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JeromeHeretic
08-02-13, 05:48 AM
I don't want create new thread, so i ask here.

1. Is it possible to turn off auto reloading of torpedos in default and if so, so how?

2. Is it possible to turn off ctrl+left click function in map view (F5) and if so, so how?

3. All AI "things", which are hunting me in SH3 have configuration of sensors only in AI_sensors.dat or is more files?

4. Is somewhere writen which file do what in SH3? Some sort of FAQ for moders? I only found some pdf about good adding of new bases.

JeromeHeretic
08-02-13, 12:32 PM
I think that is not useful create new threads for everything, because it only make big mess on server. Good reason for new thread is for example creating of new (complicated) mod where you want discuss about this mod.

And anyway - with my questions i follow the name of thread, so i think my questions are here OK, this thread is place right for this, isn't it?

Ad Q No. 1 - And do you know WHERE to turn it off?

reaper7
08-04-13, 06:46 AM
I don't want create new thread, so i ask here.

1. Is it possible to turn off auto reloading of torpedos in default and if so, so how?
.


I created a separate application that achieves this.

If you run this patch it will achieve the desired result, there is 2 versions one for that launches sh3 commander and one that launches Sh3 standalone.

Sh3
http://www.subsim.com/radioroom//downloads.php?do=file&id=3419

Sh3commander
http://www.subsim.com/radioroom//downloads.php?do=file&id=3420

Jimbuna
08-05-13, 05:17 AM
A few questions for modders of SH3?

Post them here.

Wreford-Brown
08-05-13, 12:49 PM
I don't want create new thread, so i ask here.

1. Is it possible to turn off auto reloading of torpedos in default and if so, so how?.

Not sure how to turn it off as default, but when the game loads press I to bring up the ammunition screen and uncheck the autoload box on the top left.

JeromeHeretic
08-06-13, 10:43 AM
Yes, that's what i'm doing, but often i forgot and then the stupid crew start to load (for example) fat/lut torpedo to tubes when i'm hunting alone ship, or only need to give the coup de grace to broken ship.

I found the right place in 1024x768.ini file, but i don't know how to set up default selection of this radiobutton.
I was reading everything, what about this file i found, but there's nothing about it.

JeromeHeretic
08-06-13, 10:48 AM
THX reaper, good job!

Anvart
08-07-13, 07:40 AM
Yes, that's what i'm doing, but often i forgot and ...
Auto Loading setting is saved when saving mission...

JeromeHeretic
08-11-13, 03:09 PM
Well, i have another question. I set keys for switching between standard propulsion and battery recharging. It works fine, but when i click switch of propulsion in CE menu by mouse, this action switch AND play sound.
When i switch by key, it works, but without sound efect.
Where is problem?

JeromeHeretic
08-26-13, 05:36 AM
Ping

JeromeHeretic
11-27-13, 10:42 AM
How can i find terrain height on certain coordinates? (Needed for fix of lighthouse positions, i don't want any "underground" lighthouse...)

SquareSteelBar
11-27-13, 10:46 AM
Locations.cfg

JeromeHeretic
11-28-13, 02:20 AM
Thx, i see. Problem with "underground lighthouses" is probably in OnLand parameter. I'l do some tests about it...

JeromeHeretic
12-23-13, 05:07 AM
I found on silenthuntermods.com ( http://www.silenthuntermods.com/forum/index.php?topic=236.15 ) this picture:

http://img188.imageshack.us/img188/7892/deckd.jpg

Do you see four boxes before deck gun? I now it's something, what was on late versions of 7c, but don't know what it is and don't know from which mod this improvement is.
Is there anybody who knows something about this?

Anvar1061
12-23-13, 05:19 AM
I found on silenthuntermods.com ( http://www.silenthuntermods.com/forum/index.php?topic=236.15 ) this picture:

http://img188.imageshack.us/img188/7892/deckd.jpg

Do you see four boxes before deck gun? I now it's something, what was on late versions of 7c, but don't know what it is and don't know from which mod this improvement is.
Is there anybody who knows something about this?
SSS
Playable VIIC/41 "The bow was slightly modified for better performance and most 41’s
also had 4 life raft canisters installed onto the bow."
http://www.subsim.com/radioroom/downloads.php?do=file&id=939

JeromeHeretic
12-23-13, 05:28 AM
Wow, that was quick! Thank you :-)

gi_dan2987
12-23-13, 06:54 AM
We like to help folks around here as quickly as possible. We all know that we have things to do like sink ships and eat chips :)

JeromeHeretic
01-01-14, 03:33 PM
Well, i have another questions, now it's about 3D models and Silent 3ditor.

1. In Locations.cfg, when add lighthouse, there's only parameter about altitude of object. It's OnLand paraeter, which is type boolean. When i set it false, lighthouse is rendered from sea level, so when is on the ground, it's rootet underground. How much, it depend on local terrain height.
When i set OnLand=true, lighthouse is flying about 1 - 3 m over land.
So my idea was, that it's by definition of positioning lighthouse object.
I open Harbor_Kit.dat in S3ditor and change Y parameter of lighthouse to 0, but nothing happen. I tried set Y to -3 and nothing happen too.
What i'm doing wrong, or where can be problem?

EDIT: When i'm talking about XYZ coordinates, i mean "Translation:" coordinates in S3D.
MinBuildingTerrainHeight=0 in Locations.cfg

2. When i look to preview of lighthouse 3D model in Silent 3Ditor (ver. 0.9.9.0, i didn't look if newer version exist) and after that i want to see preview of other object, i see model of lighthouse all the time. When i close editor and open dat file again, situation is the same. I can only see a lighthouse model even when i'm clicking to any object. Is it some sort of bug of S3D, or what?

Madox58
01-01-14, 04:13 PM
Can you give me a download of your file?

JeromeHeretic
01-01-14, 04:53 PM
Here it is: http://www.ucw.cz/~jerome/Harbor_kit.dat but it's standard GWX Harbor_kit.dat. As i remember i was not editing it. I only change a skin of lighthouse to black and white version in high resolution, just change one embeded picture to other one. But problem with flying lighthouses was in game (or in GWX, not sure if it's GWX specific problem) as i remember, because i remember flying lighthouse on Helgoland.

Madox58
01-01-14, 05:05 PM
The file you provided is NOT the standard GWX 3 Harbor_kit.dat!
It is wildly larger then stock from GWX 3.
I can't help you.

JeromeHeretic
01-01-14, 07:12 PM
Well, i go to do deeper search in my mod mess and find origin of this dat file.

JeromeHeretic
01-01-14, 09:09 PM
So i did now clean installation with GWX and clean instalation with TGW1.1a and it's always the same. Here are screenshots of Friedrichsort lighthouse in Kiel:
At first levitating lighthouse of TGW1.1a:
http://www.ucw.cz/~jerome/blbosti/friedrichsort_TGW.jpg

And second screenshot of levitating lighthouse in GWX:
http://www.ucw.cz/~jerome/blbosti/friedrichsort_gwx.jpg

So, what now? Any ideas?

JeromeHeretic
01-01-14, 09:19 PM
As i wrote before, sometimes, when terrain is near sea level, is possible set OnLand to false, lighthouse is diged a bit under ground level, but if it's not too much, it doesn't matter.

I was searching solution some time ago, but only what i found was this:
http://www.subsim.com/radioroom/showthread.php?t=88820&highlight=lighthouse

The same problem - no solution. :-(

Madox58
01-02-14, 11:49 AM
Open the kiel.dat found in Terrain\Locations folder with S3D

Find the Generic_Light_hoouse16
(It's Node 103)

Reduce the Y value to lower the light house.

Each .1 change is a meter.

JeromeHeretic
01-02-14, 03:48 PM
I try it and it's a bit crazy. :-) I try to set -1, which is 10 meters and one lighthouse was rooted deep into pier, but on second nothing change (look at the far one):

http://www.ucw.cz/~jerome/blbosti/shot1.jpg

But i must thank you, because you push me to right way. I edited Lighthouse.dat and that's it! I will tune it a bit more, but i think some value between -0.01 and -0.03 can be good for all slopes of terrain.

http://www.ucw.cz/~jerome/blbosti/shot2.jpg

Madox58
01-02-14, 03:56 PM
Lighthouse.dat?
:hmmm:
That's not a GWX file.

But if your fixed?
That's all that matters.
:salute:

Jimbuna
01-02-14, 04:43 PM
Lighthouse.dat?
:hmmm:
That's not a GWX file.

But if your fixed?
That's all that matters.
:salute:

Nice one matey :sunny:

Madox58
01-02-14, 04:46 PM
Nice one matey :sunny:

Ya.
But I look like Steve!
:o
:haha:

Jimbuna
01-02-14, 04:48 PM
Ya.
But I look like Steve!
:o
:haha:

Already noticed :har:

JeromeHeretic
01-02-14, 05:08 PM
data/Terrain/Locations/Lighthouse.dat IMHO it is. I search on my disk and found it in TGW and in GWX too. But it's not so imporatnt anyway. Important is, that i got solution for problem. :-)

Madox58
01-02-14, 05:13 PM
You are right. It is there.
I missed it in my search.
:oops:
:up:

Anvart
01-03-14, 07:58 AM
The Lighthouse file is used in 74 locations ... this doesn't bother you? :haha:

Viktor_Prien
01-03-14, 10:24 PM
I don't know if I have well understood your problem so I'll try to reply to your question #2...
When you have already opened SD3(for example you're looking at a lighthouse.DAT file) and you want to open another .DAT,SIM or Zone of another object at the same time(for example an aircraft.DAT file) just click on File(in the left top corner) then "Open" and then select the file you want to open.
Another option is File/Recent Filles

I hope this was the problem :up:

JeromeHeretic
01-04-14, 04:08 AM
Problem with S3D view was between the chair and the keyboard. :-)

JeromeHeretic
01-04-14, 04:12 AM
But i have another question about Cameras.dat - Where is setting for stabilized/not stabilized view? I'm sure i seen it somewhere and now i can't find it. I want to change view in AA gun to stabilized, because i have a sextant on AA station.

EDIT: Found it... but where is defined, that naval bases do marks in map? I want to do that lighthouses do this marks too...

Anvart
01-04-14, 06:59 AM
Controller: RestrictedRotation...
Parameter: Tight.
IIRC.

Fahnenbohn
04-19-14, 06:23 PM
hi ! i have a question. In GWX version, when the canons of the Scharhorst (11InchC28TripleT) are firing, the rotation axe is not good. In the dat folder, the origin point (in red) is not well placed. How can i change this ? thanks for helping me !

Fahnenbohn
04-19-14, 06:35 PM
The situation in pictures...

888
889

Aktungbby
04-20-14, 12:10 AM
Fahnenbohn!:Kaleun_Salute::Kaleun_Salute:on the occasion of your first two posts

Jimbuna
04-20-14, 04:52 AM
The situation in pictures...

888
889

Well spotted matey and welcome :salute:

Fahnenbohn
04-22-14, 08:24 AM
hello ! thanks to all for welcoming me ! :salute: i've tried your fix, privateer : well, good job ! on the picture, scharnhorst is firing on a 30 km distant target.

910

what program did you use to change the rotation point ?

Fahnenbohn
04-23-14, 07:45 AM
hello every one ! since i've installed GWX, i have a problem with the reflection of the sun in the sea. It's not lined up with the sun in the sky ! Any one knows how to correct this ??

913914915

Fahnenbohn
05-18-14, 03:57 AM
I've tried to change some parameters in the scene.dat file, but without results....

Fahnenbohn
05-19-14, 03:21 PM
Since i've read the thread named " how to turn off the land reflections on water ", my problem could come from the SH3.exe file. :o Oh my God. Too difficult for me ! But am I the only unlucky boy who has that strange effect ??? :nope:

tubby_tar_head
12-10-14, 09:15 PM
Hi I'm a really big noob. I was wonder is it possible to download mods to the cd version of the game?

Aktungbby
12-10-14, 10:04 PM
tubby_tar_head! :Kaleun_Salute:

Jimbuna
12-11-14, 07:34 AM
Hi I'm a really big noob. I was wonder is it possible to download mods to the cd version of the game?

Yes and welcome to SubSim :sunny:

ReallyDedPoet
12-11-14, 08:48 AM
Welcome tth :-)

JeromeHeretic
12-13-18, 01:17 AM
Is there somebody who has an idea how is working lightning cross (or threads, i don't know right term) in periscope and UZO? I want create watch with shining "radiocative" luminophor and i got idea, that it can be done in the same way as this shining cross.

PETC
12-25-18, 04:54 PM
Not sure if this is the correct place for this, and I'm sure someone on here covered this multiple times across multiple years, but I can't find anything.

Has anyone ever made a mod that allows independent control over both port/starboard engines/motors? Additionally, are there any mods out there that allow the use of the electric motors on the surface? Seems like these would both be things a real commander would be able to do and the more I play their absence very slightly annoys me.

Fingers crossed there's something out there.

Anvar1061
12-26-18, 05:12 AM
Not sure if this is the correct place for this, and I'm sure someone on here covered this multiple times across multiple years, but I can't find anything.

Has anyone ever made a mod that allows independent control over both port/starboard engines/motors? Additionally, are there any mods out there that allow the use of the electric motors on the surface? Seems like these would both be things a real commander would be able to do and the more I play their absence very slightly annoys me.

Fingers crossed there's something out there.

http://www.subsim.com/radioroom/images/smilies/39.gifhttp://brat01.mybb.by/img/smilies/MyBB/light/dontknow.gif

GOZO
12-26-18, 05:22 AM
Not sure how to turn it off as default, but when the game loads press I to bring up the ammunition screen and uncheck the autoload box on the top left.


:up: yep. Same as with SH4.

Fifi
12-26-18, 07:16 AM
Not sure if this is the correct place for this, and I'm sure someone on here covered this multiple times across multiple years, but I can't find anything.

Has anyone ever made a mod that allows independent control over both port/starboard engines/motors? Additionally, are there any mods out there that allow the use of the electric motors on the surface? Seems like these would both be things a real commander would be able to do and the more I play their absence very slightly annoys me.

Fingers crossed there's something out there.

SH5 TWOS does it :D

PETC
01-02-19, 03:19 PM
SH5 TWOS does it :D

That'd be real helpful if I was playing SH5. :Kaleun_Wink:

On another note, is there any way to remove the interior fog inside the submarine? I'm playing with FM Interior and It'd be great to be able to stand at one end of the boat and see more than 10 feet in front of my face. I searched and couldn't find anything, and if you guys know a better spot for this question just point me in that direction.

Thanks!

Jeff-Groves
01-02-19, 03:28 PM
On another note, is there any way to remove the interior fog inside the submarine? I'm playing with FM Interior and It'd be great to be able to stand at one end of the boat and see more than 10 feet in front of my face. I searched and couldn't find anything, and if you guys know a better spot for this question just point me in that direction.

Thanks!
In the NSS_UBoat7_CR.dat (Command Room) are 139 occurrences of fog. (and that is a stock command room)
(Scanned with 010 editor)
Many I suspect are particles settings but still you'd need to check each one to do what you want.

PETC
01-02-19, 03:52 PM
In the NSS_UBoat7_CR.dat (Command Room) are 139 occurrences of fog. (and that is a stock command room)
(Scanned with 010 editor)
Many I suspect are particles settings but still you'd need to check each one to do what you want.


Sounds like a long painful process... perhaps I'll dive in this weekend. Thanks for at least giving me a direction to go in.