View Full Version : Questions about U-boat .cfg parameter
Viktor_Prien
01-12-21, 09:35 AM
In the U-boat .cfg file there is a string named " DiveDepth=300 " ( Just a sample ).
What this string affects? Is this the maximum depth at which the sub can dive before getting damaged?
Are there other variables affecting this parameter?
Thanks in advance! ;)
PLANNED SCHEDULE ( Green = Done, Orange = In Progress, Purple = Not Yet Started, Red = Cancelled/Removed )
- Creating stand-alone mods activable via JSGME -- IN PROGRESS
- Creating a single folder containg all the modifications made activable via JSGME -- CANCELLED
- Creating all the needed " Change Log " files -- NOT YET STARTED
- Created and added in the TWoS_Parts folder a small separate mod named " MyKey " for my custom keybindings -- DONE
- Started initial planned modifications ( Files only ) -- IN PROGRESS
- Learning how to import 3D models with GR2, Goblin Editor,etc from S3D -- NOT YET STARTED
- Improving the Remove/Activate Sub Flags behaviour -- IN PROGRESS
- Improving the on-screen Warning Icons for orders -- IN PROGRESS
- Improving the crew voices routine -- IN PROGRESS
- Improving the aircraft DM, sounds, routines and fixing errors/glitches/bugs -- IN PROGRESS
- Random/Minor Fixes -- IN PROGRESS
Edit: Updated the " Planned Schedule " list -- Viktor Prien, 29 Jan 2021 at 19:28 CET ( GMT +1 )
vdr1981
01-12-21, 10:09 AM
In the U-boat .cfg file there is a string named " DiveDepth=300 " ( Just a sample ).
What this string affects? Is this the maximum depth at which the sub can dive before getting damaged?
Are there other variables affecting this parameter?
Thanks in advance! ;)
That is the value for depth in meters for "dive" GUI command...
Viktor_Prien
01-12-21, 10:14 AM
Danke Herr Kaleun! ;)
Viktor_Prien
01-12-21, 10:23 AM
Sorry to bother you with another question mate...Where is located the file that controls what a certain officer will say? I mean...What is the file that tells to the game " Use this audio file, use that, etc...
*Ps: While working on the various files ( I use The Wolves of Steel Mod ) I've noted that there are some submarine parameters not set correctly ( better said the value is correct but what you get in the game is different ) plus some other stuffs missing from the current version of it. If you are interested about this reply here so we can keep the discussion in one place )
Salute!
vdr1981
01-12-21, 10:48 AM
Sorry to bother you with another question mate...Where is located the file that controls what a certain officer will say? I mean...What is the file that tells to the game " Use this audio file, use that, etc...
You mean audio files ect? Most of them are controlled trough the files in "Scripts" folder which isn't my strongest side...
*Ps: While working on the various files ( I use The Wolves of Steel Mod ) I've noted that there are some submarine parameters not set correctly ( better said the value is correct but what you get in the game is different ) plus some other stuffs missing from the current version of it. If you are interested about this reply here so we can keep the discussion in one place )
Salute!
What exactly? Even if some of the values in files may appear strange, many of them have a good reason why are they set like that...Most of the time, realistic values in files will give us unrealistic behavior in the game and vice versa.
Viktor_Prien
01-12-21, 11:03 AM
The ones that I've found so far:
- In the .cfg of the U-boat of interest the periscope depth is set ( Correctly ) to 12 meters. In the game, somehow, you get about 11 meters.
I've changed it to 13 and now the boat dives to 12 meters correctly ( It like for the AI sub...You set a value but the game then acts differently in respect to the set parameter )
- Some of the U-boat speeds are slightly wrong ( Nothing big ), the crash depth is set to un-hystorical values ( 150 mt; It should be between 60 and 90 meeters instead )
- At least on my pc ( High End ) the smokes of the ships in the TWOS mod were resetting. To fix it I've edited the particles.dat and the particles_funnelsmoke accordingly and now the issue has been fully fixed ( ...and not a single issue with TWOS when enabled via JSGME ). If you need the files let me know it and I'll send you them.
- I'm also working on the Type VIIF ( It should be pretty easy to be done ) and i'm looking also to make the VIID ( Minelayer ). I work at these boats only in the spare time but they could be, possibly and when finished, a good new addition for TWOS mod ( Especially the VIIF for the Monsoon Campaign )
- Removing the text file when, after you enabled the characther free view, are displayed on the crew when you pass the mouse over them
I'm also working on some other stuffs. If you think you can be interested let's keep all the discussion here so it will be easy to keep all the material in one place.
My best regards and a big thanks for the TWSO mod. It's simply brilliant!!!! :Kaleun_Cheers:
vdr1981
01-12-21, 11:25 AM
The ones that I've found so far:
- In the .cfg of the U-boat of interest the periscope depth is set ( Correctly ) to 12 meters. In the game, somehow, you get about 11 meters.
I've changed it to 13 and now the boat dives to 12 meters correctly ( It like for the AI sub...You set a value but the game then acts differently in respect to the set parameter )
Yeah, you'll find a number of such "errors" but in normal gameplay those things are quite irrelevant IMO, since you can manually chose your depth ect. Periscope depth is more suited for obs scope since it can not be extended as far as the attack scope. For example, for the attack scope I always use snorkel depth command which is ~ 13m.
- Some of the U-boat speeds are slightly wrong ( Nothing big ), the crash depth is set to un-hystorical values ( 150 mt; It should be between 60 and 90 meeters instead ) max speed varies from source to source.
max speeds per engine settings are somewhat tweaked by me in order to sustain the most realistic turning and diving rates per given engine settings according to type VIIC manual...Again, not very much important since you can manually select speed in knots and also depth...
- At least on my pc ( High End ) the smokes of the ships in the TWOS mod were resetting. To fix it I've edited the particles.dat and the particles_funnelsmoke accordingly and now the issue has been fully fixed ( ...and not a single issue with TWOS when enabled via JSGME ). If you need the files let me know it and I'll send you them.
yes, I'm aware of similar fixes but didn't implement them in TWoS since I noticed that the stock "smoke puffs" bug is even more prominent with them.
- I'm also working on the Type VIIF ( It should be pretty easy to be done ) and i'm looking also to make the VIID ( Minelayer ). I work at these boats only in the spare time but they could be, possibly and when finished, a good new addition for TWOS mod ( Especially the VIIF for the Monsoon Campaign )
- Removing the text file when, after you enabled the characther free view, are displayed on the crew when you pass the mouse over them
I'm also working on some other stuffs. If you think you can be interested let's keep all the discussion here so it will be easy to keep all the material in one place.
My best regards and a big thanks for the TWSO mod. It's simply brilliant!!!! :Kaleun_Cheers:[/QUOTE]
It's really great to hear that! :up: I'll help everything I can. Unfortunately, I won't be able to do any modding for the next 3-4 weeks, but after that I should be much more active...:yep:
Viktor_Prien
01-12-21, 11:38 AM
Thanks for your reply and don't worry there is no hurry ( So in the meanwhile I'll get accustomed again to work on game files ).
*Some of the additions I've made are done just to satisfy my picky " historical " alter ego. :haha:
Just a question...Is there are around an editor similar to the SD3 one but for SH5? ( Sorry for the question but I'm back in port just recently. I've read that there is something around called GR2 but I have still to look at it )
Salute and nice to meet you, mein Herr! I'm Roby and I'm from Italy...ups...no...Wilhelmshaven... :haha:
Viktor_Prien
01-12-21, 01:03 PM
This is pretty much the list ( In different stages of development ) about what I'm working about ( Or that I've already worked on previously ) so you can have a general idea of my projects/stuffs/crazy ideas:
- Air-dropped depth charge Mk13 and the relative 3D model+its needed game files
- Air-dropped naval mine Mk1 and the relative 3D model+its needed game files
- VAR (Vertical Antisubmarine Rockets) rack and the 3D modell+its needed game files ( ..or rather a PBY Catalina dropping on your sub a handful of hedgehog-like bombs )
- Type VIIF and VIID...plus a maybe maybe an Italian submarine ( Very early development stage, all yet to be checked )
- ...and lots of other stuffs about how to introduce new U-boat system malfunctions, incorrect reports, etc
- ...and lots of other stuffs that we will discuss during " our patrol " ( So you been more expert than me about SH5 you can tell me what's possibly feasible and what's not )
- One nasty addition to ruin player's quiet dreams... ( TOP SECRET... I will discuss about this with you only via PM or private voice-over meetings; Feel free to request info via PM anytime )
...not to say that all this taking in mind ( and depending ) on my will and variable mood, my time availability, my declared WW2 simulators authism, my wife menses, etc... :haha::haha::haha:
The only limit? Us! ( Plus certain game faulty files and game's restrictions :haha: )
vdr1981
01-12-21, 02:20 PM
Search the forum for TDW's GR2 editor/viewer. The app is not perfect but it's the only thing we currently have. Your countryman Gap , Kapuhy and few more Subsim members used this app a lot and I'm sure they will jump in if you ask some questions...:yep:
This is pretty much the list ( In different stages of development ) about what I'm working about ( Or that I've already worked on previously ) so you can have a general idea of my projects/stuffs/crazy ideas:
- Air-dropped depth charge Mk13 and the relative 3D model+its needed game files
- Air-dropped naval mine Mk1 and the relative 3D model+its needed game files
- VAR (Vertical Antisubmarine Rockets) rack and the 3D modell+its needed game files ( ..or rather a PBY Catalina dropping on your sub a handful of hedgehog-like bombs )
- Type VIIF and VIID...plus a maybe maybe an Italian submarine ( Very early development stage, all yet to be checked )
- ...and lots of other stuffs about how to introduce new U-boat system malfunctions, incorrect reports, etc
- ...and lots of other stuffs that we will discuss during " our patrol " ( So you been more expert than me about SH5 you can tell me what's possibly feasible and what's not )
- One nasty addition to ruin player's quiet dreams... ( TOP SECRET... I will discuss about this with you only via PM or private voice-over meetings; Feel free to request info via PM anytime )
...not to say that all this taking in mind ( and depending ) on my will and variable mood, my time availability, my declared WW2 simulators authism, my wife menses, etc... :haha::haha::haha:
The only limit? Us! ( Plus certain game faulty files and game's restrictions :haha: )
That's an impressive list! I'm proud that TWoS still inspires new modding forces even after all these years! :up::salute::salute::salute:
Viktor_Prien
01-13-21, 05:46 AM
Search the forum for TDW's GR2 editor/viewer. The app is not perfect but it's the only thing we currently have. Your countryman Gap , Kapuhy and few more Subsim members used this app a lot and I'm sure they will jump in if you ask some questions...:yep:
Many thanks I will surely look into it very soon!
That's an impressive list! I'm proud that TWoS still inspires new modding forces even after all these years! :up::salute::salute::salute:
That's only thanks to talented modders like you, that's for sure! ;) :up:
Viktor_Prien
01-13-21, 06:33 AM
Sorry if I continue to make questions that may sound obvious to someone experienced like you but these ones will help a lot in shorten the working times.
Here follows some:
1-Currently in the TWOS mod ( The Wolves of Steel 2.2_SH5 Expansion Pack_v2.2.22_Full + Update ) there are the following available subs ( Please confirm or correct me ):
Type IIA = Playable and AI
Type VIIA = Playable and AI
Type VIIB = Playable and AI
Type VIIB UFlak = Playable via JSGME -- AI?
Type VIIC = Playable and AI
Type VIIC/41 = Playable and AI
Type IX = Playable via JSGME ( But I presume that this changes only the standard sub characteristics via the .cfg and the .SIM files but there's not a real Type IX 3D model, correct? )
2- What's the difference between the AI folders ( eg NSS_Uboat7a_AI ), the AI folders that are instead numbered ( e.g NSS_Uboat7a_U30 ) and the ones at the bottom (e.g VIIA,VIIB,VIIC,VIIC41 )? They are all AI that's clear but what the different files affect/modify/are used for?
* I guess that at least one of these categories is used for the wolfpack thing
3- The playable Type IIA is used also in the campaign or only in the single missions? ( As far as I know the campaign starts with a VIIA or eventually with the UFlak if activated via JSGME )
4- What program are you using to open the .SIM files? ( Sorry to ask I haven't not yet searched for it. I hope with GR2 correct? )
================================================== ======
I have a MEGA spare account ( 15 GB ) that I use exclusively to exchange files easily with modders. I will send you via PM the info and password to access it so if needed we got it for exchanging the material of interest.
In the PM I will add also my phone number so we can eventually also use WhatsUp for quick communications or if needed to avoid to write here poems :haha:
Let me know if this is ok for you. ;)
I'll wait for your confirmation first before proceeding.
1-Currently in the TWOS mod ( The Wolves of Steel 2.2_SH5 Expansion Pack_v2.2.22_Full + Update ) there are the following available subs ( Please confirm or correct me ):
Type IIA = Playable and AI
Type VIIA = Playable and AI
Type VIIB = Playable and AI
Type VIIB UFlak = Playable via JSGME -- AI?
Type VIIC = Playable and AI
Type VIIC/41 = Playable and AI
Type IX = Playable via JSGME ( But I presume that this changes only the standard sub characteristics via the .cfg and the .SIM files but there's not a real Type IX 3D model, correct? )
2- What's the difference between the AI folders ( eg NSS_Uboat7a_AI ), the AI folders that are instead numbered ( e.g NSS_Uboat7a_U30 ) and the ones at the bottom (e.g VIIA,VIIB,VIIC,VIIC41 )? They are all AI that's clear but what the different files affect/modify/are used for?
* I guess that at least one of these categories is used for the wolfpack thing
3- The playable Type IIA is used also in the campaign or only in the single missions? ( As far as I know the campaign starts with a VIIA or eventually with the UFlak if activated via JSGME )
4- What program are you using to open the .SIM files? ( Sorry to ask I haven't not yet searched for it. I hope with GR2 correct? )
================================================== ======
I have a MEGA spare account ( 15 GB ) that I use exclusively to exchange files easily with modders. I will send you via PM the info and password to access it so if needed we got it for exchanging the material of interest.
In the PM I will add also my phone number so we can eventually also use WhatsUp for quick communications or if needed to avoid to write here poems :haha:
Let me know if this is ok for you. ;)
I'll wait for your confirmation first before proceeding.
1. Type II is AI only. There's no interior modeled for any sub except type VII so only its variants are playable in game. Mkiii is currently working (https://www.subsim.com/radioroom/showthread.php?t=233811) on playable IX though.
4. GoblinEditorApp (it's in you main SH5 folder). What you do is to launch Goblin Editor, open .gr2 file of the unit you want to modify, and then select "merge" option and select .sim, .zon, .dsd or .fx files for opened unit (you can select all of them at once).
If you make any changes to .sim file content (or .zon or any of the other ones), it will light up red in editor. Select highlighted file with right click, select "save" and your changes are saved (don't use "save" option in file menu).
Viktor_Prien
01-13-21, 09:32 AM
@kapuhy
Danke Herr Kaleun very useful information!
Do you have any idea why if the IIA is not playble, in the .cfg file instead is listed as playable? ( HumanPlayable=YES )
Is it used for some kind of sub-hacks maybe?
I'm making all these questions about the sub file structure because to import correctly the various files/3D stuffs I need to know, before, exactly what the current file structure is. Again thank you very much for your help and tips, very much appreciated here! ;) :yeah:
Demon777
01-13-21, 09:39 AM
Hi captains,
Sorry for interrupting such an interesting conversation, but I'd like to ask about the parameter for in-game smoke effects... is there any way to minimize the bug of "smoke puffs" by changing some cfg parameter manually??
Or its impossible due to such bug being seen even in stock game?
@kapuhy
Danke Herr Kaleun very useful information!
Do you have any idea why if the IIA is not playble, in the .cfg file instead is listed as playable? ( HumanPlayable=YES )
Is it used for some kind of sub-hacks maybe?
No idea what this parameter does, but it does not allow to select ship as playable unit (wchich would be impossible anyway without interior modeled).
I'm making all these questions about the sub file structure because to import correctly the various files/3D stuffs I need to know, before, exactly what the current file structure is. Again thank you very much for your help and tips, very much appreciated here! ;) :yeah:
The information is, sadly, quite spread out over multiple threads on the forum. Here's few useful ones I had bookmarked:
GR2 Editor Thread:
https://www.subsim.com/radioroom/showthread.php?t=188290
TDW's thread on importing .dat format units into SH5, also contains lots of info on how SH5 damage system works:
https://www.subsim.com/radioroom/showthread.php?p=1644371#post1644371
"Complete Idiots Guide to Goblin Editor" (contrary to the title, very useful for non-idiots as well):
https://www.subsim.com/radioroom/showthread.php?t=165805
Rosomaha's C3 Cargo Ship mod thread also contains lots of useful info on creating new units:
https://www.subsim.com/radioroom/showthread.php?t=245139
Viktor_Prien
01-13-21, 01:37 PM
Hi captains,
Sorry for interrupting such an interesting conversation, but I'd like to ask about the parameter for in-game smoke effects... is there any way to minimize the bug of "smoke puffs" by changing some cfg parameter manually??
Or its impossible due to such bug being seen even in stock game?
At least here I solved it using this simple small mod ( JSGME Ready, activate as the last ).
Note that I use TWOS Mod with only the official mods enabled ( Except for the one for my keybindings and the one who restore the Captain icon ) so if, when enabling it, you will get the alert info window by JSGME ( or rather that a mod you are using is already modifying the files of interest ) be careful because it may disrupt other mods.
I normally use this rule: If I do not know what I'm about to do, I don't do it. ;)
Check also that your JSGME folder is in the right directory. ( Main Silent Hunter 5 folder )
Here you can find the little mod, that, at least here, have solved the problem with the smoke puffs resetting:
LINK ( MEGA ): https://mega.nz/folder/l0lXBCZb#zaCHga5t1NT3UxdWwjlQzA
Viktor_Prien
01-13-21, 01:39 PM
@kapuhy
Thanks mate brilliant! :yeah:
Viktor_Prien
01-13-21, 01:55 PM
Sorry I was looking at the GR2 post but the download link is dead ( gamefront )...Any working link?
Ignore it, I've already found where is located.
Sorry I was looking at the GR2 post but the download link is dead ( gamefront )...Any working link?
As I understand, you use TWoS, right? If so, you have GR2 Editor already included in your data/applications/gr2editorviewer folder
EDIT: one more thing that will be useful if you plan to mod SH5 with TWoS:
1) go to data/applications/OptionsFileEditorViewer folder,
2) launch OptionsFileEditorViewer.exe,
3) open TheDarkWraithUserOptions.py
4) navigate to SOAN tab and change SOAN Enabled flag to false.
5) Save
This will drastically reduce TWoS loading time at the cost of disabling TWoS in-game ship recogniton manual. It will save you a lot of time if you need to relaunch the game often to test changes you've made.
Viktor_Prien
01-13-21, 02:50 PM
Thanks mate I was editing the post above because while you were writing, I've found it. Danke somehow! ;)
...and thanks for the SOAN tips! :up:
Viktor_Prien
01-13-21, 03:45 PM
UPDATE #1
First of all many many thanks to all the ones that have immediately helped me! I remembered that this was an amazing community and you have confirmed my thoughts! Again, vielen danke Herren!!!
OK now I presume, thanks to the info received, that I have all the initial " pieces " needed to start the puzzle.
Pretty much my plan is this for the time following ( Always keeping in mind my overt serial laziness :haha: ):
- Learning to use well GR2 ( I do not expect big troubles here, hopefully )
- Starting importing some basic 3D models in the game to get confident with it ( Like for example the new anti-sub bombs/DC )
Once done:
- Importing the 3D models I have already prepared ( or rather the relevant modified Turms for the Type VIID, II A-B-D, Type 600, etc ) and all the needed 3D stuffs.
*Personal Note: As per SH3 I presume we can have any boat we want but we need to use the available standard slots so most problably some of the additional subs will be activated via mod compatible with JSGME
**Second Personal Note: If I have understood correctly how the SH5 file structure is set/structured I have probably already in mind how to easily implement the 3D model + the interiors.At least to have something usable for the initial tests
- Fixing all the basic stuffs that, in my opinion or due to my preferences [ or rather with a level of realism as much high as possible ] are not correct, missing or to be improved ( eg. aircraft loadouts, improved sensors, etc )
===================
Things already decided
For the moment I will keep all the modifications made as a JSGME ready mod due to the following motives:
- More easy to activated/deactivate them without touching the original TWOS mod ( Because first it's not my work and two it's not said that what I like will be something that the others will like too )
- Independently to how this project will end, if I'll have some working material I'll share it with the community so everyone, then, will be free to decide if using it or not, following his preferences, ideas,etc
At the worst I will end-up with a TWOS mod to be used by me during my offline missions.
- Not to say that whatever will exit from this thread ( or from my sociopatic/PC autistic mind ) will be always free for use ( Speaking of my material ) except in the case that some "genius" could have the smart idea to use it for some kind of commercial profit. I'm sure that this will never happen but mama teached me to always go out from the house with a hand on my butt...You'll never know what could happen outside! :haha:
=======
Intial Troubles
I have to find if there's a possible way to let the mission editor to work with TWSO mod. It completely destroys it ( at least here ) so for the moment, the only solution is to re-install everything ( ...thing that I would like to avoid because I've made a fresh install just some days ago ). Damned me when I have not made two separate installations of the game! - SOLVED
*Cross Link: https://www.subsim.com/radioroom/showpost.php?p=2721094&postcount=25
Per Aspera Ad Inferi, Nema!
I have to find if there's a possible way to let the mission editor to work with TWSO mod. It completely destroys it ( at least here )
Not sure I understand you, but mission editor works fine with TWoS. Yeah, it throws a litany of errors at you when launching - just hit enter until it shuts up and then it will work.
Viktor_Prien
01-13-21, 04:06 PM
Not here, unfortunately.... :wah:
REF LINK: https://www.subsim.com/radioroom/showthread.php?t=238304
*Check my last reply
Not here, unfortunately.... :wah:
REF LINK: https://www.subsim.com/radioroom/showthread.php?t=238304
*Check my last reply
Seems like you haven's created a new mission or opened existing one.
1) File -> New Project (choose a name, save)
2) Ctrl+N to add new mission
then you have all rosters available
If you want to open campaign, instead of choosing "new project" select "open project" and navigate to "campaigns" folder, then choose one of the campaign project files.
Viktor_Prien
01-13-21, 04:23 PM
Thanks mate!!!! ( I was missing the CTRL+N part ).
:salute:
*My reply in the other post will be edited accordingly! -- DONE
Demon777
01-14-21, 03:49 AM
At least here I solved it using this simple small mod ( JSGME Ready, activate as the last ).
Note that I use TWOS Mod with only the official mods enabled ( Except for the one for my keybindings and the one who restore the Captain icon ) so if, when enabling it, you will get the alert info window by JSGME ( or rather that a mod you are using is already modifying the files of interest ) be careful because it may disrupt other mods.
I normally use this rule: If I do not know what I'm about to do, I don't do it. ;)
Check also that your JSGME folder is in the right directory. ( Main Silent Hunter 5 folder )
Here you can find the little mod, that, at least here, have solved the problem with the smoke puffs resetting:
LINK ( MEGA ): https://mega.nz/folder/l0lXBCZb#zaCHga5t1NT3UxdWwjlQzA
I've just tried to activate this mod in JSGME, as the last one.
Hopefully no conflict warnings, though I use few other mods on top of TWOS v.2.22:
https://b.radikal.ru/b07/2101/10/8634b01ce025t.jpg (https://b.radikal.ru/b07/2101/10/8634b01ce025.png)
Viktor_Prien
01-14-21, 08:07 AM
I've just tried to activate this mod in JSGME, as the last one.
Hopefully no conflict warnings, though I use few other mods on top of TWOS v.2.22:
https://b.radikal.ru/b07/2101/10/8634b01ce025t.jpg (https://b.radikal.ru/b07/2101/10/8634b01ce025.png)
Looking at your mod list, in theory, you should not get any conflicts ( or maybe just with the brighter nights one ) but keep in mind that I do not know if it affects the particle files because I do not use it and I've never looked at the files contained in it.
Somehow activating the files I've sent you as the last should do the trick, hopefully!
Let me know how is gone! ;)
До свидания друг! :salute:
Viktor_Prien
01-14-21, 08:43 AM
Added " Planned Schedule " in the first post.
*Cross Link: https://subsim.com/radioroom/showthread.php?t=248048
Viktor_Prien
01-14-21, 10:45 AM
*Personal Note ( Aircraft Bones ):
B1 = Internal Bombs Bay Forward Left
B2 = Internal Bombs Bay Back Left
B3 = External Left Wing
B4 = External Right Wing
B5 = Internal Bombs Bay Forward Right
B6 = Internal Bombs Bay Back Right
Viktor_Prien
01-14-21, 03:35 PM
Update #2
The aircraft loadouts are for the most part messed up or not working as they should ( Depth Charges in particular ) in the basic TWOS.
Fixed the aircraft depth charges, now they work as planned!
Demon777
01-15-21, 02:54 AM
...
Let me know how is gone! ;)
До свидания друг! :salute:
grazie :)
I've tested the mod (particles.dat files) in Museum and in campaign. No 'smoke puffs' bug at the moment.
*Personal Note ( Aircraft Bones ):
B1 = Internal Bombs Bay Forward Left
B2 = Internal Bombs Bay Back Left
B3 = External Left Wing
B4 = External Right Wing
B5 = Internal Bombs Bay Forward Right
B6 = Internal Bombs Bay Back Right
It's simpler than that: any bone named B01,B02... will be recognized as weapons slot. You can place them wherever you wish on the model and use any aircraft-portable weapons with them. L01... are for reflectors, R01... radars, O01... visual spotters (usually only one per plane of each), P01... - pilots/crew. EDIT: also, GR2 Editor allows you to rename bones and (though you'll need an older version for that as this functionality is broken in newest version included in TWoS) even to clone them.
Update:
The aircraft loadouts are for the most part messed up or not working as they should ( Depth Charges in particular ) in the basic TWOS.
Fixed the aircraft depth charges, now they work as planned!
Can you elaborate? I'm in the process of adding some new planes to the game so I'm quite interested in learning of any issues with weapons they carry.
Viktor_Prien
01-15-21, 08:38 AM
It's simpler than that: any bone named B01,B02... will be recognized as weapons slot. You can place them wherever you wish on the model and use any aircraft-portable weapons with them. L01... are for reflectors, R01... radars, O01... visual spotters (usually only one per plane of each), P01... - pilots/crew. EDIT: also, GR2 Editor allows you to rename bones and (though you'll need an older version for that as this functionality is broken in newest version included in TWoS) even to clone them.
Not exactly so, at least for the purposes I need. That the B slots are weapons is ok but for the implementation of the weapons that I intend to add I need to know exactly where the bone is located ( It will become important later on, you'll see ). In addition I want the bombs placed where they really were attached on the aircraft ( Bombay or External )
Can you elaborate? I'm in the process of adding some new planes to the game so I'm quite interested in learning of any issues with weapons they carry.
Well at least from what I've noticed so far ( I'll be more precise the more I'll go deep in the various files ) these are the main issues I've noted about aircraft so far:
- Unhistorical loadouts
- There are no external wing racks for the bombs/DC ( 3D models already built )
- Most of the aircraft ( if not all ) that were, IRL, equipped with depth charges in the current TWoS are not or they are equipped with a DC loadout that do not work ( No DCs dropped at all even if the node/bone is equipped with them).
I have still to double check this well but my initial impression is that the DC_Cluster acts as a sort of dummy DC. ( I haven't seen any DC dropped when the aircraft's relevant node is equippped with them, but further tests are needed to be 100% sure about this )
- Some aircraft should be removed ( e.g the Go 229 ) due to the fact that they never left the project table. IMHO useless to do all that we can to match the realism and then having spaceships flying around :haha: ( Very personal point of view be clear, I do not intend to criticise the TWoS author/s in any possible way.Their work has been amazing, it's simply that I like some stuffs implemented in a different way )
- I have yet to find ( only because I haven't still looked at it ) where the aircraft damage model files are located because the aircraft DM, IMHO, is beyond arcade. In the tests I've made so far you can let explode a PBY Catalina or a medium/large bomber with a couple of shots. My initial feeling after seeing this ( as an aviation passionate ) was a bit MIEOWWWWW... :haha:
- The good part is that most of the aerial weapons use a .DAT file so importing the new ones in the game should be, in theory, pretty easy and fast. ( I have already built all the necessary 3D models, I need simply to import them and then update all the aircraft loadouts accordingly )
- I have still to determine/know what is that controls the aircraft behaviour ( if not hardcoded ). Let's say that I would like to understand certain aircraft behaviours. In particular:
a) What controls how many bombs are dropped in a pass? ( So far I saw the bombs/DC dropped just one a time ). My guesses are 2: or is something hardcoded or some of the nodes are not correctly positioned ( For example, IIRC, in SH3 if the node was set too close to the aircraft the DC of interest didn't work )
b) Why sometimes the aircraft drops the bomb/DC others not? ( My guesses: wrong speed set for the waypoint, wrong aircraft alignement with the target or too low level of experience of the aircraft of interest set in the ME )
*My thoughs behind this: I'm a passionate WW2 aviation lover so I would like to have the aircraft in the game as much closer as possible to their real counterparts. Aircraft were extremely deadly for U-boats, I would like to have them more dangerous in respect to what we got actually. ( Too easy to deal with them currently, IMHO )
Viktor_Prien
01-15-21, 09:02 AM
Small and very quickly edited video of the DC at work ( higher resolutions will become available when the YouTube Lords will gently end to process the video quality ).
Enlarge it for a better view at least until the higher res will be not available if you have a high res monitor/screen.
https://youtu.be/AJM5ng71Mj0
Viktor_Prien
01-15-21, 09:24 AM
grazie :)
I've tested the mod (particles.dat files) in Museum and in campaign. No 'smoke puffs' bug at the moment.
Excellent!!! ( ..and thanks for the feedback, mate! ) :salute:
Viktor_Prien
01-15-21, 01:35 PM
As reference:
Aircraft Loadout Types from TWoS Original ( Weapons Only )
Bomb_100kg
Bomb_250kg
Bomb_500kg
Bomb100lb ( 45,35 kg )
Bomb2000lb ( Halifax, 2000 lb = 907,18 kg ) * The only aircraft using this bomb
Bomb_Cluster ( US Heavy Bomber Med War )
Torpedo_Mk15_aircraft _launched ( Avenger )
MK24_TORP ( Avenger )
3InchRocketGB
5InchRocketUS
DC_Cluster ( Mosquito Mk VI ) * Detonation Depth -15 Meters - Located in Cluster.DAT --> Node DC_Cluster - 4xDC
AirDepthCharge_45m ( PBY Catalina ) * Detonation Depth -45 Meters - Located in Bombs2.DAT - Single DC
AirDepthCharge ( H6K ) * Detonation Depth -10 Meters - Located in Bombs.DAT - Single DC
Airborne_DC ( BV 138 ) --> Not yet found ( But not a big deal because I've found only the BV 138 equipped with them )
DummyBomb
Notes
* = The aircraft indicated between brackets indicate the aircraft used for the tests or only as reference, not all the aircraft equipped with the weapon of interest
** = Still to be tested but IIRC from SH3 the empty weapon nodes ( B ) must be not left empty but filled with the dummy bomb otherwise the aircraft will not perform fully as planned
( The typical example is the aircraft equipped with weapons not performing any attack run or not dropping any bomb/s )
*** = If the kg are indicated between brackets it means that is a value not used by the game but there only as an easy personal quick reference ( I'm more accustomed to deal with the metric system being from Europe )
**** Aircraft equipped only with basic loadout
AF_Fulmar
AF_HurricaneMkI
AFB_FW_190A5
AFB_Jak_1
AFB_La_5
AFB_MiG_3
AFS_Beriev_KOR_1
AFS_Beriev_MBR_2
ALB_B17Fortress
ALB_Wellington
ALBS_USEarlyWar
ALBS_USLateWar
ALBS_USMedWar
Arado_Ar196
AS_USHeavyBomberVLR
AS_Walrus
As_Z501
ATB_Avenger
I've put here all the aircraft I've found equipped with the basic loadout only, as reference. ( Every aircraft will be, if needed and especially when I will correct or I'll add new loadouts, treated independently )
***** Bombs and DC .DAT file Location: C:\Program Files (x86)\Steam\steamapps\common\Silent Hunter 5\data\Library
Reference Images ( Click the image of interest to enlarge it )
Bombs
https://i.postimg.cc/SqCXRt1Y/Bombs-1-DAT.png
Bombs 2
https://i.postimg.cc/tX8TChhz/Bombs-2-DAT.png
Clusters
https://i.postimg.cc/1syztRNb/Clusters.png
Mk 24
https://i.postimg.cc/WjG3TqtM/Mk24-DAT.png
New Air-drop Weapons ( Early Development, Only place-holders for the time being )
https://i.postimg.cc/jKMjD0Q5/New-Weapons.png
------------------------------------------------------------------------------------------------------------------------------------
* Other Torpedos, Dummy Bomb, Dummy Torp coordinates only, no 3D object
Muckenberg
01-15-21, 03:43 PM
Good day
I've tried your ship smoke mod and I haven't made a mistake yet. Good work.:Kaleun_Thumbs_Up:
Wow, those water geysers from DC are perfect. Are they from SH3,4? won't you release the mod of these explosions for tests?
Viktor_Prien
01-15-21, 03:56 PM
Good day
I've tried your ship smoke mod and I haven't made a mistake yet. Good work.:Kaleun_Thumbs_Up:
Wow, those water geysers from DC are perfect. Are they from SH3,4? won't you release the mod of these explosions for tests?
1- Danke, I'm glad it helped! ( Mod is not mine, the files are from TDW. I have simply found them [ Currently missing from the TWoS mod ] and added them to it noticing that they, at least on my PC, fully fixed the resetting smoke issue )
2- They are from SH5 ( TWoS Mod Last version + Last Update ). They are already in the game no need to add them mate ;)
You can have them by simply installing the TWoS Mod! ( Highly suggested, it's an absolutely amazing and impressive mod! )
Viktor_Prien
01-15-21, 07:27 PM
Two questions about the mission editor:
1- I create the mission, I save it, all ok...when I build the mission I select a Type VIIC then, instead when playing it in the historical missions menu/list I can only select the VIIA or VIIB. What I'm doing wrong?
2-How to you set the title of the mission? ( I mean the one displayed in the historical missions menu where there are listed all the missions available )
My mission displays only the date, while the other ones ( the ones already present ) display both the title and the date.
Thanks in advance! ;)
Muckenberg
01-16-21, 01:20 AM
1- Danke, I'm glad it helped! ( Mod is not mine, the files are from TDW. I have simply found them [ Currently missing from the TWoS mod ] and added them to it noticing that they, at least on my PC, fully fixed the resetting smoke issue )
2- They are from SH5 ( TWoS Mod Last version + Last Update ). They are already in the game no need to add them mate ;)
You can have them by simply installing the TWoS Mod! ( Highly suggested, it's an absolutely amazing and impressive mod! )
Good day
Thank you for your answer. Unfortunately, I don't understand much English.
I have TWoS installed since update 1.4. so if I understood you well, then the improved water geysers are already in the latest update TWoS 2.2.22.?
I play TWoS quite regularly and unfortunately I don't have the geysers in the game. Only the SH5 classic.
It is possible that I have a bad installation I do not know.:k_confused:
Two questions about the mission editor:
1- I create the mission, I save it, all ok...when I build the mission I select a Type VIIC then, instead when playing it in the historical missions menu/list I can only select the VIIA or VIIB. What I'm doing wrong?
2-How to you set the title of the mission? ( I mean the one displayed in the historical missions menu where there are listed all the missions available )
My mission displays only the date, while the other ones ( the ones already present ) display both the title and the date.
Thanks in advance! ;)
Not sure about 1 (from memory, it worked for me... might have something to do with the menu where you choose boat in historical missions?), but 2:
Mission -> Language Localization -> Click "Mission Title" and then write title in empty field below.
Some thoughts regarding issues you've noticed with aircraft:
- SH5 aircraft AI is not the sharpest tool in a box, some ahistorical configurations might be a compromise in order to get AI to do its job - vdr1981 would know more about that.
- you can find basics about how damage model works in TDW's post I linked in this thread. Basically: invisible (and very simplified) DMG_col model is responsible for hit detection, and damage boxes (not spheres) in .zon file - for actual damage (like engines, fires, wings falling off). If aircraft is hit where no damage boxes are present, it simply loses hitpoint until it runs out, at which point it will explode. You are right about model being currently extremely basic and not even fully using potential offered by the engine. It could be much improved, though doing it for all planes is a ton of work.
- Loadouts: aircraft spawn by airfields in campaign will use basic loadout every time from what I understand of vdr1981's earlier posts. This means any loadout except basic is only useful for single missions or for manually placed air groups (which are very few currently, most air traffic is generated by airfields).
EDIT: also, if you are interested in improving aircraft in SH5, check out this thread by gap where many issues with planes are discussed:
https://www.subsim.com/radioroom/showthread.php?t=247344
Viktor_Prien
01-16-21, 07:23 AM
Good day
improved water geysers are already in the latest update TWoS 2.2.22.?
Je to správné ( Correct )
I play TWoS quite regularly and unfortunately I don't have the geysers in the game. Only the SH5 classic.
It is possible that I have a bad installation I do not know.:k_confused:
Možná soubory znovu zkontrolujte nebo proveďte novou instalaci ( Maybe, check the files again or make a fresh installation )
*Použil jsem překladač, takže doufám, že jsem nenapsal nějaké kecy :haha::haha::haha:
Viktor_Prien
01-16-21, 07:56 AM
@kapuhy
1- Many thanks for the replies about my questions! I will try to find a solution about the point #1 but later on ( It's not super important now, I can somehow run and test the mission ).
2- About the DM it should be feasible to improve it. Lot of work sure but surely feasible ( The more I get accustomed again to work with the game files, the more I remember how it works to modify the various stuffs ). Fortunately the GR2 program is quite intuitive and easy to be used ( at least for things I've checked so far ). Sometimes it crash but basically it works on the false line of SD3 so I do not expect eccessively big troubles in using it.
3- About the loadouts: if so, fixing/modify them will be fortunately pretty easy to be done. Said very briefly, if so, I will simply edit the basic loadouts accordingly to my/our preferences.
4- About the link to aircraft discussion: Thanks for the link it was already bookmarked in my favourites ;)
5- Other stuffs: Yesterday I've checked carefully all the various aircraft weapons ( apart from the Airborne_DC of the BV 138 that I have not yet found where is located ) and I've probably understood why some of them are not dropped every time that the aircraft make a pass ( Basically said I need to modify the max/min angles at which the bombs can " fly " during their path + some others parameters here and there ). Basically all the aircraft weapons works but there are some that seems to work better than others. For example, The DC_Cluster works but the aircraft behaviour it's much more better if you set the single DC for each aircraft B mode.
Said so, now that I've generally understood how the aircraft/weapons behave, in the next days I'll work mainly on them until I will reach a point that satisfies me. It's a lot of work, so it will take time but it's fully feasible. There is no hurry, one step a time we will improve the TWoS features hopefully to render it even more cool ( ...and the basic TWoS mod is already a blast !!! ).
Again, permit me to say thanks to you for your help. It's absolutely crucial, IMHO, having experienced persons like you helping me in the various steps of this journey. Your advice and help are always more than welcome here, many thanks my dear mate!!! (...and I can't wait for when vdr1981 will be able to fully join the discussion here after his busy period! )
Exciting times ahead!!!
:salute:
Muckenberg
01-16-21, 02:30 PM
Thank you for answer.
I still can't believe him. That was one of the things that bothered me on the graphics page in SH5. Those bad geysers of water after a depth charge exploded.
I am very happy that there has been a reworking. I will have to read the update in which it was added.
Just to be sure. Could you post here a video of DD throwing depth charges and subsequent water geysers?
I want to be sure before I start drilling into the game installation. I haven't had any major problems with TWoS yet, so I'm very surprised by this.
Thank you for your understanding and I would also like to thank you for your work and activity in the TWoS community.:Kaleun_Applaud:
Viktor_Prien
01-16-21, 07:02 PM
Just to be sure. Could you post here a video of DD throwing depth charges and subsequent water geysers?
I want to be sure before I start drilling into the game installation.
Video has been recorded. Time of editing it and uploading it on YouTube and the video will be up. Recorded in 4K resolution. ;)
Viktor_Prien
01-16-21, 08:03 PM
Here is the video you requested. I hope that's what you was expecting by it. 4K resolution will become available in some time. ( Refresh the video and check ) :salute:
https://youtu.be/XD_MrZmQRDM
Muckenberg
01-17-21, 01:58 AM
Good day
Thank you very much for the published video. So it looks like I'm fine. I have the same water geysers in the game as you.
So when the DD bomb drops in the depths, we have the same geysers. Classic SH5. However, in the first video, a plane throws a depth bomb at you, and the geyser is different from the depth bomb from DD.
I guess I can't be afraid of so many planes and be bombed and find out what's going on.:k_confused:
Thank you very much for your help.:Kaleun_Salute:
Viktor_Prien
01-20-21, 12:24 AM
I like the German writings for the realism but unfortunaly, at least for me, is not so intuitive and easy to use having the repair tag-button in German language/text so I've modifed the relavant files so to have both the German and the English language available at the same time.
Now the damage tag-buttons have English text while instead in the middle description box ( Once you select an item ) the name of the apparatus/equipment/item of interest is displayed in German language.
The detailed description remains in English as per normal.
A lot more intuitive and easy to use for the ones that are not German mother tongue, IMHO.
In the case that it could be of interest, please note vdr1981, that I've also found a bunch of typos and errors in the original TWoS files about this and so I've corrected them. ( 4 Typos, 1 Item wrong designation ).
All the writings and tag-buttons have been set so to be fully visible both in 2K ( 2560x1440 pixels ) and 4K ( 4096x2160 pixels ) screen resolutions.
Reference Image ( Click on the image to enlarge it )
https://i.postimg.cc/r811D76h/Screenshot-249.png
Demon777
01-20-21, 05:38 AM
I like the German writings for the realism but unfortunaly, at least for me, is not so intuitive and easy to use having the repair tag-button in German language/text so I've modifed the relavant files so to have both the German and the English language available at the same time...
good job! :up:
will these be included in TWOS, or the files can be downloaded separately?
Viktor_Prien
01-20-21, 08:03 AM
good job! :up:
will these be included in TWOS, or the files can be downloaded separately?
It depends. I have first to talk with vdr1981 ( He's currently busy ) and ask him what he prefers. In the meanwhile I will finish the files for all the human playable subs ( So far I've completed only the VIIA and I'm still running some tests to check that the mod is fully stable and bug-free but I do not expect any major issues with it ).
:salute:
Viktor_Prien
01-24-21, 11:41 PM
Update #3
- I have now completed the translations of the writings of the " Systems " menu of the types VIIA, VIIB, VIIC, VIIC/41. Tomorrow I'll complete the U-FlaK too, so then this part will be complete for the time being.
- Finally I've got rid of the writings popping-up when you pass the mouse over a character ( Something that for me was very annoying because it ruined the immersion IMHO ).
No more character name and level of training are displayed ( I've removed the training % too for realism purposes ). Now when you will pass the mouse over the character of interest the pointer of the mouse will switch to a small hand shape so to be still able, easily, to select the intended character, when needed.
Interesting to note that this seems to have drastically removed the micro-stutters and improved the smoothness of the mouse movements while moving in the various sub interiors.
- Made every mod as a stand-alone for the time being so they can be easily managed/checked/tested in the future.
- Corrected the relevant files of the option TWoS mod " TWoS Remove Sub Flags " so that now the flag pole do not disappear when you enable the mod. ( Only the flag will be removed )
- Added missing keybindings to my keys profile.
- Created a dedicated VoiceAttack profile including all the commands available in the game. ( Plus enabling/disabling all the mods and starting all the relevant programs automatically via voice input )
- Corrected the relevant files of the option TWoS mod " TWoS Remove Sub Flags " so that now the flag pole do not disappear when you enable the mod. ( Only the flag will be removed )
About this point: photos of U-Boats taken in combat (not in port when flag would be raised) don't show the flagpole:
https://ww2today.com/wp-content/uploads/2010/11/U-Boat-U-31-sinking-2nd-November-1940.jpg
https://www.awesomestories.com/images/user/5688d3362b.jpg
And here, you can see close-up of flagpole base (just left of large AA gun):
https://upload.wikimedia.org/wikipedia/commons/0/05/U995-Turm.JPG
I'm not sure, but judging from these photos it seems to me that flagpole was removable and except for the times when flag was to be raised (i.e. port/friendly waters), it would be disassembled (makes sense - addidional useless thing sticking up from the bridge that obscures AA guns field of fire and raises the risk of being detected)
Viktor_Prien
01-26-21, 11:17 PM
At least with the data I have pretty much it should be so:
- Early Type VII variants got a fixed flag pole on one side of the turm where the flag was attached/removed. Another one was present in the bow of the sub ( Mainly Type VIIA pre-war variants only ). Of these variants I have both images with fixed flag pole or with it removed and even with the flag pole housing ( Probably retro-fitted IMHO ) like on the VIIC. Hard to establish for sure what was the " standard configuration ". ( As always happen when researching/being interested about WW2 German equipments :haha: )
Sample ( Type VIIB with the fixed/welded flag pole [ U-45 ], 25 June 1938 the day it was put into service under the command of Kptlt. Alexander Gelhaar )
https://i.postimg.cc/QsTD9GSk/Screenshot-257.png
Sample Type VIIB, U-51, fixed flag pole detail
https://i.postimg.cc/0kKTwDG2/Screenshot-258.png
Sample Type VIIB, U-52, Memel, summer 1941, fixed/welded flag pole detail
https://i.postimg.cc/Mwh283xc/Screenshot-259.png
- Starting from the VIIC there was a dedicated cilindrical housing for the flag pole ( or several depending, I guess, on field modifications ) so that the rod of the flag was removed after not needed anymore. You can see the flag housing very well in the Type VIIC close-up image below. ( ...and you can notice also a smaller one on the right side probably used for the pennants pole IMHO )
You can see more complex flag pole housings on later variants like the Type IX ( Check for example the pictures of the U-505 where you can notice a pretty elaborate flag pole housing composed at least of three parts, one in the upper part of the rail guard and one at the bottom of it, with in the middle, what seems to be, a blocking system for the flag pole ).
* Take in mind that I'm currently using a type VIIA that's why I've enabled the flag pole
https://i.postimg.cc/jK5Ksnn9/Screenshot-255.png
Viktor_Prien
01-29-21, 01:09 PM
UPDATE #4
Started to work actively on the following stuffs:
Improving the Remove/Activate Sub Flags behaviour
Goal: Having the sub flag/s automatically moved at the correct place ( when surfaced ) or removed ( When submerged ) without being forced to, every time, enabling/disabling the mod of interest
Next Step: If what written above will be feasible, the next step will be looking if there is the possibility of adding the pennants too ( Always in an automated or semi-automated way as above )
Priority Status: - Flags: Secondary - Pennants: Secondary
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Improving the on-screen Warning Icons for orders
Goal: In the option file by TDW one of the options that is missing ( Feature planned but not yet added ) is the change to have the warning icons for orders ( Like for example the " Man at the battle stations " or the " Man the deck guns ", just to quote two of them ) disappearing after a certain amount of time ( Actually, once activated, these warning icons remains always visible on-screen ).
Letting them hide from the HUD and be displayed only for a fixed amount can be achieved pretty esily so I will add this option too ( Always as stand alone JSGME mod for the time being )
Priority Status: Primary
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Improving the crew voices routine
Goal: A thing that I really don't like is that actually almost all the crew voices, under certain conditions, are quite messed up ( For example when you are on silent running you continue to get the crew screaming orders instead of whispering them ). The same applies to some sound associated with the order of interest ( For example certain ringing bells playing when they instead they should not or ringing with a wrong sound associated ).
I've already took a look at the scripts and they are fortunately quite easy to be edited/modified accordingly ( Thanks Evil they are not complicated as the ones of the IL-2 Blitz Series! ).
I've also already located all the other files that should be of interest for realising this mod.
It will require time, because the files to be edited are a lot, but it seems to be fully feasible after the first tests/trials I have done about this aspect of the game.
Priority Status: Primary
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Improving the aircraft DM, sounds, routines and fixing errors/glitches/bugs
Goal: Again, another thing that currently I really don't like of SH5.
The DM ( Acronym of " Damage Model " ) in the current version of TWoS ( .. but be clear, it's not fault at all of the mod creator/s but instead of the original game developers ) is beyond arcadish. With a few shots, just to quote a thing, you can let explode, for example, a medium/large bomber.
In addition some sounds of the aircraft are really bad ( For example the current Stuka seems to be more a flying fart than a real aircraft :) )
The same applies for certain aircraft routines and behaiours.
I have also noticed some glitches with aircraft ( For example under certain conditions and angles you will see the Stuka tail rudder flying some meters behind the aircraft. Normally this is provoked by nodes/3D parts overlapping so I will look into it, hopefully fixing it.
Again, it will require time, because the files to be edited are a lot, but it seems to be fully feasible after the first tests/trials I have done about this aspect of the game.
Priority Status: Primary
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
I'm also working on a lot of secondary stuffs that I will not mention in detail until the work will be completed and fully tested.
For now I'll say only that most of this part of the work covers the following:
- Improved loading times
- Spelling Errors
- Fixing minor glitches/stuffs found so far
- Improved fonts/writings/dials visibility for high resolution monitors ( Mainly 2K and 4K ones )
- Fixing/Improving menus layout and structure
- Removing useless/annoying tooltips ( For example I do not need an on-screen help text telling me tha I'm looking at the hydrophone when it's so obvious what the item of interest is )
- ... and lots of other minor stuffs that I notice while working on the various files mentioned above
Priority Status: Primary or Secondary depending on the file of interest
End of the report.
Viktor_Prien
01-29-21, 01:22 PM
The " Planned Schedule " in the first post has been updated accordingly.
CROSS LINK: https://www.subsim.com/radioroom/showthread.php?t=248048
Viktor_Prien
01-30-21, 01:20 PM
CommandClass = <[Generic] | Depth | Course | Speed | ... >; used to group some commands which affect the submarine's behavior in the same way
1- Are there any other known classes in addition to the ones above?
2- Any idea where the file that defines the classes is located? ( if any )
3- Any idea what could be the class for commands like " Toggle Battle Stations " ?
Thanks in advance! :salute:
* I'm asking this because in the commands file ( Command # 436 ) this command is set as generic so only the first sound file will be used ( or rather MC_CR_SO_01_A ). This result in the fact that even when you secure from the battle stations you get the audio file activated who says " All men at battle stations, quick quick! ". In the file ( Note that the quote below is from my custom custom file but the writings " not working " are the same in the original commands file ). I've tried changing the first one with the audio file who says to secure the battle station but the audio file doesn't seems to be used correctly by the game, so, if you set it as first you will not get any voice both when enabling/secure the battle stations.
[Cmd436]
Name=Toggle_battle_stations
Contexts=1
Key0=0x42,s,"SHIFT + B"
HasDelayedExecution=Yes
CommandClass=Battle stations --> Here I'm experimenting trying to use some additional " guess " CommandClass until I will not find the file of interest that defines the classes
Sound_0=ELO_Helm,MC_CR_SO_03;#KarlKoch not working;was MC_CR_SO_01_A *Note: Here I've tried to change the first audio file but no sound is played if doing so. To be noted that instead the default MC_CR_SO_01_A works even if in the file
notes is listed as " not working ". The MC_CR_SO_03 audio file works only if enebled via the XO dialog box.
Sound_1=ELO_Helm,MC_CR_SO_01_B;#KarlKoch not working
Sound_2=ELO_Helm,MC_CR_SO_03;#KarlKoch not working
** I'm also checking the Scripts to see if there is any reference to the " Enable/Secure Battle Stations " command
Viktor_Prien
01-31-21, 05:54 PM
This evening while working on other stuffs I've also made some initial tests about if is possible to have pennants in game ( Note that the one in the image it's just a basic one used only for the tests and that I've blurred the swastika in the image for forum purposes; In game it will be visible as per normal ).
Well the reply is, definitively yes! ( I will later make the various 3D stuffs needed to have the victory pennants located in the correct position/attached to the right place ).
In addition I have also made some tests about the semi-automation of the flags/pennants ( Flags/Pennants on/off depending on user choice ) and also this seems to be fully feasible ( It will require just a bit of " Magic Mod Powder " and time :) )
( Click the image if you want to enlarge it )
https://i.postimg.cc/51HtBx8X/SH5-Img-2021-01-31-23-34-21.png
This evening while working on other stuffs I've also made some initial tests about if is possible to have pennants in game ( Note that the one in the image it's just a basic one used only for the tests and that I've blurred the swastika in the image for forum purposes; In game it will be visible as per normal ).
Well the reply is, definitively yes! ( I will later make the various 3D stuffs needed to have the victory pennants located in the correct position/attached to the right place ).
In addition I have also made some tests about the semi-automation of the flags/pennants ( Flags/Pennants on/off depending on user choice ) and also this seems to be fully feasible ( It will require just a bit of " Magic Mod Powder " and time :) )
( Click the image if you want to enlarge it )
https://i.postimg.cc/51HtBx8X/SH5-Img-2021-01-31-23-34-21.png
It looks great and in my opinion will be a pennant much better like the normal flag.
I look forward for the first release of your "little" mod. :Kaleun_Thumbs_Up:
Viktor_Prien
02-02-21, 10:15 AM
Question:
I would like to change the zoom level at which the ships's silouettes are displayed/become visible on the navigation map.
Do I have to play with the SymbolZoom parameter correct?
[Map0]
MapID=Navigation_map
Position=0,0
Resolution=1024,656
MajorSqrs=4,2.4
MinorSqrs=5,5
PixPerUnit=50
ZoomLevels=1,2,5,10,20,50,100,200,500,1000,2000,40 00,10000,20000,40000; meters per pixel
InitialZoom=500
SymbolZoom=10;units are drawn as symbols from this zoom up
GroupsZoom=100;units are drawn in groups from this zoom up
CityZoom=10000;city names are displayed from this zoom down
KriegZoom=2000;krieg labels are separated displayed from this zoom up
HarborZoom=50;harbors will be displayed from this zoom up
-- SOLVED --
This evening while working on other stuffs I've also made some initial tests about if is possible to have pennants in game ( Note that the one in the image it's just a basic one used only for the tests and that I've blurred the swastika in the image for forum purposes; In game it will be visible as per normal ).
Well the reply is, definitively yes! ( I will later make the various 3D stuffs needed to have the victory pennants located in the correct position/attached to the right place ).
In addition I have also made some tests about the semi-automation of the flags/pennants ( Flags/Pennants on/off depending on user choice ) and also this seems to be fully feasible ( It will require just a bit of " Magic Mod Powder " and time :) )
As far as I know, the only documented usage of pennants aboard U-boats was relative to the victory pennants. Apparently, flying them from the flagstaff was rather uncommon. In most cases they were hoisted on a line hanging from the top of the fully extended attack periscope; check the following document for more on this subject:
https://amp.rokket.biz/docs/victory_pennants.pdf
In game, the above could be simulated by adding a new bone to the top of the attack periscope. A simple 3D line should be linked to this new bone either via eqp file or merge controller. The line, on turn, should have several equipment bones bound to it at regular space intervals, so to enable the linking of the appropriate pennants to the lanyard the same way as U-boat flags are linked to the flagstaff.
If memory serves, there is a controller which can switch on/off the rendering of objects depending on their height on the sea level. If set appropriately, that controller would make the line together with its child objects (the pennants) only visible when the U-boat is surfaced and the attack periscope is fully extended. Some fine-tuning might be needed here as the pennants might be popping in and out in stormy weather, but that should not be a big issue either as we would only hoist our pennants in the immediate proximity of land, where waves are never too high.
Viktor_Prien
02-04-21, 04:27 PM
Yep, obviously I was referring only to the victory pennants. Yep I have in mind something similar to let them work... ;)
:salute:
Yep, obviously I was referring only to the victory pennants. Yep I have in mind something similar to let them work... ;)
:salute:
Okay, you seem to know your stuff :up:
Quite a while ago I had started collecting pictures of antique U-boat victory pennants (or possibly their copies) on sale on the internet, and I had converted them into SH textures. Unfortunately the HD where they were stored has crashed and I wasn't able to recover them, but finding again decent quality pictures and re-processing them for usage in game shouldn't be a big issue anyway.
Let me know if you need help with that or with any 3D model. Lines and flagstaff are simple objects that I can create in a matter of minutes. :salute:
Viktor_Prien
02-06-21, 05:43 AM
Okay, you seem to know your stuff :up:
Quite a while ago I had started collecting pictures of antique U-boat victory pennants (or possibly their copies) on sale on the internet, and I had converted them into SH textures. Unfortunately the HD where they were stored has crashed and I wasn't able to recover them, but finding again decent quality pictures and re-processing them for usage in game shouldn't be a big issue anyway.
Let me know if you need help with that or with any 3D model. Lines and flagstaff are simple objects that I can create in a matter of minutes. :salute:
Thanks mate for your help and support!
When the basics will be ready I'll will surely contact you for some 3D models I need ( I know how to make them but if we can share some work the times will be surely shorter ).
Again, many thanks for your support, is really VERY MUCH appreciated here!
:salute:
EDIT: If you need it here you can find a base template for the victory pennants. LINK: https://mega.nz/file/7552HL4J#y57SmWjkZlvdAicZGO1fpsVMZvZKIhRp71rg7AjSN-g
( It's in .JPG format so it can be easily changed to any file format needed like .png, .dds, etc. Background transparency yet to be added. )
Viktor_Prien
02-06-21, 07:14 AM
UPDATE #5
Development is proceeding at a good rate.
The main new additions I've brought recently are the following:
- Fixed the stopwatch texture so now the first 5 minutes marks on it are well visible and not covered anymore by the glass reflection that was rendering them hard to be seen
- Now the warning icons have been disabled so to stimulate the player to interact more with the sub crew characters. The only one I've left so far is the one when disactivating/enabling the hydrophone but I've reduced it's size to be less intrusive on the HUD. For all the other stuffs the player will have to interact directly with the U-boat crew characters to know what is active or not ( as in real life ). Also the warning icons for the shallow depth, we're underwater and we're close to the bottom have been removed so the player will have to check more frequently the parameters of interest with the U-boat items available ( Echolot, hydrophone, etc ) and he will have to act more carefully while planning his depth change actions. Now you can't simply go down fast having the warning icon advsing you when you're close to the sea level...You have to check your available on-board instruments and you have to make a risky educated guess of the current ocean/sea depth or you will hit the bottom!
- For the same motives as above also all the orders in progress icons are not visible anymore. You have to visually/directly look/check to know the current state of the order given.
- Improved a lot of aircraft engine and environment sounds. No more flying farts! :haha:
- Improved crew voices and internal/external U-boat environment sounds. Now there are more realistic sound voices ( obviously when needed ) and the " feeling " of being inside a living/populated U-boat is improved. I'm also in the process of fixing the crew screaming when on silent running. Further updates about this aspect will follow in the next updates.
All the necessary scripts have been updated accordingly in respect to the modifications made so far
- Fixed the problem with the gramophone that sometimes seems to act in a weird way when you hit the " Next song " button on the gramophone icon visible on the screen ( Obviously when enabled ).
Sometimes the gramophone was overlapping tracks or playing tracks only for few seconds than switching to the next one
- Roughtly counted, so far, including aircraft, sub, environment sounds, voices, etc more than 100 sound files have been improved/edited
- Fixed the map tool marking colours ( Too faint and barely visible ). About this, due to the fact that this is something that must be done by the player directly, I will realise a detailed info document about the " How To " due to the fact that the info about this are scattered all around the forums an, often, hard to be found. The instructions will cover the " How to " both via the TDW patcher or via hex editing so the player can easily chose the way fits him the most.
- Improved the map tools icons size ( when a tool is selected/used ) so now they are well visible even in high resolution like 2K and 4K (.. and you don't have anymore to become blind attempting to see them due to their current " ant size " :haha: )
- Limited the max zoom of the navigation map so also for players using lower levels of realism will be not possible anymore to zoom so close that you can see the ship's silouettes making range/course estimations extremely precise. Now the max zoom you can achieve will display only the squared icons rendering more hard and imprecise, but not terribly difficult at the same time, making the necessary calculations, rendering, hopefully the experience a little bit more " realistic " even for players using lower levels of difficulty settings.
- On the same line of thinking I have modified the detected sound contact lines so to have them still visible but with the high change of more imprecise, or even totally missing, under certain conditions, sound contacts lines reported/displayed on the navigation map
- Edited the U-boat overlay selectable in the navigation map so that it reports less accurate readings and less informations ( Too many additional info IMHO achievable using it ). Now using it you will have a general idea of the contact heading and distance but you can't have anymore " 100% sure " data provided by it ( Like in real life a U-boat commander could only make an estimation about the distance from his U-boat to a certain objects, there were no " centimetric precison " devices available for this purpose at that era ). Now you can't even precisely locate the position of your U-boat using it but you can get only a rough estimation of it. I've presume this is a good balance between full realism and lower settings of difficulty.
I know that some players may not like these modifications but all the stuffs on which I'm working are attempting to increase the level of " realism " of the current TWoS mod ( That is surely already high/very good! ) so also in lower levels of difficulties this my way of acting will be reflected in some way.
Take in mind that, somehow, every additional mod I'm realising is a stand alone one so the player will remain always fully free of deciding what he wants to enable and what's not. The realism is imortant, sure, but the most important thing, IMHO, is that the game must remain fun to be played at the maximum possible level. Every one is fully free, at least for me, to play the game with the settings he prefers, I'm not surely an " extremist " in favour of the " Extreme realism " or for the " some concessions to keep the game fun ". In brief, chose only what, in your opinion, provides you the most satisfying experience.
I'm pretty sure to say that if we could interview 100 players we will probably hear/get 100 different versions of what they intend for " realism " in a PC game or a U-boat sim in this case.
- Removed from periscope, TDC, etc the annoying ( IMHO ) and not historical " modern days style " torpedo depth indicator ( Top left when you open an aiming device ). Now you can set the torpedo depth only acting on the TDC settings
- When selecting a tube now the light displayed for it is green instead of light yellow. It's not yet the ideal system I would like to implement ( Green selected/working, red not working/depleted ) but it's better than the light yellow light IMHO
- Removed the torpedo icon displaying the torpedo path once a torpedo is launched. Now as in real life you have to wait for the impact ( or for the miss ) of it/them. No more torpedo icons displayed on the navigational map. ;)
- Less intrusive hand icon when mousing over a selectable crew character
...and lots of other stuffs but now I do not want to bother you too much with an extremely long " poem "! :haha:
Further news about the current development will follow in the next report!
End of the report.
Gute jagd Herr Kaleun!
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