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View Full Version : Mods I would like to see!


bstanko6
02-04-19, 06:00 AM
My top 3 mods I would like to see in SH5...

1) Cranes moving in port!

2) The band at dockside of course!

3) instead of sub pen before mission, make it the cat house like Das Boot!!!!

gap
02-04-19, 06:32 AM
1) Cranes moving in port!

2) The band at dockside of course!

Both possible, but the tools we have so far don't allow us to edit GR2 animations, so the band and the moving cranes should be made as .dat objects.

IIRC there was a mod by HanSolo (the author of the WAC megamod for SHIII) called "enhanced ports" or so which had the features you are looking for, but I seem to remember that it severely slowed down the game. In the meanwhile its author lost interest in SH5 and he stopped supporting his old mods, to the point that today they are unknown to most players.

EDIT: this is the mod I was talking about: http://www.subsim.com/radioroom/showthread.php?p=1332943#post1332943
The download links are down, but I should have that mod somewhere in one of my old HD's...



3) instead of sub pen before mission, make it the cat house like Das Boot!!!!

What do you mean :06:

bstanko6
02-04-19, 06:43 AM
The cat house!!! The french swing band!! everyone drinking!! make that the start of the game instead of walking up to the officer and getting a mission!!

Thanks for the link!

bstanko6
02-04-19, 06:45 AM
Links are no longer valid unfortunately

bstanko6
02-04-19, 06:47 AM
wait i got it! and wanted to say your eco mod is pretty cool.

bstanko6
02-04-19, 06:53 AM
http://www.mediafire.com/file/s61tcbogt3830oi/Harbour_Addition_Environment_Enhancement+MOD+v0.5+-+Open_Horizons.7z

Fifi
02-04-19, 07:24 AM
The only mod i would like to see in TWOS would be the SH3/SH4 damage management window! :D

gap
02-04-19, 08:29 AM
The cat house!!! The french swing band!! everyone drinking!! make that the start of the game instead of walking up to the officer and getting a mission!!

I am sorry bstanko6 but my advise is to forget about that.

You can do a video montage with portions of that long scene and use it as the intro video of any of the SH games, but I don't think that having such a scene as an actual in-game sequence is going to be possible, and even if it was, imho its implementation would require a lot of work for a nice addition that... we would skip most of the times :O:

...and, on a side note, that scene takes place in France, after its occupation; the OHII/TWoS campaign starts in Lithuania on the eve of the war :03:


Thanks for the link!

Links are no longer valid unfortunately

wait i got it!

http://www.mediafire.com/file/s61tcbogt3830oi/Harbour_Addition_Environment_Enhancement+MOD+v0.5+-+Open_Horizons.7z

If memory serves me well, there were more versions of this mod. As I said before, I should have saved several of them somewhere in one of my HDs, but beware: the mod has not been supported in a long time, and it might not be entirely compatible with TWoS nor with the latest OHII versions. :yep:

and wanted to say your eco mod is pretty cool.

Thank you!

Some of the ideas and contents in the EcoMod are of mine, many others are not and I owe them to some well known and well respected names here on subsim.

The mod itself is still an embryo of what could be in future, and more lively and realistic ports are part of the ideas I want to implement in the near future, starting from Helgoland and probably Brunsbuttel whose stock layouts leave much to be desired.

Ambitious plans require a good team though; despite the fact that we are still at the beginning, I am already proud of the list of collaborators of the mod, but my dream is to extend the list, adding to it also the names of some new and promising modders, and to convert the EcoMod into a community mod fully compatible with OHII and TWoS.

Ideas and contributions from anyone well accepted! :up:

The only mod i would like to see in TWOS would be the SH3/SH4 damage management window! :D

I am afraid that that's going to be complicated mate. I don't mean the UI part, that's relatively easy, but the code required for changing SH5's oversimplified damage management and non-existing crew management systems... :-?

hauangua
02-04-19, 08:56 AM
Error please delete this post

Fifi
02-04-19, 10:59 AM
I am afraid that that's going to be complicated mate. I don't mean the UI part, that's relatively easy, but the code required for changing SH5's oversimplified damage management and non-existing crew management systems... :-?

:) i know...as we already talk...this is the only thing i really hate in SH5. All the rest look quite very good to me (of course in TWOS)

bstanko6
02-09-19, 06:48 AM
I know people have tried in SH3, but I would love a mod that finally gives a blue night light in all compartments except command room and conn tower... those remain red! Can this ever be done?

bstanko6
02-10-19, 11:11 AM
How about making the option to switch off an engine a Job for the chief instead of a button on the hud? Have it an option when speaking to him in his conversation menu.

Ashikaga
02-10-19, 01:03 PM
I want two fully operational new subs in the game and new missions for them.

A Milchkuh

A typeIX minelayer.

One can dream...

bstanko6
02-10-19, 02:19 PM
A guy was working on a type IX but stopped all of a sudden!

gap
02-10-19, 02:37 PM
A guy was working on a type IX but stopped all of a sudden!

Vecko was following closely his progress and he might know more on why mkiii abandoned so abruptly his project, but imho we shouldn't despair. Maybe someone will remember SkyBaron and his In-game naval Enigma machine now part of TWoS. I am sure this is not the only case of an amazing projects whose completion was postponed by several years. Let's be positive guys :03:

migman
02-13-19, 12:05 AM
two things I would like added to WOS Mod


1. Camera shake based on the closeness of Depth Charge Explosion
2. Some way of simulating sleep for the player instead of using time compression like they do in Fallout 3 mod


Awesome mod !!!

bstanko6
02-13-19, 06:40 PM
Tell me how difficult this would be:

A way of switching on/off navigation lights on Uboat. Imagine entering friendly port, and turning on green red lights.

kapuhy
02-14-19, 03:17 AM
2. Some way of simulating sleep for the player instead of using time compression like they do in Fallout 3 mod

This one you can roleplay easily already - click on your bed, turn camera towards the pillow, hit time compression. Before getting up, return to 1x TC.

Ashikaga
02-14-19, 08:47 AM
Simulate sleep ?

Change your gameplay to realtime, sync your game time with real time, go to bed in the evening and in the morning see what has happened.

Or, if you want to take it really far, put a stretcher next to your comp, sleep beside it with your captain in his bunk,
have the volume up and you will be awakened by any event or crew shouting out they spotted smoke on the horizon.
You can also use Naval watch sleep patterns which should help you in that respect.
Tip, do this only during the holidays.

:Kaleun_Cheers:

gap
02-14-19, 12:29 PM
1. Camera shake based on the closeness of Depth Charge Explosion


Camera shaking should already be affected by DC explosion range. It isn't? :hmm2:


Tell me how difficult this would be:

A way of switching on/off navigation lights on Uboat. Imagine entering friendly port, and turning on green red lights.

That's complicated. There's a SHIII mod allowing the player to manually raise/lower the ensign when leaving/entering port. I never dug into it, but I think they used the same controller allowing the raising/lowering of periscopes. Too bad, in none of the SH games there is an player control for switching on/off lights, so I am afraid that there's no easy way to add a similar feature in game.

bstanko6
02-14-19, 04:47 PM
Couldn’t it just be a layer! Like a red or green layer over the spots on the boat where lights are located?

I know nothing of this stuff so it may be a ridiculous request.

bstanko6
02-25-19, 04:11 AM
Here’s a mod I could use...
One that sends all message reports to my phone! That way I know when a ship is spotted, or weather alerts away from the computer!

bstanko6
02-26-19, 06:12 AM
How about a mod for TWoS that automatically removes flags from bridge at so many KM from subpens?

bstanko6
03-01-19, 12:13 AM
Is there a way to restrict raising the periscope when moving faster than 4knots? That was in h.sie patch. Can it be modded though?

gap
03-01-19, 09:05 PM
Couldn’t it just be a layer! Like a red or green layer over the spots on the boat where lights are located?

I know nothing of this stuff so it may be a ridiculous request.

No request is ridiculous, as long as the one who is asking is ready to accept the unfeasibility of his idea. I am not suggesting that user-controlled position lights are impossible. We might contrive a complicated method to implement something that, with some imagination by the player, could resemble them. Sure, that would be a nice eye candy, but I wouldn't put it towards the top of my todo list :)

Here’s a mod I could use...
One that sends all message reports to my phone! That way I know when a ship is spotted, or weather alerts away from the computer!

What reason are you going to give to your boss when, after receiving an sms by your watch officer, you will ask him an half day off work lol :D

How about a mod for TWoS that automatically removes flags from bridge at so many KM from subpens?

Have you checked if anything similar has ever been made for SHIII/IV?

Is there a way to restrict raising the periscope when moving faster than 4knots? That was in h.sie patch. Can it be modded though?

Of all your ideas, this is the one I would start from if only I knew how to achieve it. I am afraid that until an H.sie, Stiebler or The Dark Wraith won't look (back) into the SH5 code, there will be little chance of seeing cool new features like this one :-?

bstanko6
03-01-19, 09:50 PM
gap...
You are the man! Yeah I know some of these are crazy ideas but I just wanted to add to the think tank! You never know what kind of crazy individual is willing to tackle any of them. I’m always willing to see the SH series go forward in anyway possible!

Merboe
03-05-19, 09:39 AM
The most horrible thing in SH5 to me is that the textures are a mess.

I am trying to make a good texture for the Alberich and Tarnmatte skin, yet it is almost impossible to

a) find the correct textures being used as there are tons of textures for the same ship and part of the ship all in one folder

b) align the textures correctly, so you could actually add some detail to the ship using normal maps and so on.

I‘ve been modding games for some time now, until SH5 caught me, I have never seen such a horrible file setup and UV mapping.

Is it possible to get the meshes out of SH5, import them into something like blender or so and then reimport them? I would do a rework of the textures if that would be possible. There is so much you can get out of this game, even tho it‘s so old already. I have done some texture rework for my own ship and it‘s a nightmare cause you have to load the game to check if it‘s aligned correctly after replacing the file.

Would be nice to see this cleaned up, especially the tex/normal folder is cluttered with all kinds of seemingly unused textures.

Merboe
03-05-19, 09:49 AM
another one:

I am playing the German version of SH5, the texts are still english but the voices for example when you ask for depth under keel is German. Now it is in the wrong order.

In english 52 is „fifty two“, in German it is „zwei und fünfzig“ („two and fifty“).

Would be nice to know where you can change this, it would simply be changing the order in which the meters are given. The soundfiles are already there. Currently he says „und fünfzig | zwei“ it needs to be „zwei | und fünfzig“.

Merboe
03-05-19, 09:52 AM
number three:

Somewhere I found the option to enable the snorkel for the type 7C.
The snorkel is located where the player would stand on the turret, so it would be nice if it was moved maybe a foot or two (around half a meter) backwards, so you don‘t clip into it all the time.

gap
03-06-19, 11:21 AM
The most horrible thing in SH5 to me is that the textures are a mess.

I am trying to make a good texture for the Alberich and Tarnmatte skin, yet it is almost impossible to

a) find the correct textures being used as there are tons of textures for the same ship and part of the ship all in one folder

b) align the textures correctly, so you could actually add some detail to the ship using normal maps and so on.

I‘ve been modding games for some time now, until SH5 caught me, I have never seen such a horrible file setup and UV mapping.

Is it possible to get the meshes out of SH5, import them into something like blender or so and then reimport them? I would do a rework of the textures if that would be possible. There is so much you can get out of this game, even tho it‘s so old already. I have done some texture rework for my own ship and it‘s a nightmare cause you have to load the game to check if it‘s aligned correctly after replacing the file.

Would be nice to see this cleaned up, especially the tex/normal folder is cluttered with all kinds of seemingly unused textures.

You can accomplish both tasks (i.e. locating textures used by each 3D model and exporting meshes with UV projections) by using TDW's GR2 Editor (http://www.subsim.com/radioroom/showthread.php?p=1757906#post1757906)

Each U-boat model featured in game has its own set of textures. U-boat coating/camo textures have the same names as standard skins but with the addition of a suffix. In order to know which suffix is used by each camo scheme, using Goblin Editor open the following file...

Silent Hunter 5\data\Objects\Sensors\coatings.GR2

...merge coatings.sim into the project and in the Project Tree expand each AntiSensorCoating controller to see its parameters.

I hope that answers your doubts. If not, don't hesitate asking for further clarifications :salute:

gap
03-06-19, 11:24 AM
another one:

I am playing the German version of SH5, the texts are still english but the voices for example when you ask for depth under keel is German. Now it is in the wrong order.

In english 52 is „fifty two“, in German it is „zwei und fünfzig“ („two and fifty“).

Would be nice to know where you can change this, it would simply be changing the order in which the meters are given. The soundfiles are already there. Currently he says „und fünfzig | zwei“ it needs to be „zwei | und fünfzig“.

Is this happening in stock game? IIRC this has been fixed long time ago, though I can't remember which commonly used mod fixed it :hmmm:

Merboe
03-06-19, 11:33 AM
You can accomplish both tasks (i.e. locating textures used by each 3D model and exporting meshes with UV projections) by using TDW's GR2 Editor (http://www.subsim.com/radioroom/showthread.php?p=1757906#post1757906)

Each U-boat model featured in game has its own set of textures. U-boat coating/camo textures have the same names as standard skins but with the addition of a suffix. In order to know which suffix is used by each camo scheme, using Goblin Editor open the following file...

Silent Hunter 5\data\Objects\Sensors\coatings.GR2

...merge coatings.sim into the project and in the Project Tree expand each AntiSensorCoating controller to see its parameters.

I hope that answers your doubts. If not, don't hesitate asking for further clarifications :salute:

Thanks, I'll try it out!

gap
03-06-19, 11:34 AM
number three:

Somewhere I found the option to enable the snorkel for the type 7C.
The snorkel is located where the player would stand on the turret, so it would be nice if it was moved maybe a foot or two (around half a meter) backwards, so you don‘t clip into it all the time.

I think you mean the telescopic snorkel. That model is not historically correct for Type VII U-boats featured in game. Type VII conning towers were to small to accomodate that snorkel type. If you are using TWoS or the Reworked Equipments Mod (REM), the more appropriate hinged snorkel should become available at the correct time frame as a selectable U-boat upgrade.

Using the GR2 Editor that I pointed you to, it should be possible moving backwards the bone that the hinged snorkel gets linked to, though it is possible that by doing that some other item also linked to the same bone becomes misplaced. If that was true, you should duplicate the bone, move the duplicated bone backwards, rename it, and change the U-boat eqp/upgrade files to point to the new bone :yep:

gap
03-06-19, 11:35 AM
Thanks, I'll try it out!

My pleasure mate, let me know if it works for you :up:

Merboe
03-06-19, 11:35 AM
Is this happening in stock game? IIRC this has been fixed long time ago, though I can't remember which commonly used mod fixed it :hmmm:

I am using SH5 German with the latest TWoS.
Only some personal sound changes to the engine and music on the radio.
Nothing that would mess up these sound files or whatever config is controlling it.

Merboe
03-06-19, 11:52 AM
My pleasure mate, let me know if it works for you :up:


I don't see an option to export any meshes, I can only save it as another GR2. :doh:


EDIT: Nevermind, I got it. :)

gap
03-06-19, 12:05 PM
I am using SH5 German with the latest TWoS.
Only some personal sound changes to the engine and music on the radio.
Nothing that would mess up these sound files or whatever config is controlling it.

Okay, so it wasn't fixed. I think thin s problem should be fixable, though I need to have a look into crew dialog scripts. In the meanwhile you could also report the bug in the TWoS issue thread.

BTW, is the problem only appearing with numbers composed by "fünfzig" plus something else, or it also happens with "zwanzig", "dreißig", "vierlig", etc?

I don't see an option to export any meshes, I can only save it as another GR2. :doh:


EDIT: Nevermind, I got it. :)

It is not that complicated after all :)

bstanko6
03-07-19, 12:26 AM
Any way of adding Lock gates at the Kiel canal entry points? That would be cool! Living Silent Hunter had them, and I wonder how difficult it would be to transfer over to SH5?

gap
03-07-19, 07:04 AM
Any way of adding Lock gates at the Kiel canal entry points? That would be cool! Living Silent Hunter had them, and I wonder how difficult it would be to transfer over to SH5?

That's something I want to look into for the EcoMod, hopefully with Jeff's help :D

bstanko6
03-09-19, 12:02 AM
Any way to lower the brightness of the stopwatch face? I’m not talking the torpedo tuner face but the regular clock face. It’s really bright at night. If it had the same contrast as the timer it would be perfect.

While we are at it how about the message box in the lower right. It blinds at night and I don’t want to just hit L to get rid of it.

Sjizzle
03-09-19, 02:36 AM
Any way to lower the brightness of the stopwatch face? I’m not talking the torpedo tuner face but the regular clock face. It’s really bright at night. If it had the same contrast as the timer it would be perfect.

While we are at it how about the message box in the lower right. It blinds at night and I don’t want to just hit L to get rid of it.


show me which u do mean i have plenty of stopwatches...and for the text msg box u can change the backround color in the Hud3.dds file found in data\Menu\Gui\Layout\

u need to change the top right corner rectangle color

bstanko6
03-09-19, 02:49 AM
Not at my computer but the stop watch. The one that pops up when you press O. It's beige. But it's bright!

Sjizzle
03-09-19, 03:10 AM
Not at my computer but the stop watch. The one that pops up when you press O. It's beige. But it's bright!


take a look at this one if u like it let me know pls

https://www.mediafire.com/convkey/7d47/tm2vmzyqmf5xiqnzg.jpg

bstanko6
03-09-19, 12:39 PM
I uploaded my contrast message box. I added you to the credits Sjizzle. I would have had no clue where that was. Thanks!

http://www.subsim.com/radioroom/downloads.php?do=file&id=5438

bstanko6
03-10-19, 04:05 PM
Another mod... automatic depth under keel report when diving.

gap
03-11-19, 05:53 AM
Another mod... automatic depth under keel report when diving.

Echolot's ping could give away the U-boat position to any hearing enemy unit. IIRC, this aspect is correctly simulated in game; I don't think that automating depth under keel reports is a good idea, after all :03:

Captain_AJ
03-11-19, 12:18 PM
First off!! Thank you all for your input to make the sim more immersive. Thank you Bstanko, You made me dust off the captain's handbook and re-read procedure on skippering a U-boat. and Gap over the years seeing you being a major contributor to the Modding community, and OFC VDR for making SH5 playable and dependable.

Often coming from SH4, when the submarine is passing through a particular water depth you will hear a call-out, "passing through thermal layer', What I understand about this is that this layer can help somewhat in disguising your submarine from being detected. along with maneuvers that would lessen your boats profile. (It has made me re-think after re-reading the sub commanders handbook a new procedure for escaping depth charge attacks) , I will adhere to that and concentrate, what I will do to evade a depth charge attack -- Moving forward,

Does this thermal layer enhance the stealth of your boat? and if this is important why is it not modeled in SH5? if it is important can it be modded for Sh5?

Amazing at times your able to fend off depth charge attacks, as in my case from 3 Vw Destroyers that took over 3 days of simulated play, and than at once you can be careless and overconfident and one destroyer manages to hit a critical part of your boat and then you cannot control flooding and your boat slips away , point being is, if a real-life anomaly, like thermal layer , would this lessen that chance of your boat being detected? thanks for your input. Also, I found this on the subject of thermal layer, AKA Thermocline >>>>>http://ww2010.atmos.uiuc.edu/(Gh)/wwhlpr/thermocline.rxml

"Sonar works well if the submarine has a highly reflective steel surface and is surrounded by water at a constant temperature. But in the deep ocean the water temperature varies, which causes the water density to vary. This changing density creates an effect called the thermocline, which acts as a barrier, causing sound energy to bend away. A canny submarine captain can use the thermocline to good effect, effectively shielding the submarine from view."

Sjizzle
03-11-19, 02:21 PM
i like to see this mod in SH5... sad that Naights lost all his progress and works from this mod :( this UI looks damn amazing

http://www.mediafire.com/convkey/3caf/axfkaoptcvopx7x6g.jpg

bstanko6
03-11-19, 03:49 PM
That is absolutely beautiful. I hope it can be recovered!

kapuhy
03-12-19, 03:52 AM
A mod I'd love to see would be one that gives an option to abandon ship. I might not change much gameplay-wise, but when the boat is too damaged to survive anyway it would be a nice challenge struggling to get to the surface and allow crew to bail out.

FlyMaker
04-07-19, 10:18 PM
i like to see this mod in SH5... sad that Naights lost all his progress and works from this mod :( this UI looks damn amazing

http://www.mediafire.com/convkey/3caf/axfkaoptcvopx7x6g.jpg


What a amazing UI :Kaleun_Applaud: