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Rongel
10-01-13, 01:31 PM
SH5 External Cargo v.1.0 by Rongel

http://i1231.photobucket.com/albums/ee503/rongel777/externalcargo.jpg

No more empty cargo ships! SH5 External Cargo-mod adds crates, trains, trucks and other stuff to those empty cargo platforms. It uses cargo models from stock SH 5 that weren't used in the game.

Notes:

- You must start a new career (or advance to next campaign) for the effects to kick in!
- Imported ships don't get external cargo.
- Port traffic is not affected.
- Cargo is destroyable, but for some reason direct deck gun hits don't cause any effect. External cargo will however break down or explode from torpedo hits or other area effects. Hopefully this is fixed in later versions!
- Historical Mission included where you can see what the mod does.
- SH 4 .dat cargos or custom made cargo can also be used, but at this point I wan't to keep it simple and stick with stock SH5 cargo.

Technically speaking, this mod adds K-nodes to couple of ships that were missing them, creates new cargo definitions list, adds damage zones to all cargo items, and makes cargo entries to campaign files.


Requires OH II 2.2!

Install with JSGME!

Download link 1: http://www.subsim.com/radioroom/downloads.php?do=file&id=4224
Download link 2: http://www.mediafire.com/download/opnxk8tmfrho46g/SH5+External+Cargo+1.0.7z


A big thanks to Gap & volodya61 for assisting and helping with this mod!

This is the first version of the mod so all feedback is welcome!

volodya61
10-01-13, 02:49 PM
Thank you Rongel :salute:
I've been waiting for this mod :up:

PS: no need to thank, I did nothing or almost nothing for this mod :oops:
PPS: maybe it would be better to upload it to one more hosting.. maybe some users still have problems with gamefront downloads :06:

Rongel
10-01-13, 03:19 PM
Hope you like it! Yes, it took some time, I was away for a while, but I always seem to come back!

PS. There is now a new mediafire link for the mod!

Trevally.
10-01-13, 03:55 PM
Its looking good Rongel :yeah:

gap
10-01-13, 04:03 PM
LOL, I thought you had abandoned this project, I am glad I was wrong :up:

P.S: here is a better Willis skin, with AO shadows overlayed on the diffuse texture:

http://www.mediafire.com/?lmjaiazbpg8k2p9

Are you still with me on the idea of adding new cargo models to the game?
We can model their damage more accurately, and with some tricks we can make them to look decent even on dat units :03:

Sailor Steve
10-01-13, 05:04 PM
Looks great! :rock:
PS. There is now a new mediafire link for the mod!
Would you like to upload it here at Subsim as well?

gap
10-01-13, 05:06 PM
Looks great! :rock:

Would you like to upload it here at Subsim as well?

Yep, good idea :yep:

I or Steve could upload it for you, but why don't you ask Neal to give you uploading privileges?

Rongel
10-02-13, 01:34 AM
LOL, I thought you had abandoned this project, I am glad I was wrong
No, nothing like that, never quit!

And thanks for the new texture Gap! I'll test it and put it to the next version.

Would you like to upload it here at Subsim as well?

That would be great if somebody would upload it! Maybe I'll ask those rights later myself!

Are you still with me on the idea of adding new cargo models to the game?
We can model their damage more accurately, and with some tricks we can make them to look decent even on dat units

That is possible in the upcoming versions. SH 4 cargo looks pretty good in GR2 ships, it only is missing shadow. But now I want to see that this works 100% and then maybe add more stuff. There is currently one bug that I would like to fix, maybe you know something about it Gap? Cargos have now working damage modelling, but straight deck gun hits just dissappear and don't cause damage. I have tried almost everything (even .dat cargo acts that way), either I suck at damage modelling, or the cargo system is a bit different than in previous games.

Kretschmer the IV
10-02-13, 01:47 AM
Ou jeez! i have waited for this :woot:
Thanks :salute::rock:

gap
10-02-13, 06:16 AM
thanks for the new texture Gap! I'll test it and put it to the next version.

My own pleasure :)


That would be great if somebody would upload it!

Done! New link:
http://www.subsim.com/radioroom/downloads.php?do=file&id=4224


Maybe I'll ask those rights later myself!

Okay, when you do it, try asking if your mods that I have already uploaded to Subsim can be transferred directly to your profile, so that you will be able to edit them


That is possible in the upcoming versions. SH 4 cargo looks pretty good in GR2 ships, it only is missing shadow.

Do you mean gpu-calculated external shadows? I am afraid that dynamic shadows are only cast by GR2 objects.

This would force us to have a double set of cargo models: better looking GR2 cargo for native ships, and dat cargo for imported ships. Moreover, during the last weeks I have done several tests with GR2 Editor, and I have had some problems with the importing of UV maps (see Open Horizon's thread on this subject). Nothing insurmontable, I hope, but I still need to figure out what I am doing wrong :hmmm:


But now I want to see that this works 100% and then maybe add more stuff.

I agree. Wise plan!


There is currently one bug that I would like to fix, maybe you know something about it Gap? Cargos have now working damage modelling, but straight deck gun hits just dissappear and don't cause damage. I have tried almost everything (even .dat cargo acts that way), either I suck at damage modelling, or the cargo system is a bit different than in previous games.

Have you added collision spheres to them? Which damage box zone have you used?

Later today I will look into your issue, and I will let you know in case I find anything :salute:

Rongel
10-02-13, 06:25 AM
Have you added collision spheres to them? Which damage box zone have you used?


Yep, I added spheres to all cargo, and tried out sevaral different zones. Currently I'm using "Load", "CLoad" and "HLoad" zones. I also tested again with your "explosive barrels" setup, and cargo blew up really easily, but only if the shot hit near the object, actual hit to the cargo did nothing. :hmmm:

And thanks to the uploaders! :salute:

gap
10-02-13, 06:52 AM
Yep, I added spheres to all cargo, and tried out sevaral different zones. Currently I'm using "Load", "CLoad" and "HLoad" zones. I also tested again with your "explosive barrels" setup, and cargo blew up really easily, but only if the shot hit near the object, actual hit to the cargo did nothing. :hmmm:

I think I know what is going on then: if you look at stock cargo models, they miss collision (DMG_Col) models. This could explain why they get blast damage but they are immune from direct hit damage :hmm2:

Later on I will give my barrel set DMG_Col nodes, for you to test my theory :up:


And thanks to the uploaders! :salute:

ops... I think I have just stepped in Steve's shoes: now your mod got four different download links, two of them on Subsim :doh:

mikaelanderlund
10-02-13, 12:57 PM
Thanks!!

Aktungbby
10-02-13, 01:23 PM
LOL, I thought you had abandoned this project, I am glad I was wrong :up:

P.S: here is a better Willis skin, with AO shadows overlayed on the diffuse texture:

http://www.mediafire.com/?lmjaiazbpg8k2p9

Are you still with me on the idea of adding new cargo models to the game?
We can model their damage more accurately, and with some tricks we can make them to look decent even on dat units :03:
Not only not abandoned, but a credit acknowledgement to his help ( you and Volodya61) as well. First I've seen in my short time, and a standard to be followed in the SUBSIM creative process.:rock::salute:

gap
10-02-13, 01:32 PM
Not only not abandoned, but a credit acknowledgement to his help ( you and Volodya61) as well. First I've seen in my short time, and a standard to be followed in the SUBSIM creative process.:rock::salute:

This is the spirit we like here. Armony and cooperation do matter. Even more than the mods that are actually being produced :up:

Rongel
10-02-13, 01:37 PM
Hey Gap!

Now that you're there, do you know how to hide bone in TDW's GR2 editor? I'm about to test your idea about adding the DMG_col-command to ship_cargo.GR2, but can't get that thing hidden! :timeout:

gap
10-02-13, 04:26 PM
Now that you're there...

Sorry for the late reply :)

...do you know how to hide bone in TDW's GR2 editor? I'm about to test your idea about adding the DMG_col-command to ship_cargo.GR2, but can't get that thing hidden! :timeout:

Yes, select the bone ('Show' checkbox and bone's checkbox checked), right click on it => Edit => ExtendedData => MaxProperties => Hide

change the setting to 1 :up:

Rongel
10-03-13, 01:10 AM
Yes, select the bone ('Show' checkbox and bone's checkbox checked), right click on it => Edit => ExtendedData => MaxProperties => Hide

change the setting to 1 :up:

Weird, I did just that, but it didn't have any effect, I could see that the DMG_col bone was still visible in the Goblin Editor :06:

Any ideas, does it work for you?

gap
10-03-13, 07:32 AM
Weird, I did just that, but it didn't have any effect, I could see that the DMG_col bone was still visible in the Goblin Editor :06:

Any ideas, does it work for you?

Hi Rongel, a few thoughts:

- if it was on me, I would create a new DMG_col bone for each cargo model, with main model's bone set as parent and 'Hide' property set to 1, and without rotation/position data. I would then add the new bones to the bone bindings of their respective mesh. I am not sure that it would work: I haven't ever seen an object using the same mesh as collision model and as visible mesh (as we do for imported dat ships), but given the current limitation of GR2 Editor (i.e. the impossibility to add new meshes to a native file), this is the only way that I can think of. Are you following the same method?

- overlapping visible meshes cause flickering in game. I don't know how Goblin renders them. Anyway, since you would be using the same mesh as visible model and as collision model, and you would overlap the two of them, it could be arduous deciding from Goblin's viewport wether a DMG_col model is correctly set to hidden or not.

- invisible bones are nonetheless marked in bold in Goblin's scene tree view. Are they displayed so, for your edited GR2 file?

Sailor Steve
10-03-13, 08:39 AM
ops... I think I have just stepped in Steve's shoes: now your mod got four different download links, two of them on Subsim :doh:
Not a problem. I didn't realize you beat me to it. I'll just take mine down again. :sunny:

[edit] There is a minor problem. Wrongel's link is to mine, not yours. He can change that, or with his permission I can.

gap
10-03-13, 08:57 AM
Not a problem. I didn't realize you beat me to it. I'll just take mine down again. :sunny:

[edit] There is a minor problem. Wrongel's link is to mine, not yours. He can change that, or with his permission I can.

LOL I was going to remove my upload, but I see you have already done it with yours, and yes, Rongel's link was to your upload of his mod :doh:

Rongel
10-03-13, 09:20 AM
LOL I was going to remove my upload, but I see you have already done it with yours, and yes, Rongel's link was to your upload of his mod :doh:

Ok no panic, I'll fix it! :D

gap
10-03-13, 09:24 AM
Ok no panic, I'll fix it! :D

http://forum.dfordog.co.uk/public/style_emoticons/default/phew.gif

Rongel
10-03-13, 11:38 AM
Hi Rongel, a few thoughts:

- if it was on me, I would create a new DMG_col bone for each cargo model, with main model's bone set as parent and 'Hide' property set to 1, and without rotation/position data. I would then add the new bones to the bone bindings of their respective mesh. I am not sure that it would work: I haven't ever seen an object using the same mesh as collision model and as visible mesh (as we do for imported dat ships), but given the current limitation of GR2 Editor (i.e. the impossibility to add new meshes to a native file), this is the only way that I can think of. Are you following the same method?

- overlapping visible meshes cause flickering in game. I don't know how Goblin renders them. Anyway, since you would be using the same mesh as visible model and as collision model, and you would overlap the two of them, it could be arduous deciding from Goblin's viewport wether a DMG_col model is correctly set to hidden or not.

- invisible bones are nonetheless marked in bold in Goblin's scene tree view. Are they displayed so, for your edited GR2 file?

Thanks for the thoughts! I never got the bolded/hidden marking in Goblin. I have to say I'm no ace with the GR2 editor, but I understand now that the DMG_col bone needs a mesh also, I mean that it should also be visible in the "meshes" menu. Just making the bone doesn't do anything (I studied the lifeboat.gr2 file).

I was following your method, but couldn't get through this:

I would then add the new bones to the bone bindings of their respective mesh. There ends my skills with the editor. If we could make a new mesh, it would be relatively simple task, but now I'm out of ideas.

I think I'll make a test using .dat cargos and adding the DMG_col-node in s3d editor. It should work??? :timeout:

gap
10-03-13, 12:08 PM
Thanks for the thoughts! I never got the bolded/hidden marking in Goblin.

If so, the bones you have added to the file are still visible :hmmm:


I have to say I'm no ace with the GR2 editor, but I understand now that the DMG_col bone needs a mesh also, I mean that it should also be visible in the "meshes" menu. Just making the bone doesn't do anything (I studied the lifeboat.gr2 file).

It is as for dat units: each DMG_col node/bone requires a mesh to work. In native GR2 files, it is a low-poly copy of the visible mesh. Nonetheless, as you yourself teached me quite a long while ago, TDW discovered that on imported dat units the DMG_Col node could be linked to its respective main mesh, thus eliminating the need to import a whole new mesh. The same can be done with GR2 objects: you create a new bone, and then you link the appropriate mesh to it, through meshe's bone bindings (each mesh can accept more than one binding).

The only difference between S3d Editor and GR2 Editor on this respect, is that using the former you need to paste the Id of the linked model in node's 'Mode Id' field, whereas using GR2 Editor you need to select the name(s) of the linked bone(s) in meshe's bone bindings editor (right click on the mesh and select 'Edit bone binding(s)' to recall that window).


I was following your method, but couldn't get through this:
There ends my skills with the editor. If we could make a new mesh, it would be relatively simple task, but now I'm out of ideas.

You don't have to. See my instructions above. I can do the needed changes to the GR2 file myself if you want, but if you prefer going on yourself don't hesitate asking for any further clarification you may need :salute:

Rongel
10-03-13, 12:20 PM
What version of the editor you are using Gap? I can't seem to find that Bone binding editor. I have "add material to material bindings" instead. I'm using 1.1.265 version. If I can't get it working, maybe you could do one example, and I'll follow that.

gap
10-03-13, 12:45 PM
What version of the editor you are using Gap? I can't seem to find that Bone binding editor. I have "add material to material bindings" instead. I'm using 1.1.265 version. If I can't get it working, maybe you could do one example, and I'll follow that.

Okay, I will send you a PM :up:

Rongel
10-03-13, 12:58 PM
Super! :salute:

Aktungbby
10-03-13, 02:27 PM
The only bone I'm concerned with is the one in that Tribals' teeth about to ram me as I've concerned myself overlong with a juicy Liberty's aft quarters! Fangschuss mein arsen!...ALAAARM: 5 & SHIFT V & SHIFT--> and Y (if ya' gottem') AUF FEIDERZEIN TECH SAVANTS:Kaleun_Thumbs_Up::Kaleun_Mad:

gap
10-03-13, 02:51 PM
The only bone I'm concerned with is the one in that Tribals' teeth about to ram me as I've concerned myself overlong with a juicy Liberty's aft quarters!

erm... what kind of tribals are we talking about here? :hmm2:

http://dailycartoonist.com/wp-content/uploads/2012/01/swedish-cartoon-canibal-deemed-racist.jpg

Aktungbby
10-03-13, 03:09 PM
UMGAWA BWANA, JOMO: I'll need more goats for that babe! But she do got AFT quarters!:rotfl2::Kaleun_Salivating:

gap
10-03-13, 03:46 PM
UMGAWA BWANA, JOMO: I'll need more goats for that babe! But she do got AFT quarters!:rotfl2::Kaleun_Salivating:

:haha:

Unasemaje bwana? sikuelewa neno la mwisho ulilosema!

The above is real Swahili, in case you tried to ape it. But it is not a tribal idiom (at least not anymore), and under several respects it is an even more refined language than current English, especially the one we are speaking here! :03:

@ Rongel

Bad news... I can not manage to select more than one bone per mesh. Or rather, I can select any number of them, and GR2 Editor tells me that bone bindings were successfully updated, but the next time I open the bone bindings window, only the original bone is selected. If I select just one bone, it gets updated correctly though. :hmmm:

I have tried with three of the four GR2 Editor versions I have on my hard drive (the older version has the feature disabled), not to avail. At this point we can only test my theory on a dat object, and hope that at some point TDW will sort things out with his tool... or teach us how to use it properly :O:

Aktungbby
10-03-13, 04:28 PM
[QUOTE=gap;2123077]:haha:

Unasemaje bwana? sikuelewa neno la mwisho ulilosema!

The above is real Swahili, in case you tried to ape it. But it is not a tribal idiom (at least not anymore), and under several respects it is an even more refined language than current English, especially the one we are speaking here! :03:

/QUOTE]
Mimi alisema mbuzi zaidi kwa, ajili ya binti bwana wako. Mimesikia mfupa wa kuchukua na wewe! BY ORDER OF DER GROSSADMIRAL: NO ENIGMA REQUIRED! He thinks it's still German East Africa.:Kaleun_Goofy:

gap
10-03-13, 04:31 PM
Mimi alisema mbuzi zaidi kwa, ajili ya binti bwana wako. Mimesikia mfupa wa kuchukua na wewe! BY ORDER OF DER GROSSADMIRAL: NO ENIGMA REQUIRED! He thinks it's still German East Africa.:Kaleun_Goofy:

:k_rofl:

Rongel
10-04-13, 04:49 AM
@ Rongel

Bad news... I can not manage to select more than one bone per mesh. Or rather, I can select any number of them, and GR2 Editor tells me that bone bindings were successfully updated, but the next time I open the bone bindings window, only the original bone is selected. If I select just one bone, it gets updated correctly though. :hmmm:

I have tried with three of the four GR2 Editor versions I have on my hard drive (the older version has the feature disabled), not to avail. At this point we can only test my theory on a dat object, and hope that at some point TDW will sort things out with his tool... or teach us how to use it properly :O:

Ok, yes, it seemed to be impossible to do in current editor version. Thanks for the help anyway! I made a test with dat units, and it seemed like it's working, I could destroy single items with direct deck gun hits! But I'll let this rest for a while, I think we can live with the current situation.

SnipersHunter
10-04-13, 05:23 AM
Great work:yeah:
When should i activate it?
Accurate German Flags
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
silentmichal's interior mod 1.2.3
Fuel Gauge WoGaDi_SteelViking's Interior
Fix clock rear torpedo room VIIA
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
DynEnv v2.9 - 12. Sounds
Small_trees_SH5_V1
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers water splash anim SH5
sobers best ever fog V22 SH5
sobers base sky mechanics V1
sobers better terrain v3 SH5
sobers waves mod V12 27032013
sobers more trees SH5
SH5_7A_Conning_Fix
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_3_ byTheBeast
SH5 Longer Repairs v.1
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
AI_sub_crew_1_0_2_TheDarkWraith
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 HOTFIX 3
NewUIs_TDC_7_4_2_ByTheDarkWraith
NewUIs_TDC_7_4_2_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_4_2_RadCapTools_0_2_alpha
Submarine's .sim&cfg (modified for engine ratio + independent control patches).7z
Sjizzle's - Charts for NewUIs part1_07.06.2013
Manos Scopes-patch for 16x9
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
Depth Charge Fix
Cerberus62 Corrected Depth Charge Projector 1.0
Reworked Morale and Abilities v.1.1
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
MCCD_1.04_GER
Speech fixes and additions (german version)
sobers green crew training V4 SH5
TDW FX Fix for Sobers chimney smoke
Church's Compass Dials Mod v2.2 - Option Two
OPEN HORIZONS II_full v2.2
Sobers Terrain fix for OH2 V2.2
oh2v22_de_test
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
Targor's SH5 Wooden Lifeboats ver. 0.3
R.S.D. - Reworked Submarine Damage v4 by vdr1981
SkyBaron's Leigh Light for SH5 1.1
Expanded Navies by Cybermat47 v.1.0.01
smaller flags for Warships 1_0b
sobers Lights Cfg V5 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally TDC Help v2
MadMaxs_SH5_Subdiesel (mono) v2
sobers no footstep sound mod
sobers Realistic contrast V6 SH5
EQuaTool 01.01 by AvM - Kriegsmarine Regular Style
EQuaTool 01.01 by AvM - add-on - Coloured Simple Tools
AOB slide ruller for TDW UIs and MO by stoianm (german)
Warfox deck crew always whispering SH5 German Version
gap - HD 1 deg Scope Bearing v 1.0
sobers bad weather deck gun V5 SH5
sobers map colors SH5 V1
Allgemeine Deutsche Übersetzung

Rongel
10-04-13, 06:59 AM
Great work:yeah:
When should i activate it?

Thanks!

Just put it after everything else (like every mod says :D). Main thing is that it is installed after OH II.

SnipersHunter
10-04-13, 07:03 AM
Okay thank you rongel for the help and the great mod

gap
10-04-13, 07:51 AM
Ok, yes, it seemed to be impossible to do in current editor version

:-?


I made a test with dat units, and it seemed like it's working, I could destroy single items with direct deck gun hits!

:yeah:


But I'll let this rest for a while, I think we can live with the current situation.

As you wish :salute:

Bathrone
10-25-13, 06:08 PM
Hi, Im not sure if this mod is effecting ship boyounacy or not. I dont know where in the game and mods the settings are. Im finding with the below mod list that some of the surface ships are semi submerged while apparently undamaged.

http://s24.postimg.org/n0l2z7qdx/Silent_Hunter_Battle_of_the_Atlantic_Gold_Edit.jpg

My mod list:

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

Accurate German Flags
sobers game loading tips V8 SH5
Das Boot Departure Theme
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
Fix SteelViking-HotSoup-WaterDrips
silentmichal's interior mod 1.2.4
sobers multi color mod V5
Nauticalwolf's_Poster_Mod_v1.0
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 5.a Ambient Settings - Darker Nights
DynEnv v2.9 - 10.I Seafloor (high resolution)
DynEnv v2.9 - 11.a.I Sea Plants - Atlantic Kelp Forests (high resolution)
DynEnv v2.9 - 12. Sounds
DynEnv v2.9 - Water Reflections Intensity Varied by Available Sunlight by TDW v1.0.2.0 (Main Mod comp.)
Small_trees_SH5_V1
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers water splash anim SH5
sobers best ever fog V22 SH5
sobers better terrain v3 SH5
sobers waves mod V13 22102013 SH5
sobers more trees SH5
SH5_7A_Conning_Fix
Fuel Gauge WoGaDi_SteelViking's Interior
Fix clock rear torpedo room VIIA
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_3_ byTheBeast
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes - MagDet range 3m (modified for torpedoes failure patches)
AI_sub_crew_1_0_2_TheDarkWraith
AilClouds 3.0
AilMoon 1.5
NewUIs_TDC_7_4_2_ByTheDarkWraith
NewUIs_TDC_7_4_2_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_4_2_RadCapTools_0_2_alpha
HydrophoneFollowNearestContactFix_For_NewUIs_TDC_7 _1_0_To_7_5_0
Submarine's .sim&cfg (modified for engine ratio + independent control patches)
Sjizzle's - Charts for NewUIs part1_07.06.2013
Sjizzle's - Charts for NewUIs part 2_07.06.2013
Sjizzle's - Charts for NewUIs part 3_24.06.2013
Sjizzle's - Charts for NewUIs part 4_20.07.2013
Manos Scopes-patch for 16x9
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
Depth Charge Fix Reduced Explosion Range
Cerberus62 Corrected Depth Charge Projector 1.0
Reworked Morale and Abilities v.1.1
MFCMCCDLite
Speech fixes and additions (english version)
sobers green crew training V4 SH5
TDW FX Fix for Sobers chimney smoke
Church's Compass Dials Mod v2.2 - Option Two
OPEN HORIZONS II_full v2.2
TDW Mines Subnets Detectable in hydro (OH II)
Harbour_Mod_by_HanSolo78_reworked_for_OHIIv2.2_by_ Trevally
R.S.D. - Reworked Submarine Damage v5.4 by vdr1981
R.S.D. & R.E.M. - GHG Hydrophone add-on (no hyd on surface)
Bullet_spark_test
SkyBaron's Leigh Light for SH5 1.1
Sobers Terrain fix for OH2 V2.2
RPM Hydrophone v2.2.1
Realistic_Hydrophone_1_0
Expanded Navies by Cybermat47 v.1.0.01
smaller flags for Warships 1_0b
sobers Lights Cfg V5 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally TDC Help v2
Window_Lights_Redone_V1
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
SH5 External Cargo 1.0
SkyBaron's Bold SFX for SH5 1.0
MadMaxs_SH5_Subdiesel (mono) v2
sobers hud sounds V1 SH5
sobers no footstep sound mod
All sounds included
EQuaTool 01.01 by AvM - Kriegsmarine Woody Golden Style
EQuaTool 01.01 by AvM - add-on - Coloured Simple Tools
AOB slide ruller for TDW UIs and MO by stoianm
gap - HD 1 deg Scope Bearing v 1.0
Shadow Improvement Mod
sobers map colors SH5 V1
Das Boot Gramophone music

Rongel
10-27-13, 02:39 AM
Hi, Im not sure if this mod is effecting ship boyounacy or not. I dont know where in the game and mods the settings are. Im finding with the below mod list that some of the surface ships are semi submerged while apparently undamaged.



Hi! This mod shouldn't affect ships buoyancy. As far as I know, the cargo is weightless/ships don't calculate it's weight. That would be a nice feature, but i'm 99% sure the game doesn't have that. Also I haven't seen that kind of behaviour what you described.

One exception is some ships in ports, sometimes I can see half sunk ships there, but I believe that has plaqued SH 5 from the start.

gap
10-27-13, 02:48 AM
Hi! This mod shouldn't affect ships buoyancy. As far as I know, the cargo is weightless/ships don't calculate it's weight. That would be a nice feature, but i'm 99% sure the game doesn't have that. Also I haven't seen that kind of behaviour what you described.

One exception is some ships in ports, sometimes I can see half sunk ships there, but I believe that has plaqued SH 5 from the start.

I am pretty sure that internal cargo (set in ME) affects ships buoyancy, but I agree with Rongel that external cargo shouldn't. :salute:

Raven_2012
01-12-14, 01:22 AM
Wow this is pretty cool. Is there much in performance slow downs with this, that anyone has notice?

Also it wants to overwrite two things in Reworked Morale, is that ok?

So I assume, it goes after OHII 2.2 and Reworked Morale?

Raven_2012
01-14-14, 04:37 PM
Any ideas, guys?:timeout:

Wow this is pretty cool. Is there much in performance slow downs with this, that anyone has notice?

Also it wants to overwrite two things in Reworked Morale, is that ok?

So I assume, it goes after OHII 2.2 and Reworked Morale?

Rongel
01-14-14, 04:53 PM
Wow this is pretty cool. Is there much in performance slow downs with this, that anyone has notice?

Also it wants to overwrite two things in Reworked Morale, is that ok?

So I assume, it goes after OHII 2.2 and Reworked Morale?

Sorry for the late reply! I haven't seen any performance issues with this mod, even in large convoys, the external cargo seems to be quite easy on the pc.

If I remember right, those two mods shouldn't have any shared files, what two things are you seeing in JSGME? Anyway, install it after OH II, and it shouldn't matter if it's before or after Reworked Morale and Abilities-mod.

Mikemike47
01-14-14, 05:57 PM
I haven't seen any performance issues with this mod, even in large convoys, the external cargo seems to be quite easy on the pc.

If I remember right, those two mods shouldn't have any shared files, what two things are you seeing in JSGME? Anyway, install it after OH II, and it shouldn't matter if it's before or after Reworked Morale and Abilities-mod.

Same here, no performance lag. I have installed between OHII and Reworked Morale and Abilities-mod.

Raven_2012
01-14-14, 07:31 PM
OK, thanks guys! Its a little late for me to install mod, I just started a new campaign. If I read correctly I have to start a new campaign?

flyer102
05-01-16, 02:24 PM
Could this work with OH v2.5?

U-190
11-08-21, 08:50 AM
1. The author writes that the modification only works with OHII.
Then why is this modification published as a separate thread? WTF? :hmmm:

2. Why do all the cargo dropped from the deck look like identical white boxes? WTF? :hmmm:

w1ndStrik3
12-06-23, 07:35 PM
Any possibility of updating the mod to be compatible with TWoS 2.2?

fitzcarraldo
12-07-23, 12:40 PM
Any possibility of updating the mod to be compatible with TWoS 2.2?

It is included in TWoS 2.2.25.

Regards.

Fitzcarraldo :Kaleun_Salute: