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View Full Version : [REL] Periscope and Antennas fix


Xrundel
05-19-11, 09:24 AM
Hello every one!

First I would like to explain motivation behind this micro-mod.
After being fed up with stock version of the game me, like every respected community member here, start spicing my game up with cool mods that this forum full of. Sooner or later I've run into the problem that every body else probably had here. Observation periscope height. I have read lots of posts and still it was not clear to me what a the real dimensions. So I started my own research and eventually I had to ask for assistance my colleagues in Russia that still have access to Naval archives and were able to pull out copies of blue prints of VIIc (that was captured at the end of WWII).

I had several dimensions that I was not sure of. First was boat height without periscopes. It was confirm that it is indeed 9600mm. Second confirmation I had about total max height with attack periscope fully extended. It is 14663mm. So - knowing this two it is no-brainer to calculate how much attack periscope is extending. Exact measure is 5063mm (5m 6cm and 3mm)
Now observation telescope that every one have a headache with. Most common heights from different sources range about 2.3 - 2.8 meters. On the blueprint height was not identified as well. But... visually it did not look like observation periscope in fully extended position is about twice shorter than attack periscope. So I ask my friend simply measure (using very fine graded ruler) distance between bottom and highest point of attack periscope, consider it a 100% value and then calculate value for same measurement for observation periscope. He did and it equal 89.424%.
So - if we have total maximum height of 14663mm as a 100% ; 89.424% of it would be 13112mm. if we subtract height of the boat we will have that mysterious height of the observation periscope! Guess how much is it? You are absolutely correct - 3512mm (about 3.5m).

Anyway - I just got tired manually change values in .sim file every time I need to shuffle my mods. Another annoying thing - Round and Rod antennas were making visible from 2 km distance trail on surface ( I moved external camera and made sure ). I really don't like to be so visible at periscope depth, so I've made some changes along without brutally erasing of files that other well known people here put so much effort into.


OK, here we go:


Includes:

1. "Extended version" - not exact height but most comfortable for game play, especially in bad weather.
- Fixed height of Observation Periscope to 5.5m instead of 4m (obs_periscope) and 3m (obs_periscope_wire) in two different locations.
- Fixed height of Attack Periscope to 5.5 instead of "stock" ridiculous 8.5m (attack_periscope_wire) in one location.
- Modified data for Round Antenna - now it retracts and hides smoothly right before conning tower is about to get submerged and same smooth operation when surfacing the boat - so it does not stick out of the water surface anymore while on periscope depth.
- Modified data for Rod Antenna. So it does not stick out while on periscope depth.It still working properly (extending and retracting) on depths from 26m to 11M.

2. "Historical version" - height of attack and observation periscopes is calculated to millimeter precision especially for immersion junkies.

- Fixed height of Observation Periscope to 3.512m instead of 4m (obs_periscope) and 3m (obs_periscope_wire) in two different locations.
- Fixed height of Attack Periscope to 5.063m instead of "stock" ridiculous 8.5m (attack_periscope_wire) in one location.
- Modified data for Round Antenna - now it retracts and hides smoothly right before conning tower is about to get submerged and same smooth operation when surfacing the boat - so it does not stick out of the water surface while on periscope depth.
- Modified data for Rod Antenna. So it does not stick out while on periscope depth.It still working properly (extending and retracting) on depths from 26m to 11M. It's in retracted position when boat is surfaced, it extends after diving to periscope depth and retracts again at about 26m depth as TDW originally intended.



File location: Ubisoft\Silent Hunter 5\data\Objects\Sensors\UBoot_Sensors.sim




Important!!!

File was edited to current version 1.0.0 (original release) after follow mods were installed:



NewUIs_TDC_6_5_0_ByTheDarkWraith

#Equipment_Upgrades_Fix_byTheBeast

IRAI_0_0_30_ByTheDarkWraith

FX_Update_0_0_16_2_ByTheDarkWraith

FX_Update_0_0_16_2_UHS_Fix

So please make sure that you installing this fix AFTER those or any other mods that deal with "UBoot_Sensors.sim" file!
This mod have to be installed after listed above mods or it could be overwritten and therefore disabled.

It is not a new independent mod, it is just a little fix created exclusively for personal preference adjustments for existing mods so all credits are going to TheDarkWraith and TheBeast for their sick amount of work and time that they put into making game as realistic as possible.



Installation: Just drag folder that you would like to install into your Silent Hunter 5\MODS folder and use JSGME to install.
You can install it in port or during patrol - does not matter.


05/18/2011 By Xrundel.


download from here:

http://www.gamefront.com/files/20345824/Periscope_and_Antenna_fix_by_Xrundel_rar


05/21/2011 Added Version 1.0.1 comparable to NewUIs_TDC_6_5_1_ByTheDarkWraith

download form here:

http://www.gamefront.com/files/20351440/Periscope_and_Antenna_fix_by_Xrundel_1.0.1.rar

05/21/2011 Added Version 1.0.2 Compatible with: NewUIs_TDC_6_5_1_ByTheDarkWraith; IRAI_0_0_30_ByTheDarkWraith; FX_Update_0_0_16_2_ByTheDarkWraith.

download from here:

http://www.gamefront.com/files/20351454/Periscope_and_Antenna_fix_by_Xrundel_1.0.2.rar

Magic1111
05-19-11, 11:39 AM
Many thanks for the MOD, sounds interesting ! :up:

IŽll give it a try ! :yeah:

Best regards,
Magic

urfisch
05-19-11, 11:48 AM
thanks a lot!

tonschk
05-19-11, 05:37 PM
Well done :DL thank you :yeah:

Txema
05-19-11, 05:46 PM
First of all, thank you very much for your mod. I like it !!

But the current version of TDW New_UI mod is:

"NewUIs_TDC_6_5_1_ByTheDarkWraith"

Can you make your mod compatible with it ?


Txema

Vorkapitan
05-19-11, 06:09 PM
Xrundel,

You must have heard me cursing last night...:damn:

I would go to Periscope depth, but the scope was still underwater.

I had to keep going up till I could see out-of-scope.:o

I hope this will fix it. :salute::salute::salute:

ps; Is this only for Metric? What about Imperial?

Xrundel
05-19-11, 07:42 PM
First of all, thank you very much for your mod. I like it !!

But the current version of TDW New_UI mod is:

"NewUIs_TDC_6_5_1_ByTheDarkWraith"

Can you make your mod compatible with it ?


Txema

Your welcome!


It should work just fine with newer version as long as it installed after that. Very little changes involved - so should not affect other large mods in any way.

Vorkapitan
05-19-11, 07:57 PM
Is this only for Metric? What about Imperial?

Xrundel
05-19-11, 08:10 PM
Is this only for Metric? What about Imperial?


Did you try it with imperial? Install it and give it a try. Let me know - I don't use imperial in my game.
Install "historical" version, go on periscope depth extend both scope to the max ("Insert" for attack and "PageUp" for observation) and snap a picture. I will compare it to metric but I think it should be just fine.

Xrundel
05-19-11, 08:26 PM
That's how historically accurate heights looks like in calm waters at periscope depth (fully extended):

http://www.subsim.com/radioroom/picture.php?albumid=497&pictureid=4274

Xrundel
05-19-11, 08:53 PM
And here is a sequence of how DF antenna is getting out of the way.

http://www.subsim.com/radioroom/picture.php?albumid=497&pictureid=4275

http://www.subsim.com/radioroom/picture.php?albumid=497&pictureid=4276

http://www.subsim.com/radioroom/picture.php?albumid=497&pictureid=4277

Xrundel
05-19-11, 09:12 PM
Rod antenna behavior:

It starts extending on periscope depth but still short enough to be below water surface:


http://www.subsim.com/radioroom/picture.php?albumid=497&pictureid=4278



It is fully extended on medium depths about 16-20 meters:


http://www.subsim.com/radioroom/picture.php?albumid=497&pictureid=4279



And it retracts back inside as sub goes deeper:


http://www.subsim.com/radioroom/picture.php?albumid=497&pictureid=4280

Sailor Steve
05-19-11, 09:35 PM
Good job!

A quick look here http://www.uboatarchive.net/U-570BritishReport.htm (page 30) says that the British measured the height of the attack periscope as 17 feet, which comes to 5.18 meters, while the American report http://www.uboatarchive.net/U-570ONIReport.htm (page 35) lists the height of the "lookout" periscope as being 8 feet above the top of the bridge, or 2.4 meters and the attack periscope as being 17-1/2 feet, or 5.33 meters.

It looks like you got them very close. :salute:

Xrundel
05-19-11, 10:21 PM
Good job!

Thank you!


A quick look here http://www.uboatarchive.net/U-570BritishReport.htm (page 30) says that the British measured the height of the attack periscope as 17 feet, which comes to 5.18 meters, while the American report http://www.uboatarchive.net/U-570ONIReport.htm (page 35) lists the height of the "lookout" periscope as being 8 feet above the top of the bridge, or 2.4 meters and the attack periscope as being 17-1/2 feet, or 5.33 meters.

It looks like you got them very close. :salute: Many people are taking on-line information as facts. But it is just information. Just another piece but not whole picture. Judging on those reports it is obvious that observation periscope have to be at least 2 times shorter than attack. But it does not looks like it on blue prints. Plus people in this game (that is a very close simulation) are struggling with observation periscope use. I was thinking: " How the hell Germans made such a vulnerable point in body of sub (remember - we are talking about a hole that goes directly into the pressure hull - even attack periscope leakage can be blocked by closing main hatch in pressure hull) and it is so unusable? So all of this led me to further digging.
That observation scope at that particular U-boot could be modified, damaged, stack or even not extended completely all the way. It's just one sub.

Stormfly
05-19-11, 10:41 PM
Thank you!

Many people are taking on-line information as facts. But it is just information. Just another piece but not whole picture. Judging on those reports it is obvious that observation periscope have to be at least 2 times shorter than attack. But it does not looks like it on blue prints. Plus people in this game (that is a very close simulation) are struggling with observation periscope use. I was thinking: " How the hell Germans made such a vulnerable point in body of sub (remember - we are talking about a hole that goes directly into the pressure hull - even attack periscope leakage can be blocked by closing main hatch in pressure hull) and it is so unusable? So all of this led me to further digging.
That observation scope at that particular U-boot could be modified, damaged, stack or even not retracted completely. It's just one sub.

hi Xrundel, thanks for this, especially the antenna !

...i never asked me that question and never digged about it but ithink the only reason why the OBS scope have to be much shorter (perhaps too short, but for this we have snorcel dept) than the attack scope is simply its occular position when fully extended, the viewing position of the kaleun is simply much deeper. A scope have also to be retracted, and when its viewing position is allready deep, then there is not much room for storing below.

iam pretty shure that this isnt new for you, this is more a question ;)

Xrundel
05-19-11, 10:59 PM
I did think about it, trust me on that!
For observation scope (that is not telescopic type) to extend for 3.5 meters it HAVE to travel that distance, right? We have average height of the kaleun at least 180 centimeters ( common - we are talking about Germans, not shorter Japanese! :) ) So it is from the control room's deck level. We just need another 1m 70 cm of the pipe go trough the "floor". There was adequate room below the deck to house that length. But I further belive that it needed no more than 1.5 meter making it perfect for 2 meters tall person. So actual practical extension height depends on person biometrics and in case of "short" German that was 1.8 meter tall it was about 3 meters and 31 cm that still makes it pretty usable except for very rough sea.

nozaurio
05-19-11, 11:21 PM
:yeah:Xrundel great job.

Sailor Steve
05-20-11, 12:20 AM
Many people are taking on-line information as facts. But it is just information.
If you mean me, I'm not taking anything as anything. Sure, someone can say anything they want online, or in a book for that matter. These however are photocopies of the actual reports filed by the people who measured the periscopes themselves. I'm not saying they're perfect, but I don't think you'll find much better information.

And I didn't argue with you, I was using those to show how right you were, not how wrong.

stoianm
05-20-11, 12:38 AM
Hi,

i dunno if tdw changed something in his .sim file in tdw ui 6.5.1 from TDW UI 6.5.0 but i thin you better make an up to date at this nice mod of yours

Xrundel
05-20-11, 03:37 AM
If you mean me, I'm not taking anything as anything. Sure, someone can say anything they want online, or in a book for that matter. These however are photocopies of the actual reports filed by the people who measured the periscopes themselves. I'm not saying they're perfect, but I don't think you'll find much better information.

And I didn't argue with you, I was using those to show how right you were, not how wrong.

I didn't meant you, just people in general. I am really appreciate your original post and had no intention to argue with anybody, just explaining my point of view that could be wrong as well.
Take it easy, my friend :up: - I am not here to fight anybody but healthy discussion is always good for figuring out the best outcome.

Hi,

i dunno if tdw changed something in his .sim file in tdw ui 6.5.1 from TDW UI 6.5.0 but i thin you better make an up to date at this nice mod of yours TDW makes huge favor by keeping detailed change log with every update. The only difference that I spotted between 6_5_0 and 6_5_1 that involves this particular .sim file is changing Attack Periscope height from 8 to 7 meters. It would be overwritten by my fix anyway and as long as nothing else new were created in .sim file it's comparable 100% at this point.
I am more concern about TheBeast upcoming new version of Equipment_Upgrade. There will be new options in .sim file for sure - so if user will install his new Equipment mod after my fix - it will disable fix. If my fix will be installed last - new options (I guess 3 new boat protective coating options) will not be available. All what is needed to solve this - for me to get new .sim file after TheBeast will publish his new finished work and upgrade it.
It will be done within 24 hrs after new Equipment_Upgrade release, no problem.

stoianm
05-20-11, 03:45 AM
I know what you made because i can go inside and look.. i mean will be good to keep ip to date... even in the documentation to not make confusion for other peoples... congrat for the mod.... i like it a lot:up:

Xrundel
05-20-11, 03:57 AM
Thanks! Don't worry - everything will be just fine.
And I like your environment mod a lot - that what I call a "real MOD".
:yeah: Keep up with good work!

Xrundel
05-21-11, 08:18 AM
Added updated for TDW _New_UI_6.5.1 versions. See post #1 for download links.

tonschk
05-21-11, 09:16 AM
:rock: Very Good :DL, thank you Xrundel :yeah:

Can you tell me please how I can increase the wake effect of the periscope ?, the wake of my periscope is barely visible even at 7 knots

http://i194.photobucket.com/albums/z58/tonschk/periscopewakes-1.jpg

Xrundel
05-21-11, 03:15 PM
You are missing FX update from TDW. Or have it overwritten. It is very important to install mods in proper order.
First goes NewUIs_TDC_6_5_1_ByTheDarkWraith
Second FX_Update_0_0_16_2_ByTheDarkWraith
Third - version 1.0.2 of Periscope_and_antenna_historical_fix
And you will have your wake. :up:



:rock: Very Good :DL, thank you Xrundel :yeah:

Can you tell me please how I can increase the wake effect of the periscope ?, the wake of my periscope is barely visible even at 7 knots

http://i194.photobucket.com/albums/z58/tonschk/periscopewakes-1.jpg

tonschk
05-21-11, 03:31 PM
You are missing FX update from TDW. Or have it overwritten. It is very important to install mods in proper order.
First goes NewUIs_TDC_6_5_1_ByTheDarkWraith
Second FX_Update_0_0_16_2_ByTheDarkWraith
Third - version 1.0.2 of Periscope_and_antenna_historical_fix
And you will have your wake. :up:

Thank you for the fast answer :DL, yes , I have only a very old version of ( FX_Update_0_0_5_ByTheDarkWraith ) I will update this FX mod and enable , :DL Thank you again very very much :salute:

tonschk
05-21-11, 06:23 PM
Thank you Xrundel :DL , much better now :yeah:

http://i194.photobucket.com/albums/z58/tonschk/better-1.jpg

TheBeast
05-22-11, 12:41 AM
Thank you for this MOD

If you want to add support for Equipment Upgrades MOD
Please change the following TextureSuffix from _albrecht
AntiSensorCoating @ Alberich_Improved - TextureSuffix = _alb_imp
AntiSensorCoating @ Tearnmatte - TextureSuffix = _tarn
AntiSensorCoating @ Tarnmatte_Improved - TextureSuffix = _tarn_imp

This will allow three new uniques Anti-Sensor Coatings or Skins.
Example Filenames for new Type-VIIC Improved Alberich Skin:
Data\Textures\TNormal\tex
Conning_7C_01_alb_imp.dds
Conning_7C_01_alb_imp_N.dds
Conning_7C_02_alb_imp.dds
Conning_7C_02_alb_imp_N.dds
Uboat7C_structure_alb_imp.dds
Uboat7C_structure_alb_imp_N.dds
Data\Menu\Skins\German\Gui\Upgrade
Uboat_7C_alb_imp.dds
If the new textures do not exist and user selects one of these Paint Scheme's the default Commission Paint Scheme is used and the Anti-Sensor bonus is still applied to Submarine.

Adjusting Sonar Effectiveness by Depth:
Using the Balkon Gerat as Example:
Add 3 more SensorDada to the Balkon Gerat
Copy all setting from original SensorData to the 3 new SensorData's
Adjudt MaxRange and MaxSensorHeight
SensorData @ BlakonGerat
- MaxRange = 15000
- MaxSensorHeight = 0
SensorData @ BlakonGerat
- MaxRange = 30000
- MaxSensorHeight = -12
SensorData @ BlakonGerat
- MaxRange = 45000
- MaxSensorHeight = -28
SensorData @ BlakonGerat
- MaxRange = 65000
- MaxSensorHeight = -40

Not sure if makes a difference but I tested this with all SensorData's in this order listed above.

Run Silent, Run Deep my friend.:rock:

Regards!:salute:

Aniuk
05-22-11, 02:35 AM
You are missing FX update from TDW. Or have it overwritten. It is very important to install mods in proper order.
First goes NewUIs_TDC_6_5_1_ByTheDarkWraith
Second FX_Update_0_0_16_2_ByTheDarkWraith
Third - version 1.0.2 of Periscope_and_antenna_historical_fix
And you will have your wake. :up:

I think this is not the correct order of mods.

TDW wrote (FX thread, post #1):

This mod is fully compatible with my UIs mod. You have to install this mod first then install my UIs mod.

Link:

http://www.subsim.com/radioroom/showthread.php?t=174511 (http://www.subsim.com/radioroom/showthread.php?t=174511)

Xrundel
05-22-11, 04:51 AM
Thank you for this MOD

Your welcome! I am really glad that people like it.

If you want to add support for Equipment Upgrades MOD
Please change the following TextureSuffix from _albrecht
AntiSensorCoating @ Alberich_Improved - TextureSuffix = _alb_imp
AntiSensorCoating @ Tearnmatte - TextureSuffix = _tarn
AntiSensorCoating @ Tarnmatte_Improved - TextureSuffix = _tarn_imp

This will allow three new uniques Anti-Sensor Coatings or Skins.
Example Filenames for new Type-VIIC Improved Alberich Skin:
Data\Textures\TNormal\tex
Conning_7C_01_alb_imp.dds
Conning_7C_01_alb_imp_N.dds
Conning_7C_02_alb_imp.dds
Conning_7C_02_alb_imp_N.dds
Uboat7C_structure_alb_imp.dds
Uboat7C_structure_alb_imp_N.dds
Data\Menu\Skins\German\Gui\Upgrade
Uboat_7C_alb_imp.dds
If the new textures do not exist and user selects one of these Paint Scheme's the default Commission Paint Scheme is used and the Anti-Sensor bonus is still applied to Submarine. As long as you don't modify sensors.sim - no support upgrade needed. Both mods are perfectly comparable at this point.

Adjusting Sonar Effectiveness by Depth:
Using the Balkon Gerat as Example:
Add 3 more SensorDada to the Balkon Gerat
Copy all setting from original SensorData to the 3 new SensorData's
Adjudt MaxRange and MaxSensorHeight
SensorData @ BlakonGerat
- MaxRange = 15000
- MaxSensorHeight = 0
SensorData @ BlakonGerat
- MaxRange = 30000
- MaxSensorHeight = -12
SensorData @ BlakonGerat
- MaxRange = 45000
- MaxSensorHeight = -28
SensorData @ BlakonGerat
- MaxRange = 65000
- MaxSensorHeight = -40

Not sure if makes a difference but I tested this with all SensorData's in this order listed above.

I really appreciate the info! Will do changes right now... :up:

Magic1111
05-22-11, 06:20 AM
Added updated for TDW _New_UI_6.5.1 versions. See post #1 for download links.

Many thanks for new version and for make compatible with the other MODs !!!! :yeah:

Best regards,
Magic:salute:

Txema
05-22-11, 10:01 AM
Yes, thank you very much !!!

:up:


Txema

7thSeal
05-22-11, 01:04 PM
Many thanks for new version and for make compatible with the other MODs !!!! :yeah:

Best regards,
Magic:salute:

Same here, very nice surprise. :DL

V13dweller
01-25-13, 11:31 AM
Could some one re upload this? because the current link doesn't work.

volodya61
01-25-13, 12:43 PM
Could some one re upload this? because the current link doesn't work.

http://www.subsim.com/radioroom/showthread.php?t=184224

V13dweller
01-26-13, 04:14 AM
Thank you for the link.

sidslotm
01-27-13, 11:32 AM
allow sailors,

thanks for this mod, favorite 1.

V13dweller
02-07-13, 09:25 AM
Should'nt that metox be inside the submarine?
And could you allow a command in the keymapper to allow you to manually control those antennas? That would be awesome.:D