBeast
07-17-11, 06:50 AM
After read this thread to use this skin http://www.subsim.com/radioroom/showthread.php?t=180054 whem Alberich selected i need to rename all files of mod with _albrecht?

Yes, if you select Alberich Coating you much rename files adding "_albrecht" to filenames. This will enable your preffered Skin Texture to be applied when using the Alberich Coating.

Other Coatings:
Improved Alberich = _alb_imp
Tarnmatte = _tarn
Improved Tarnmatte = _tarn_imp

Deep Source
07-17-11, 03:06 PM
Yes, if you select Alberich Coating you much rename files adding "_albrecht" to filenames. This will enable your preffered Skin Texture to be applied when using the Alberich Coating.

Other Coatings:
Improved Alberich = _alb_imp
Tarnmatte = _tarn
Improved Tarnmatte = _tarn_imp

But and the camo ones? I Select them but as no change on sub?

TheBeast
07-17-11, 03:42 PM
But and the camo ones? I Select them but as no change on sub?
The Camo Skins are Stock game textures with exception of U-552.
I have done extensive testing to ensure these textures are loading correctly when using this MOD.
If these are not showing up for you, they may not have been installed.
Please verify these coating textures are installed correctly in you game directories.
I have encountered some stock skin textures missing from my game in the past.

Also, there is a stock game BUG that sometimes prevents the selected coating from loading when first leaving port. The default commission coating is loaded by default when this happens.
Once you have gone far away from port. Try saving game and reloading save progress.

Deep Source
07-17-11, 04:01 PM
The Camo Skins are Stock game textures with exception of U-552.
I have done extensive testing to ensure these textures are loading correctly when using this MOD.
If these are not showing up for you, they may not have been installed.
Please verify these coating textures are installed correctly in you game directories.
I have encountered some stock skin textures missing from my game in the past.

Also, there is a stock game BUG that sometimes prevents the selected coating from loading when first leaving port. The default commission coating is loaded by default when this happens.
Once you have gone far away from port. Try saving game and reloading save progress.

What is the best way to check the textures are installed?

Sepp von Ch.
07-17-11, 04:13 PM
Yes, if you select Alberich Coating you much rename files adding "_albrecht" to filenames. This will enable your preffered Skin Texture to be applied when using the Alberich Coating.

Other Coatings:
Improved Alberich = _alb_imp
Tarnmatte = _tarn
Improved Tarnmatte = _tarn_imp

Iīm an amateur TheBeast. Also step by step please.


1) I have downloaded a mod "Black_Skin_albrecht"
2) In which folder of your mod (only in "Equipment_Upgrades_Fix_1_2_byTheBeast"?) should I change, when I will this skin for all coatings (Improved alberich, Tarnmatte and Improved Tarnmatte)?
3) After this I have to activated both mods? Equipment_Upgrades_Fix_1_2_byTheBeast first?

Thank you for answer Kaleun TheBeast!

Dodo11
07-19-11, 06:39 PM
Its very simple , before installing ur black skin mod, rename all the files in the mod with the tipe of the skin you want to use, for example if u want tarnmatte:Conning_7A_01_N_tarn.dds.(just use _tarn).After that just activate the skin mod as usually.
sry for my english i hope you understood.
Ps:TheBeast, great mod man thx for it, i have only one question.I mixed ur mod with AFFOE,copied the emblem files from AFFOE to your mod and renamed them, the mod works great no conflicts just one problem, i can see all the emblems from AFFOE but not yours with the wolf and the pirate.Can u tell me what i did wrong?

0rpheus
07-26-11, 05:59 PM
This is an awesome mod, but I have an oddity - I'm using the fix to lower the radio antenna at periscope depth, and the antenna doesn't come up, which is great.

However, when I dive from 20 to around 30, 35 feet, the bottom of the antenna comes through the bottom of the sub, so I get this weird white line poking through the hull which looks very odd!

Any ideas on why/how to get rid of it? Thanks for a great mod :):salute:

0rpheus
07-27-11, 12:14 PM
Now I can't get rid of it - I uninstall the antenna fix and the upgrade mod and the radio mast is still going up at periscope depth. Help! :06: I thought stuff like that wasn't supposed to happen with JSGME?

here's a screenshot:

http://cloud.steampowered.com/ugc/560915367832733849/1FBED00A8079410E485AD9F351224D8256DCA36E/

0rpheus
07-28-11, 09:24 AM
....for some reason now my 7b (I think it's a 7b, first sub I've been given after the starter sub) now has the radio mast at periscope depth, even after a full install. Does this happen for everyone, as I'm sure the first time I took that sub out it didn't do it!?

Even without the antenna fix mod I get a tiny bit of the white stick poking through the hull at around 30 metres or lower. Looks like TheBeast is away for a bit, can anyone help? This bloody stick is really annoying me! :salute:

Magic1111
08-07-11, 02:06 PM
Hi Folks !

Sorry for my new question, but I want to know, whether weīre need after release UI 6.7.0 and new version from FX_MOD a new Version/Fix from this MOD ? I think yes, or ?

Best regards,
Magic

Magic1111
08-08-11, 02:54 PM
Hi Folks !

Sorry for my new question, but I want to know, whether weīre need after release UI 6.7.0 and new version from FX_MOD a new Version/Fix from this MOD ? I think yes, or ?

Best regards,
Magic

***No one ?*** :hmmm:

mia389
08-08-11, 03:57 PM
Im using it. No problems yet.

Trevally.
08-08-11, 04:01 PM
I am using "Equipment upgrades v1.2" with no issues:up:

Magic1111
08-09-11, 02:53 AM
Im using it. No problems yet.

I am using "Equipment upgrades v1.2" with no issues:up:

Okay, good to know !:up: Many thanks for reply Guys ! :yeah:

Best regards,
Magic

0rpheus
08-11-11, 12:12 PM
No word on the aerial bug yet? :wah:

Magic1111
08-11-11, 01:56 PM
No word on the aerial bug yet? :wah:

I donīt know, what do you mean for a Bug ??? :hmmm:

Best regards,
Magic

0rpheus
08-11-11, 02:01 PM
I donīt know, what do you mean for a Bug ??? :hmmm:

Best regards,
Magic

This is an awesome mod, but I have an oddity - I'm using the fix to lower the radio antenna at periscope depth, and the antenna doesn't come up, which is great.

However, when I dive from 20 to around 30, 35 feet, the bottom of the antenna comes through the bottom of the sub, so I get this weird white line poking through the hull which looks very odd!

Any ideas on why/how to get rid of it? Thanks for a great mod :):salute:

Here's a screenshot:

http://cloud.steampowered.com/ugc/560915367832733849/1FBED00A8079410E485AD9F351224D8256DCA36E/

:D

Basically the bug is - if I use the fix to lower the radio antenna at periscope depth, when I dive to around 30 metres or so, what I presume to be the bottom end of the antenna - basically a white stick - pokes through the bottom hull of the sub on the starboard side, below the conning tower. Check the screenshot (fully zoomed in as it's a bit murky) and you'll see it.

I just wondered if anyone else had this issue, and if it's possible to get rid of it! :salute:

theleif
08-19-11, 06:23 AM
Nice mod. Thank you!

Sgtmonkeynads
08-20-11, 02:24 AM
Ok...I don't know what the problem I have is besides I can get the VIIB double tower, but the rear AA gun is not available and never appears for purchase, installation, or on the boat.

Load is mo first with everything needed, them oh2 and patches, fx, and this mod.

Any ideas? Is the rear tower available before the second gun onboard is?

Year is early 1940. So technically I shouldn't have the new double tower yet, is this because of your mod or another? Where do I look to find the time available date, I may beagle to change it. If I knew where to look.

Thanks.

TheBeast
09-09-11, 04:23 AM
Ok...I don't know what the problem I have is besides I can get the VIIB double tower, but the rear AA gun is not available and never appears for purchase, installation, or on the boat.

Load is mo first with everything needed, them oh2 and patches, fx, and this mod.

Any ideas? Is the rear tower available before the second gun onboard is?

Year is early 1940. So technically I shouldn't have the new double tower yet, is this because of your mod or another? Where do I look to find the time available date, I may beagle to change it. If I knew where to look.

Thanks.

Sorry I have been away so long.:cry: I will try to get back in the swing of things as time permits.
As I recall, one of the stock CFG files that listed weapon had index numbers out of order and this was preventing a few of the AA guns from being available for selection in the in-port Mechanics Upgrade List.

I will take a look at it when/if I get a chance and return with more infor and possible correction.

For now, If you are not already doing it, I recommend installing this MOD last.

Regards!
TheBeast

johnnywoo
09-18-11, 05:00 AM
After installing this mod the crew efficiency indicator dropped to zero. (or all red) The real crew efficiency seems not to be affected, because I measured the torpedo loading times before and after installing this mod and they are exactly the same. Also, in the menu where crew efficiency is shown I can't see the drop down lists with the details of every crewman. Has anybody else experienced this problem? I have the newest updates for SH5 and other mods: NewUIs with TDC for SH5 by TheDarkWraith, BRF 1.3 Full, one ship, one torpedo v1.00 and the equipment upgrades fix v1.2 (installed last, as instructed).

TheBeast
10-15-11, 04:59 PM
After installing this mod the crew efficiency indicator dropped to zero. (or all red) The real crew efficiency seems not to be affected, because I measured the torpedo loading times before and after installing this mod and they are exactly the same. Also, in the menu where crew efficiency is shown I can't see the drop down lists with the details of every crewman. Has anybody else experienced this problem? I have the newest updates for SH5 and other mods: NewUIs with TDC for SH5 by TheDarkWraith, BRF 1.3 Full, one ship, one torpedo v1.00 and the equipment upgrades fix v1.2 (installed last, as instructed).

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.

0rpheus
10-28-11, 12:37 AM
Just wondering, after your work in OHII whether you're 'back' now TheBeast, or still taking some time out? I'm still getting some odd stuff with this mod: radar antennas not lowering (at all) and no one has been able to figure out why the upgrades don't work if you progress to a new campaign from an existing one - if you start a fresh campaign (say Happy Times) they work fine, but if you come to Happy Times from Coastal Waters they don't appear.

I'd love to see this mod fix these issues so I can progress through all the campaigns with one captain and crew (and try to survive :har: ) and have all your awesome upgrades :)

TheBeast
10-28-11, 01:06 AM
Just wondering, after your work in OHII whether you're 'back' now TheBeast, or still taking some time out? I'm still getting some odd stuff with this mod: radar antennas not lowering (at all) and no one has been able to figure out why the upgrades don't work if you progress to a new campaign from an existing one - if you start a fresh campaign (say Happy Times) they work fine, but if you come to Happy Times from Coastal Waters they don't appear.

I'd love to see this mod fix these issues so I can progress through all the campaigns with one captain and crew (and try to survive :har: ) and have all your awesome upgrades :)

I am currently working on the Equipment Upgrades MOD.
Adding additional missing equipments such as Flak Guns,
Also converting many items for language localization.

As for equipment upgrades not working as you progress to new campaign in OH II. I am fairly certain that is a OH II bug as the upgrades worked fine when not using the OH II MOD but I will investigate this issue if I encounter it.

0rpheus
10-28-11, 11:48 AM
I am currently working on the Equipment Upgrades MOD.
Adding additional missing equipments such as Flak Guns,
Also converting many items for language localization.

As for equipment upgrades not working as you progress to new campaign in OH II. I am fairly certain that is a OH II bug as the upgrades worked fine when not using the OH II MOD but I will investigate this issue if I encounter it.

Great news! :yeah: OHII was my first thought as well but Trevally and a few others brainstormed it in the OHII thread (I think, was a week or two back) and couldn't figure out what would be causing it.

Great to have you back :salute::up:

TheBeast
10-28-11, 02:01 PM
Great news! :yeah: OHII was my first thought as well but Trevally and a few others brainstormed it in the OHII thread (I think, was a week or two back) and couldn't figure out what would be causing it.

Great to have you back :salute::up:
I was just trying to add a 10.5cm Deck Gun as upgrade option and realized something.

You do know that the last update I released was enforcing date requirements on equipment upgrades?

So many upgrades are not available until later dates.

There is a image in the documentation folder of the MOD that has rough outline of availabilty dates.

Regards!
TheBeast

TheBeast
10-30-11, 03:10 PM
Updated Post #1 (http://www.subsim.com/radioroom/showpost.php?p=1636046&postcount=1) with Info on upcoming release.:salute:

Regards!
TheBeast

Trevally.
10-30-11, 03:40 PM
Updated Post #1 (http://www.subsim.com/radioroom/showpost.php?p=1636046&postcount=1) with Info on upcoming release.:salute:

Regards!
TheBeast

I am looking forward to your next version:up:

Magic1111
10-30-11, 04:05 PM
I am looking forward to your next version:up:

Me too....! :yeah:

0rpheus
10-30-11, 04:52 PM
I was just trying to add a 10.5cm Deck Gun as upgrade option and realized something.

You do know that the last update I released was enforcing date requirements on equipment upgrades?

So many upgrades are not available until later dates.

There is a image in the documentation folder of the MOD that has rough outline of availabilty dates.

Regards!
TheBeast

Hey TB, yeah I know - I spent several hours testing with various dates etc, and many more waiting for the right dates to come around over the course of four or five consecutive campaigns (Coastal Waters right through to Op Drumbeat) with the same captain.

I found if I started a new campaign, the upgrades for that campaign would appear on the appropriate dates. If I moved to another campaign after completing that one, all upgrade dates fail from the point you begin the next campaign. I got to Op Drumbeat and still didn't have access to the BOLD1 - starting a fresh Op Drumbeat made it show up (and all other appropriate upgrades) as it should have done. The only thing I saw working throughout the campaigns were the torpedo upgrades, as they seemed to progress normally throughout the consecutive campaigns.

There was some speculation that OHII's altered campaign dates were causing it, but nothing was ever confirmed.

KampfWaffel
10-31-11, 05:55 AM
Very useful mod, thank You! :)

TheBeast
11-01-11, 04:23 AM
I have the 10.5cm Deck Gun upgrade working fine now.
It only supports 105mm HE and 105mm AP rounds.
I can not enable any special effects in Shells.sim for the ammo because it results in CTD but everything looks fine with out the special effects enabled in the SIM file.
I'd like to get 105mm AA and 105mm SS working at some point.

All of the Light and Heavy Flak guns are working now.
Heavy Flak Guns are only available on Type-VIIC and Type-VIIC/41 Wintergarden. Heavy Flak Guns require a Heavy Flak Mount (S01 or S02) and the Type-VIIA and Type-VIIB do not have these mounts.

Added Alberich Coating for Type-VIIB just in case someone keeps this boat for a while.

I've been trying to add the Periscopes as Upgrade options but I suspect that this may require editing of Menu to add another Sensor Tab.

I want to add the Schorchel as upgrade option. When time permits for both of us, I need to get together with TheDarkWraith to work on this.

TheBeast
11-03-11, 09:35 PM
Here is pic of new Tower Eagle.
This Tower Eagle is a optiional FuMO-29 Radar Antenna Replacement.

Purpose:
When using Nozaurio's U-552 Skin the FuMO-29 Radar Antenna covers tower emblems.
Using this Tower Eagle you get the Radar and Tower Emblems are not covered.
Bunker Upgrade Option
http://img848.imageshack.us/img848/2776/fumoturmeagle.jpg
Bunker Upgrade Option:
http://img696.imageshack.us/img696/6728/u552paintscheme.jpg

Still doing minor tweaks to Texture and Positioning.
After many trial and error scenario to get the Eagle Texture correct I think I figured out why imported ships and weapons are having rendering issues.

http://img508.imageshack.us/img508/8633/u552turmeagle.jpg

New Bunker Upgrade Option for 105 mm Deck Gun
http://img404.imageshack.us/img404/8003/105mm.jpg

TheBeast
11-09-11, 09:18 AM
Just finished optional MOD to support A Fist Full of Emblems.
Added updated textures for Nozaurio's U-552 Skin

Now, just need a couple people to test it.



If you download and try this MOD, please provide some feedback.

Regards!
TheBeast

Rumel
11-12-11, 05:53 AM
I have problems whit torpedo TIII lut II, i can set but when star the patrol are not there, and the same with schnorchel mounted FuMB 26,
i hope this help to you.

TheBeast
11-12-11, 04:23 PM
I have problems whit torpedo TIII lut II, i can set but when star the patrol are not there, and the same with schnorchel mounted FuMB 26,
i hope this help to you.
Hi Mate.

Thank you for the feedback information!:salute:

Torpedo:
I will investigate the TIII Lut II Torpedo not being loaded when leaving bunker.
What Torpedo was loaded in place of the TIII Lut II if any?:06:
-=[UPDATE EDIT]=-
- data\Library\Torpedoes_G7A-E.GR2 <-- Does not contain TIII Lut II Torpedo
Removing the TIII Lut II from Ammunitions Inventory

Schnorchel Mount FuMB-26 Tunis:
Are your using the Snorkel MOD by TDW?:06:
- If so, TDW renamed the RWR mount location #cfg_R02 to something else to make exhaust work, so this is known issue but not with this mod.
- I have already discussed this issue with TDW and offered possible resolution.

Regards!
TheBeast

Rumel
11-12-11, 07:53 PM
the slot in i put the TIII luT II is empty

my mod list

Equipment_Upgrades_Fix_v1_4_byTheBeast
Critical hits 1.1 Torpedos
Adjusted Running - Walking Speeds v1.0
Imported Ship Pack V1.1
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_Aircraft_Spotting_At_Depth
IRAI_0_0_30_No_hydrophone_on_surface
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
MightyFine Crew Mod 1.2.1 Stock faces
OPEN HORIZONS II_full v1.4
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Torpedo Splash

the other upgrades work fine to the moment,
i report back for any problem, to finish your fine work.
the best test is the test of the time.

great job the beast:up:

vlad29
11-13-11, 03:23 PM
Hi TheBeast!
Thanks for the mod update, looks great:up:
I just have a question, if 'Stoianm's upgrade available mod' for EUF v.1.2 is fully compatible with the new version of yours?
I tried to install it as last, have no upgrades available for VIIB-type in 1939, but the new torps are available which is not realistic:hmmm:.

TheBeast
11-13-11, 07:32 PM
Hi TheBeast!
Thanks for the mod update, looks great:up:
I just have a question, if 'Stoianm's upgrade available mod' for EUF v.1.2 is fully compatible with the new version of yours?
I tried to install it as last, have no upgrades available for VIIB-type in 1939, but the new torps are available which is not realistic:hmmm:.

I am not familiar with Stoianm's MOD so I really do not know. You will have to ask him.
I recommend not using Stoianm's MOD until he gets a chance to update it.
I completely reworked my mod from scratch this time.

All availability start dates were set to 1939-01-01 for testing.

vlad29
11-14-11, 02:36 PM
Ok, thanks a lot, I'll follow your advise:salute:

Vanilla
11-15-11, 08:12 AM
There is a minor typo in the 105mm DG description, as I see on the screeny you've provided:
...but not cannot be used against aircraft...

TheBeast
11-15-11, 10:11 AM
There is a minor typo in the 105mm DG description, as I see on the screeny you've provided:

Thank you.

Found error in Localization TSR file and fixed it.

Regards!
TheBeast

TheBeast
11-19-11, 06:38 AM
[REL]Equipment Upgrades Fix v1.4 by TheBeast

See Post #1 For Details (http://www.subsim.com/radioroom/showpost.php?p=1636046&postcount=1)
See SubSim Downloads (http://www.subsim.com/radioroom/downloads.php?do=file&id=3126)

NOTE:
Enable this MOD while in Port

Please provide feedback on issue's directly related with this MOD.

Know Issues with this release.
The new Hinged Snorkle body is not visable below the water when viewed from above the water.

0rpheus
11-19-11, 10:06 AM
Cool, great work! Any ideas why upgrades weren't working over progressive campaigns yet, or was that never solved?:salute:

TheBeast
11-19-11, 11:46 AM
Cool, great work! Any ideas why upgrades weren't working over progressive campaigns yet, or was that never solved?:salute:
I really think it was Availability Dates in the data\UPCDataGE\UPCUnitsData\UpgradePacks.UPC file.
I can not be sure because when I uninstalled SH5 for fresh install, SH5 Uninstall removed my MODS folder as well and I lost everything I was working on at the time.

Here is Example for the FuMO-29 Gema.
I changed Start Date for Interval 1 to NULL so that Upgrade Pack is available right away.
[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

;"UnitUpgradePackIntervalOptionsx=<Start_Date>, <End_Date>, <Renown_Cost_for_Interval>"

I was changing Interval Dates to replicate Historical values.
For testing, I may have set UnitUpgradePackIntervalOptions1 to be available right away and the end date may have been before the start date for UnitUpgradePackIntervalOptions2.

Also, the data\Submarine\NSS_Uboat7x\NSS_Uboat7x.SNS files have control of availability dates because the cfg# Nodes are controlled here.
If the cfg# Node date expires in this file for your U-Boat, that equipment that attaches to that cfg# Node can not be installed.
I know that TheDarkWraith has edited these files with a few of his MOD's.
I just started changing these files in revision v1.4 of this MOD.

Lastly, I noticed in OH II v1.4, the Campaign Time Line is not linear.
i.e. First Campaign ends in April and then the Next Campaign starts in March. So you are going back in time and that can removed equipment that is already installed. The Kicker here is, You DO NOT get your Renown Points back if this happens.

I hope this is the information you were looking for to answer your question?

Regards!
TheBeast

adaklum
11-19-11, 12:03 PM
Hi TheBeast!
Just to say thanks for making the mod even better! :salute:
Many Thanks

0rpheus
11-19-11, 12:30 PM
I really think it was Availability Dates in the data\UPCDataGE\UPCUnitsData\UpgradePacks.UPC file.
I can not be sure because when I uninstalled SH5 for fresh install, SH5 Uninstall removed my MODS folder as well and I lost everything I was working on at the time.

Here is Example for the FuMO-29 Gema.
I changed Start Date for Interval 1 to NULL so that Upgrade Pack is available right away.
[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

;"UnitUpgradePackIntervalOptionsx=<Start_Date>, <End_Date>, <Renown_Cost_for_Interval>"

I was changing Interval Dates to replicate Historical values.
For testing, I may have set UnitUpgradePackIntervalOptions1 to be available right away and the end date may have been before the start date for UnitUpgradePackIntervalOptions2.

Also, the data\Submarine\NSS_Uboat7x\NSS_Uboat7x.SNS files have control of availability dates because the cfg# Nodes are controlled here.
If the cfg# Node date expires in this file for your U-Boat, that equipment that attaches to that cfg# Node can not be installed.
I know that TheDarkWraith has edited these files with a few of his MOD's.
I just started changing these files in revision v1.4 of this MOD.

Lastly, I noticed in OH II v1.4, the Campaign Time Line is not linear.
i.e. First Campaign ends in April and then the Next Campaign starts in March. So you are going back in time and that can removed equipment that is already installed. The Kicker here is, You DO NOT get your Renown Points back if this happens.

I hope this is the information you were looking for to answer your question?

Regards!
TheBeast


Thanks TB, I think so.. if I'm reading your post right, it's a compatibility issue between OHII dates (the April/march thing) and with the cfg nodes altered by stuff like MO/FxUpdate etc? Maybe stuff like Nozaurio's skins as well, they alter stuff in the subs..?

So.. what we need is compatible files across OHII, MO & the TDW mod series and your equip upgrades mod in order for the right upgrades to become available on the right dates? Sounds complicated... fingers crossed though as the date method you implemented was great imo, would love to be able to run a campaign from the start to the end of the war without having to restart each campaign with a new crew.:D Sounds more and more to me like OHII, MO and your equip upgrades would work better as a single, compatible package.

One more thing while I think about it - is there any way to get the later radio masts (e.g the big square-ish one, I forget the name) to retract at periscope depth? The antenna seems to stay up no matter what the depth.:hmmm:

TheBeast
11-19-11, 12:47 PM
One more thing while I think about it - is there any way to get the later radio masts (e.g the big square-ish one, I forget the name) to retract at periscope depth? The antenna seems to stay up no matter what the depth.:hmmm:

There are a few MODS that change the files in question for your suggestion. I gave up editing those files for this MOD many months ago, so those files sre not long in this MOD.
I submit change requests to TheDarkWraith for changes that I need.

So the person to ask would be TheDarkWraith. He has many MODS dealing with these files.

The Square Antenna are Radar Antenna. (FuMO-30 ,61, 65)
They can be set to lower but I was never able to figure out to set bearing of these Antenna so they will not stick though Conning Tower Exterior Surface when lowered.

The Rod Antenna (Short Range Radio) should fully retract at depths greater then 25m.

Regards!
TheBeast

0rpheus
11-19-11, 02:03 PM
Ok, cool, thanks for the reply. Hopefully TDW and Trevally will see this page and offer up some advice too, as it sounds like it'll need the input from all three (your equip dates, TDWs sub files and Trevally's OHII dates) in order for upgrades to work over consecutive campaigns. Maybe a new thread would be in order so the three of you have somewhere to interact without derailing existing threads. :)

:salute:

Rumel
11-19-11, 02:11 PM
Congratulations for end the new version you do a astonishing
work THANKS for share it whith us.
Good luck comander for you next project:salute:

Royale-Adio
11-20-11, 05:53 AM
I installed the latest version of this mod and so far, I'm quite impressed!

But something seemed weird as I had something like 10 different torpedoes to choose from in November 1939. I also had the option of fitting a 10.5 mm cannon and decoy launchers. Is this normal?

Magic1111
11-20-11, 06:13 AM
[REL]Equipment Upgrades Fix v1.4 by TheBeast

See Post #1 For Details (http://www.subsim.com/radioroom/showpost.php?p=1636046&postcount=1)
See SubSim Downloads (http://www.subsim.com/radioroom/downloads.php?do=file&id=3126)

NOTE:
Enable this MOD while in Port

Please provide feedback on issue's directly related with this MOD.

Know Issues with this release.
The new Hinged Snorkle body is not visable below the water when viewed from above the water.

Thanks, will try the MOD when Iīm back in port! :yeah:

Best regards,
Magic:salute:

Trevally.
11-20-11, 07:06 AM
Ok, cool, thanks for the reply. Hopefully TDW and Trevally will see this page and offer up some advice too, as it sounds like it'll need the input from all three (your equip dates, TDWs sub files and Trevally's OHII dates) in order for upgrades to work over consecutive campaigns. Maybe a new thread would be in order so the three of you have somewhere to interact without derailing existing threads. :)

:salute:

Checking all campaign dates:up:

TheBeast
11-20-11, 09:31 AM
I installed the latest version of this mod and so far, I'm quite impressed!

But something seemed weird as I had something like 10 different torpedoes to choose from in November 1939. I also had the option of fitting a 10.5 mm cannon and decoy launchers. Is this normal?
For right now this is as expected.

All stock game availability start dates are still in the UPC files but the initial start dates are commented and replaced with 1938 or 1939 start date to ensure everything is working.


On another NOTE, I realised last night that I need to make a hinged Snorkle for each type Submarine.
The Conning Tower Placement on the Hull varies so much that one Snorkle just isn't going to cut it.
If the Submarine has Multiple Conning Towers, even thier placement varies so I am not adding Connecting pipes and brace.

Regards!
TheBeast

0rpheus
11-20-11, 09:45 AM
Checking all campaign dates:up:

Trevally, a legend as always! :D:up:

Just noticed your post in the OHII thread, when those date revisions are made I might try TheBeast's older version (with dates) with the new OHII and see if that fixes the problem. If not it must be one of the sub files. :)

TheBeast
11-20-11, 02:11 PM
I think I may have figured out a way that I can add the Snorkle Brace and Pipe and have everything located correctly on each Conning Tower.

Using the SH4 Control "Position" added to each Conning Tower SIM file using cfg#M01 Node ID as Parent container or any Node on the Tower itself.
Then set the "Position" control Model ID Link to the Snorkle Model Base ID.
The cool thhing is, If the Snorkle is not installed, this "Position" control does nothing.
When the Snorkle is installed the "Position" control will adjust the Snorkle's physical location in repsect to the current Conning Tower being used.

This would enable the use of just one Snorkle Model that could be used accross all Type-VII Submarines and any Conning Tower with Pipe, Brace and Snorkle all positioned correctly.

Here is Screen Capture of Snorkle with Pipe. I have not added the Brace as yet.
http://img810.imageshack.us/img810/9747/hingedsnorkeluppipe.jpg

Just hope I manage to have enoug free time to do this soon.

Regards!
TheBeast

Trevally.
11-20-11, 02:26 PM
Hi TheBeast,

Sorry if this has been talked about already -

Can your mod update the system specs for the boat - see pic

http://img710.imageshack.us/img710/8171/equipn.jpg

I have the upgraded deck gun and both flak guns.
Info here is for default.

TheBeast
11-20-11, 02:51 PM
Hi TheBeast,

Sorry if this has been talked about already -

Can your mod update the system specs for the boat - see pic

I have the upgraded deck gun and both flak guns.
Info here is for default.
That is Menu system edit.
Yes, it should be done but I can not do it.

Sorry:oops:

chun
11-21-11, 07:10 AM
Hello TheBeast the download link does not work, please check, thanks

TheBeast
11-21-11, 12:15 PM
Hello TheBeast the download link does not work, please check, thanks

Post #1 (http://www.subsim.com/radioroom/showpost.php?p=1636046&postcount=1) has link to SubSim.com Downloads (http://www.subsim.com/radioroom/downloads.php?do=file&id=3126).
I just verified both links are working correctly.

I was able to successfully download MOD...

Where are you trying to download from?:06:

Regards
TheBesdt

chun
11-21-11, 01:08 PM
All is well friend, has been a mistake on my part, downloading, thanks:yeah:

Zs4zet
11-21-11, 03:32 PM
Hi TheBeast!

I like to question, I why to see a snorkle at the deck guns section? This is all right?
https://picasaweb.google.com/Zs4zet/Temp#5677512734806781154

Or not good my order of mods?

Change days in bunker
A Fistful of Emblems v1.51
A Fistful of Emblems v1.51 (Weathered)
Old Style Explosions V1.1
Torpedo Splash
FX_Update_0_0_19_ByTheDarkWraith
Conus' Graphic Mod 1.1
NewUIs_TDC_6_8_0_ByTheDarkWraith
NewUIs_TDC_6_8_0_ByTheDarkWraithPach_1
NewUIs_TDC_6_8_0_Das_Boot_Crew_Mod_by_Illyustrator
NewUIs_TDC_6_8_0_jimimadrids_map_tools
NewUIs_TDC_6_8_0_New_radio_messages_German
NewUIs_TDC_6_8_0_No_Snorkel_Exhaust_Smoke
NewUIs_TDC_6_8_0_AltAdvSpeedGraphics_by_naights
NewUIs_TDC_6_8_0_ERM_Reaper7_NightVision_Black_Ski n
ERM_NightVision_Black_Skin_cover_patch_with_swasti ka_by_Zs4zet
Manos Scopes-patch for 16x9_by_Zs4zet
Church's Compass Dials Mod v2.2 - Option Two
sobers see thru wake fix
IRAI_0_0_30_ByTheDarkWraith
IRAI_upgrade_to_v_0_0_31
BRF 1.3 full
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Enhanced FunelSmoke1.2_by HanSolo78
U-boat Historical Specifications 1.7 for TDW Mods
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equip_Upgrades_Fix_1_4_AFFOE_151
Terrain_harbour_flags_Mod_v1_2_1
IO_StrategicMap_4_5_for_TDWv680
IO_MapCourseLine_normal pencil_mod
EQuaTool 01.01 by AvM - Large Style
gap - HD 1 deg Scope Bearing v 1.0
Nauticalwolf's_Damage_and_Torpedo_UI(b)_Mod_v1.1
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
No magic skills v1.5 MCCD compatible
Harbour_Addition_Environment_Enhancement MOD v0.5 - Open_Horizons
OPEN HORIZONS II_full v1.5
TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.5)
OHII Higher Tonnage Objectives for v1.5
mtns - more traffic, nations and ships 1_7i
mtns - OHII&HarbourAdditon_Fix_1_5a
mtns - OHII&HarbourAdditon_Fix - restore minefields (optional - activate at last)
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy
Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz
Stormys DBSM SH5 v1.3 optional scary creaks
Stormys DBSM SH5 v1.3 optional louder engine sounds
Stormys DBSM SH5 v1.3 optional always shouting WO in normal mode
Stormys DBSM SH5 v1.3 additional crew sounds beta6
Advanced Shift Keys 2.3 DBSM Edited by Zs4zet
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1
SteelViking&Com Underwater ModV1.0
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.1 Patch
Dark_Interior_V1_WithoutTextures
Shadow Improvement Mod
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environmental SH5 Realistic Colors V2.1
Dynamic Environmental SH5 Shallow Waters V2.1
Dynamic Environment SH5 Shallow Waters V2.1 Patch
Dynamic Environment SH5 Atlantic Floor V2.1
Dynamic Environment SH5 Sleet For Winter Campaigns V2.1
Dynamic Environment SH5 Undersea (temperate and polar) V2.1
AilRealSizeMoon 1.5
stoianm pitch&roll for SH5 V1 (normal)
stoianm EnvWeather V1 SH5
GramophoneShuffler
Grossdeutscher Rundfunk
Krauters Automated Scripts
Patrol Routine Scripts v. 01.02 by AvM
Trevally Harbour & Kiel Canal Pilot v2.8
Trevally Automated Scripts v0.6
Trevally Tutorial - All v0.2(for OHIIv1.3)
NewUIs_TDC_6_8_0_Real_Navigation
Thanks, Best Regards!

TheBeast
11-21-11, 06:33 PM
Yes, this is correct. The Snorkle replaces the Deck Gun.
Can not have Hinged type Snorkle and Deck Gun installed at the same time because they will hit each other.
If both are installed you can not raise/lower Snorkle because Deck Gun is blocking.

From what information I have found, this is Historically Correct.

All wreched U-Boats (Type-VII and Type-IX) found to date that had a Hinged type Snorkle installed, did not have Deck Gun.

Regards!
TheBeast

Hi TheBeast!

I like to question, I why to see a snorkle at the deck guns section? This is all right?
https://picasaweb.google.com/Zs4zet/Temp#5677512734806781154

Or not good my order of mods?

Change days in bunker
A Fistful of Emblems v1.51
A Fistful of Emblems v1.51 (Weathered)
Old Style Explosions V1.1
Torpedo Splash
FX_Update_0_0_19_ByTheDarkWraith
Conus' Graphic Mod 1.1
NewUIs_TDC_6_8_0_ByTheDarkWraith
NewUIs_TDC_6_8_0_ByTheDarkWraithPach_1
NewUIs_TDC_6_8_0_Das_Boot_Crew_Mod_by_Illyustrator
NewUIs_TDC_6_8_0_jimimadrids_map_tools
NewUIs_TDC_6_8_0_New_radio_messages_German
NewUIs_TDC_6_8_0_No_Snorkel_Exhaust_Smoke
NewUIs_TDC_6_8_0_AltAdvSpeedGraphics_by_naights
NewUIs_TDC_6_8_0_ERM_Reaper7_NightVision_Black_Ski n
ERM_NightVision_Black_Skin_cover_patch_with_swasti ka_by_Zs4zet
Manos Scopes-patch for 16x9_by_Zs4zet
Church's Compass Dials Mod v2.2 - Option Two
sobers see thru wake fix
IRAI_0_0_30_ByTheDarkWraith
IRAI_upgrade_to_v_0_0_31
BRF 1.3 full
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Enhanced FunelSmoke1.2_by HanSolo78
U-boat Historical Specifications 1.7 for TDW Mods
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equip_Upgrades_Fix_1_4_AFFOE_151
Terrain_harbour_flags_Mod_v1_2_1
IO_StrategicMap_4_5_for_TDWv680
IO_MapCourseLine_normal pencil_mod
EQuaTool 01.01 by AvM - Large Style
gap - HD 1 deg Scope Bearing v 1.0
Nauticalwolf's_Damage_and_Torpedo_UI(b)_Mod_v1.1
MightyFine Crew Mod 1.2.1 Alt faces
MCCD_1.04_MFCM_1.2.1_compatible
No magic skills v1.5 MCCD compatible
Harbour_Addition_Environment_Enhancement MOD v0.5 - Open_Horizons
OPEN HORIZONS II_full v1.5
TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.5)
OHII Higher Tonnage Objectives for v1.5
mtns - more traffic, nations and ships 1_7i
mtns - OHII&HarbourAdditon_Fix_1_5a
mtns - OHII&HarbourAdditon_Fix - restore minefields (optional - activate at last)
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy
Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz
Stormys DBSM SH5 v1.3 optional scary creaks
Stormys DBSM SH5 v1.3 optional louder engine sounds
Stormys DBSM SH5 v1.3 optional always shouting WO in normal mode
Stormys DBSM SH5 v1.3 additional crew sounds beta6
Advanced Shift Keys 2.3 DBSM Edited by Zs4zet
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1
SteelViking&Com Underwater ModV1.0
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.1 Patch
Dark_Interior_V1_WithoutTextures
Shadow Improvement Mod
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environmental SH5 Realistic Colors V2.1
Dynamic Environmental SH5 Shallow Waters V2.1
Dynamic Environment SH5 Shallow Waters V2.1 Patch
Dynamic Environment SH5 Atlantic Floor V2.1
Dynamic Environment SH5 Sleet For Winter Campaigns V2.1
Dynamic Environment SH5 Undersea (temperate and polar) V2.1
AilRealSizeMoon 1.5
stoianm pitch&roll for SH5 V1 (normal)
stoianm EnvWeather V1 SH5
GramophoneShuffler
Grossdeutscher Rundfunk
Krauters Automated Scripts
Patrol Routine Scripts v. 01.02 by AvM
Trevally Harbour & Kiel Canal Pilot v2.8
Trevally Automated Scripts v0.6
Trevally Tutorial - All v0.2(for OHIIv1.3)
NewUIs_TDC_6_8_0_Real_Navigation
Thanks, Best Regards!

Empty B
11-21-11, 07:06 PM
Hi
Does this snorchel work?
Is it possible to recharge batteries at snorchel depth?
Do I need TDW mod?

Thanks in advance.

TheBeast
11-21-11, 07:17 PM
Yes, it worked with the exception of getting fresh air to remove Co2.
To Purge Co2 will require HEX Edit of SH5.exe file.

I do have serveral Snorkle updates to post soon.
- Fixed Snorkle Wake.
- Fixed Snorkle Splash.
- Fixed Snorkle Exhaust Smoke (Snorkle smoke starts only when Snorkle is fully raised and Decks Awash or deeper down to 15m.)
- Added Snorkle Plumbing that runs along Conning Tower from Snorkle to Aft Conning Tower.
- Added Snorkle Brace above Snorkle Plumbing.
http://img268.imageshack.us/img268/3703/snorkleassy.jpg
Still need to do some location adjustments of the Snorkle Model.


TheBeast
Hi
Does this snorchel work?
Is it possible to recharge batteries at snorchel depth?
Do I need TDW mod?

Thanks in advance.

Zs4zet
11-22-11, 06:29 AM
Hi TheBeast!

I don't knew this... Thanks the info.
I have two another question too.
1. The FuMB-1 Metox, wood cross radar warning, I how to use? This is automatic? or need, that I turn on? I equipped it, but the I not able turn on the radar station, and I not see a radar sensor at the Sub Sytem panel. (I'm in february of 1940).
2. What is the difference the sonar decoys (they names: Bold2 and Bold3) ? (The Bold4 decoys is ok, they has different parameters.)

Big thanks!
Best Regards!

col_Kurtz
11-22-11, 07:07 AM
Hi TheBeast:salute:

Could you tell me, to besure... I found this menu.txt but I can`t find out value 6936&6937
Just tried to find out this values in menu.txt by: Find (paste 6936 - no results):oops: Now I know why: No results;) Sorry:cool:
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>

But I found this value and commands line:
6935=<b>Hatch door (Diesel Engines Room ***8211; Torpedo Room AFT)</b>|Grants access to the Electric engines and the AFT Torpedo Room.|<green>Left click to open/close this hatch door</green>
Is it means... I should just add yours commands below this line?:hmmm:
And this should looks like this now:

6935=<b>Hatch door (Diesel Engines Room ***8211; Torpedo Room AFT)</b>|Grants access to the Electric engines and the AFT Torpedo Room.|<green>Left click to open/close this hatch door</green>
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>

And type this before activation or after? Before, am I right? Sorry for these noobish question but you know - I hope;)

Best regards,
Kurtz:)

TheBeast
11-22-11, 12:36 PM
Hi TheBeast!

I don't knew this... Thanks the info.
I have two another question too.
1. The FuMB-1 Metox, wood cross radar warning, I how to use? This is automatic? or need, that I turn on? I equipped it, but the I not able turn on the radar station, and I not see a radar sensor at the Sub Sytem panel. (I'm in february of 1940).
2. What is the difference the sonar decoys (they names: Bold2 and Bold3) ? (The Bold4 decoys is ok, they has different parameters.)

Big thanks!
Best Regards!
The Radar Warning Receivers run automatically. There is no UI for these devices.
If you read the description for each Sonar Decoy you will find that the difference is the time each decoy lasts before expiring.

Hi TheBeast:salute:

Could you tell me, to besure... I found this menu.txt but I can`t find out value 6936 & 6937
Just tried to find out this values in menu.txt by: Find (paste 6936 - no results):oops: Now I know why: No results;) Sorry:cool:
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>

But I found this value and commands line:
6935=<b>Hatch door (Diesel Engines Room ***8211; Torpedo Room AFT)</b>|Grants access to the Electric engines and the AFT Torpedo Room.|<green>Left click to open/close this hatch door</green>
Is it means... I should just add yours commands below this line?:hmmm:
And this should looks like this now:

6935=<b>Hatch door (Diesel Engines Room ***8211; Torpedo Room AFT)</b>|Grants access to the Electric engines and the AFT Torpedo Room.|<green>Left click to open/close this hatch door</green>
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>

And type this before activation or after? Before, am I right? Sorry for these noobish question but you know - I hope;)

Best regards,
Kurtz:)

Yes, Correct!:salute:
Add the change before game activision.
This is the Mouse Over Tool Tip displayed for when you mouse over the 10.5 cm Deck Gun.

col_Kurtz
11-22-11, 01:40 PM
Thank you Matey:salute:

Zs4zet
11-22-11, 01:47 PM
Many thanks! :salute:

Khelven
11-22-11, 09:31 PM
Hey Beast, how do I get (or is it possible) the correct equipment dates so that its not all released as soon as i start a campaign?

my apologies if i missed the answer to this somewhere. I'm still looking =)

TheBeast
11-22-11, 10:52 PM
Hey Beast, how do I get (or is it possible) the correct equipment dates so that its not all released as soon as i start a campaign?

my apologies if i missed the answer to this somewhere. I'm still looking =)
Look in the "Equipment_Upgrades_Fix_v1_4_byTheBeast\Data\UPCDat aGE\UPCUnitsData\UpgradePacks.upc" file.

Example Code:
UnitUpgradePackIntervalOptions1=<Start_Date>, <End_Date>, <Renown_Cost_for_Interval>
If Start Date = NULL then item is available any time prior to End Date.
If End Date = NULL then item is always available after the Start Date.
If both Star Date and End Date = NULL then the item is always available.
Otherwise the Start and End Dates Start/Stop on Specified Dates.
Date Format = YYYY-MM-DD

The reason for multiple UnitUpgradePackIntervalOptionsx is because, as game timeline progresses, item Renown Cost should decrease or in some cases increase.
Some equipment may have time period where it is not available at all such as specific torpedo's.

The NSS_Uboat7x.eqp file also have availablilty dates for Attach Points.
The NSS_Uboat7x.sns file also have availablilty dates for Attach Points.

If you are interested in Historical Accuracy and willing to research these equipment items availablity dates?
I am will to listen.

Regards!
TheBeast

mobucks
12-07-11, 03:13 AM
I havent really played much of SH3, but maybe that game has a historical progression of upgrades that can be used for the info you seek?
Anyway just wanted to give a huge thanks for your continued work in this area, especially the fleshing out of the snorchel. I can only imagine the work involved!

TheBeast
12-07-11, 04:26 AM
I havent really played much of SH3, but maybe that game has a historical progression of upgrades that can be used for the info you seek?
Anyway just wanted to give a huge thanks for your continued work in this area, especially the fleshing out of the snorchel. I can only imagine the work involved!
I was thinking the same thing about the availablity dates.

Thank you for your appreciation.:salute:
------------------------------------------------------------

Nozaurio sent me all of his latest works.
These Paint Scheme's are really good, so good, I am going to add them as upgrade options.
Nozaurio's Paint Scheme's 1 (http://www.subsim.com/radioroom/showpost.php?p=1782361&postcount=151)
Nozaurio's Paint Scheme's 2 (http://www.subsim.com/radioroom/showpost.php?p=1782370&postcount=153)
Nozaurio's Paint Scheme's 3 (http://www.subsim.com/radioroom/showpost.php?p=1782633&postcount=159)
These Skin Paint Scheme's will have to be sepporate download though.

Regards!
TheBeast

7thSeal
12-07-11, 06:48 AM
Nozaurio sent me all of his latest works.
These Paint Scheme's are really good, so good, I am going to add them as upgrade options.
Nozaurio's Paint Scheme's 1 (http://www.subsim.com/radioroom/showpost.php?p=1782361&postcount=151)
Nozaurio's Paint Scheme's 2 (http://www.subsim.com/radioroom/showpost.php?p=1782370&postcount=153)
Nozaurio's Paint Scheme's 3 (http://www.subsim.com/radioroom/showpost.php?p=1782633&postcount=159)
These Skin Paint Scheme's will have to be sepporate download though.

Regards!
TheBeast

Well, what a great Christmas gift.

Thanks in advance TheBeast and many thanks to you Nozaurio for your amazing work. :salute:

Magic1111
12-08-11, 03:18 AM
Nozaurio sent me all of his latest works.
These Paint Scheme's are really good, so good, I am going to add them as upgrade options.
Nozaurio's Paint Scheme's 1 (http://www.subsim.com/radioroom/showpost.php?p=1782361&postcount=151)
Nozaurio's Paint Scheme's 2 (http://www.subsim.com/radioroom/showpost.php?p=1782370&postcount=153)
Nozaurio's Paint Scheme's 3 (http://www.subsim.com/radioroom/showpost.php?p=1782633&postcount=159)
These Skin Paint Scheme's will have to be sepporate download though.


Hi!

Does it means, youīll release a new Version of your MOD? :hmmm:

Best regards,
Magic:salute:

TheBeast
12-08-11, 04:51 AM
Well, what a great Christmas gift.

Thanks in advance TheBeast and many thanks to you Nozaurio for your amazing work. :salute:
Ho Ho Ho

I even have long white beard for real.
I grow a beard starting every fall and cut it off every spring.
Right now it is about 3-4 inches in length.
Hi!

Does it means, youīll release a new Version of your MOD? :hmmm:

Best regards,
Magic:salute:
I will be releasing a Patch to complete or attempt to complete that Shabby incomplete Snorkle I previously released and add a few other goodies.

Also, I've been trying to add new Sensors -> Sensors Visual upgrade tab for Periscopes/UZO and maybe Binocular upgrades. (Normal or Twisty Periscopes/UZO/Commanders Binocular)

I am seriously hoping TDW will be able to Link Snorkle to Co2 ventilation in SH5.exe file soon. This would really help with game emmersion.

Magic1111
12-08-11, 07:26 AM
I will be releasing a Patch to complete or attempt to complete that Shabby incomplete Snorkle I previously released and add a few other goodies.


Okay, thx for reply! Looking forward to the Patch...! :yeah:

Best regards,
Magic

Madox58
12-15-11, 08:45 PM
Bumping

stoianm
12-18-11, 05:55 AM
do u think u or TDW will be able to solve this problem with CO2 when u are travell at snorkel depth?... this will really increase the realism... if not snorkel will be just for eye candy
Yes, it worked with the exception of getting fresh air to remove Co2.
To Purge Co2 will require HEX Edit of SH5.exe file.

I do have serveral Snorkle updates to post soon.
- Fixed Snorkle Wake.
- Fixed Snorkle Splash.
- Fixed Snorkle Exhaust Smoke (Snorkle smoke starts only when Snorkle is fully raised and Decks Awash or deeper down to 15m.)
- Added Snorkle Plumbing that runs along Conning Tower from Snorkle to Aft Conning Tower.
- Added Snorkle Brace above Snorkle Plumbing.
http://img268.imageshack.us/img268/3703/snorkleassy.jpg
Still need to do some location adjustments of the Snorkle Model.


TheBeast

TheBeast
12-18-11, 06:42 AM
do u think u or TDW will be able to solve this problem with CO2 when u are travell at snorkel depth?... this will really increase the realism... if not snorkel will be just for eye candy

I talked with a few people about the Co2 ventilation but I was not able to to find anything to resolve that issue.

Hopefully, TDW wiil get some time to dig into this.

mobucks
12-18-11, 11:01 AM
I cant for the life of me find the thread/page but, I think Sober suggested doing CO2 ventilation through a crew member special ability.

ManiekSilent
12-21-11, 10:08 AM
:up: THX man !

TheBeast
12-21-11, 10:34 AM
:up: THX man !
Welcome to SubSim.com!:Kaleun_Party:
You're Welcome!:Kaleun_Salute:

Stay tuned for Equipment Ugrade Fixes v1.4 Patch 1 soon.:Kaleun_Periskop:

Cheers!:Kaleun_Cheers:
TheBeast!

TheBeast
12-26-11, 09:57 PM
Family and friends went in together and bought me a new system.
Guess they got tired of hearing talking dirty to my current PC.:haha:

Intel DZ68DBB or DZ68ZV Main Board. Waiting on this to be delivered.
Intel i7 CPU
Intel Green LED CPU Fan
Corsair Vengence DDR3 1600 16gig RAM
Corsair 750W PSU. Waitng on this to be Deliver. <-- They should have got the XFX XXX 850W PSU but I am happy.
Corsair Case with Blue LED Fans
Corsair 120Gig Solid State Drive(s) x 2
500gig SATA II Drive
XFX Radeon XXX 6950 2 Gig
Looks like internal cables have LED illumination as well.
Windows 7 Pro 64bit
A really obnoxious shirt with flashing LED's all over it that they made me wear all day yesterday and today.

Faamecanic
12-26-11, 10:03 PM
Family and friends went in together and bought me a new system.
Guess they got tired of hearing talking dirty to my current PC.:haha:

Intel DZ68DBB or DZ68ZV Main Board. Waiting on this to be delivered.
Intel i7 CPU
Intel Green LED CPU Fan
Corsair Vengence DDR3 1600 16gig RAM
Corsair 750W PSU. Waitng on this to be Deliver. <-- They should have got the XFX XXX 850W PSU but I am happy.
Corsair Case with Blue LED Fans
Corsair 120Gig Solid State Drive(s) x 2
500gig SATA II Drive
XFX Radeon XXX 6950 2 Gig
Looks like internal cables have LED illumination as well.
Windows 7 Pro 64bit
A really obnoxious shirt with flashing LED's all over it that they made me wear all day yesterday and today.

Sounds like a nice system.... the things we have to do for our passion/hobby (re: your shirt... what did the lights say?) :har:

Will you ever get to trying to phase in upgrades as close to history as possible? Or was that something you were leaving up to the individual user?

TheBeast
12-26-11, 10:14 PM
Sounds like a nice system.... the things we have to do for our passion/hobby (re: your shirt... what did the lights say?) :har:

Will you ever get to trying to phase in upgrades as close to history as possible? Or was that something you were leaving up to the individual user?
No words on the shirt. Just little trees outlined with LED's all over it.

The upgrade date are already there but Upgrade Option 1 is commented and replaced with new line that allows upgrade in 1938.

tonschk
12-27-11, 09:32 AM
Very good :DL, do you want to install the SH5 into the Solid State Drive or into the HDD ?

Family and friends went in together and bought me a new system.
Guess they got tired of hearing talking dirty to my current PC.:haha:

Intel DZ68DBB or DZ68ZV Main Board. Waiting on this to be delivered.
Intel i7 CPU
Intel Green LED CPU Fan
Corsair Vengence DDR3 1600 16gig RAM
Corsair 750W PSU. Waitng on this to be Deliver. <-- They should have got the XFX XXX 850W PSU but I am happy.
Corsair Case with Blue LED Fans
Corsair 120Gig Solid State Drive(s) x 2
500gig SATA II Drive
XFX Radeon XXX 6950 2 Gig
Looks like internal cables have LED illumination as well.
Windows 7 Pro 64bit
A really obnoxious shirt with flashing LED's all over it that they made me wear all day yesterday and today.

TheBeast
12-27-11, 01:26 PM
Very good :DL, do you want to install the SH5 into the Solid State Drive or into the HDD ?
I have 2 SSD's so I guess one will be for OS/Apps and the other one for games.
I need to ensure they are on sepporate IDE bus to reduce transfer speed degradation if both drives are being access at same time. They transfer @ 520Mbs Read and 515Mbs Write.
I plan to use the 500g SATA drive just for storage space with hidden partition for System Restore Image.

TheDarkWraith
12-27-11, 01:39 PM
I have 2 SSD's so I guess one will be for OS/Apps and the other one for games.
I need to ensure they are on sepporate IDE bus to reduce transfer speed degradation if both drives are being access at same time. They transfer @ 520Mbs Read and 515Mbs Write.
I plan to use the 500g SATA drive just for storage space with hidden partition for System Restore Image.

These are not SATA SSDs?
I have two OCZ Vertex 3 MAXIOPS in a RAID0 config. Theoretically speaking I should be seeing > 1100MB/sec read speeds (each SSD is > 550MB/s read) since they are in RAID0 but I only see ~ 600 MB/sec. This is due to the controller on the MB (Asus Crosshair V Formula). There is only 'one' channel usually for SATA and it's usually an X4 or X6 channel.
I put everything on the RAID0 - OS, games, etc. I disabled the page file, indexing, all that crap that isn't needed and will only degrade the SSD overtime.
Point is your motherboard determines everything about your system. If you have a so-so MB then you'll have so-so experience.

For some reason those using Intel based MBs with the same drives in RAID0 can get read speeds > 1000MB/s. That really pisses me off to no end (I'm an AMD fan).

TheBeast
12-27-11, 10:17 PM
These are not SATA SSDs?
I have two OCZ Vertex 3 MAXIOPS in a RAID0 config. Theoretically speaking I should be seeing > 1100MB/sec read speeds (each SSD is > 550MB/s read) since they are in RAID0 but I only see ~ 600 MB/sec. This is due to the controller on the MB (Asus Crosshair V Formula). There is only 'one' channel usually for SATA and it's usually an X4 or X6 channel.
I put everything on the RAID0 - OS, games, etc. I disabled the page file, indexing, all that crap that isn't needed and will only degrade the SSD overtime.
Point is your motherboard determines everything about your system. If you have a so-so MB then you'll have so-so experience.

For some reason those using Intel based MBs with the same drives in RAID0 can get read speeds > 1000MB/s. That really pisses me off to no end (I'm an AMD fan).
Yeah, I was wondering about those Corsair Force GT Series 120GB Solid State Drives myself. Not sure if the Mother Board has built in support for these drives but I need to pick up mounting brackets anyway so I may pickup a Controller at same time if needed. Just need Mother Board to get here because they were not sure what Model was ordered.
The Main Board is supposed to be here Tuesday but I am willing to bet it will be at least a day later.
-=[EDIT]=-
I checked and the Corsair Force GT Series 120GB Solid State Drives are SATA 3 type drives. It is printed right on the front of the drive.
http://www.corsair.com/media/catalog/product/cache/1/image/9df78eab33525d08d6e5fb8d27136e95/s/s/ssd_fgt3_top_120gb.png

Lunatea
12-30-11, 09:38 AM
oh nice thanks for this mod :O

DukeLebowski
12-30-11, 10:30 AM
Thank you for the mod. ;)

TheDarkWraith
12-30-11, 12:34 PM
-=[EDIT]=-
I checked and the Corsair Force GT Series 120GB Solid State Drives are SATA 3 type drives. It is printed right on the front of the drive.

It's a night and day difference making the move to SSD from spinning hard drives :yep: You'll never go back to mechanical drives ever again.

You do have to set them up correctly though. There are many things in the OS that you need to disable/check are disabled or performance will suffer and accelerated drive degradation will happen (you can only write to each 'cell' on these drives so many times before the 'cell' dies). Google installing SSD, switching to SSD, etc. to find out about them. Win7 is fairly good about detecting the SSDs on a new install of it and disabling/setting up mostly everything.
I would not keep the page file on the SSDs. Better yet disable the page file if you have enough RAM. If not move the page file over to a mechanical drive. There's no reason to waste precious write cycles on your SSD to the page file.

GT182
12-30-11, 01:03 PM
Beast, go get H-60 water cooling for the CPU. It's the best way to cool it I've seen yet..... and very quiet too. I can only hear the top fan in my Cooler Master 922 case running.

Luca A.
12-30-11, 08:31 PM
Is this mod available for download anywhere else other than here on subsim.com? Don't know why, but I can not download files (not even 3/day) from here, even if I am a registered user.

Thank you!

L.

niatiale
12-31-11, 12:27 PM
Would love to see an optional DL link

TheBeast
12-31-11, 01:15 PM
Is this mod available for download anywhere else other than here on subsim.com? Don't know why, but I can not download files (not even 3/day) from here, even if I am a registered user.

Thank you!

L.

Would love to see an optional DL link

Try looking Here (http://www.mediafire.com/?w86iapklybbsw).

TheBeast
01-01-12, 02:07 AM
Equipment_Upgrades_Fix_v1_4_Patch_1 by TheBeast 12/31/2011
--------------------------------------------------------------
CREDITS:
Skwas - Silent Editor S3D
Nozaurio ; Magic1111 ; Silent Steel ; tonschk - Testing
Nozaurio - Type-VIIC Paint Schemes
Privateer - Snorkel Plumbing and Brace 3D Models.

PURPOSE:
Add updated textures, 3D Models and Minor Tweaks.

CHANGES:
Add Type-VIIC Paint Scheme's (Skins) by Nozaurio
- CamoD U-552
- CamoE U-69
- CamoF U-73
- CamoG U-94
- CamoH U-96 (Black)
- CamoI U-96 (Green)
- Type-VIIC Default Body
- Type-VIIC Default Structure
- Type-VIIC Default Deck
Adjusted data\Objects\Sensors\Coatings.sim
- Reorganised all Coatings in the Coatings.sim file to place them in Order that makes sense.
Adjusted data\Objects\Sensors\UBoot_Sensors.sim
- Corrected SCHNORCHEL_RWR SendorData -> SensorType from Radar to RadarWarning
- Changed Depth the Radio Rod Antenna start lowing from 25m to 15m.
- - This allows the Rod Antenna to be raised at Snorkel Depth but it lowers when going to Periscope Depth.
- - PeriscopeDepth=16 ;<--This setting is in the Sumarine's .CFG file.
- - SnorkelDepth=14 ;<--This setting is in the Sumarine's .CFG file.
- Change Extend Height for Observation Periscope's from 3 to 5.2 to allow use at Snorkel Depth.
Adjusted data\CFG\Contacts.cfg
- Changed Decay Rate for Imprecise and Precise Contacts so Radar Contacts display longer.
Adjusted Snorkle(s)
- Add Snorkel Plumbing Pipes.
- Add Snorkel Brace.
Adjusted data\UPCDataGE\UPCUnitsData\Equipment.upc to reflect these changes/Additions.
Adjusted data\UPCDataGE\UPCUnitsData\UpgradePacks.upc to reflect these changes/Additions.
Adjusted data\UPCDataGE\UPCUnitsData\Weapons.upc to reflect these changes/Additions.
Adjusted data\UPCDataGE\UPCLocalization\UPCLocalization.tsr to reflect these changes/Additions.

Download Link:
Filesize = 43.37 Meg
Equipment Upgrade Fixes v1.4 Patch 1 (http://www.subsim.com/radioroom/downloads.php?do=file&id=3457)

Install after Equipment Upgrade Fixes v1.4 byTheBeast

Support for "A Fist Full of Emblems v1.51" included as optional MOD. This new version replaces previous version.

If any issue's are discovered. Please report them here in this Forums Thread.

Regards!:salute:
TheBeast

Trevally.
01-01-12, 05:08 AM
Thanks TheBeast:yeah:

mikaelanderlund
01-02-12, 03:26 PM
Hi,

I have CTD when using this path. I have tried to download it twice with the same resulte. When I enter the upgrade menu, I get CTD. Help :06:

Sepp von Ch.
01-02-12, 04:19 PM
Equipment_Upgrades_Fix_v1_4_Patch_1 by ...

Correct order is:

Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
Equip_Upgrades_Fix_1_4_AFFOE_151
Equip_Upgrades_Fix_1_4_Patch_1_AFFOE_151

or

Equipment_Upgrades_Fix_v1_4_byTheBeast
Equip_Upgrades_Fix_1_4_AFFOE_151
Equipment_Upgrades_Fix_v1_4_Patch_1
Equip_Upgrades_Fix_1_4_Patch_1_AFFOE_151


?

TheBeast
01-02-12, 04:34 PM
Hi,

I have CTD when using this path. I have tried to download it twice with the same resulte. When I enter the upgrade menu, I get CTD. Help :06:
What Operating System are your using? (32Bit/64Bit)
How much system RAM do you have install?
Have you used the 3GIG or 4GIG patch and used the BCEDIT command line if running a 32Bit OS?

Can you provide list of MOD's being used in the Order you have them installed?

Thank You!

Correct order is:

Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
Equip_Upgrades_Fix_1_4_AFFOE_151 ;<--Not Needed
Equip_Upgrades_Fix_1_4_Patch_1_AFFOE_151

or

Equipment_Upgrades_Fix_v1_4_byTheBeast
Equip_Upgrades_Fix_1_4_AFFOE_151
Equipment_Upgrades_Fix_v1_4_Patch_1
Equip_Upgrades_Fix_1_4_Patch_1_AFFOE_151


?

A Fist Full of Emblems v1.51
A Fist Full of Emblems v1.51 (Weathered) ;<--Optional
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
Equip_Upgrades_Fix_1_4_Patch_1_AFFOE_151

Because of all the changes done I had to create a new version for AFFOE support.
The old "Equip_Upgrades_Fix_1_4_AFFOE_151" will break/undo latest revisions.

mikaelanderlund
01-02-12, 05:00 PM
Hi,

64 bit
8 GB

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

RemoveLogoIntroTheDarkWraith
German U-Boat Crew Language Pack
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.1 Patch
SteelViking's Bunker Fixes V1.0
Rel_SH4_BBC_1939_to_1945
Grossdeutscher Rundfunk
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
FX_Update_0_0_19_ByTheDarkWraith
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environmental SH5 Realistic Colors V2.1
Dynamic Environment SH5 Waves (realistic version) V2.1
Dynamic Environment SH5 DarkerNights V2.1
sobers 3D deck spray mod V7
sobers best ever fog V4 SH5
NewUIs_TDC_6_9_0_ByTheDarkWraith
NewUIs_TDC_6_9_0_New_radio_messages_German
NewUIs_TDC_6_9_0_Real_Navigation
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_hydrophone_on_surface_No_Aircraft_s potting
IRAI_upgrade_to_v_0_0_31
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 additional crew sounds beta6
Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy
Stormys DBSM SH5 v1.3 optional NavMap babelling
Stormys DBSM SH5 v1.3 optional scary creaks
sobers no shoe sound mod
OPEN HORIZONS II_full v1.6
OH II Minefield map
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
Nauticalwolf's_Damage_and_Torpedo_UI(b)_Mod_v1.1
Window_Lights_Redone_V1
Small_trees_SH5_V1
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1
PE_MORE_CREW
Trevally Harbour & Kiel Canal Pilot v2.8
sobers green crew training V3 SH5
Accurate German Flags
R.E.M_by_Xrundel_TheBeast_1.2
Radio Berlin
Critical hits 1.1 Torpedos
TDW_No_Contact_Colors_1_1_0
Torpedo Splash
SAS special abilities simplified V1 (MCCD och modified by Mikael) SH5< slightly modified
SubFlags_0_0_8_byTheDarkWraith (Comp med Equip mod)
Equipment_Upgrades_Fix_v1_4_byTheBeast< Winmerge with MCCD (dialogs.tsr)

This mod soup works excellent:up:

Sartoris
01-02-12, 05:56 PM
mikaelunderlunds, how come you put IRAI after NewUI? Is that the correct order now?

TheBeast
01-02-12, 06:01 PM
Everything appears to be OK with the exception of R.E.M_by_Xrundel_TheBeast_1.2
I think this MOD is not Compatible with New_UI's_TDC MOD.
Read This Post about R.E.M_by_Xrundel_TheBeast_1.2 & New_UIs_TDC (http://www.subsim.com/radioroom/showpost.php?p=1722812&postcount=25)

Not sure what is causing your CTD but no one else has reported this so it must be MOD conflict.
What files does my MOD overwrite when you are enabling it with your MOD configuration?

Regards!
TheBeast

mikaelanderlund
01-02-12, 10:47 PM
mikaelunderlunds, how come you put IRAI after NewUI? Is that the correct order now?

Yes, I think so. According to TDW,

"You have to install my UIs mod first then install IRAI and then the add-on mod for no hydrophone on surface if you want that. Say yes to all JSGME warning"

mikaelanderlund
01-02-12, 11:01 PM
Everything appears to be OK with the exception of R.E.M_by_Xrundel_TheBeast_1.2
I think this MOD is not Compatible with New_UI's_TDC MOD.
Read This Post about R.E.M_by_Xrundel_TheBeast_1.2 & New_UIs_TDC (http://www.subsim.com/radioroom/showpost.php?p=1722812&postcount=25)

Not sure what is causing your CTD but no one else has reported this so it must be MOD conflict.
What files does my MOD overwrite when you are enabling it with your MOD configuration?

Regards!
TheBeast

I'm using TDW modified Modified Ubooat_Sensors.sim file for Repaired_Equipment_MOD_by_Xrundel_TheBeast" (R.E.M) Version 1.2
mod

"(this file has to be installed in the Repaired_Equipment_MOD_by_Xrundel_TheBeast" (R.E.M) Version 1.2
mod in \data\Objects\Sensors and the Repaired_Equipment_MOD_by_Xrundel_TheBeast" (R.E.M) Version 1.2
mod HAS to be installed last in JSGME). This modified file makes it compatible with v6.9.0 of my UIs mod and FX_Update v0.0.18"

mikaelanderlund
01-03-12, 02:12 AM
It seems that the CTD occurs when I am in the torpedo tab under equipment menu. When I leave the torpedo tab, I get CTD. I can not choose torpedo types anymore, but it goes well with other equipment. I have also tried without R.E.M. modification. The sameCTD problem. I have tried to equip the boat with snorkel and it works well. So the problem is in the torpedo menu.

charognard
01-03-12, 03:33 AM
well if it can help, i m using REM, newUIs 6,9 and Equipement upgrade, and all run fine... I have installed the sensor.sim by TDW.

My mod order :

....
NewUIs_TDC_6_9_0_ByTheDarkWraith
....
R.E.M_by_Xrundel_TheBeast_1.2
....
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_patch 1 byTheBeast
....
Where "...." are my other mods.

Never see a CDT since i have beggin my new campain with this modlist, and all run fine...

Sartoris
01-03-12, 05:04 AM
mikaelanderlund, try running Dbgview (which you can find in your SH5/data/Aplications folder), then running the game. After you crash, save the Dbgview output to a file and send it to TDW or paste it in one of his threads. I think he'll help you, he's helped me in the past.:up:

Atilla
01-03-12, 08:21 AM
Great MOD, thanks for your efforts. :salute:
I've installed it, and it runs smoothly on my rig (Win 7 64 bit, 6 GB ram).
I have one request though.
The 1.4 version overwrites a file used by the MCCD MOD.
Warning is:
"dialogs.tsr" has already been altered by the "MCCD_1.04_MFCM_1.2.1_compatible"
When overwriting this file, the menu-texts in crew dialog-windows disappear.
Is it possible to make your MOD compatible with the MCCD MOD?

mikaelanderlund
01-03-12, 08:39 AM
Great MOD, thanks for your efforts. :salute:
I've installed it, and it runs smoothly on my rig (Win 7 64 bit, 6 GB ram).
I have one request though.
The 1.4 version overwrites a file used by the MCCD MOD.
Warning is:
"dialogs.tsr" has already been altered by the "MCCD_1.04_MFCM_1.2.1_compatible"
When overwriting this file, the menu-texts in crew dialog-windows disappear.
Is it possible to make your MOD compatible with the MCCD MOD?


Strangely, I can not understand why I can not choose torpedo types when I use the patch. However, you can easily merge dialogs.trs from MCCM with WinMerge.

kiwi_2005
01-03-12, 09:12 AM
Great MOD, thanks for your efforts. :salute:
I've installed it, and it runs smoothly on my rig (Win 7 64 bit, 6 GB ram).
I have one request though.
The 1.4 version overwrites a file used by the MCCD MOD.
Warning is:
"dialogs.tsr" has already been altered by the "MCCD_1.04_MFCM_1.2.1_compatible"
When overwriting this file, the menu-texts in crew dialog-windows disappear.
Is it possible to make your MOD compatible with the MCCD MOD?


I got the same problem.

Butapren
01-03-12, 09:39 AM
Hi.
I'm doing missions in 2nd chapter of the campaign. After first completed mission I have chance to command a new u-boat (this is my 3rd starting from beginning of the campaign). I took it and there is a problem in the port cause I can't see torpedos loadout in tubes on the purchase screen (only external resources are visible) and I cannot buy new torpedos cause there are not any in base.
This bug never happened before.

My list of installed mods:

No Logo Intro Menu_Animation v. 01.00 by AvM
Critical hits 1.1 Torpedos
Dynamic Environment SH5 Basemod (realistic version) V2.1
FX_Update_0_0_19_ByTheDarkWraith
IRAI_0_0_30_ByTheDarkWraith
MRP 1.3
MRP 16x9 patch
sobers 3D deck spray mod V7
Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
ImprovedWaves_Improved Pitch&Roll
Equipment_Upgrades_Fix_v1_4_byTheBeast
Depth_Keeping_Problem_HB_2_0_0_TheDarkWraith
Depth_Keeping_Problem_UHS_patch_HB_2_0_0_TheDarkWr aith
Equipment_Upgrades_Fix_v1_4_Patch_1

mikaelanderlund
01-03-12, 09:59 AM
It's the same problem I have. Unfortunately I have not been able to identify the cause of the damn bug. I've tried to deactivate multiple mods without success.

Atilla
01-03-12, 10:01 AM
@mikaelanderlund (http://www.subsim.com/radioroom/member.php?u=216057)
Aaaahh, thanks for the pointer. I hadn't thought about that.
I'll give it a try.
BTW, have you tried letting the upgrade MOD overwrite (no merging) the dialogs.tsr?

mikaelanderlund
01-03-12, 10:33 AM
Yes, several times but with same results, only T1 torpedoes available for purchase. Butapren have exact same problem. Yes, WinMerge is a Superb tool when the mod soup is troublesome large.:salute:

mr.artur_96
01-03-12, 11:52 AM
Hey,

Is it possible to make "Repaired Equipment MOD by Xrundel and TheBeast" and "Equipmen Upgrades Fix by TheBeast" compatible ? Because I really like the firsth one .

Cheers ! :woot:

Sartoris
01-03-12, 05:15 PM
I have the following problem: I can't choose my torpedo loadout. I started a new game, saved in the bunker and reloaded, but it's still not working. Everything was fine until I installed the Equipment fix 1.4 patch. This is what my torpedo loadout screen looks like when I ask the worker in the bunker to give me more torpedo options:

http://img717.imageshack.us/img717/1223/sh52012010323120782.png (http://imageshack.us/photo/my-images/717/sh52012010323120782.png/)

My mods:


Generic Mod Enabler - v2.6.0.157
[D:\SilentHun5\MODS]

RemoveLogoIntroTheDarkWraith
nVidia missing lights
No magic skills v1.5
No Damn Bubbles, No Damn Halo Mod
NDB,NDH OM#1 - No Dialog Indicator
Shadow Improvement Mod
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 BrighterNights V2.1
Dynamic Environment SH5 Sounds V2.1
Dynamic Environment SH5 Waves (realistic version) V2.1
FX_Update_0_0_19_ByTheDarkWraith
NewUIs_TDC_6_9_0_ByTheDarkWraith
IRAI_0_0_30_ByTheDarkWraith
IRAI_upgrade_to_v_0_0_31
Manos Scopes-patch for 8x5
TDW_No_Hydrophone_On_Surface_No_Aircraft_Spotting_ 1_1_0
TDW_Waypoint_Contacts_No_Symbols_1_1_0
Critical hits 1.1 Torpedos
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
Speech Recognition_MiTons_NewUI_Editon_v0.4.1_english
OPEN HORIZONS II_full v1.6
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1

TheBeast
01-03-12, 06:05 PM
I was finally able to reproduce the error on the Mechanic's Torpedo Loadout Screen and I found the problem causing the issue.

SHORT STORY:
I screwed up!:doh::oops:
Please forgive me?

ENTIRE STORY:
TDW is making this new, very cool, GR2 Exporter Tool. I was playing with it making new cfg#SNK Snorkel node on the Conning Towers so I could set precise placement of the Snorkel for each Conning Tower.
Some time during that Process, I accedently saved some setting in the Equipment Upgrade Fixes v1.4 Patch 1 Folder:doh::oops: Prior to packaging for release.
I did not notice this until I was trying to reproduce the problem by changing my MOD config to match others.
The Problem still did not surface when using existing Career but shows up when getting a new Submarine or starting a new Career.

PROBLEM:
data\UPCDataGE\UPCUnitsData\Weapons.upc contains bad settings.

FIX:
Exit/Shut Down Silent Hunter 5
Download Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix.rar (http://www.mediafire.com/?p54b9i86lvcnewv) (Very small download - Only 1 file)
Enable MOD Equipment Upgrade Fixes v1.4 Patch 1 HotFix
Start Silent Hunter 5

ISSUES:
Problem may persist until getting new Submarine or Starting New Career.


DIALOGS.TSR
My dialogs.tsr is pretty much stock.
I replace characters with punctuation. i.e. "Ü" with "U". These puntuacted characters can sometimes cause CTD if language packs that contain these characters are not installed on the OS.
I replaced all "`" with "'" where it appears within displayed text. "`" is considered a quote and cuts off any trailing text following the quote.

Sartoris
01-03-12, 06:17 PM
Thank you for such a quick fix! I'm also very excited about TDW's work so I hope you'll be able to put it to good use.

Keep up the great work and thanks again for the mod support!:yeah:

Zky
01-03-12, 08:12 PM
Is the patch updated so it's safe to download now and not get the bug reported earlier?


Fantastic modding btw :)

kiwi_2005
01-03-12, 08:32 PM
DIALOGS.TSR
My dialogs.tsr is pretty much stock.
I replace characters with punctuation. i.e. "Ü" with "U". These puntuacted characters can sometimes cause CTD if language packs that contain these characters are not installed on the OS.
I replaced all "`" with "'" where it appears within displayed text. "`" is considered a quote and cuts off any trailing text following the quote.

So to fix the MCCD problem (text missing in dialog) I would edit your file replacing all the " ' " back to "`" and the text should show back up in game but if I do that will your mod break :hmmm:

TheBeast
01-03-12, 08:45 PM
Is the patch updated so it's safe to download now and not get the bug reported earlier?


Fantastic modding btw :)
Installing the HotFix removes the Bug.


So to fix the MCCD problem (text missing in dialog) I would edit your file replacing all the " ' " back to "`" and the text should show back up in game but if I do that will your mod break :hmmm:
The "`" character is causing the missing text. When the "`" character is in the text string, It is being read as a "End Quote", all text following the "`" character is not displayed on screen.
Change all "`" characters in Text String to "'" character to fix problem.

Changing this will not break my MOD. You can actually remove the Dialogs.tsr from my MOD.

kiwi_2005
01-03-12, 09:38 PM
Installing the HotFix removes the Bug.



The "`" character is causing the missing text. When the "`" character is in the text string, It is being read as a "End Quote", all text following the "`" character is not displayed on screen.
Change all "`" characters in Text String to "'" character to fix problem.

Changing this will not break my MOD. You can actually remove the Dialogs.tsr from my MOD.

ok thanks for that, will try it out when I get back to port :up:

mikaelanderlund
01-04-12, 05:48 AM
Great! Many thanks:salute:

Rongel
01-04-12, 06:56 AM
Thanks for upgrading this mod!

I started to play again SH 5 with the mod list suggested by Trevally (plus some of my favourites) and I noticed too that this mods dialogs.tsr overwrites the "MCCD" commands. I removed the Equiptment dialogs and everything is working fine again. Maybe there should be a MCCD compatable version too?

Anyway, great work! :yeah:

lesec74
01-04-12, 07:15 AM
hello,

how delete or modify dialog.tsr from this mod (equipment upgrades)?explain me, I'm not an ace in computer!!!:cry:

sorry for my english!! I'm a poor french:haha:

many thanks:salute:

Rongel
01-04-12, 08:11 AM
hello,

how delete or modify dialog.tsr from this mod (equipment upgrades)?explain me, I'm not an ace in computer!!!:cry:

sorry for my english!! I'm a poor french:haha:

many thanks:salute:

Ok, it's located in "Equipment_Upgrades_Fix_v1_4_byTheBeast\Data\UPCDat aGE\UPCLocalization\Dialogs.tsr

Remove the mod, delete the file , and apply the mod again!

I suggest you remove it if you are using the great "More Crew Commands by Dialogue (MCCD)", otherwise keep it. Hope this helps! :DL

lesec74
01-04-12, 08:21 AM
many thanks rongel and happy new year:woot:

stuak85
01-05-12, 01:58 PM
THX. Great mod!!!!:D

Michael13
01-07-12, 05:01 AM
Guys, should i overwrite all files in mods
FX_Update_0_0_19_ByTheDarkWraith
NewUIs_TDC_6_9_0_ByTheDarkWraith
TDW_No_Hydrophone_On_Surface_1_1_0
when installing this mod and patch to it? Won't it broke everything? Is it compatible or i should change/delete some files?

There modified Ubooat_Sensors.sim in TheDarkWraith topic http://www.subsim.com/radioroom/showthread.php?t=166093 but it's only one file and only for version 1.2 of this mod. And we have version 1.4 and Patch 1 that want to overwrite even more files...

TheBeast
01-07-12, 05:17 AM
Guys, should i overwrite all files in mods
FX_Update_0_0_19_ByTheDarkWraith
NewUIs_TDC_6_9_0_ByTheDarkWraith
TDW_No_Hydrophone_On_Surface_1_1_0
when installing this mod and patch to it? Won't it broke everything? Is it compatible? Or i should change/delete some files?

There modified Ubooat_Sensors.sim in TheDarkWraith topic http://www.subsim.com/radioroom/showthread.php?t=166093 but it's only one file and only for version 1.2 of this mod. And we have version 1.4 and Patch 1 that want to overwrite even more files...

The only MOD the will not work correctly after install Equipment Upgrade Fixes is TDW_No_Hydrophone_On_Surface_1_1_0.
If you want to use TDW_No_Hydrophone_On_Surface_1_1_0 setting, just install that last and overwrite the UBoot_Sensors.sim file from my MOD.

Michael13
01-07-12, 05:31 AM
Thanks for fast answer.

I assume difference is ~9 meters depth to pick contacts in TDW's mod and this:
04/06/2011 Change GDG Hydrophone Min depth from 0 to -5 Meters
04/06/2011 Change KDB Hydrophone Min depth from 0 to -8 Meters
in yours? :hmmm:

And if i will want to use TDW_No_Hydrophone_On_Surface_1_1_0, i should overwrite only UBoot_Sensors.sim? UBoot_Sensors.GR2 should stay from your mod?

TheBeast
01-07-12, 06:17 AM
Thanks for fast answer.

I assume difference is ~9 meters depth to pick contacts in TDW's mod and this:
04/06/2011 Change GDG Hydrophone Min depth from 0 to -5 Meters
04/06/2011 Change KDB Hydrophone Min depth from 0 to -8 Meters
in yours? :hmmm:

And if i will want to use TDW_No_Hydrophone_On_Surface_1_1_0, i should overwrite only UBoot_Sensors.sim? UBoot_Sensors.GR2 should stay from your mod?

I think the UBoot_Sensors.GR2 files are the same so just overwrite mine as well.

vlad29
01-07-12, 02:34 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
Equip_Upgrades_Fix_1_4_Patch_1_AFFOE_151
.................................................. ...........
TDW_No_Hydrophone_On_Surface_No_Aircraft_Spotting_ 1_1_0
.................................................. ..................................
R.E.M_by_Xrundel_TheBeast_1.2

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: