View Full Version : [REL] SH 5 Lifeboats
http://i1231.photobucket.com/albums/ee503/rongel777/SH5Img2011-10-08_230852.jpg
SH5 Lifeboats 2.11
This mod adds Sh 5 lifeboats to destroyed ships. They spawn using the same system as in SH 4. Most ships spawn 0-1 boats, larger 1-3, but some rare ships may spawn even 15 lifeboats.
This mod will create lifeboat entrys to the roster for all nations and adds two new ships to the data/Sea folder. SH 5 Spec ops boat simulates both small and large lifeboats. TDW's additional animations are stored in scripts folder.
Note:
Mod contains lifeboat sounds. There are two wav-files included, one is made by Rubini (only used 30 sec to get smaller file), and other by me.
This mod uses OHII 1.4 sh.sdl-sound file for maximum compatability.
Installation:
Install with JSGME.
To get the new roster changes to appear, you must probably restart your campaign, or advance to the next campaign chapter.
Changelog:
2.11
-fixed the faulty entry in roster "New Zealand" to "NewZealand".
2.1
-added lifeboats to all new OH II nations.
-changed the lifeboat crew appereance to represent regular sailors (no more German Spec Ops commandoes!)
2.0
-further stabilization by TDW and Stoainm
-additional animations by TDW
1.0
-added optional soundmod
-stabilization by stoainm
Installing:
Install with JSGME
Credits & Thanks:
Rongel - base mod
TDW - additional animations, lifeboat stabilization
Stoainm - adjusting the lifeboat floating effect
Rubini - creator of LifeBoatM1.wav (permission asked and granted, thanks again!)
Download (http://www.gamefront.com/files/21630273/SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11.7z) version 2.11
Happy sailing to all! :sunny:
stoianm
05-07-11, 06:21 AM
Did you tested the Oil spots Rongel?
Like I said, I think they skiped these because they bounce too much on high waves. Anyway, nice finding.. fresh meat for gun practice :D
Did you tested the Oil spots Rongel?
Here is the lifeboats using stock 1.2. :
http://i1138.photobucket.com/albums/n527/rognels/SH5Img2011-05-07_142753.jpg
As you can see they do bounce, but it might be adjustable by editing the sim-file.
stoianm
05-07-11, 06:35 AM
Here is the lifeboats using stock 1.2. :
http://i1138.photobucket.com/albums/n527/rognels/SH5Img2011-05-07_142753.jpg
As you can see they do bounce, but it might be adjustable by editing the sim-file.
for sure... if you send me the wip i can try to work on the pitch and roll for them
Is not much you can do, they are too small for the waves. A solution would be to scale them, but I dont think you can do this with the tools we have for editing.
for sure... if you send me the wip i can try to work on the pitch and roll for them
Hi! Because I have to go soon away, I think I'll post the WIP public, so people can test it and comment it. I tried to adjust the sim-file to match Webster's SH 4 life boat fix, but it didn't looked too good, so go ahead and if you have better results please let me know!
And this might not be for every one, the bouncing may be too much for some, but I really like the lifeboats already! It's a small detail, but it's nice see when you sink a passanger liner, that there are some survivors too! High quality survivors! :D
Let's just hope that this doesn't crash your game....
stoianm
05-07-11, 07:04 AM
Hi! Because I have to go soon away, I think I'll post the WIP public, so people can test it and comment it. I tried to adjust the sim-file to match Webster's SH 4 life boat fix, but it didn't looked too good, so go ahead and if you have better results please let me know!
And this might not be for every one, the bouncing may be too much for some, but I really like the lifeboats already! It's a small detail, but it's nice see when you sink a passanger liner, that there are some survivors too! High quality survivors! :D
Let's just hope that this doesn't crash your game....
I like the life boats also... i used the ones made by Iambecomelife for sh3... but i did not liked the grafic... not matched to well the sh5 grafic.. i did not knew how to change:DL
Stormfly
05-07-11, 07:13 AM
good find, the old SH3 Liveboat mod have texture problems in SH5, and these are looking awesome, they give a important detail back, maybe we could also add high negative score points if you sink one ?
jwilliams
05-07-11, 07:24 AM
At last.... Good work.:yeah:
Been waiting for someone to make these spawn. I looked myself, but had no clue how to achieve this.
Gratz
:salute:
Posted a download link. I have to go now, so customer care is disabled for sometime. Please let me know what you think, and use at your own risk. :D
pascal4541
05-07-11, 07:27 AM
Thank you...Nice job :up:
stoianm
05-07-11, 07:29 AM
tnx
Kinda offtopic.. Rongel, pls stick around. You are very talented and exactly what the SH5 community need. And TDW need a challenge anyway, he is kinda bored being the best moder here :D
stoianm
05-07-11, 08:51 AM
I noticed him long time ago when he made the Batlestation mod and the Wasserbomben:)... very talented moder:yep:
... very talented moder:yep:
Word.
stoianm
05-07-11, 10:25 AM
@ Rongel....
Here is my first try... very bad results:DL:
MOVIE1 (http://www.youtube.com/watch?v=-KH1k-QvTx8)
Here is my second try:
MOVIE2 (http://www.youtube.com/watch?v=qTTthOiECbE)
I increased the speed, reduced the draft and i reworked the pitch and roll to be close to immersive.... tell me if you like it and i will send you in PM... if you not like it i can try to rework again
EDIT: I will rework more... it is not well balanced
Not the best Pic.... But this is what I get, and it aint bad.
http://personalpages.tds.net/~buggman/sh5LifeBoats.jpg
Stormfly
05-07-11, 12:27 PM
dont forget to add the "help me" sounds to it, as aviable in the liveboats mod for SH3 (picture above)
Thanks for your comments, I'll just post a quick reply, not in the condition to say anything smart :D
Thanks Stoainm for the tuning, the second video didn't look that bad. And in the real game, you don't really follow these lifeboats, they are just a nice detail.
Not the best Pic.... But this is what I get, and it aint bad.http://personalpages.tds.net/%7Ebuggman/sh5LifeBoats.jpg
This looked really weird, looks like SH 4/ SH 3 boats and crew. Any other have similiar results? The lifeboats should be using SH 5 graphics.
Ok, I'll post more tomorrow. And by the way, I'm a really novice what comes to modding, I just followed SH 4 system, I didn't create anything new. :DL
TheDarkWraith
05-07-11, 09:42 PM
Like I said, I think they skiped these because they bounce too much on high waves.
Play with the CG, mass, and displacement. Increasing mass and displacement will require more wave 'force' to make the raft move (pitch and roll). Surfaced displacement has to be greater than mass or it will sink.
PL_Andrev
05-08-11, 01:44 AM
Play with the CG, mass, and displacement. Increasing mass and displacement will require more wave 'force' to make the raft move (pitch and roll). Surfaced displacement has to be greater than mass or it will sink.
Are these values solid or can be randomly changed to show different cargo & draught for this same ship class?
stoianm
05-08-11, 02:49 AM
Reworked again the pitch&roll after TDW sugestions... i improuved a bit.. but i am still limited because the boats are to small... and we modified a lot the waves parameters... but i will say now it is acceptable... i can not do better than that:
SH5-LIFEBOATS-MOVIE (http://www.youtube.com/watch?v=Q7OVhWceILM)
jwilliams
05-08-11, 03:06 AM
SH5-LIFEBOATS-MOVIE (http://www.youtube.com/watch?v=Q7OVhWceILM)
Looks good. :yep:
Looks a bit weird to have so many spec ops boats.. how about importing the sh4 boats?
And what happens with these boats.. they start moving, despawn after a while, what?
stoianm
05-08-11, 03:26 AM
Looks a bit weird to have so many spec ops boats.. how about importing the sh4 boats?
And what happens with these boats.. they start moving, despawn after a while, what?
I think these made by rongel are ok... yes.. if you put speed on them they are mooving... test in that mission and you will see... if we import from sh3 will be static... more too wired.. you can easy test... just install the sh3 mod and sink a ship... you will see the lifeboats... in my opinion a lot more realistic the ones that we have now from Rongel... and they are to manny in that mission because the nuber is related to the ship tah you sunk... that one was a very big liner ship... with a lot of persons at board... and some of them were dead in the water also
Looks a bit weird to have so many spec ops boats.. how about importing the sh4 boats?
I first started playing with the Sh 4 lifeboats, that is where I got the idea. SH 4 has two different boats: small, inflatable lifeboat, much like the spec obs boat, and a larger wooden boat. Larger ships spawn wooden boats, smaller boats spawn liferafts. It's a good system but I just couldn't get it to work in SH 5. The boats do spawn, but if I try adding the crew, it crashes the game.
So there is the possibility to use two different boats, smaller and larger, but we just don't have any 3d-models to use, other than the spec obs boat.
Stoainm, thanks for the tuning again, this video looks okay to me :DL.
Sbygneus
05-08-11, 04:26 AM
Exellent work with the rafts! I like the way they pitch and roll in the movie. I especially like the way they fall into wave valleys - nice gravitation feel.
Got the lifeboat sound FX playing! It adds a nice touch, when you sail past the lifeboats and hear their cries... grim. Not sure however if it makes the game unstable if there are many lifeboats in the water, the wav-file is quite large.
And does anybody know who made the sound effect to the SH 3 Wooden lifeboats mod? Iambecomelife? I should get the permission before I can use it. Anyway I'm going to make the sound optional, so many people have so different SH.sdl-files, it's impossible to make all the compatibility versions.
So the next WIP version will have roster entries for all countries, modified floating effect by Stoainm, and hopefully optional sound effect. :DL
TheDarkWraith
05-08-11, 09:54 AM
If you attach an invisible 3D model (liferaft that is 10X wider and longer) to the lifeboat you will make it more stable in water. The game engine will use the resultant bounding box for the entire object (visible and not visible) to determine physics affects (pitch and roll from waves) :|\\
Attach a Collisionable object controller to the lifeboats and you should be able to shoot them and destroy them (sink them) also.
Attach a Collisionable object controller to the lifeboats and you should be able to shoot them and destroy them (sink them) also.
Would suggest caution in adding/edit of the Spec.ops boat collision effects.
IIRC it can cause problems when inserting spy missions are called for.
The Spec.Ops boat bumps into your Sub and you end up sinking it, and therefore are unable to complete those missions.
Just a Thought...............
If you attach an invisible 3D model (liferaft that is 10X wider and longer) to the lifeboat you will make it more stable in water. The game engine will use the resultant bounding box for the entire object (visible and not visible) to determine physics affects (pitch and roll from waves) :|\\
Attach a Collisionable object controller to the lifeboats and you should be able to shoot them and destroy them (sink them) also.
If I destroy a life boat, will it spawn another one? :haha:
The first issue is beyond my skills, and I think it's good to keep this simple. If you want to try it... :DL
Would suggest caution in adding/edit of the Spec.ops boat collision effects.
IIRC it can cause problems when inserting spy missions are called for.
The Spec.Ops boat bumps into your Sub and you end up sinking it, and therefore are unable to complete those missions.The Spec ops boats aren't been changed in anyway, these lifeboats are basically two completely new ships who just use Spec ops boat model.
stoianm
05-09-11, 08:17 AM
Got the lifeboat sound FX playing! It adds a nice touch, when you sail past the lifeboats and hear their cries... grim. Not sure however if it makes the game unstable if there are many lifeboats in the water, the wav-file is quite large.
And does anybody know who made the sound effect to the SH 3 Wooden lifeboats mod? Iambecomelife? I should get the permission before I can use it. Anyway I'm going to make the sound optional, so many people have so different SH.sdl-files, it's impossible to make all the compatibility versions.
So the next WIP version will have roster entries for all countries, modified floating effect by Stoainm, and hopefully optional sound effect. :DL
If you are refering at Wooden_Lifeboats_Mod_1.1 mod wav sound .. i saw in description:
''June 12, 2010
Modified Version of LifeBoats&Debris for Sh3 V2A. By Iambecomelife.
================================================
Compatible with stock game and any big mod.
================================================
Description: Modified version of static Lifeboats & Debris mod. Contains wooden lifeboats, liferafts, crewmen clinging to debris, and improved skins by myself and DKruger. Special thanks to Rubini, Privateer, Racerboy, and the other creators of the original lifeboat mod, plus various other effects mods.''... so maybe you need to ask him who made the sound to give credits if you want to use that one:hmmm:
About the sh file in your place i will take the one made by stormy in the Stormys DBSM SH5 v1.3 additional crew sounds beta6 ... i will add the new entries that will be available soon in zedi mod for dolphins, iceberg, buoys and whales... and i wll add the entry from your life boats mod... than your sh file will be compatible with all sh files from subsim... so no need to make like optional
If you are refering at Wooden_Lifeboats_Mod_1.1 mod wav sound .. i saw in description:
''June 12, 2010
Modified Version of LifeBoats&Debris for Sh3 V2A. By Iambecomelife.
================================================
Compatible with stock game and any big mod.
================================================
Description: Modified version of static Lifeboats & Debris mod. Contains wooden lifeboats, liferafts, crewmen clinging to debris, and improved skins by myself and DKruger. Special thanks to Rubini, Privateer, Racerboy, and the other creators of the original lifeboat mod, plus various other effects mods.''... so maybe you need to ask him who made the sound to give credits if you want to use that one:hmmm:
About the sh file in your place i will take the one made by stormy in the Stormys DBSM SH5 v1.3 additional crew sounds beta6 ... i will add the new entries that will be available soon in zedi mod for dolphins, iceberg, buoys and whales... and i wll add the entry from your life boats mod... than your sh file will be compatible with all sh files from subsim... so no need to make like optional
Just got the permission, thanks again Rubini! Will add you to credits! :yeah: Yes Stoainm, it sounds like a good idea to use Stormys DBSM beta6 sh.sdl file, but I might still put it in optional, because I'm not sure if it will cause something bad if there is lot of lifeboats. I haven't decided yet... But thanks for your offer! :DL So I'll make soon the new WIP version with sound, and if it works well, I'll make REL version.
Will this work as stand alone? Im about to release very soon a test version of the new campaign with mines &stuff + the new ships and I try to avoid conflicting files.
TheDarkWraith
05-09-11, 10:08 AM
the only problem I see (and is probably why the devs left these out) is that they are a unit (a ship to be exact) and the game engine has a hard time dealing with many units at once (your system will be brought to it's knees with too many units - saw this happen with spawned mines). So if you sink many ships in a convoy and they all spawn lifeboats your system will probably start crawling. You can see this happen in convoys that contain many units as is.
The lifeboats being a ship will not disappear. They follow the same 'rules' as the other ships in the game as far as de-spawning.
I'll dig through the exe file and see if I can't find a way to limit the number of lifeboats being spawned per ship. If we can cut this number down to say max 3-4 per ship I think we'll be ok.
@Zedi: there will be no conflicts with your campaign work
Stormfly
05-09-11, 10:22 AM
or we use the shark, he also spawns with a little delay destroying some lifeboats by ramming them, he maybe need to be declared as an axis DD, the liveboats have to be declared allied sub`s unable to dive ?
the only problem I see (and is probably why the devs left these out) is that they are a unit (a ship to be exact) and the game engine has a hard time dealing with many units at once (your system will be brought to it's knees with too many units - saw this happen with spawned mines). So if you sink many ships in a convoy and they all spawn lifeboats your system will probably start crawling. You can see this happen in convoys that contain many units as is.
The lifeboats being a ship will not disappear. They follow the same 'rules' as the other ships in the game as far as de-spawning.
I'll dig through the exe file and see if I can't find a way to limit the number of lifeboats being spawned per ship. If we can cut this number down to say max 3-4 per ship I think we'll be ok.
@Zedi: there will be no conflicts with your campaign work
I think there should be no problem with the numbers of the lifeboats. What I have seen, most ships spawn 0-1 boats, larger ones 1-2. Even Large Liner spawned only two lifeboats (which is too little in my opinion). Exception seems to be Huge European Liner which spawned 10-15 lifeboats. And yes, this works as a standalone mod and shouldn't overwrite anything. I also tested the collision model with these boats, but I think it didn't work that well, boats keep ugly metal scratch noise when colliding to something, and spawn metal debris when fired upon or maybe even explode... And no one could be that sick that he/she wants to shoot a lifeboat, right :D ?
stoianm
05-09-11, 02:13 PM
And no one could be that sick that he/she wants to shoot a lifeboat, right :D ?you can never be sure of this... there are a lot of bad people outside there:timeout:
:D
New 1.0 version update! Contains roster entries to all nations, Stoainm's floating tweaks and optional sounds. Feedback is more than welcome. :DL
stoianm
05-10-11, 10:04 AM
Feedback is more than welcome. :DL
be sure of this... tnx:salute:
Stormfly
05-10-11, 11:17 AM
...just tested them, looks good with that new balancing, man the sounds are great ecspecially together with this new additional sample THX guys :up:
...just tested them, looks good with that new balancing, man the sounds are great ecspecially together with this new additional sample THX guys :up:
I'm glad you like the new sample too! So how is it working for you? No nasty side effects? Especially if there is lot of boats, have you had any freezes or crashes?
And does somebody know what these actually mean in the cfg file:
SurvivalRate=0
SurvivalPercentage=10
These are the values for my lifeboats, not very nice positive numbers. But is it somehow linked to despawning?
There is also coming a new version later, fine tuned and tweaked with help from friends...
Stormfly
05-11-11, 12:01 PM
I'm glad you like the new sample too! So how is it working for you? No nasty side effects? Especially if there is lot of boats, have you had any freezes or crashes?
And does somebody know what these actually mean in the cfg file:
SurvivalRate=0
SurvivalPercentage=10
These are the values for my lifeboats, not very nice positive numbers. But is it somehow linked to despawning?
There is also coming a new version later, fine tuned and tweaked with help from friends...
ohh just had a nice party with over 20 of them after a big liner went down, i decided to navigate directly in the middle of the group... sounds great, no lags or anoying things happened :D
Magic1111
05-12-11, 04:16 PM
New 1.0 version update! Contains roster entries to all nations, Stoainm's floating tweaks and optional sounds. Feedback is more than welcome. :DL
Hi Rongel !
Thanks for a very nice MOD ! :up:
But is this MOD furthermore a "WIP" ? When not, the Moderators can change the Thread Title to [REL], or ?
Best regards,
Magic:salute:
Hi Rongel !
Thanks for a very nice MOD ! :up:
But is this MOD furthermore a "WIP" ? When not, the Moderators can change the Thread Title to [REL], or ?
Best regards,
Magic:salute:
Thanks! I think there is coming one update quite soon, TDW did a little more polishing. I'll change this to REL then. The reason why it's WIP was to hear if it's working correctly before I can truly suggest people to use it. But no complaints yet :yeah:
TheDarkWraith
05-13-11, 01:54 PM
Thanks! I think there is coming one update quite soon, TDW did a little more polishing. I'll change this to REL then. The reason why it's WIP was to hear if it's working correctly before I can truly suggest people to use it. But no complaints yet :yeah:
Should be done with update here soon :up:
New version update! 2.0 is now ready! And we have to thank TDW and Stoainm for this, great work guys :yeah:
Ps. the mod is now [REL] so if somebody could change the title I would be real happy!
stoianm
05-14-11, 02:26 PM
New version update! 2.0 is now ready! And we have to thank TDW and Stoainm for this, great work guys :yeah:
Ps. the mod is now [REL] so if somebody could change the title I would be real happy!
You must to wright a PM to CCIP... the admin from workshop section and ask him for that
Sepp von Ch.
05-14-11, 03:07 PM
Changelog:
2.0
-additional animations by TDW
It sounds interesting! I try this mod! Thanks gentlemen!
Brilliant work, guys! :up:
Magic1111
05-15-11, 02:38 PM
New version update! 2.0 is now ready! And we have to thank TDW and Stoainm for this, great work guys :yeah:
Ps. the mod is now [REL] so if somebody could change the title I would be real happy!
Many thanks, will give it a try ! :yeah:
Best regards,
Magic:salute:
SteelViking
05-15-11, 09:55 PM
Hey Rongel, I just got done changing this for Zedi's Campaign files, and I got a hunch that maybe the lifeboats had the same thing going on. The .cfg files in the Sea folder is pointing to a .tga for the texture, but the texture you have included in the mod is a .dds. Now, everything still works in game with this setup, but I wonder if we shouldn't go ahead and change it to .dds.
Like I said, I made this change in Zedi's campaign files, and I did not see a difference. But, I would think things might run smoother if we were in fact pointing to the correct texture file.
Just thought I would give you a heads up on this comrade.
:salute:
TheDarkWraith
05-15-11, 11:10 PM
Like I said, I made this change in Zedi's campaign files, and I did not see a difference. But, I would think things might run smoother if we were in fact pointing to the correct texture file.
Game engine doesn't care. If it can't find .tga and there is a .dds available (same name) it will use it. If both are available it will use the .dds.
I left the ships with Zedi's campaign as .tga in case someone wanted to use .tgas instead of .dds. Remember .dds is a compressed format that has to be uncompressed. TGA is not.
SteelViking
05-15-11, 11:13 PM
Game engine doesn't care. If it can't find .tga and there is a .dds available (same name) it will use it. If both are available it will use the .dds.
I left the ships with Zedi's campaign as .tga in case someone wanted to use .tgas instead of .dds. Remember .dds is a compressed format that has to be uncompressed. TGA is not.
I figured the game engine didn't really have problem with seeing the wrong file extension since it still renders the textures, but I don't see why we should be telling it the wrong one when we know exactly what it is. It is one more operation for the game engine to deal with......
Edit: Also, .dds files only get compressed if you tell GIMP to compress them, otherwise it leaves them uncompressed. Where as Photoshop requires them to be compressed.....just one of the reasons I will never switch to Photoshop.
2nd Edit: Just look at my interior mod, I didn't compress any of the textures because .dds compression damages images.
TheDarkWraith
05-15-11, 11:15 PM
I figured the game engine didn't really have problem with seeing the wrong file extension since it still renders the textures, but I don't see why we should be telling it the wrong one when we know exactly what it is. It is one more operation for the game engine to deal with......
Not really. All of that is loaded/figured out at game start. If you think it's doing it dynamically then pick a texture and change it while in game. See if the game engine uses the new texture.
brett25
05-15-11, 11:18 PM
thanks for this excellent mod:yeah:
SteelViking
05-15-11, 11:20 PM
Not really. All of that is loaded/figured out at game start. If you think it's doing it dynamically then pick a texture and change it while in game. See if the game engine uses the new texture.
Good point, wasn't thinking about it in terms of program overhead, but still. We know we are dealing with .dds files, why not tell it to look for a .dds? I just don't see an advantage.
TheDarkWraith
05-15-11, 11:22 PM
Good point, wasn't thinking about it in terms of program overhead, but still. We know we are dealing with .dds files, why not tell it to look for a .dds? I just don't see an advantage.
The only advantage I see to leaving them as .tga is so that users who can't make .dds files can still make .tga files for them. Trying to cater to the broadest range of users is why I left them as .tga.
SteelViking
05-15-11, 11:29 PM
The only advantage I see to leaving them as .tga is so that users who can't make .dds files can still make .tga files for them. Trying to cater to the broadest range of users is why I left them as .tga.
Anyone who can make .tga files can make .dds files. If they can't, as in they don't have the right GIMP plug in, they can ask me for it, I will give it to them.
Edit: I really think we need to strive to clean up our mods, that is make them as stable as possible. Leaving loose ends like file extensions that are not correct seems like an unnecessary risk. But, I don't wish to argue, if this how everyone wants them left, so be it.
Hey Rongel, I just got done changing this for Zedi's Campaign files, and I got a hunch that maybe the lifeboats had the same thing going on. The .cfg files in the Sea folder is pointing to a .tga for the texture, but the texture you have included in the mod is a .dds. Now, everything still works in game with this setup, but I wonder if we shouldn't go ahead and change it to .dds.
Like I said, I made this change in Zedi's campaign files, and I did not see a difference. But, I would think things might run smoother if we were in fact pointing to the correct texture file.
Just thought I would give you a heads up on this comrade.
:salute:
Hey! I have been wondering this too, why the config files have .tga instead of .dds. But this is something that even stock SH 5 ships have, for example if we look inside Cimmaron tanker's roster cfg-file there reads: LightmapTextureName=data/Sea/NOL_T3Cimmaron/NOL_T03_O01.tga
So the lifeboats have also the stock .tga file reference. Didn't change it because everything works, even if it's a bit weird.
reaper7
05-16-11, 01:38 AM
Hey! I have been wondering this too, why the config files have .tga instead of .dds. But this is something that even stock SH 5 ships have, for example if we look inside Cimmaron tanker's roster cfg-file there reads: LightmapTextureName=data/Sea/NOL_T3Cimmaron/NOL_T03_O01.tga
So the lifeboats have also the stock .tga file reference. Didn't change it because everything works, even if it's a bit weird.
The ships don't use the image paths in the cfg files so that extension is not called LightmapTextureName=data/Sea/NOL_T3Cimmaron/NOL_T03_O01.tg.
All the ship textures are in the texture folder :yep:
The actual image is embedded in the GR2 file and needs to be changed by hex to point to a different image.
The ships don't use the image paths in the cfg files so that extension is not called LightmapTextureName=data/Sea/NOL_T3Cimmaron/NOL_T03_O01.tg.
All the ship textures are in the texture folder :yep:
The actual image is embedded in the GR2 file and needs to be changed by hex to point to a different image.
Hmm.. I know that the actual image is out of reach (so to say), but are the textures using different names? Because I can't find for example the Cimmaron occlusion map in textures folder or my lifeboat texture barca_pneumatica. The only place I have seen the ship textures is in the ship folder. Now i'm curious. :06:
SteelViking
05-16-11, 08:17 AM
The ships don't use the image paths in the cfg files so that extension is not called LightmapTextureName=data/Sea/NOL_T3Cimmaron/NOL_T03_O01.tg.
All the ship textures are in the texture folder :yep:
The actual image is embedded in the GR2 file and needs to be changed by hex to point to a different image.
Aha, okay Reaper, thanks for clearing that up.:up: See, I knew that the interior of the sub works like you are saying here, because that is how I assigned different textures to different rooms, was hexing the .GR2. But, I don't have enough experience with the ships yet, didn't know what was going on with the configs.
:salute:
reaper7
05-16-11, 03:16 PM
Hmm.. I know that the actual image is out of reach (so to say), but are the textures using different names? Because I can't find for example the Cimmaron occlusion map in textures folder or my lifeboat texture barca_pneumatica. The only place I have seen the ship textures is in the ship folder. Now i'm curious. :06:
Ah sorry Rongel - I thought you were referencing to the Base Texture.
This is indeed in the Texture Folder and is called via the GR2 file for that ship - this can be hex edited to point to a new texture.
The Ambient Occlusion map is in each ship folder and is used in-game to apply camo effects etc - cheap Dev trick rather than do proper multi skin textures. This can be assigned by the cfg file to point to another texture (Just remember this is applied like a shadow over the existing Texture so you can never paint white on top of the original texture (It just creates darker shades
of the existing texture).
Now a little trick can be used if you want to use the Ambient Occlusion map to paint proper textures.
That is to Hex Edit the GR2 to point to a texture of your own that is just painted completely white. Now you can paint the AO texture how ever you like and it will appear in full colour on your Ship ;)
See here: http://www.subsim.com/radioroom/showpost.php?p=1504797&postcount=30
Ah sorry Rongel - I thought you were referencing to the Base Texture.
This is indeed in the Texture Folder and is called via the GR2 file for that ship - this can be hex edited to point to a new texture.
The Ambient Occlusion map is in each ship folder and is used in-game to apply camo effects etc - cheap Dev trick rather than do proper multi skin textures. This can be assigned by the cfg file to point to another texture (Just remember this is applied like a shadow over the existing Texture so you can never paint white on top of the original texture (It just creates darker shades
of the existing texture).
Now a little trick can be used if you want to use the Ambient Occlusion map to paint proper textures.
That is to Hex Edit the GR2 to point to a texture of your own that is just painted completely white. Now you can paint the AO texture how ever you like and it will appear in full colour on your Ship ;)
See here: http://www.subsim.com/radioroom/showpost.php?p=1504797&postcount=30
Thanks for the tip, nice tutorial! :up:
Luckily with the SH 4 ships we have been working with, we get all the textures (no embedded stuff) and it's easy to modify, well If only things that looked good in SH 4 would look good in SH 5...
coronas
05-17-11, 01:33 PM
I found this tutorial http://www.ne.elpea.net/forum/viewtopic.php?t=1398 for AoEIII. It could be usefull.
Stormfly
05-17-11, 09:24 PM
just did an "old shool" night surface attack, after getting clother to the burning wreck, crying survivors mixed together with moderate/heavy sea and sound of the burning wreck... hard to spot a liveboat in this conditions but their silhouettes became slowly visible infront of the fire while slowly heading in that direction where they shout from.
all this togehter with its fine sounds is a real immersion boost, escpecially if more than 1 lifeboat is in range :up:
I found this tutorial http://www.ne.elpea.net/forum/viewtopic.php?t=1398 for AoEIII. It could be usefull.
Thanks! It might be that some more skilled modder could find it more useful than me, so please have a look everyone!
just did an "old shool" night surface attack, after getting clother to the burning wreck, crying survivors mixed together with moderate/heavy sea and sound of the burning wreck... hard to spot a liveboat in this conditions but their silhouettes became slowly visible infront of the fire while slowly heading in that direction where they shout from.
all this togehter with its fine sounds is a real immersion boost, escpecially if more than 1 liveboat is in range :up:Really nice to hear that! :DL SH 4 had suprisingly much of these small nice details: two different lifeboats, parachuting airplane pilot that you could pick up from the water and gain renow... I think we need this stuff too!
zachanscom
07-03-11, 11:35 PM
wow even lifeboats needed to be modded on? *facepalm*
Yoram777
07-04-11, 10:24 AM
This mod shouldn't overwrite any other mod. Optional soundmod however overwrites Sh.sdl file. Test mission is included in the mod.
Is this mod not compatible with Magnum Opus?
because it overwrites rosters
Targor Avelany
07-04-11, 10:43 AM
Is this mod not compatible with Magnum Opus?
because it overwrites rosters
yes. Install after MO.
Hi,
I haven't read this whole thread through, so I don't know if this has been mentioned already, but:
I just sank a small British flag freighter, and looking close at the surviving crew members on a raft, most of them have shirts with the German eagle emblem on the right side of their chest. This can't be right.:06::-?
The survivors of a sunk British ship surely cannot all be German POWs?:88)
Rongel, can this be fixed? After all, the targets we try to sink in SH5 are allied nationalities, whose crew are not carrying German clothing/emblems.
Apart from this the mod seems to work nicely, incl. the sounds.:up:
oscar19681
09-23-11, 06:40 AM
It seems that it overwrite some Magnum opus files could this become a problem?
It seems that it overwrite some Magnum opus files could this become a problem?
I don't use MO myself so I can't be certain, what files are being overwritten? Anyway I'm quite sure it's nothing too important. If you are using Open Horizons II, be sure that it's installed after this, because it uses newer SH.sdl file.
Survivor nationality
Hi,
I haven't read this whole thread through, so I don't know if this has been mentioned already, but:
I just sank a small British flag freighter, and looking close at the surviving crew members on a raft, most of them have shirts with the German eagle emblem on the right side of their chest. This can't be right.:06::-?
The survivors of a sunk British ship surely cannot all be German POWs?:88)
Rongel, can this be fixed? After all, the targets we try to sink in SH5 are allied nationalities, whose crew are not carrying German clothing/emblems.
Apart from this the mod seems to work nicely, incl. the sounds.:up:Sori! En ollut huomannut sun postiasi ollenkaan, kesähulinat vissiin ollut päällä. :sunny:
You have a very good eyesight! Yep, the guys in the boats are actually german commandos from the SpecOps Boat! But I think something can be done (and will be done) to fix this! Stay tuned for updates :DL
oscar19681
09-26-11, 01:14 PM
I sank a small freighter but i never saw any lifeboats.
I sank a small freighter but i never saw any lifeboats.
The game has a system where it spawns different number of boats to different ships, at times they don't spawn any boats at all. But this mod is bit out-dated if you are playing with OH II, because it has many new nations that this mod doesn't recognice. I'll update the roster files too in the new version! :DL
Update in post # 1!
New version gives lifeboats to all OH II countries and changes the look of the survivors!
Trevally.
10-09-11, 10:42 AM
Update in post # 1!
New version gives lifeboats to all OH II countries and changes the look of the survivors!
Thanks Rongel - downloading:yeah:
Magic1111
10-09-11, 03:34 PM
Update in post # 1!
New version gives lifeboats to all OH II countries and changes the look of the survivors!
:rock::rock::rock:THX Rongel!!!!:woot::woot::woot:
lesec74
10-10-11, 08:49 AM
hello,
sh5 life 2.1 before or after OH1.4?
many thanks for answres:salute:
hello,
sh5 life 2.1 before or after OH1.4?
many thanks for answres:salute:
No matter, they use the same sh.sdl file so it should be okay both ways. :DL
lesec74
10-10-11, 01:37 PM
hello Rongel and thank you for your answer but should I delete The file sh.dll in data of sh5 lifeboat 2.1?
:salute:
hello Rongel and thank you for your answer but should I delete The file sh.dll in data of sh5 lifeboat 2.1?
:salute:
You can delete or you can keep it, it makes no difference at all if you are using OH II!
if you have extra energy go ahead and delete it, less work for JSGME
Hi!
When I activate this mod, before or after the Stormys DBSM mod? (both use the Sh.sdl file)
tonschk
11-13-11, 06:51 AM
Update in post # 1!
New version gives lifeboats to all OH II countries and changes the look of the survivors!
:salute: Thanks Rongel :yeah:
Magic1111
11-13-11, 02:23 PM
Hi!
When I activate this mod, before or after the Stormys DBSM mod? (both use the Sh.sdl file)
After, install at last in you list! ;)
More author of mod say, "I install last...", but my modlist has only one last place... ;)
But I put the end...
Very thanks! :salute:
After, install at last in you list! ;)
Trevally.
11-14-11, 12:25 PM
More author of mod say, "I install last...", but my modlist has only one last place... ;)
But I put the end...
Very thanks! :salute:
:har: :up:
Magic1111
11-14-11, 01:48 PM
More author of mod say, "I install last...", but my modlist has only one last place... ;)
But I put the end...
Very thanks! :salute:
Hmmm, don´t understand the sense behind this post...? :hmmm:
TheBeast
11-15-11, 01:03 AM
More author of mod say, "I install last...", but my modlist has only one last place... ;)
But I put the end...
Very thanks! :salute:
When MOD author say "Install Last" they are really saying "Do Not let another MOD overwrite their MOD".
Unless the MOD is a texture change. Overwriting Texture files may not matter. (There are exceptions)
Regards!
TheBeast
Hi!
When I activate this mod, before or after the Stormys DBSM mod? (both use the Sh.sdl file)
These sh.sdl-files are a bit tricky. This version gives sounds to the lifeboats and it will overwrite the sh.sdl-file. My sh.sdl is compatable with OH II sh.sdl (which contains some new sounds), so it's okay to overwrite that particular file.
However if you are using a sound mod, it's always good to install it last. Bad thing is that many of the sound mods use outdated sh.sdl file, that is not fully compatable with latest UI mod, or OH II.
As there is no 100 % working solution to these overwrites, I suggest you install this last and see if the Stormy's mod sounds allright. If it doesn't, then install it on top of the lifeboats (but you will lose the lifeboat sounds).
Complicated answer, I know :D
Magic1111
11-15-11, 05:54 AM
When MOD author say "Install Last" they are really saying "Do Not let another MOD overwrite their MOD".
Unless the MOD is a texture change. Overwriting Texture files may not matter. (There are exceptions)
Regards!
TheBeast
Okay, now I understand, thx! :yep:
Best regards,
Magic
These sh.sdl-files are a bit tricky. This version gives sounds to the lifeboats and it will overwrite the sh.sdl-file. My sh.sdl is compatable with OH II sh.sdl (which contains some new sounds), so it's okay to overwrite that particular file.
However if you are using a sound mod, it's always good to install it last. Bad thing is that many of the sound mods use outdated sh.sdl file, that is not fully compatable with latest UI mod, or OH II.
As there is no 100 % working solution to these overwrites, I suggest you install this last and see if the Stormy's mod sounds allright. If it doesn't, then install it on top of the lifeboats (but you will lose the lifeboat sounds).
Complicated answer, I know :D
is easier, you have the aplicacion SDL editor to edit the entries sh.sdl can add the sound of the survivors as well as different entries in a single sh.sdl mods and make it compatible. SDL editor here
http://www.subsim.com/radioroom/showthread.php?t=184976&page=3
Big thanks Rongel! :salute:
Edit:
I beleive your mod will be the last. Advised for me in the "List your mod" topic, that I install the Stormy's sound mod, and Dynamic Environmental mods after the OH II. (And OH II contain a important notice too: " Install OHII last." ;-) ) They working great, thus I think the Stormy's DBSM was updated for the OH II. If I end the current campaign I will install the LifeBoat mod. I think, this was a great idea, and put life to water.
@Magic1111:
Sorry my wrong english. Trevally already understand what I think, together with my badness... ;)
(I would have had a question in the Uekel's mtns topic, but I don't dare at a pure german-language topic. ;-) )
Magic1111
11-15-11, 03:48 PM
@Magic1111:
Sorry my wrong english. Trevally already understand what I think, together with my badness... ;)
(I would have had a question in the Uekel's mtns topic, but I don't dare at a pure german-language topic. ;-) )
No problem mate! And tell your question in the uekels MTNS-Topic in english, no problem! :up: I think we can help you!
Best regards,
Magic
Admiral Von Gerlach
11-22-11, 04:57 PM
I am very glad to see this thank you much for making him, a seaman hates to leave other seaman adrift on the open sea in the water so this is an ease for this old kaptain's heart even tho we must do our duty it is not against seamen we fight but the enemy nation. thank you again.
Kretschmer the IV
12-02-11, 09:03 AM
Hi,
first of all thank you very much for making this mod! :yeah: :salute:
Currently im at work :zzz: But will try this today evening!
Short question, does this mod collide with Open horizons 2 and magnum opus?
:salute:
Ahoiii
Trevally.
12-02-11, 12:08 PM
Hi,
first of all thank you very much for making this mod! :yeah: :salute:
Currently im at work :zzz: But will try this today evening!
Short question, does this mod collide with Open horizons 2 and magnum opus?
:salute:
Ahoiii
Hi Kretschmer:salute:
Yes - this is a great mod:yep: Install it after OHII:up:
A great mod, more lifeboats to the wrecked ship (it seems to be more realistic for me... :yep:).
A great mod, more lifeboats to the wrecked ship (it seems to be more realistic for me... :yep:).
Thanks for the nice comments all, I'm glad you like the mod! :salute:
Kretschmer the IV
12-05-11, 09:37 AM
i played it on weekend and i can say :sunny: wow!
Calm night, torped a tanker. The whole deck burned on fire, as i gave the command slow speed ahead, i approached slowly and saw the lifeboats, and the men screaming for help.. :salute:
Of course i stopped nearby and gave them bread and water supply and a compass with a route to next coast :up:
mooresy82
12-14-11, 02:50 PM
hey looks cool thanks i will try
Poacher886
01-26-12, 06:32 PM
This looks like a great mod!!
1. Can it be installed while out to sea?
2. Is there any issues or conflicts with other mods when installed last?
Thanks
This looks like a great mod!!
1. Can it be installed while out to sea?
2. Is there any issues or conflicts with other mods when installed last?
Thanks
1. Not sure about this! I think it's always best to activate in port but if you like to live on the edge, go for it!
2. The only conflict is the sh.sdl-file that has the soundeffect info. It's compatible with OH 1.6 but if you are using a soundmod last, activating this could overwrite some audio settings (not actual soundfiles though).
Poacher886
01-27-12, 08:06 PM
Thanks....i might give it a shot out to sea.... i'll let you know the outcome!
pedrobas
02-03-12, 09:45 AM
Just to point one thing i´ve found.:03: You have in data\Roster\New Zealand and i think it should be data\Roster\NewZealand. Isn´t it ?
I just changed before enable, soo not a big issue here.
Thanks for a great mod, another must have for me. :yeah:
Charlie901
02-19-12, 07:49 PM
DL Link says file is Unavailable...
Does anyone know where I can get this Mod?
Thanks!
DL Link says file is Unavailable...
Does anyone know where I can get this Mod?
Thanks!
Oh no!
I'll re-upload it when I get back home! :DL
Charlie901
02-20-12, 10:21 AM
Awesome.....
Thanks!
Awesome.....
Thanks!
Hi! It seems to be a temporarily bug, just tried to download it myself and works ok! So please try again, should work!
Charlie901
02-20-12, 09:02 PM
DownLoading Now...
:woot:
THANKS!!!!
7Infanterie19
03-24-12, 09:35 AM
The game has a system where it spawns different number of boats to different ships, at times they don't spawn any boats at all. But this mod is bit out-dated if you are playing with OH II, because it has many new nations that this mod doesn't recognice. I'll update the roster files too in the new version! :DL
I haven't seen any lifeboats yet either (I use the latest OHII). Until I (hopefully) do see some, how do we know if this mod is actually working correctly? :hmmm:
:woot:I haven't seen any lifeboats yet either (I use the latest OHII). Until I (hopefully) do see some, how do we know if this mod is actually working correctly? :hmmm:
The current version of the LifeBoat mod is up to date with OH II. Every nation has lifeboats and the mod works like it should. If you been sinking ships, you should see the lifeboats really soon (they spawn maybe 2/3 ships sunk). Only other possibility is that the installation of the mod is corrupted. You could go and check for example data/roster/Venezuela/sea/ and see if there is LifeBoatLarge and LifeboatSmall cfg-files. If they are there, everything should be ok.
7Infanterie19
03-28-12, 09:45 PM
:woot:
The current version of the LifeBoat mod is up to date with OH II. Every nation has lifeboats and the mod works like it should. If you been sinking ships, you should see the lifeboats really soon (they spawn maybe 2/3 ships sunk). Only other possibility is that the installation of the mod is corrupted. You could go and check for example data/roster/Venezuela/sea/ and see if there is LifeBoatLarge and LifeboatSmall cfg-files. If they are there, everything should be ok.
Hi Rongel, thanks for the reply. I followed your advice and checked to make sure the files were there, which they were. When you mentioned possible mod corruption, I remembered someone mentioning that the New Zealand folder should be NewZealand, so I deactivated the mod (at sea), corrected the folder name, then reactivated the mod and loaded up the game. I got a gift from the next ships I sunk: lifeboats! So, I gave the survivors rations and blankets in your name. :yeah:
Thanks again!
SoN oF BlaGGeR
04-02-12, 04:26 AM
Was missing this from sh3, was satisfying to know those who would damage my lovely sub were gonna have a nice cold unpleasant night
Bubblehead1980
04-02-12, 08:30 AM
Would you consider doing this for Operation Monsun(SH 4) ? Lifeboats are missing for merchants and warships for the most part and on the rare occasion they show up, they are like speedboats.Need a fix for sure.
Would you consider doing this for Operation Monsun(SH 4) ? Lifeboats are missing for merchants and warships for the most part and on the rare occasion they show up, they are like speedboats.Need a fix for sure.
Hi! This mod is made with the good example of SH 4. SH 5 is using the same spawning method that SH 4 uses. Can't figure out why they left the lifeboats out in the first place (maybe time constrictions?). I think the exe file controls the spawning, but it might be that these two values have something to do with it too:
(Located in ships cfg-file)
SurvivalRate=80
SurvivalPercentage=40
The lifeboat speed and boyancy only requires some .sim editing, but i'm afraid my modding time is spent pretty much in SH 5. Maybe somebody in SH 4 forums could try to copy the SH 5 lifeboat .sim values to Operation Monsun?
Traveller
04-28-12, 09:07 PM
Lifeboats have been added to SH4 Operation Monsoon. Please see here: http://www.subsim.com/radioroom/showthread.php?p=1876606#post1876606
:DL
(http://www.subsim.com/radioroom/showthread.php?p=1876606#post1876606)
Malhard
04-29-12, 09:46 AM
I can install this mod after the OH 2 1.8 or should I install before.
sry bad english
pascal4541
04-29-12, 10:28 AM
I can install this mod after the OH 2 1.8 or should I install before.
sry bad english
After OHII :03:
Malhard
04-29-12, 10:47 AM
thx dude
A really small update!
Many people have noted me that the "New Zealand" entry was written in incorrect format in the roster, so this small update finally fixes it. Now New Zealand has lifeboats too! :D
col_Kurtz
04-29-12, 12:44 PM
Anyway the lifeboats are really fun :D I heard screaming, coughing and... Heeelp! Heeeelp! - fantastic and a bit horrible :up: when I passed one of them very close :arrgh!: Now the game is 18+ :timeout::03:
Nice job - thanks a lot :salute:
Thanks! :salute:
Yes, it adds a nice human touch to the sim!
pascal4541
04-29-12, 02:45 PM
:up: Thank you Rongel :salute:
volodya61
04-29-12, 03:13 PM
Hi, Rongel!
I have a small problem when using your mod..
Some sinking ships hasn't lifeboats.. (none at all)
Maybe it happens by using Uekel's - MTNS mod and HanSolo's - Harbour Addition mod?
In any case, thank you for your work for us!
Sorry by my English (in any case) :DL
Hi, Rongel!
I have a small problem when using your mod..
Some sinking ships hasn't lifeboats.. (none at all)
Maybe it happens by using Uekel's - MTNS mod and HanSolo's - Harbour Addition mod?
In any case, thank you for your work for us!
Sorry by my English (in any case) :DL
Hi!
It seems to be pretty random how the boats are spawned, usually there is one or two depending the size of the ship. But sometimes no lifeboats at all. Every ship should have this in it's cfg-file:
RenownAwarded=160
CrewComplement=30
SurvivalRate=80
SurvivalPercentage=20
RecManualCategory=Freighter
BowShape=Plumb
Maybe it controls the number of the boats? Bigger the ship, more survivors.
I'm not that familiar with Uekel's MTNS-mod so can't say much about that. But I think it's working for all the OH II ships.
volodya61
04-29-12, 05:32 PM
Thanks for the reply Rongel!
I'll be testing ships cfg-files now and I'll look what happens then..
Thank you..
Hi Rongel,
I've got a few questions that keep me awake at night. Maybe you can help me! :D
The first question is: what happens to lifeboats after they spawn? I mean: do they vanish after a while or when getting out of our range, or what else?
Now some facts I deduced from the web:
from uboataces.com (http://www.uboataces.com/articles-war-criminal.shtml):
on a summer day of March 13, 1944 U-852 was enroute to the Indian Ocean to join the Monsoon wolfpack operating there. During the journey, Eck torpedoed and sank the Greek tramp steamer, SS Peleus. Amid the sinking wreckage were the survivors jammed packed in lifeboats and rafts. Fearing that the survivors of his torpedo attack would be rescued and give away his presence, Eck ordered for all the survivors to be machine gunned.
from uboat.net (http://www.uboat.net/articles/index.html?article=18&page=2):
Before he [Heck] departed, the young Kapitänleutnant was briefed by a Crew 34 classmate, Kapitänleutnant Adalbert Schnee. Schnee, a veteran U-boat commander and holder of the Knight's Cross with Oak leaves, ranked number 22 among Germany's most successful U-boat captains. Eck listened very carefully to what his friend told him about the dangers that lay ahead.
Schnee reminded Eck that U-852 was among the largest, slowest and most easily hit U-boats then in service. He particularly warned him about the strong air cover in the Atlantic Narrows, especially between Freetown and Ascension Island. "Be very careful in this region," the veteran classmate cautioned him, pointing out that traces of wreckage from a torpedoed ship could be recognized from the air for "the next few days." Schnee underscored his warning with the ominous news that all four type IXD2 boats that had preceded U-852 had been lost, either in the South Atlantic or near Ascension Island. The South Atlantic zone was, in Schnee's understated words, "very difficult for us." That Eck took Schnee's warnings seriously was evidenced by what happened fifty-four days later.
I don't want to enter here in a debate wheter Heck was a war criminal or a good officer. Anyway, whatever induced him to commit his act -the need to sink wreckage from the sunk ship as soon as possible, or the deliberate volunty to kill her survivors- seems that wreckage and lifeboats from sunk ships were a concrete threat for U-boats, giving up their position. This was especially true during late war, when the extended aerial coverage by Allies made the life of U-boat crews even harder than before. Now my other questions: :hmmm:
would it be possible to equip liefboats with a radio, in order to allow them to draw on us the attention of nearby Allied units?
I noticed that your lifeboats are coming with their .zon files. Does it mean that we can sink them with the deck/flak gun? If not, would it be possible to add damage zones to them, in order to make it possible?
in case the answer to both my previous questions is yes: would we reduce the probability of lifeboats "calling" for reinforcements, if we manage to sink them swiftly? :arrgh!:
Interesting stuff Gap, a quick reply before going to sleep!
First of all, I can't remember much about the lifeboat system, so testing this out in the game is the right way. But the lifeboats are real, stripped down ships, they should work just like normal ships would. So they will vanish like your regular ship (don't know the system for this).
At first the lifeboats were sinkable, but I took the feature off. I didn't like that metal debris flies around if you shoot a rubber boat with a cannon. Maybe it even exploded, can't remember... It just broke the illusion for me. But yes, you can make them destroyable, but it doesn't look that good visually.
It might be possible to add a radio to them, but not sure if it would impact the computer usage in a bad way. But is there a logic problem also: let's imagine that we torpedo a ship and it is destroyed before distress call. Then lifeboats are spawned and they spot our periscope. So we leave the place. Normally it would take time for the airpatrols to spot and rescue the survivors, but if the boats would have a "radio", the call would be instant and planes would leave too fast to chase us. (I don't know but i'm guessing that lifeboats didn't have a radio system in them???). I hope you understand what i'm saying, brains already shutting down...
But i'm all for increasing the functions of the lifeboats, it would be fun if even they would offer somekind of threat. Hope this helps for now!
Interesting stuff Gap, a quick reply before going to sleep!
First of all, I can't remember much about the lifeboat system, so testing this out in the game is the right way. But the lifeboats are real, stripped down ships, they should work just like normal ships would. So they will vanish like your regular ship (don't know the system for this).
Maybe Trevally can help us on this :D
At first the lifeboats were sinkable, but I took the feature off. I didn't like that metal debris flies around if you shoot a rubber boat with a cannon. Maybe it even exploded, can't remember... It just broke the illusion for me. But yes, you can make them destroyable, but it doesn't look that good visually.
peraphs I am just telling nonsense, but I guess there should be a node or something in the GR2 or in the ZON file calling for explosion fx from baza.dat, when the ship is hit. I wonder if this "thing", if relly it exists, can be removed. Or else we could increase lifeboat's hit points, so to make her to sink by flooding instead of exploding... :hmmm:
It might be possible to add a radio to them, but not sure if it would impact the computer usage in a bad way. But is there a logic problem also: let's imagine that we torpedo a ship and it is destroyed before distress call. Then lifeboats are spawned and they spot our periscope. So we leave the place. Normally it would take time for the airpatrols to spot and rescue the survivors, but if the boats would have a "radio", the call would be instant and planes would leave too fast to chase us. (I don't know but i'm guessing that lifeboats didn't have a radio system in them???).
Good remark. We should prevent sailboats from calling istantly for help, but I doubt that it can be done in SH5 :dead:
And no, I don't think either that they had radio equipment aboard. My suggestion to equip them with a radio device, was just a workaround for making them to alert aircraft in the area. Can someone else think of a better method? Actually, lifeboats should have only a passive role, whreas aircraft should enter in alert state once they get sailboats in their visual range... TheDarkWraith, are you there? :D
I hope you understand what i'm saying, brains already shutting down...
But i'm all for increasing the functions of the lifeboats, it would be fun if even they would offer somekind of threat. Hope this helps for now!
You made yourself perfectly clear! Thank you for your quick reply, and let's stay tuned! :DL:salute:
TheDarkWraith
05-20-12, 04:34 PM
peraphs I am just telling nonsense, but I guess there should be a node or something in the GR2 or in the ZON file calling for explosion fx from baza.dat, when the ship is hit. I wonder if this "thing", if relly it exists, can be removed. Or else we could increase lifeboat's hit points, so to make her to sink by flooding instead of exploding... :hmmm:
When HPs are 0 SHCollisions.act (or is it SHSim.act - I can't remember which one) calls the effects in particles.dat :yep: No way to do what you are thinking without removing the effects from everything.
When HPs are 0 SHCollisions.act (or is it SHSim.act - I can't remember which one) calls the effects in particles.dat :yep: No way to do what you are thinking without removing the effects from everything.
WOW, you were fast,
by the way I've just edited my previous post, here is the changed phrase:
And no, I don't think either that they had radio equipment aboard. My suggestion to equip them with a radio device, was just a workaround for making them to alert aircraft in the area. Can someone else think of a better method? Actually, lifeboats should have only a passive role, whreas aircraft should enter in alert state once they get sailboats in their visual range... TheDarkWraith, are you there? :D
Given your experience with IRAI, I think you are the only one here who can tell wether what I am saing (in bold) is doable or not...
EDIT: @ TDW
so, you agree with me that if we increase tremendously sailboat's HP, explosions shouldn't happen?
TheDarkWraith
05-20-12, 05:14 PM
EDIT: @ TDW
so, you agree with me that if we increase tremendously sailboat's HP, explosions shouldn't happen?
If you give the lifeboats a HUGE amount of HPs then yes, it's feasible. As the HPs would theoretically never reach 0 so the effects in particles.dat would never be called :up: You'd have to ensure the zones you give the lifeboat for it's boxes don't have any effects associated with them also.
The only 'problem' is my FX_Update and any mod that does some things like FX_Update does. When a shell hits something I spawn off debris - metal shards. Doesn't matter what the shells impacts into these are always spawned. So if you shell the lifeboats and you have FX_Update installed you will see metal shards flying in the air and landing in the water as debris.
TheDarkWraith
05-20-12, 05:17 PM
Given your experience with IRAI, I think you are the only one here who can tell wether what I am saing (in bold) is doable or not...
It's not a matter of equipping a radio to them or not...it's a matter of what kind of cmdr_ AI type they are. You'll find that in it's .sim file. What kind of cmd_x are the lifeboats?
If you give the lifeboats a HUGE amount of HPs then yes, it's feasible. As the HPs would theoretically never reach 0 so the effects in particles.dat would never be called :up: You'd have to ensure the zones you give the lifeboat for it's boxes don't have any effects associated with them also.
:up:
I guess they would still get damage and sink by flooding. Isn't it?
The only 'problem' is my FX_Update and any mod that does some things like FX_Update does. When a shell hits something I spawn off debris - metal shards. Doesn't matter what the shells impacts into these are always spawned. So if you shell the lifeboats and you have FX_Update installed you will see metal shards flying in the air and landing in the water as debris.
Yes, I had imagined it. But I think we could live with it as far as shells would not provoke huge explosions.
It's not a matter of equipping a radio to them or not...it's a matter of what kind of cmdr_ AI type they are. You'll find that in it's .sim file. What kind of cmd_x are the lifeboats?
I've opened it with S3d. Under cmdr_AIShip node, there is a SHSim.cmdr_AIFight controller. As I wrote before, the point is making planes to get alerted when they are spotting a lifeboat, and to patrol the area in search of any enemy contact...
but I am aware that there are several limitations on what aircraft AI can do in SH5, and I am a perfect ignorant on this (an many more) matter(s), so probably what I am suggesting is simply impossible. :88)
TheDarkWraith
05-20-12, 07:10 PM
:up:
I guess they would still get damage and sink by flooding. Isn't it?
Yes they could. It all depends on how you setup the zones (.zon file)
Yes, I had imagined it. But I think we could live with it as far as shells would not provoke huge explosions.
It would be a minor annoyance to me and I could live with it :yep:
I've opened it with S3d. Under cmdr_AIShip node, there is a SHSim.cmdr_AIFight controller. As I wrote before, the point is making planes to get alerted when they are spotting a lifeboat, and to patrol the area in search of any enemy contact...
but I am aware that there are several limitations on what aircraft AI can do in SH5, and I am a perfect ignorant on this (an many more) matter(s), so probably what I am suggesting is simply impossible. :88)
If it's a cmdr_AIShip then it acts just like a ship. If it spots an enemy it will radio for help :yep:
If it's a cmdr_AIShip then it acts just like a ship. If it spots an enemy it will radio for help :yep:
yes, I see, but read below:
It might be possible to add a radio to them, but not sure if it would impact the computer usage in a bad way. But is there a logic problem also: let's imagine that we torpedo a ship and it is destroyed before distress call. Then lifeboats are spawned and they spot our periscope. So we leave the place. Normally it would take time for the airpatrols to spot and rescue the survivors, but if the boats would have a "radio", the call would be instant and planes would leave too fast to chase us. (I don't know but i'm guessing that lifeboats didn't have a radio system in them???)
At first I had proposed to equip lifeboats with radios as a workaround, for simulating the fact that on spotting life rafts, Allied aircraft would look for enemies in the area.
But there are two flaws in this trick: one was evidenced by Rongel (see quote), the other one is that if we are out of the range of lifeboat's sensors, they stop "drawing the attection" of nearby aircraft, while in real life they wouldn't.
I guess the latter inconvenience could be ironed out by increasing unrealistically rafts sensors range. Still, there's the problem that they would start calling for reinforcements too early, while in real life it would have taken many hours or several days -depending on air traffic- before a plane transiting accidentally could spot the raft and start patroling the area... :hmmm:
The only solutions I see are:
- making aircraft to get alerted when they spot lifeboats, with no need to be radioed. Provided that this is going to be possible, IRAI should take care of it, or...
- keeping the radio on lifeboats, but decreasing its range to the average visual range of an aircraft.
I hope I made myself clear now :DL
TheDarkWraith
05-20-12, 09:22 PM
I don't understand where you are getting that adding a radio is going to get the lifeboats to call for reinforcements? Where do you see a radio in a ship's or airplane's .eqp or .sns file? I'd love to look at one of these and see what's going on.
It's the sensors of the unit (mainly the visual, hydro, and sonar) in conjunction with the cmdr_ type that causes the game engine to react.
I don't understand where you are getting that adding a radio is going to get the lifeboats to call for reinforcements? Where do you see a radio in a ship's or airplane's .eqp or .sns file? I'd love to look at one of these and see what's going on.
It's the sensors of the unit (mainly the visual, hydro, and sonar) in conjunction with the cmdr_ type that causes the game engine to react.
Dear TheDarkWraith,
forgive me for my immense ignorance!
So the ability of an unit to communicate with other units resides in its cmdr_xx. I wasn't aware of it, thanks.
Still, I see that we didn't understand each other yet. In short points, this is what I've in mind:
the sailboat should alert other units only if she gets within their visual range;
when this happens, neither the sailboat nor the alerted units should be aware of our current position, unless we are just in range of their respective sensors;
once they get alerted, naval and merchant units should start to react appropriately, according to normal IRAI routines;
alerted airplanes should start looking for us within a given range... possibly this behaviour is already implemented in IRAI, but melius abundare quam deficere Latins said;
other airplanes should be drawn in the area, if it resides within the range of an active Allied airbase.
I see anyway that this discussion is getting off topic here. Maybe we should keep it on in the IRAI thread, provided that there is any further interest. :DL
TheDarkWraith
05-21-12, 06:47 AM
Dear TheDarkWraith,
forgive me for my immense ignorance!
So the ability of an unit to communicate with other units resides in its cmdr_xx. I wasn't aware of it, thanks.
Still, I see that we didn't understand each other yet. In short points, this is what I've in mind:
the sailboat should alert other units only if she gets within their visual range;
Just being in the visual range won't do anything. It has to actually detect you. Once you are detected then it will alert everyone else.
when this happens, neither the sailboat nor the alerted units should be aware of our current position, unless we are just in range of their respective sensors;
They will know your position only if the AI routines 'tell' them, even if just in range of their respective sensors. You can see what I mean by this in the differences in IRAI v30 (they know exactly where you are) and IRAI v37 (they don't know where you are and search for you)
once they get alerted, naval and merchant units should start to react appropriately, according to normal IRAI routines;
The AI routines dictate how all the units will react. The sim.cfg file specifies how 'far' away alerted units will come from. IRAI v37 has the Lost contant time at 30 mins. So any unit within 30 mins travel time of the unit that spotted something will react.
alerted airplanes should start looking for us within a given range... possibly this behaviour is already implemented in IRAI, but melius abundare quam deficere Latins said;
See above about Lost contant time
other airplanes should be drawn in the area, if it resides within the range of an active Allied airbase.
See above about Lost contact time
I see anyway that this discussion is getting off topic here. Maybe we should keep it on in the IRAI thread, provided that there is any further interest. :DL
Don't think I was attacking you, I was merely asking where you had seen a radio in a unit's .eqp or .sns file. I had never seen one and if one existed I wanted to see how it worked :yep: See above in yellow.
Everything is setup correctly in the lifeboats for this to be working already from what I've seen of the files. To truely verify one should make a single mission with a single unit, player's sub submerged, and an airplane 10-12kms away from the sub heading parallel to the subs course. Have sub torpedo unit and once lifeboats spawn surface the sub. The lifeboats should detect the sub and the airplane should vector to the area :yep:
TheDarkWraith
05-21-12, 08:41 AM
I've been playing around with this idea of sinking the lifeboats and the lifeboats being able to call in reinforcements. I have something working :DL but it's not perfect yet. I have to do some work on my GR2 Editor/Viewer so that I can add the missing items to make this really work :yep:
Just being in the visual range won't do anything. It has to actually detect you. Once you are detected then it will alert everyone else.
Okay, but airplanes and other units should start to react only if they have a sailboat within their visual range, and to keep doing what they were doing if the boat is beyond this limit. Can we achive this result?
Moreover, they should get in alert status even if you are submerged or very far from the sailboat. I think we can mimic this fact by equipping sailboats with unrealistically advanced sensors (ASDIC, or RADAR?) and possibly by increasing their range. Thus they should be able to detect you anyway and to alert other units.
Yet, I see some flaws in this method: for a start, I wonder if it would be possible to increase the range of a sensor oinly for a given kind of unit (sailboats in this case), without affecting also the range of the same sensor for other units? As far as I know, there is not such a kind of unit-related setting for sensors range. And also, we don't want to hear that a sailboat is pinging us... :-?
Hence there are some limits on how far sailboats will be able to detect us, unless you or someone else can suggest another solution.
They will know your position only if the AI routines 'tell' them, even if just in range of their respective sensors. You can see what I mean by this in the differences in IRAI v30 (they know exactly where you are) and IRAI v37 (they don't know where you are and search for you)
do you mean that alerted units wouldn't know our position, although the sailboat detected us? This would be perfect! :up:
The AI routines dictate how all the units will react. The sim.cfg file specifies how 'far' away alerted units will come from. IRAI v37 has the Lost contant time at 30 mins. So any unit within 30 mins travel time of the unit that spotted something will react.
Okay,
is there a way to predict within wich radius from the "spotting unit" they will be searching for enemy activity? I guess it has to be different depending on the kind of unit. And also: will they keep searching you until someone is detecting you?
Don't think I was attacking you,
No, I don't think it at all :DL
I am sorry if a gave you this impression, but I can't resist to a witty remark, whenever I am given the chance of using it! :D
Moreover I am really aware to know little or nothing on many SH related issues.
I was merely asking where you had seen a radio in a unit's .eqp or .sns file. I had never seen one and if one existed I wanted to see how it worked :yep:
no, I never saw one either. I was just groping in the dark!
Everything is setup correctly in the lifeboats for this to be working already from what I've seen of the files.
I see, my suggestions are meant for making the AI to react to sailboats as realistically as possible, so to make them a part of the factors that we should take into account for our patrols. According to your last statement we got a good starting point. :up:
To truely verify one should make a single mission with a single unit, player's sub submerged, and an airplane 10-12kms away from the sub heading parallel to the subs course. Have sub torpedo unit and once lifeboats spawn surface the sub. The lifeboats should detect the sub and the airplane should vector to the area :yep:
Got to install again the game. I will do it one of these days and I will carry the test you are suggesting.
I've been playing around with this idea of sinking the lifeboats and the lifeboats being able to call in reinforcements. I have something working :DL but it's not perfect yet. I have to do some work on my GR2 Editor/Viewer so that I can add the missing items to make this really work :yep:
:rock:
TheDarkWraith
05-21-12, 08:55 AM
Got to install again the game. I will do it one of these days and I will carry the test you are suggesting.
If you had the game installed I would send you the test mission I made (along with all the necessary files to make this work) that shows early proof of concept ;)
If you had the game installed I would send you the test mission I made (along with all the necessary files to make this work) that shows early proof of concept ;)
You convinced me, send me everything! :03:
After all it makes little sense to spend so much time in a game that you aren't actually playing :hmmm:
erm...
a minor specification, just to make sure that we are talking about the same thing:
I've been playing around with this idea of sinking the lifeboats and the lifeboats being able to call in reinforcements.
technically they weren't "calling in" reinforcements. They were acting only a passive role, drawing the attention of other units, like buoys marking a possible enemy activity in the vicinity. ;)
TheDarkWraith
05-21-12, 09:25 AM
erm...
a minor specification, just to make sure that we are talking about the same thing:
technically they weren't "calling in" reinforcements. They were acting only a passive role, drawing the attention of other units, like buoys marking a possible enemy activity in the vicinity. ;)
You'll see in the test mission I made what happens. When the lifeboats spot you the game lets everyone unit with Lost contant time (specified in sim.cfg file) know that a unit was spotted. Those that can respond will respond and come and investigate. You'll see that once the lifeboats spot you the airplane that is way way off in the distance (min of 13kms away from you) vectors to where the lifeboats spotted you.
TheDarkWraith
05-21-12, 09:33 AM
I can't send you a PM currently due to Subsim maintenance. Once we are able to send PMs again I'll send you the link to my WIP on this :up:
I can't send you a PM currently due to Subsim maintenance. Once we are able to send PMs again I'll send you the link to my WIP on this :up:
Got it
I'll install and do the test afterwards or tomorrow :up:
Thanks!
@ TDW, Rongel and everyone who cares
Yesterday and the day before yesterday I've tested your advanced sailboats. I am posting here the report, so to allow people to take part in the discussion, if they want. First, my modlist:
Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]
FX_Update_0_0_19_ByTheDarkWraith
IRAI_0_0_37_ByTheDarkWraith
NewUIs_TDC_6_9_0_ByTheDarkWraith
Enhanced_SH5Lifeboats_by_Rongel_TDW_stoianm_v1_0_0
Here are my findings:
1st observation: I raised the periscope, and cruised at full speed toward the liferafts. Nothing happened. I had to surface the boat in order to make them to react and to draw the airplane in my area.
Remarks: I think this is due to loose lifeboats sensors. In theory the plane should have been alerted in any case, no matter if I was 200 mt under the sea level, or 100 km away.
2nd observation: I reloaded the mission. This time I surfaced from the beginning. The hurricane left its route and came toward me. When it got me in its firing range, it started to use its machine guns.
Remarks: I was very close the lifeboats, so it is difficult to say whether the airplane had my position pinpointed from the beginning, or rather it was correctly heading toward the liferafts when it detected me with its own sensors.
3rd observation: after the first attack I dove at periscope depth. The hurricane stopped immediately its attack and resumed its previous route. I then resurfaced, and again the hurricain raided me. I repeated the cycle 3-4 time, always with the same result.
Remarks: this behaviour doesn't look right to me. Shouldn't your "lost contact time" thingy allow alerted units to look for enemies within 30 min from their last detection? And also, shouldn't the airplane have known yet my position, even if I was under 12 mt of waters? Is it possible that this happened because the airplane didn't have depth charges to discharge on me?
4th obesrvation: I then edited your mission removing the liferafts from it, and loaded it in game. After surfacing the boat, my crew was able to spot the hurricane, but the aircraft wasn't able to do the same with me.
Remarks: this demonstrates that the aircraft was actually alerted by the liferafts :up: On the other hand if the aircraft wasn't able to spot us, it shouldn't have been able to spot the liferafts either. This one would be only a minor annoyance, but anyway, is there no way to limit the range within wich units can be alerted by a liferaft to their visual range?
5th observation: finally I got rid of the hurricane, and started using my deck and flak guns on the rafts. They were taking damage (and spawning debris). No fires and explosions. But after discharhing on them my whole payload, they were still afloat. :-?
Remarks: I've found quite diffucult to make center on them with the deck gun. It would be perfect being able to sink them with few shells of our flak gun.
Finally, I've created a diagram showing how ideally the whole lifeboat alert system should work, though being aware that not everything can be done in SH5:
http://img819.imageshack.us/img819/2370/lifeboats.png
The black spot in the center is a lifeboat. If any passing through airplane gets this raft within its visual range (red circle), it gets alerted:
it calls in other units within x minutes from the raft position -as defined by the lost contact time setting in sim.cfg- and starts patrolling the area within a radius of let's say 25-50 km from the raft (orange circle), for the same "lost contact time" duration.
This routine should repeat every time an aircraft "spots" the raft, and as long as an enemy unit is within the sensors range of the lifeboat (spotted circle). This range, should be at least as big as the orange one.
icer667
08-02-12, 10:07 AM
For some reason, lifeboats never spawn in my game. even the warships don't spawn any.
Is there a way to increase the chances of them spawning?
I just happened to run across this. Nice mod! Once I return to Keil I'll get it installed.
Oh, and for the first time that I can remember for a long time, I could download from GameFront. :woot: I hope it stays working, because yesterday I lost every SH5 mod I'd saved. :wah:
Creeden
08-06-12, 09:08 AM
Let me start by saying thank you to all the moders here at Subsim... you guys are amazing!!! And of course, thank you for this awesome lifeboat mod!
Unfortunately the SH5Lifeboats mod is completely muting motor_Diesel_LOOP.wav... I'm assuming it has something to do with the Sh.sdl changes, but to be perfectly honest, I have no idea what that file does :hmmm:
Just an FYI i ran some tests with all other mods enabled except the lifeboats mod and the engine sounds were there... which is why I've concluded this mod is causing the issue.
Is anyone else experiencing similar problems with this mod? Or better yet... does anyone know how I can fix this? For now I'm going to delete the sound files from the lifeboat mod :nope:... but I'd really like to have those cries for help form the lifeboats... they add a great deal of immersion to the game. Thank you.
My Mod list:
=========
Accurate German Flags
RemoveLogoIntroTheDarkWraith
DBM Background Video
NDB,NDH OM#1 - No Dialog Indicator
Dynamic Environment SH5 Basemod (normal ) V2.1
Dynamic Environment SH5 Atlantic Floor V2.1
Dynamic Environment SH5 Undersea (tropical) V2.1
Dynamic Environment SH5 v2.1 - Skycolor Hotfix #1
sobers 3D deck spray mod V7
Window_Lights_Redone_V1
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
Pascal-sh5-Crew-Uniforms. 12.2011
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
Fuel Gauge WoGaDi_SteelViking's Interior
Fix clock rear torpedo room VIIA
MightyFine Crew Mod 1.2.1 Alt w beards
Speech fixes and additions (english version)
Equipment_Upgrades_Fix_v1_4_byTheBeast
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Eqp_Upgrades_fix_v1.4 dates by sober Patch V2
FX_Update_0_0_19_ByTheDarkWraith
NewUIs_TDC_7_1_0_ByTheDarkWraith
Manos Scopes-patch for 16x9
IRAI_0_0_37_ByTheDarkWraith
Reworked Morale and Abilities v.1.01
TDW FX Fix for Sobers chimney smoke
Grossdeutscher Rundfunk
sobers NO water drops V1
Trevally Tutorial - All v0.2 (for TDW UI)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.9
MightyFine Less Annoying Footsteps 1.0
EQuaTool 01.01 by AvM - Large Style
Shadow Improvement ModLR
SubFlags_0_0_8_byTheDarkWraith
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
volodya61
08-06-12, 09:46 AM
Hi Creeden!
Here - http://www.mediafire.com/download.php?kvb8sz0yvk9kc30
That sh.sdl included all sounds from almost all mods (SubFlags, SH5Lifeboats, FX Update, new OHIIv2.0, Harbour Addition etc.).. you can enable it via JSGME after all your mods..
And Welcome to subsim
Volodya
Does anyone know if Wooden Lifeboats + Crew in Water Mod (http://www.subsim.com/radioroom/showpost.php?p=1417838&postcount=1) is compatible with this mod?
volodya61
08-06-12, 10:38 AM
I think Uekel includ it into his megamod - http://www.subsim.com/radioroom/showpost.php?p=1861119&postcount=812
Ask him..
Volodya
I think Uekel includ it into his megamod - http://www.subsim.com/radioroom/showpost.php?p=1861119&postcount=812
Ask him..
Volodya
Thank you Volodya, I thought I was the only one looking back at that old mod :up:
Creeden
08-07-12, 01:19 AM
Hi Creeden!
Here - http://www.mediafire.com/download.php?kvb8sz0yvk9kc30
That sh.sdl included all sounds from almost all mods (SubFlags, SH5Lifeboats, FX Update, new OHIIv2.0, Harbour Addition etc.).. you can enable it via JSGME after all your mods..
And Welcome to subsim
Volodya
Thanks Voladya... that sh.sdl file solved my problem with the engine sound and fixed a few other sound problems as well! Thank you very much... you rock! :rock:
Cybermat47
09-07-12, 08:33 PM
I new that the lifeboat sounds would have music from that scene off Das Boot.:wah:
Cybermat47
09-07-12, 09:00 PM
Would suggest caution in adding/edit of the Spec.ops boat collision effects.
IIRC it can cause problems when inserting spy missions are called for.
The Spec.Ops boat bumps into your Sub and you end up sinking it, and therefore are unable to complete those missions.
Just a Thought...............
to finish the mission, you just need to launch the spec ops boat. it doesnt matter if the boat makes it to shore.
Cybermat47
09-07-12, 11:34 PM
Like I said, I think they skiped these because they bounce too much on high waves. Anyway, nice finding.. fresh meat for gun practice :D
:down::nope::down::nope::down::nope::down::nope::d own::nope::down::nope::down:
Gap, there is a Wooden Lifeboat mod that's for SHIII. Make sure it's not the one your're trying to use in SH5 as it won't work. It could even screw up other SH5 mods that are installed, as it did for me. :oops:
Kalleblom
09-10-12, 10:06 AM
Gap, there is a Wooden Lifeboat mod that's for SHIII. Make sure it's not the one your're trying to use in SH5 as it won't work. It could even screw up other SH5 mods that are installed, as it did for me. :oops:
In the MM "Schleichfahrt" for SH5 uekel seems to use an modified one for sh5.
bill clarke
09-18-12, 10:47 PM
Is this mod for campains only or will it work with the historical missions?
I ask as I have installed it and just tried one on the single missions. I sank a freighter, but no life boats appeared.
Have installed it with JSCONES GME
desertstriker
09-18-12, 11:03 PM
THANK YOU
Kalleblom
09-19-12, 02:31 AM
Is this mod for campains only or will it work with the historical missions?
I ask as I have installed it and just tried one on the single missions. I sank a freighter, but no life boats appeared.
Have installed it with JSCONES GME
There´re not always lifeboats, it depends on the size of the ship and it´s random.
Is this mod for campains only or will it work with the historical missions?
Works with campaigns and historical missions. If the mod is installed correctly, lifeboats will appear sooner or later.
There´re not always lifeboats, it depends on the size of the ship and it´s random.
That's 100% correct answer!
Fish In The Water
11-09-12, 11:23 AM
Very nice addition. Truth is, the game just wouldn't be the same without 'em. Thanks! :salute:
Could you upload this mod on other side? Gamefront block a lots of countries and i cant DL this mod. :(
Send me a PM with your email address, and hopefully I can email it to you. ;)
Send me a PM with your email address, and hopefully I can email it to you. ;)
Could you upload it on some side, this will be not only for me but for some ppl too. This is not only my problem but a lots of countries which are banned on this "portal"
It's not my mod so I don't believe I'm allowed to upload it to any websites for download.
desertstriker
11-11-12, 01:01 AM
Could you upload it on some side, this will be not only for me but for some ppl too. This is not only my problem but a lots of countries which are banned on this "portal"
It's not my mod so I don't believe I'm allowed to upload it to any websites for download.
PM the creator and ask if they can upload it to this site or ask permission to do it for them "if you have uploading privileges from neal" and make your case in your PM to them. also there are some general rules for permissions can be explained here http://www.subsim.com/radioroom/showthread.php?t=115983
(http://www.subsim.com/radioroom/showthread.php?t=115983)
Hi and sorry for the silence...
If Gamefront isn't working, do you know any other good sites? Ofcourse it would be best if this mod would could be uploaded to Subsim, but I have no idea how that happens... If somebody can do it, go ahead please!
Montana221
11-19-12, 02:52 AM
Hi guys
I try to install this mod of SH5 life boat mod
The folder in SH5 data\sea\NLifeboat_01\
and data\sea\NLifeboat_02\ i cant find
Is there a file or somthing i download to get the NLifeboat_01 and NLifeboat_02 in SH5 folder
Regards montana221
Rongel, send Neal a PM and ask him how to do it. I'm sure it won't be a problem to get it uploaded to SubSim.
Targor Avelany
11-19-12, 08:36 PM
Hi guys
I try to install this mod of SH5 life boat mod
The folder in SH5 data\sea\NLifeboat_01\
and data\sea\NLifeboat_02\ i cant find
Is there a file or somthing i download to get the NLifeboat_01 and NLifeboat_02 in SH5 folder
Regards montana221
You have installed something wrong. The mod should contain those two folders/files.
Sailor Steve
11-20-12, 01:20 PM
Hi and sorry for the silence...
If Gamefront isn't working, do you know any other good sites? Ofcourse it would be best if this mod would could be uploaded to Subsim, but I have no idea how that happens... If somebody can do it, go ahead please!
Thanks for the permission. I just downloaded it from GameFront with no trouble, but now it's up at Subsim. :sunny:
http://www.subsim.com/radioroom/downloads.php?do=file&id=3797
Thanks Steve! :salute:
Much appreciated!
Dogfish40
11-27-12, 10:33 AM
Kaleuns.
Is there a differance between this Lifeboat mod and SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1? :06:
I use the latter at the moment but I always like to swap out and try new or differing mods, even if they are the same subject.
Thanks
D40
Targor Avelany
11-27-12, 10:44 AM
Kaleuns.
Is there a differance between this Lifeboat mod and SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1? :06:
I use the latter at the moment but I always like to swap out and try new or differing mods, even if they are the same subject.
Thanks
D40
I don't really recall any other lifeboat mod out there, except Rongel's
But if you have a link to the mod, share with us. It might be just an older version of Rongel's lifeboats. But who knows...
Kaleuns.
Is there a differance between this Lifeboat mod and SH5Lifeboats_by_Rongel_TDW_stoianm_v2.1? :06:
I use the latter at the moment but I always like to swap out and try new or differing mods, even if they are the same subject.
Thanks
D40
THIS IS SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
Maybe you meant Wooden Lifeboats + Crew in Water Mod (http://www.subsim.com/radioroom/showthread.php?p=1417838#post1417838) by iambecomelife, developped for SHIII but successfully tested with SH5 too :up:
A while ago I asked myself if anyone had enabled both mods, and with which results. IIRC I was told to ask Uekel, but then I forgot to do it :D
Also notice that there is another mod for SHIII dealing with lifeboats wich, though not tested, could be similarly compatible with SH5: it is Lifeboats for SH3! (http://www.subsim.com/radioroom/showthread.php?p=836597#post836597) by Rubini ;)
Dogfish40
11-28-12, 10:01 AM
THIS IS SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
Maybe you meant Wooden Lifeboats + Crew in Water Mod (http://www.subsim.com/radioroom/showthread.php?p=1417838#post1417838) by iambecomelife, developped for SHIII but successfully tested with SH5 too :up:
;)
OK, That's what I wanted to know. So when you open the main folder, or unzip the D/L, it's the file that I have now. I'm already using it.
I had read somewhere it was mentioned that all the lifrafts are the same. In other words, you don't get any lifeboats. If the iambecomelife mod is compatible with Rongels lifeboat mod, we could see even more interesting eye candy during a sinking.
I'm D/L the iambecomelife now and I'll see what happens.
Thanks Gap!:salute:
EDIT: Found the latest version...
Targor Avelany
12-02-12, 11:56 PM
I'm working on adding wooden lifeboat. Making it from scratch: took this as a base:
http://www.uscg.mil/history/plans/USLSS26PLB1.JPG
Here's how far I got :)
http://img338.imageshack.us/img338/2205/newlifeboatinprogress.png
Fish In The Water
12-03-12, 12:01 AM
I'm working on adding wooden lifeboat.
Here's how far I got :)
Looks promising. Hope you stick with it! :yeah:
Targor Avelany
12-03-12, 12:13 AM
Looks promising. Hope you stick with it! :yeah:
considering that this time I'm just making my own model, as I got tired of attempting to use/fix/re-texture already created free models - I'm pretty sure I will.
Plus, this is about 65% complete. Now it's just high-poly >>> UVW mapping >>> texturing. :salute:
considering that this time I'm just making my own model, as I got tired of attempting to use/fix/re-texture already created free models - I'm pretty sure I will.
Plus, this is about 65% complete. Now it's just high-poly >>> UVW mapping >>> texturing. :salute:
I can't wait to see it in game :yeah:
tonschk
12-03-12, 06:31 AM
Me too :yeah:
I can't wait to see it in game :yeah:
Trevally.
12-03-12, 01:16 PM
Good work Targor:yeah:
Looks great
Targor Avelany
12-05-12, 09:56 PM
Here is a bit of a high-poly render with texture (still lots of work ahead, just not enough time)
http://img42.imageshack.us/img42/5816/newlifeboatinprogress1.jpg
Captain73
12-06-12, 08:34 AM
Here is a bit of a high-poly render with texture (still lots of work ahead, just not enough time)
:salute:
This work will be marked by the commander of the U-Bootwaffe!
http://s005.radikal.ru/i211/1212/54/0fa61858d1ba.gif (http://www.radikal.ru)
I very much hope the lifeboats will not be jumping on the waves as life rafts!?:hmmm:
Thank you for Your work!:yeah:
Targor Avelany
12-18-12, 11:17 PM
A little update.
http://img339.imageshack.us/img339/3175/newlifeboatinprogress2.jpg
It looks awesome, Targor. Keep up your great work! :up:
Fish In The Water
12-19-12, 09:03 PM
Coming along nicely. Can hardly wait to see it in game! :up:
V13dweller
12-30-12, 09:12 AM
Are the only life boat models the ones for those little grey ones, or do they have those larger wooden and motor lifeboats?
Will this break latest OHII v2.0?
Thanks
volodya61
01-11-13, 10:25 AM
Will this break latest OHII v2.0?
Thanks
SH5 Lifeboats and OHII are fully compatible :up:
Splendid. Can I enable it whilst on patrol? :hmm2:
volodya61
01-11-13, 11:03 AM
Splendid. Can I enable it whilst on patrol? :hmm2:
I'm not sure exactly.. never did it before..
I think the better way is to enable it in the bunker..
Yeah, better do it the safe way.
Thanks for the help
Cybermat47
01-23-13, 04:36 PM
Looking forward to the boat part of this lifeboat mod! :up:
Maybe you meant Wooden Lifeboats + Crew in Water Mod (http://www.subsim.com/radioroom/showthread.php?p=1417838#post1417838) by iambecomelife, developped for SHIII but successfully tested with SH5 too :up:
Gap, that mod is MIA at GameFront. Link doesn't work anymore. Does anyone have it so It could be added to the SubSim SH5 Downloads?
Gap, that mod is MIA at GameFront. Link doesn't work anymore. Does anyone have it so It could be added to the SubSim SH5 Downloads?
Hi Gary,
I have this mod on my HD, nonetheless I am always a bit reluctant reuploading other's mods, when their authors are still active members.
iambecomelife's last activity dates back to only 4 days. I suggest you to report the dead link directly to him, with a PM or in Wooden Lifeboats' thread. If he likes, I can upload his mod to subsim downloads section. Under his name, indeed.
If your report won't get the expected attenction within a reasonable timeframe, I will personally send you the mod, no doubt :up:
Trevally.
01-24-13, 12:13 PM
Im sure if we upload Rongels mod to subsim - it would be ok.
You could add a footnote that the mod can be removed if the owner does not want it hosted here. I have done this with quite a few mods already:hmmm:
what do you think:hmmm:
Im sure if we upload Rongels mod to subsim - it would be ok.
You could add a footnote that the mod can be removed if the owner does not want it hosted here. I have done this with quite a few mods already:hmmm:
what do you think:hmmm:
I think there is misunderstanding here, Trevally
we are talking about iambecomelife's Woden Lifeboats... or at least I thought so until now :D
I will drop a message in his PM box right away :up:
Trevally.
01-24-13, 03:37 PM
Ah sorry, my bad:88)
Permission granted by Iambecomelife and mod reuploaded on subsim: :up:
http://www.subsim.com/radioroom/downloads.php?do=file&id=3911
alternative mediafire link by Magic1111:
http://www.mediafire.com/?tlmt2nzmazz
Lexstock
02-09-13, 06:29 AM
Is there a certain install order that this mod requires? Or can I just pop it at the end of my modlist?
Grtz.
volodya61
02-09-13, 07:25 AM
Is there a certain install order that this mod requires? Or can I just pop it at the end of my modlist?
You can install it wherever you want :yep:
Targor Avelany
03-13-13, 10:36 AM
Here's some visual presents:
Still having some problem with .zon file (not sure why, but will figure out as soon as I have some free time), but otherwise works like a charm:
http://imageshack.us/scaled/medium/203/sh5img20130313075250.jpg (http://imageshack.us/photo/my-images/203/sh5img20130313075250.jpg/)
http://imageshack.us/scaled/medium/29/sh5img20130313075222.jpg (http://imageshack.us/photo/my-images/29/sh5img20130313075222.jpg/)
http://imageshack.us/scaled/medium/841/sh5img20130313075159.jpg (http://imageshack.us/photo/my-images/841/sh5img20130313075159.jpg/)
http://imageshack.us/scaled/medium/715/sh5img20130313075135.jpg (http://imageshack.us/photo/my-images/715/sh5img20130313075135.jpg/)
http://imageshack.us/scaled/medium/692/sh5img20130313075131.jpg (http://imageshack.us/photo/my-images/692/sh5img20130313075131.jpg/)
http://imageshack.us/scaled/medium/841/sh5img20130313075100.jpg (http://imageshack.us/photo/my-images/841/sh5img20130313075100.jpg/)
http://imageshack.us/scaled/medium/138/sh5img20130313075050.jpg (http://imageshack.us/photo/my-images/138/sh5img20130313075050.jpg/)
http://imageshack.us/scaled/medium/18/sh5img20130309083502.jpg (http://imageshack.us/photo/my-images/18/sh5img20130309083502.jpg/)
http://imageshack.us/scaled/medium/853/sh5img20130313074802.jpg (http://imageshack.us/photo/my-images/853/sh5img20130313074802.jpg/)
http://imageshack.us/scaled/medium/825/sh5img20130313074811.jpg (http://imageshack.us/photo/my-images/825/sh5img20130313074811.jpg/)
http://imageshack.us/scaled/medium/850/sh5img20130313074815.jpg (http://imageshack.us/photo/my-images/850/sh5img20130313074815.jpg/)
http://imageshack.us/scaled/medium/845/sh5img20130313074823.jpg (http://imageshack.us/photo/my-images/845/sh5img20130313074823.jpg/)
http://imageshack.us/scaled/medium/163/sh5img20130313075043.jpg (http://imageshack.us/photo/my-images/163/sh5img20130313075043.jpg/)
Here's some visual presents:
Still having some problem with .zon file (not sure why, but will figure out as soon as I have some free time), but otherwise works like a charm:
Wunderbar, Targor! :rock:
While we are waiting for it, I have a few questions:
- is this mod going to be compatible with Ronge's lifeboat mod?
- if yes, is there a way to make some ship to spawn wooden lifeboats, some others rubber boats, and others a mix of them?
- how difficult would be adding to your mod crew in water, casualties, crates, barrels, and other debris similar to what iambecomelife made with his own Wooden Lifeboats mod?
P.S: get in touch if you need for help with the zon file :salute:
P.S. 2: I think the oar needs to be a bit longer, or boats's draft a bit deeper :03:
volodya61
03-13-13, 11:06 AM
Here's some visual presents...
Well done Max :yeah:
Very, very nice boats!
Targor Avelany
03-13-13, 11:09 AM
Wunderbar, Targor! :rock:
While we are waiting for it, I have a few questions:
- is this mod going to be compatible with Ronge's lifeboat mod?
- if yes, is there a way to make some ship to spawn wooden lifeboats, some others rubber boats, and others a mix of them?
- how difficult would be adding to your mod crew in water, casualties, crates, barrels, and other debris similar to what iambecomelife made with his own Wooden Lifeboats mod?
P.S: get in touch if you need for help with the zon file :salute:
P.S. 2: I think the oar needs to be a bit longer, or boats's draft a bit deeper :03:
1) yes. It is based on it :)
2) not sure. That is something I will be looking into in the future, but I don't believe so.
3) not that hard, actually. Adding actual stuff into the boat will be easy - adding 2-3 bones to the file and assigning stuff to it... Casualties, debries - not sure. Something I need to look at.
p.s. in regards to .zon files I might bug you. The reason I have trouble with it is because I have edited the zon file, all nice and proper, but my boats stopped spawning completely. :dead:
It might have nothing to do with the zon file and it was just some weird change that I have accidentally made, so I try again and see what happens.
Targor Avelany
03-13-13, 11:49 AM
Actually, remembering my tests, this works very nicely with FX Mod that has crates floating and all kind of debries and casualties...
1) yes. It is based on it :)
2) not sure. That is something I will be looking into in the future, but I don't believe so.[/QUOTE]
Good to know tat the two mods are compatible. I wonder how the game is going to handle both of them though: will sunk ships spawn 50% wooden boats and 50% rubber boats, or a random mix of them? Should we adjust crew's survival settings in ships cfg files when using both mods? :hmm2:
3) not that hard, actually. Adding actual stuff into the boat will be easy - adding 2-3 bones to the file and assigning stuff to it... Casualties, debries - not sure. Something I need to look at.
:up:
p.s. in regards to .zon files I might bug you. The reason I have trouble with it is because I have edited the zon file, all nice and proper, but my boats stopped spawning completely. :dead:
It might have nothing to do with the zon file and it was just some weird change that I have accidentally made, so I try again and see what happens.
yes, you are right: zon file settings shouldn't affect raft's spawning :hmmm:
Targor Avelany
03-13-13, 12:01 PM
Good to know tat the two mods are compatible. I wonder how the game is going to handle both of them though: will sunk ships spawn 50% wooden boats and 50% rubber boats, or a random mix of them? Should we adjust crew's survival settings in ships cfg files when using both mods? :hmm2:
:up:
yes, you are right: zon file settings shouldn't affect raft's spawning :hmmm:
Well, if you see on one of the screenies, where I took a broader shot, there is a mix of the boats.
Rongel wrote em up as lifeboat_small (the barca) and lifeboat_large.
In original they were identical, so I have changed the gr2 for the large one, as this wooden boat is definately larger than the barca :)
Unfortunately, I haven't really looked at the spawning mechanism of the lifeboats, so that is something for future to research.
volodya61
03-13-13, 12:21 PM
Good to know tat the two mods are compatible. I wonder how the game is going to handle both of them though: will sunk ships spawn 50% wooden boats and 50% rubber boats, or a random mix of them?
Well, if you see on one of the screenies, where I took a broader shot, there is a mix of the boats.
Rongel wrote em up as lifeboat_small (the barca) and lifeboat_large.
One time (long ago :)) I had used Wooden Lifeboats and Rongel's lifeboats mods together.. and yes, there was some kind of mix of different boats..
Thanks for your answers guys. Once Targor releases his wonderful mod, we will deal with realistic liferaft spawning :up:
Targor Avelany
03-13-13, 01:36 PM
One time (long ago :)) I had used Wooden Lifeboats and Rongel's lifeboats mods together.. and yes, there was some kind of mix of different boats..
Yeah, I wish there was a way to define what kind of lifeboats are generated based on the grt, for example, of the ship.
Targor, you made an awesome work here! :sunny:
Can't wait to try it!
Much much better than only rubber boats imo...but a mix of both should be welcome working together with Rongel life boats!
Congrats for this mod :up:
Bono1239
03-18-13, 05:51 PM
Please everyone, give one more time link to latest ver. lifeboats?
Targor Avelany
03-18-13, 06:10 PM
Please everyone, give one more time link to latest ver. lifeboats?
The link in the first post still valid for Rongel's lifeboats. I believe you can also locate the mod on subsim downloads if the gamefront is blocked for you.
Bono1239
03-19-13, 01:47 PM
Gamefront is blocked for POLAND
Gamefront is blocked for POLAND
We could upload this mod here, but prior to do it we should wait for Rongel's approval (in the last few days he has not been around by the way).
In the meanwhile you can download the mod from Gamefront. Just read this (http://www.subsim.com/radioroom/showpost.php?p=2027331&postcount=31) post :yep:
Targor Avelany
03-19-13, 02:31 PM
We could upload this mod here, but prior to do it we should wait for Rongel's approval (in the last few days he has not been around by the way).
In the meanwhile you can download the mod from Gamefront. Just read this (http://www.subsim.com/radioroom/showpost.php?p=2027331&postcount=31) post :yep:
I believe he gave it a while go (the permission). http://subsim.com/radioroom/showpost.php?p=1959598&postcount=177
volodya61
03-19-13, 03:02 PM
Gamefront is blocked for POLAND
We could upload this mod here...
I believe he gave it a while go (the permission)..
Rongel's mod has long been available in the Subsim download section - http://www.subsim.com/radioroom/downloads.php?do=file&id=3797
archer9
01-10-14, 02:01 PM
Does this work ok with latest OH and TDW FX update?
volodya61
01-10-14, 10:36 PM
Does this work ok with latest OH and TDW FX update?
it does..
kraszus
04-03-15, 06:52 AM
Activating this mod conflicts with Open Horizons II v2.5 - are they compatible?
MASS1L1A
04-03-15, 11:13 AM
the same thing... :shifty: I think the problem is the Sh.sdl file :hmmm:
kraszus
04-03-15, 11:32 AM
Yup..just checked and the sh.sdl file in this mod is a different size from the one in OH II v2.5
vdr1981
04-03-15, 12:08 PM
Yup..just checked and the sh.sdl file in this mod is a different size from the one in OH II v2.5
You can remove sh.sdl from lifeboats mod without any problems. SH.sdl from OHII already contains necessary entries...Or you can enable lifeboats before OHII , which is probably better solution. However , I'm experiencing some CTD issues in test missions with lifeboats enabled, so be careful.
kevinsue
04-03-15, 04:59 PM
You can remove sh.sdl from lifeboats mod without any problems. SH.sdl from OHII already contains necessary entries...Or you can enable lifeboats before OHII , which is probably better solution. However , I'm experiencing some CTD issues in test missions with lifeboats enabled, so be careful.
I've been using SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11 as well as SH5Lifeboat_Wooden ver. 0.2 since I installed "TWoS". So far I don't think I've had any problems associated with these mods during my current campaign, but it's early days so I'm not 100% sure.
The wooden lifeboat mod doesn't contain the SH.sdl file so may be an option for those that start having problems. I usually surface and admire my handiwork with lone ships on the high seas and the lifeboats help lessen the guilt :D
vdr1981
04-03-15, 06:05 PM
I've been using SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11 as well as SH5Lifeboat_Wooden ver. 0.2 since I installed "TWoS". So far I don't think I've had any problems associated with these mods during my current campaign, but it's early days so I'm not 100% sure.
The wooden lifeboat mod doesn't contain the SH.sdl file so may be an option for those that start having problems. I usually surface and admire my handiwork with lone ships on the high seas and the lifeboats help lessen the guilt :D
That's quite good to hear...No problems in the campaign here also, only in single missions. Can I upload one test mission for you so you can tell me does your game CTD in that particular situation?
kevinsue
04-04-15, 07:59 AM
That's quite good to hear...No problems in the campaign here also, only in single missions. Can I upload one test mission for you so you can tell me does your game CTD in that particular situation?
Yeah.....not a problem. Just upload and I'll give it go :up:
vdr1981
04-04-15, 08:30 AM
Ok, here we go...Enable external view and sail silently on initial course for a few minutes, until Sharnhorst enters the scene...:yep:
Enjoy the show until carnage ends and then surface the boat...You can try this few times. The game almost always CTD for me when Sharhorst finsh her engagement , or some time after...:hmmm:
http://www.mediafire.com/download/b5efb88zu6osw3h/SH5+External+Cargo+2.rar
kevinsue
04-04-15, 09:37 AM
Ok, here we go...Enable external view and sail silently on initial course for a few minutes, until Sharnhorst enters the scene...:yep:
Enjoy the show until carnage ends and then surface the boat...You can try this few times. The game almost always CTD for me when Sharhorst finsh her engagement , or some time after...:hmmm:
http://www.mediafire.com/download/b5efb88zu6osw3h/SH5+External+Cargo+2.rar
Got it!.....will give it a try and let you know:up:
EDIT: No luck :down: the SH5 External Cargo 2 mission CTD's while loading. The original SH5 External Cargo mission loads ok.....both folders next to each other in Single Missions.
EDIT 2: Don't know what's going on....even the original Lifeboats mission doesn't want to load :06: I'm using SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11 version of the mod???
It's a problem on my side...just have to track down where it is....in the morning Zzzzzzzzzz
vdr1981
04-04-15, 12:07 PM
Got it!.....will give it a try and let you know:up:
EDIT: No luck :down: the SH5 External Cargo 2 mission CTD's while loading. The original SH5 External Cargo mission loads ok.....both folders next to each other in Single Missions.
EDIT 2: Don't know what's going on....even the original Lifeboats mission doesn't want to load :06: I'm using SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11 version of the mod???
It's a problem on my side...just have to track down where it is....in the morning Zzzzzzzzzz
Do you use by any chance some other mods too , like sub flags or something?:hmmm:
kevinsue
04-04-15, 06:21 PM
Do you use by any chance some other mods too , like sub flags or something?:hmmm:
No sub flags but a few extras. I removed all the mods except
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11 and the mission loaded without a problem. My result is the same as yours....CTD when surfaced moving towards the carnage.:down:
Before the CTD, I didn't actually see any lifeboats....the Scharnhorst seemed to hit them so hard, no crew had a chance to launch a raft!:dead:
I'll try it without the lifeboats and see if the CTD is not caused by just the amount of dead units, heavy seas, plus the battleship and the smoke/fire etc all rendering at the same time. I'll have to add the other mods one at a time to find the one causing the mission to CTD while loading.
vdr1981
04-04-15, 07:32 PM
No sub flags but a few extras. I removed all the mods except
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11 and the mission loaded without a problem. My result is the same as yours....CTD when surfaced moving towards the carnage.:down:
Before the CTD, I didn't actually see any lifeboats....the Scharnhorst seemed to hit them so hard, no crew had a chance to launch a raft!:dead:
I'll try it without the lifeboats and see if the CTD is not caused by just the amount of dead units, heavy seas, plus the battleship and the smoke/fire etc all rendering at the same time. I'll have to add the other mods one at a time to find the one causing the mission to CTD while loading.
Could you name those extra mods, I'm curious ?
It's not about flares, smoke and other effects...It's something AIframework.dll related. :hmmm: And it's really strange because it seems that the mod works just fine in the campaign.:hmmm:
kevinsue
04-04-15, 09:08 PM
Could you name those extra mods, I'm curious ?
It's not about flares, smoke and other effects...It's something AIframework.dll related. :hmmm: And it's really strange because it seems that the mod works just fine in the campaign.:hmmm:
Just tried the mission minus the lifeboats and it worked flawlessly. The mods I had installed when I had the initial loading CTD are as follows:
EDIT: Just reinstalled the mods one at a time and it's "KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith" that's causing the loading CTD!
The Wolves of Steel 1.03
The Wolves of Steel 1.03 - Patch 4
The Wolves of Steel 1.03 - TDW Real Navigation
The Wolves of Steel - 16x9 Resolution Patch
silentmichal's interior mod 1.2.4
silentmichal's interior mod v 1.2.4b
nVidia missing lights
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11(minus Sh.sdl)
SH5Lifeboat_Wooden ver. 0.2
gap - HD 1 deg Scope Bearing v 1.0
Speech Recognition_MiTons_NewUI_Editon_v0.4.1_english
The mods in orange are the ones I have been experimenting with and haven't caused any problems with the campaign as yet.
I haven't updated to the last version of TWoS (Patch 5), hence the position of "gap - HD 1 deg Scope Bearing v 1.0".
I have also manually inserted sobers water splash anim SH5 texture "water_splash_anim.dds" into C:\Ubisoft\Silent Hunter 5\data\Textures\TNormal\tex folder.
vdr1981
04-05-15, 07:04 AM
Just tried the mission minus the lifeboats and it worked flawlessly.
Same here...:hmmm: Maybe we should just continue our campaign and see if something similar will happen in the campaign too...So far, so good for me.
The mods I had installed when I had the initial loading CTD are as follows:
The Wolves of Steel 1.03
The Wolves of Steel 1.03 - Patch 4
The Wolves of Steel 1.03 - TDW Real Navigation
The Wolves of Steel - 16x9 Resolution Patch
silentmichal's interior mod 1.2.4
silentmichal's interior mod v 1.2.4b
nVidia missing lights
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11(minus Sh.sdl)
SH5Lifeboat_Wooden ver. 0.2
gap - HD 1 deg Scope Bearing v 1.0
Speech Recognition_MiTons_NewUI_Editon_v0.4.1_english
The mods in orange are the ones I have been experimenting with and haven't caused any problems with the campaign as yet.
I haven't updated to the last version of TWoS (Patch 5), hence the position of "gap - HD 1 deg Scope Bearing v 1.0".
I have also manually inserted sobers water splash anim SH5 texture "water_splash_anim.dds" into C:\Ubisoft\Silent Hunter 5\data\Textures\TNormal\tex folder.
Are you sure that SteelViking's Interior Mod V1.2 and silentmichal's interior mod 1.2.4 can work together in one modlist? :hmmm: They are both complex mods, is there any conflicting files?
EDIT: Just reinstalled the mods one at a time and it's "KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith" that's causing the loading CTD!
I just checked files from that mod and basically those are just submarine .sim files , In theory they shouldn't cause any CTD's but functionality of my Real U-boat performance will be lost. I wouldn't recommend use with TWoS... I'll check what's going on with this mod enabled on top of my modlist
kevinsue
04-05-15, 07:22 PM
Same here...:hmmm: Maybe we should just continue our campaign and see if something similar will happen in the campaign too...So far, so good for me.
I agree......maybe both lifeboat mods can just be left as options so that people can just install/uninstall with JSGME prior to using "Single Missions" if needed until a solution can be found for the instability.
Are you sure that SteelViking's Interior Mod V1.2 and silentmichal's interior mod 1.2.4 can work together in one modlist? :hmmm: They are both complex mods, is there any conflicting files?
Yes...I deleted the "Room_CR.GR2" file from the Submarine/Common/Rooms folder in the mod before I installed with JSGME.
Otherwise it overwrites "gap - Real Diveplane Gauges v. 1" that's included in TWoS. Deleting this file removes the crates of food out of the control room. silentmichal's mod is based on SteelVikings interior, so I hope to start on a compatibility mod in the next week or so and combine these interior mods plus their hotfixes into a single install.
I just checked files from that mod and basically those are just submarine .sim files , In theory they shouldn't cause any CTD's but functionality of my Real U-boat performance will be lost. I wouldn't recommend use with TWoS... I'll check what's going on with this mod enabled on top of my modlist
I used to have this mod (prior to TWoS) installed after NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0 in the soup. It seemed to work ok in that position.
OFF TOPIC: :06: vdr...with all your delving into the game physics etc while working on Real U-boat performance and your other mods, can you tell me if, and to what extent Fluid Mechanics and Hydrodynamics is modeled in the game engine?
I have this wispy, fleeting idea somewhere deep in the subconscious that's trying to surface....:D
vdr1981
04-06-15, 09:58 AM
OFF TOPIC: :06: vdr...with all your delving into the game physics etc while working on Real U-boat performance and your other mods, can you tell me if, and to what extent Fluid Mechanics and Hydrodynamics is modeled in the game engine?
I have this wispy, fleeting idea somewhere deep in the subconscious that's trying to surface....:D
What are you trying to accomplish?
In any case don't expect too much...SH physics is VERY limited and follows set of some strange hardcoded formulas which cant be edited. It's because neither SH wasn't meant to be true submarine/ship simulator , it more like naval tactical or maybe strategical simulation. My passion are also flight simulations where flight dynamics, realistic performance and systems are in the first place so I'll never be impressed by what we have in SH series.
All important settings for submarine behavior are located in submarine .sim file, I can help you with some of them if you like...
kevinsue
04-06-15, 09:48 PM
What are you trying to accomplish?
In any case don't expect too much...SH physics is VERY limited and follows set of some strange hardcoded formulas which cant be edited. It's because neither SH wasn't meant to be true submarine/ship simulator , it more like naval tactical or maybe strategical simulation. My passion are also flight simulations where flight dynamics, realistic performance and systems are in the first place so I'll never be impressed by what we have in SH series.
All important settings for submarine behavior are located in submarine .sim file, I can help you with some of them if you like...
Just at the VERY early stage of looking into the feasibility of a functional, player controlled ballast system. After reading the Kriegsmarine "Diving Regulations for U-boats" http://www.uboatarchive.net/Diving/DivingRegulations.htm , you come to realise that the correct and timely operation of this system is the life or death of the U-boat.
At this stage I have no idea if the effect of dividing and variable filling of ballast compartments can even be emulated. Other systems such as compressor, pumps, vents and valves would have to be taken into consideration as to how they are handled within the game engine. WOW....getting bigger than "Ben Hur" already!! :o
As I said, very wispy, fleeting idea somewhere deep in the subconscious that's trying to surface....:D
Hi Kevin,
IIRC correctly, only main ballast tanks and buoyancy tanks (the ones used during crash dive for fast diving) are simulated in game. I am talking out of memory, as I have not access to game files currently. You can check yourself by opening any unit_submarine controller, or you can wait for an answer by Vecko, who dealt longly with those controllers during the development of RSD.
In any case, making ballast tanks player-controlled would require a whole new patch by TDW (similar to the dive plane one), plus UI support. :salute:
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