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GrenSo
05-24-22, 10:07 AM
After thinking for a while, just because I was already called as someone who doesn't know what he's talking about, I still decided to release my own mod GSE (GrenSo's Submarine Environment).

This mod was inspired by photos, site visits of submarine, movies and many other existing mods like TWoS (english and russian version) and modders like gap, vdr1981, boogieman335, Bstanko6, SteelViking, TheBeast, TheDarkWraith and many others, which were partly used 1:1 and partly as a template for my own changes. If you want, you can also see GSE as a kind of small megamod. My mod was created under using TWoS. GSE is just for TWoS v2.2.25 and above and I cannot guarantee that GSE will work or have no problems and with the stock version of SH5.

https://i.postimg.cc/VNgcy3NQ/GSE.jpg



Download can be found here: https://www.subsim.com/radioroom/downloads.php?do=file&id=6342


Include the following 7 additional addons:
- GSE - alternative Periscope and OBS
- GSE - alternative VIIC Deck
- GSE - G7e Torpedotexture
- GSE - Keyboard Layout for TWoS Real Navigation
- GSE - old GSE Periscope and OBS
- GSE - QR1 + QR2 Fix
- GSE - VIIC41 Snorkel Deck*

Known bug: It is possible that with "silentotto" you can no longer jump to individual sections in the campaign when GSE is activated.
Workaround: Disable GSE. Use "silentotto" to select the desired chapter of the campaign, upgrade the submarine as desired, select the mission and go on patrol. Then save. Leave the game, activate GSE and load save game.

Changelog:

v1.0 - first public release
v1.1 - small bugfix
v1.2 - new textures for TRA room from type VIIA, B, C and C41
- alternative periscope and OBS view as add-on
v1.2.1 - bug fix in scale of periscope and OBS view
v1.2.2 - alternative clock with black face as add-on
v1.2.3 - change the subfolder structure for bug fixes
v1.2.4 - changed some textures in all submarines
- historical correct floor
- Radion R3 as alternative radio as add-on
- alternative gyro compass as add-on
- alternative torpedos (optic of G7e) in TRF room as add-on
v1.2.4a - reworked texture of the alternative torpedoes from version 1.2.4
- delete alternative gyro compass as add-on for non TWoS
v1.2.5 - small texture change in TRA room
- some new but not animated dails in DER room
- small color correction at alternative gyro compass add-on
- new relistic torpedo texture/color in UZO, periscope and OBS view when a torpedo is fired
- small adjustment of the chimney smoke at the merchant ships
- change submarine texture on sub system page with blueprint/construction plan
v1.2.5a - revision of the coloring of both compass variants
- switched dark version of the gyro compass to default one and the light version as alternative add-on
v1.2.5b - compass is now draggable on the top in heading view
v1.2.5c - fixed a bug with "out of sector" in external view
- fixed the bug with brocken texture of the ladder in CR
v1.2.5d - retracted
v1.2.6 - fix the bug of flickering ladder in QR2
- change position of the toilet in QR2 to historical correct position
- added additional boxes of food in QR1
- reworked texture of the ship flags to make them look more used
- folder structure of the add-on mods revised and the documentation refined
- reworked some textures in CR room
- a few minor tweaks and fixes
v2.0 - no public release, because this one was just for testing for better compatibility with other mods
v2.0.1 - deleted the some add-on (gyro compass, Radione R3 and Stopwatch)** to have better compatibility with other mods
- deleted additional boxes of food in QR1
- deleted boxes of food and ladder in QR2
- folder structure of the add-on revised
- deleted reworked ship flagstextures
- a few minor tweaks and fixes
v2.0.2 - toned down night filter for the navigation map
- changed colors for axis (blue) and allies (red) terrain on navigation map
v2.0.3 - color correction from harbors on map
- a few minor tweaks and fixes
v2.0.4 - new textures for oxygen bottles in TRA room from type VIIA, B, C and C41
- small texture changes in CT and QR1 room
v2.0.5 - exchanged some tower emblems from Gunfighter (gf1.dds, gf6.dds, gf7.dds, gf11.dds, gf13.dds, gf16.dds, gf17.dds and gf20.dds) for using in campaign
- reduced binding of metal parts on the floor in QR1
- a few minor texture fixes
v2.0.6 - added curtains for the bunks in QR1 (two of them are closed to simulate sleeping crew members)
- changed position of the toilet in QR1 and QR2 to historical correct position
- toilet paper and pipes in the toilet in QR1 re-placed, because they were partially in the wall
- two pictures re-placed in the seating area, because they were partially covered before
v2.0.7 - closed toilet lid in QR2
- fixed a graphic glitch of a pipe in toilet in QR2
- added the add-on "GSE - QR1 + QR2 Fix" to get GSE version of QR1 and QR2 if you use mods that overwrite the files Room_QR1.GR2 and QRoom_QR2.GR2
v2.0.8 - added curtains for the bunks in QR2
- reworked curtains in QR1
- new texture for all curtains in QR1 and QR2
- added pictures in QR2
- fixed the graphic bug of the red button of the hydrophone so it is visible again
v2.0.9 - closed the toilet door in QR1 a little more so that the way to TRF is more clear
- remodeled and enlarged toilet in QR1 slightly
- added a sink and a towel in toilet in QR1
- books from the sitting area have moved to the captain's quarters and two private books (War and Peace band 1 & 2 by Tolstoi) have been added
- placed a Radione R3 in the seating area
- reworked mashes of the curtains for the bunks in QR1 and QR2
- minimal adjustment of the light in the submarine
- a few minor fixes of the mashes in QR1
v2.0.10 - changed sound files so that the crew on the tower no shout anymore
- exchanged smoke effect from sinking ships
- delete the stupid pole on the deck at the front of from type VIIA and VIIB
- a few minor texture changes and minor fixes of some mashes
v2.0.11 - fix of speed and gyro compass texture in CT
- fix texture mapping of volt and ampere label in TRA from type VIIB, VIIC and VIIC41
- small texture fix in add-on "GSE - QR1 + QR2 Fix"
v2.1 - delete the splash guard from type VIIB tower 2 for player submarine
- add splash guard to type VIIC tower 1 and tower 2 for player submarine
- reworked the texture from the ring of the hydrophone
- reworking the clouds and the cloud texture
- fixed possible flickering of the toilet wall in QR1
- fixed possible flickering of the base from the table next to the boxes in QR1
- a few additional fixes of mashes and vertices in QR1
- a deleted unnecessary vertices on type VIIC tower 1 and tower 2
- small graphic adjustment of the floor of the toilet in QR2
- replace 3d model and texture of the snorkel on all submarines
- added the add-on "GSE - VIIC41 Snorkel Deck" to get the snorkel slot on the deck from VIIC/41
v2.1.1 - small changes to the snorkel on all submarines
- correction of wrong folder structure and files names
- small changes on the add-on "GSE - VIIC41 Snorkel Deck"
v2.1.2 - replaced the texture of the clouds
- add labeling of electric engines in TRA from type VIIA
- added the smoke effect of sinking ships from TWoS again
- replaced type VIIA deck texture with a modified version from Pascal's "Pascal_sh5_deck_VIIA_version5"
- revision of the deck texture from type VIIB deck
v2.1.3 - fixed graphic glitch on the two ball bulkheads in CR that were visible from QR1 and QR2
- changed some textures from the LI
- the decks of VIIA, VIIB, VIIC, VIIC41 and VIIC41F have been completely reworked
- the arrangement of the textures from the decks of VIIA, VIIB, VIIC, VIIC41 and VIIC41F has been adjusted
- replaced deck textures from type VIIA and VIIB with a modified version from Pascal's great deck textures
- replaced deck textures from type VIIC with a modified version from Pascal's great texture as an add-on
- rework of the graphics of the attack pericope, OBS pericope and binoculars
- additional small texture corrections
v2.1.4 - small adjustments of the graphics and the position of the periscope and OBS
- added from GSE v2.1.2 the old versions of the periscope and the OBS as an add-on
- minor texture optimizations
v2.1.5 - fixes the bug that the pointer for the Track Angle does not move during TDC
- added the add-on "GSE - Keyboard Layout for TWoS Real Navigation" to have GSE keyboard layout with active TWoS Real Navigation


** The deleted add-ons, some other files and also the additional boxes of food and ladder in QR1 and QR2 are avalaible as separat mods. This mods are:
- GrenSo's Stopwatch (https://www.subsim.com/radioroom/downloads.php?do=file&id=6194)
- GrenSo's Compass (https://www.subsim.com/radioroom/downloads.php?do=file&id=6343)
- Radione R3 (https://www.subsim.com/radioroom/downloads.php?do=file&id=6345)
- silentmichal's interior mod 2.x.x by GrenSo (https://www.subsim.com/radioroom/downloads.php?do=file&id=6344)
- Conus' Das Boot Crew Faces (https://www.subsim.com/radioroom/showthread.php?t=206345)

*GSE - VIIC41 Snorkel Deck is NOT compatible with "SEA LIFE SH5" mod from vickers03

GrenSo
05-24-22, 10:08 AM
Screenshots from GSE v2.1.5

https://i.postimg.cc/xjJ2xgbk/SH5-Img-2023-09-22-15-34-34.jpg

https://i.postimg.cc/8Cz8hbSz/SH5-Img-2023-09-22-15-35-06.jpg

https://i.postimg.cc/3JtFkjnB/SH5-Img-2023-09-22-15-36-12.jpg

https://i.postimg.cc/CLYdM3qJ/SH5-Img-2023-10-19-17-27-02.jpg

https://i.postimg.cc/HxGxWLRm/SH5-Img-2023-09-22-15-38-08.jpg

https://i.postimg.cc/W18ZP2YM/SH5-Img-2023-10-19-14-25-00.jpg

https://i.postimg.cc/KcTg87sc/SH5-Img-2023-10-19-17-26-09.jpg

https://i.postimg.cc/Sxgnvgjd/SH5-Img-2023-10-19-17-26-31.jpg

https://i.postimg.cc/4xqttsqL/SH5-Img-2023-09-22-15-39-43.jpg

https://i.postimg.cc/SRSzqsYs/SH5-Img-2023-09-22-15-40-29.jpg

https://i.postimg.cc/vT0xms5v/SH5-Img-2023-09-22-15-40-52.jpg

https://i.postimg.cc/W3nh9vYP/SH5-Img-2023-09-22-15-41-16.jpg

https://i.postimg.cc/mZ17FWhs/SH5-Img-2023-10-19-14-21-56.jpg

https://i.postimg.cc/gk98Vt66/SH5-Img-2023-10-19-14-23-52.jpg

https://i.postimg.cc/Qxp50gpY/SH5-Img-2023-10-19-14-24-00.jpg

https://i.postimg.cc/jSL3tqyZ/SH5-Img-2023-09-22-15-42-56.jpg

https://i.postimg.cc/V6LCPvCN/SH5-Img-2023-09-22-15-43-43.jpg

https://i.postimg.cc/pr3hjB19/SH5-Img-2023-09-22-15-43-57.jpg

https://i.postimg.cc/Lsr8Ns37/SH5-Img-2023-09-22-15-44-36.jpg

https://i.postimg.cc/fTFxzL6h/SH5-Img-2024-05-25-15-58-29.jpg

https://i.postimg.cc/1zCvRzC5/SH5-Img-2024-04-21-15-31-16.jpg

https://i.postimg.cc/sXMwMRqP/SH5-Img-2024-04-21-15-31-33.jpg

https://i.postimg.cc/Ls6yMPVb/SH5-Img-2024-04-21-15-30-23.jpg

https://i.postimg.cc/QN9j394C/SH5-Img-2024-04-21-15-39-26.jpg

https://i.postimg.cc/nLwWGMD0/CT-2.jpg

https://i.postimg.cc/sx9SX6j9/SH5-Img-2024-04-21-15-36-25.jpg

https://i.imgur.com/PDVNfkD.jpeg

https://i.imgur.com/ULm4QhL.jpeg

GrenSo
05-24-22, 10:12 AM
Screenshots from GSE v2.1.5

https://i.postimg.cc/nM8kLbYq/SH5-Img-2024-05-09-14-23-32.jpg

https://i.postimg.cc/5yDkHQCs/SH5-Img-2024-05-12-15-43-08.jpg


https://i.postimg.cc/wjCcVvVk/attack.jpg

https://i.postimg.cc/hGV83BZR/OBS.jpg

https://i.postimg.cc/Y97S50xf/SH5-Img-2022-05-24-17-03-40.png

skin-nl
05-24-22, 12:31 PM
Looks very promising Grenso :up:

GrenSo
05-28-22, 03:18 AM
You're a thief. These are textures and interior lighting settings and graphics by U-190 :haha::down:

What can I say about that now, except that of course everyone can and should have their own opinion. But I still want to comment on your allegations.

1. As template for some interior textures and interior lighting I used this graet mod https://www.subsim.com/radioroom/downloads.php?do=file&id=5602 from boogieman335 and nothing from U-190.

2. And which other graphics do you mean?
If you mean that I stolen the TDC graphics from U-190 than you are wrong. All these TDC graphics used by me are original from UBI, which have been modified by me. If you don't believe me, just look at the original graphics "TDC_imperial.dds", "TDC_metric.dds", "TDC_metric2.dds" and "TDC1.dds" from UBI under \data\Menu\Gui\TDC.

3. The crew pictures are taken from Conus' Das Boot Crew Faces (https://www.subsim.com/radioroom/showthread.php?t=206345)

4. The graphic of the medals are taken from my own mod Visible Date of Awards v1.2 for TWoS (https://www.subsim.com/radioroom/downloads.php?do=file&id=5741) and are allready used in TWoS and I changed a little bit the color from U-boat War Badge.

And like I told in my fist post, I was inspired by some modifications from many others users/modders here, which were I partly used 1:1 and partly as a template for my own changes. And This is also the reason why I do not released this one, because I needed permissions from some users/modders.


BTW: Can it be, that you are U-190 and be a little pissed off about something again? After all, his mods have all been deleted again... :hmmm:

Kal_Maximus_U669
05-28-22, 09:39 AM
Hey Grenso greetings.. :D
Don't answer the 'imbéciles', he might suddenly become intelligent...
Continue your work which is already heading in the right direction... don't waste your precious time... I even used things to assemble and modify small things. Everyone leads their boat as they hear it... sso let's hear it... good receiver... Besides, this one seems rather aggressive :har: for a newcomer, doesn't it... :salute:

GrenSo
05-31-22, 06:28 AM
I see here a set of stolen various textures and lighting configuration settings by various authors that GrenSo brazenly passes off as his work and you indulge him in this. I think you're two boots in a pair here. :har: :haha:

I haven't said in a single word that all textures and settings are 100% mine and created from me. I already wrote that in the last sentence of my first post.
And since, as I already wrote, not everything is mine, I haven't published anything yet, because I'm still waiting for permission to use some of them. Until I have the approval, I will develop the whole thing further. After all, I've been working on it for over one year in total.
Maybe you should read first and then come up with reproaches and allegations.
Not everyone can read and understand what they read. :Kaleun_Wink:

Jimbuna
05-31-22, 06:49 AM
To everyone involved in these exchanges be under no illusion that name calling and insults will not be tolerated. If you have differences between yourselves then sort it via PM's

GrenSo
05-31-22, 06:57 AM
Thank you for this clear statement, Jimbuna. :Kaleun_Thumbs_Up:

Jimbuna
05-31-22, 07:14 AM
Be further advised that duplicate accounts are not allowed and further action will soon be forthcoming.

GrenSo
06-12-22, 07:19 AM
Add screens of QR2 room in Post 2 (https://www.subsim.com/radioroom/showpost.php?p=2810216&postcount=2).

Kal_Maximus_U669
06-12-22, 05:03 PM
[QUOTE=GrenSo;2810216]Changes in QR2

Formidable :Kaleun_Applaud:

GrenSo
06-13-22, 01:39 AM
Next step will be a modification of CR room with only some boxes with food of silentmichal's interior mod v1.2.3 and, if it will work, blue oxygen bottles.

I'm not sure if it will be possible with the blue oxygen bottles, because in the subset06 of CR_Walls are not only the bottles but a part of the housing of the gyrocompass too. And these parts have only one texture assignment I have to split.


If I will only change the color from the oxygen bottles, I have to edit the GR2 file from the CR room. Sounds easy, but in my first tries a got an index error at reimport of the changed mashes from of CR_Walls parts. :hmmm:


The red marked part is in the same subset06, where the oxygen bottles are, of CR_Walls in CR_room.gr2:

https://i.postimg.cc/HjDM5jrk/zentrale.jpg

Kal_Maximus_U669
06-13-22, 01:54 PM
[QUOTE=GrenSo;2813637]Next step will be a modification of CR room with only some boxes with food of silentmichal's interior mod v1.2.3 and, if it will work, blue oxygen bottles.

I'm not sure if it will be possible with the blue oxygen bottles, because in the subset06 of CR_Walls are not only the bottles but a part of the housing of the gyrocompass too. And these parts have only one texture assignment I have to split.


If I will only change the color from the oxygen bottles, I have to edit the GR2 file from the CR room. Sounds easy, but in my first tries a got an index error at reimport of the changed mashes from of CR_Walls parts. :hmmm:


The red marked part is in the same subset06, where the oxygen bottles are, of CR_Walls in CR_room.gr2:

https://i.postimg.cc/T392M4ZK/zentrale.jpg

Yes I am aware of these subsets
see here https://www.subsim.com/radioroom/showthread.php?p=2774326
myself when I wanted to tinker with things I quickly realized that it would not be done like that..
I took the liberty of reuploading your image because we can see the plastic floor covering the famous gap mod that I use in my mod soup...
I already wanted to modify a lot of things... but I saw the harm it caused... I read several threads what Jeff explains to you... I had also read other articles... you have to a lot of time to understand such a subject, moreover, it is in English. Not to mention the fact of the time spent grasping the subtleties of the software...
my dear GrenSo I wish you good luck for this phenomenal work
http://image.noelshack.com/fichiers/2022/24/1/1655145828-1652193736-sh5img-2022-05-10-15-10-22.png

Jeff-Groves
06-14-22, 01:52 PM
I don't mess with Blender so don't know what your issues are.
I Export objects with different programs for editing.
Then make sure NO OPTIMIZATION is ever done on edited files.

I import BOTH diffuse and AO obj files. Delete the exact same parts, then export with NO OPTIMIZATION!

That should leave both file exactly the same. In 3DS Max anyway.

GrenSo
06-17-22, 01:11 AM
I don't mess with Blender so don't know what your issues are.
I Export objects with different programs for editing.
Then make sure NO OPTIMIZATION is ever done on edited files.

I import BOTH diffuse and AO obj files. Delete the exact same parts, then export with NO OPTIMIZATION!

That should leave both file exactly the same. In 3DS Max anyway.

I don't know what Blender do with the obj files at export. Fact is, that I have to edit the files manually after export.

The exported obj files have no vertex (g) entry,

for example how the obj files look like an export:

# Blender v3.1.2 OBJ File: ''
# www.blender.org
mtllib COOK_book01_v3.mtl
o COOK_book01_subset4
v -0.048005 -0.158548 -0.639704
v -0.050992 -0.158548 -0.673575
v -0.111969 -0.158548 -0.634067
v -0.111969 -0.158548 -0.634067

[.....]

vt -8.704309 -26.743271
vt 5.000008 -26.743271
vt 5.002426 -26.773399
vt 5.002426 -26.773399

[.....]

vn 0.2082 -0.0000 0.9781
vn 0.4104 -0.0327 0.9113
vn -0.2001 0.0160 0.9796
vn -0.2001 0.0161 0.9796

[.....]

usemtl Crates_subset0
s 1
f 1/1/1 2/2/1 3/3/1
f 4/4/1 5/5/1 6/6/1
f 7/7/2 8/8/2 9/9/2
f 10/10/2 11/11/2 12/12/2

[.....]

usemtl whitemetal2_subset1
s 1
f 7879/7879/1450 7880/7880/1451 7881/7881/1452
f 7882/7882/1453 7883/7883/1454 7884/7884/1451
f 7885/7885/1455 7886/7886/1456 7887/7887/1457
f 7888/7888/1458 7889/7889/1459 7890/7890/1460

[.....]

usemtl fruits_by_silentmichal_subset2
s 1
f 43645/43645/9506 43646/43646/9507 43647/43647/9508
f 43648/43648/9509 43649/43649/9510 43650/43650/9511
f 43651/43651/9512 43652/43652/9513 43653/43653/9514
f 43654/43654/9515 43655/43655/9516 43656/43656/9509

[.....]




Maybe I have first to save in blender format after import, edit in blender format and than I have to export... :hmmm: But I don't think so.

Anyway, I can edit the files without any issue in Notepad++ this takes time. I can test the export with Cinema 4D, because this one is my standard 3D application, but there I have to check and play a little with the scaling settings, because the exported object are mostly too large.

GrenSo
06-22-22, 12:34 PM
Oxygen bottles are now blue and gyrocompass is dark colored like the lower part of the walls.
Update Post 2 (https://www.subsim.com/radioroom/showpost.php?p=2810216&postcount=2) with screenshots.

les green01
06-23-22, 11:57 AM
Looking great will it work with TWoS to bad the crew can't be changed

GrenSo
06-24-22, 02:29 PM
Looking great will it work with TWoS to bad the crew can't be changed

All changes have only been made and tested with TWoS.

https://i.postimg.cc/NjThpyX3/2022-06-22-192947.jpg%5B/IMG%5D

I‘m not sure but I think I should reduce the red color channel of the blue oxygen bottles a little. :hmmm:

Next I want to reduce the size of the hatch in the middle of CR room because it is too big and placed to high. But I'm not sure if that will really work.

https://i.postimg.cc/5yLg0MNb/SH5-Img-2022-05-24-19-45-54.png%5B/IMG%5D

Kal_Maximus_U669
06-25-22, 03:36 PM
All changes have only been made and tested with TWoS.

I‘m not sure but I think I should reduce the red color channel of the blue oxygen bottles a little. :hmmm:

Next I want to reduce the size of the hatch in the middle of CR room because it is too big and placed to high. But I'm not sure if that will really work.

Hey GrenSo...
Ich gratuliere Ihnen zu diesem Fortschritt...

I'm not sure but I think I should reduce the red color channel of the blue oxygen cylinders a bit.

ja ich finde das blau zu "kitschig" kann man sich von den farbkanälen auf sh3 inspirieren lassen was mir richtiger erscheint... jetzt bist du der boss
Was die Luke betrifft, müsste ich sie testen, um objektiver zu sein ...
Wenn es möglich ist, kennst du meine PN, wenn es einen Weg gibt, es zu versuchen..!

Mit freundlichen Grüßen Ihr Freund Kaleun Maximus :salute:

fitzcarraldo
06-26-22, 03:56 PM
After thinking for a while, just because I was already called as someone who doesn't know what he's talking about, I still decided to show first pictures of my GSE (GrenSo's Submarine Environment).
On the pictures you can see only a very small part of the changes, because besides the optical stuff I also worked on many other things, like the lighting, sound ambience, water, weather events, harbors, strength of the torpedoes and the cannon.

I was inspired by some modifications like gap, Vecko, boogieman335, Bstanko6, SteelViking, TheBeast, TheDarkWraith and many others, which were partly used 1:1 and partly as a template for my own changes.



https://i.postimg.cc/htH52BtB/SH5-Img-2022-05-24-16-29-51.png


https://i.postimg.cc/C5LxK2XR/SH5-Img-2022-05-24-17-01-14.png





All looks very nice, GrenSo. :Kaleun_Applaud: Only I have two criticisms:

- I hope the interior lights will have an optional for a more dark interior. I like the Rusted Glory interior mod lights...

- The scopes have those thick lines, one over the compass scale. I prefer the TWoS default or the Unscratched optics mod for these masks.

Looking forward to all the improvements in this mod.

Best regards.

Fitzcarraldo :Kaleun_Salute:

GrenSo
06-27-22, 12:23 AM
All looks very nice, GrenSo. :Kaleun_Applaud: Only I have two criticisms:

- I hope the interior lights will have an optional for a more dark interior. I like the Rusted Glory interior mod lights...

- The scopes have those thick lines, one over the compass scale. I prefer the TWoS default or the Unscratched optics mod for these masks.

Looking forward to all the improvements in this mod.

Best regards.

Fitzcarraldo :Kaleun_Salute:


About the light, I have to look if I'm will have an additional setup or not. If not, then everyone can add their own light setup as a separate mod or just delete my light setup (hdr_interior_submarine.cfg and hdr_exterior.cfg)

For the optics I can say just the same, because I will not set up for each wish an additional release or addon for my mod.


But at the moment I'm fighting with the hatch in the CR room. The size and position is adjusted, but I have problems with the texture after import. :hmmm:

Kal_Maximus_U669
06-27-22, 01:50 PM
About the light, I have to look if I'm will have an additional setup or not. If not, then everyone can add their own light setup as a separate mod or just delete my light setup (hdr_interior_submarine.cfg and hdr_exterior.cfg)

For the optics I can say just the same, because I will not set up for each wish an additional release or addon for my mod.


But at the moment I'm fighting with the hatch in the CR room. The size and position is adjusted, but I have problems with the texture after import. :hmmm:

Good evening GrenSo :D
yes it is not a problem it is easy to deal with from the config files
the most difficult problem to overcome is you who are currently facing it and you have already made quite a bit of progress... :doh:
I can't wait to test your interior... but there's no rushing the difficulties his consequent courage Mr GrenSo.... :up:
my best regards my dear GrenSo
kind regards Kal Maximus U669 :salute:

GrenSo
06-29-22, 07:09 PM
There is already a small part here, in the form of "silentmichal's interior mod 2.0 by GrenSo" for download: https://www.subsim.com/radioroom/downloads.php?do=file&id=6171
This one will be a part of GSM.

GrenSo
06-30-22, 11:59 AM
new graphics for the TDC and in the CT room and small modifikation to the TDC itself

old version:
https://i.postimg.cc/N02w0D5g/SH5-Img-2022-05-24-16-28-54.png

new version:
https://i.postimg.cc/5yvxJ9s4/TDC.jpg

GrenSo
07-01-22, 08:21 AM
First version is ready for download. Updated first post.

fitzcarraldo
07-01-22, 08:33 AM
Very good news! Downloading now...

Many thanks for the job.

Fitzcarraldo :Kaleun_Salute:

GrenSo
07-01-22, 08:59 AM
Very good news! Downloading now...

Many thanks for the job.

Fitzcarraldo :Kaleun_Salute:


Sorry, but you have to start the download again, because I forgotten the graphic from the medals.
But if you allready use my Visible Date of Awards v1.2 for TWoS (https://www.subsim.com/radioroom/downloads.php?do=file&id=5741) than you don't need, because this one are incuded there too. :salute:

skin-nl
07-02-22, 04:45 AM
Downloaded!!! Thanks Grenso for this great mod :salute:

fitzcarraldo
07-02-22, 09:06 AM
Sorry, but you have to start the download again, because I forgotten the graphic from the medals.
But if you allready use my Visible Date of Awards v1.2 for TWoS (https://www.subsim.com/radioroom/downloads.php?do=file&id=5741) than you don't need, because this one are incuded there too. :salute:

OK. Many thanks!

Fitzcarraldo :Kaleun_Salute:

GrenSo
07-03-22, 06:54 AM
Please give me a feeddback, if something doesn't work correct.
Instead of the ladder in CR room, because I know about this grafic bug and try to find a solution.

Lupo Cattivo
07-08-22, 05:17 AM
Hello,

I have recently entered the world of modding and I'm still trying to figure out how to create a good compilation.
I am using your mod and I still probably have to discover all the features but it is fantastic and I thank you for the excellent work done. If you want some humble feedback, I can tell you that:

- the interior lights are very bright and in fact you feel the need to use other mods to darken the interior lighting of the submarine
- the periscope view is very cool but those thick black bars at the top and bottom make it difficult to accurately understand the bearing. Honestly it's something that drives me a little crazy
- the illumination of the navigation map is definitely a little gem but - especially at night - it makes it a bit difficult to see the lines and signs drawn with the tools
- also, even if I don't know if it's just my problem, there seems to be some oddity with the tdc: if you manually update the AoB without having spoken to the officer by setting the AoB from his menu, whenever you update the range with the stadimiter the AoB resets and returns to zero : (
Plus, if you use TWoS Ship Auto Recognition, the mast height is not automatically sent to the tdc (which instead happened on Wolves of steel vanilla)

I take this opportunity to ask a couple of questions:

I read somewhere that your mod changes a little bit in the keys compared to the standard of wolves of steel and since I also use (the very good) "Stormys DBSM collection SH5 v1.3 for TWoS" which also changes the keyboard layout, I wanted to ask what are these new keys assigned by your mod? Could they conflict with other mods that reassign keys? One thing I noticed is that TAB now opens the navigation map, as well as enlarging the tactical map as per standard.
I also wanted to ask if you know how to make it work assigning the bearing of the TDC to a contact followed by the hydrophone. I see that there's a button for that but it doesn't work (at least for me).

Thank you again for the mod and for your attention. I have been using TWoS for many years and am fond of it; new dedicated content for this version of the game is always highly appreciated

GrenSo
07-08-22, 09:06 AM
Hello,

I have recently entered the world of modding and I'm still trying to figure out how to create a good compilation.
I am using your mod and I still probably have to discover all the features but it is fantastic and I thank you for the excellent work done. If you want some humble feedback, I can tell you that:

- the interior lights are very bright and in fact you feel the need to use other mods to darken the interior lighting of the submarine
- the periscope view is very cool but those thick black bars at the top and bottom make it difficult to accurately understand the bearing. Honestly it's something that drives me a little crazy
- the illumination of the navigation map is definitely a little gem but - especially at night - it makes it a bit difficult to see the lines and signs drawn with the tools
- also, even if I don't know if it's just my problem, there seems to be some oddity with the tdc: if you manually update the AoB without having spoken to the officer by setting the AoB from his menu, whenever you update the range with the stadimiter the AoB resets and returns to zero : (
Plus, if you use TWoS Ship Auto Recognition, the mast height is not automatically sent to the tdc (which instead happened on Wolves of steel vanilla)

I take this opportunity to ask a couple of questions:

I read somewhere that your mod changes a little bit in the keys compared to the standard of wolves of steel and since I also use (the very good) "Stormys DBSM collection SH5 v1.3 for TWoS" which also changes the keyboard layout, I wanted to ask what are these new keys assigned by your mod? Could they conflict with other mods that reassign keys? One thing I noticed is that TAB now opens the navigation map, as well as enlarging the tactical map as per standard.
I also wanted to ask if you know how to make it work assigning the bearing of the TDC to a contact followed by the hydrophone. I see that there's a button for that but it doesn't work (at least for me).

Thank you again for the mod and for your attention. I have been using TWoS for many years and am fond of it; new dedicated content for this version of the game is always highly appreciated

Hi Lupo Cattivo,

first of all, thx for your feedback! :up:

1. interior lights
As far as the brightness of the interior lighting is concerned, I have adjusted it to my taste and I do not currently intend to create another, darker version. But maybe my opinion will change in the future.

2. periscope and OBS view
I'll create an add-on, where you have the choice between this one and one with thin bars like you allready have in the middle of the view.

3. illumination of the navigation
Since I changed the colors of the navigation map tools using the TDW GenericPatcher, I am not aware of this.
But hey, the difficulty factor also increases a bit.

4. TDC, AoB and TWoS Ship Auto Recognition
Regarding the TDC, I did not change the functions, just the graphics. So I can't say where this problem with the Stadimiter and the AoB comes from.
Since I have included some other mods in my mod, the problem with the Stadimiter, the AoB and also the adoption of the mast height could probably come from there. The issue must be in "Page layout.ini" but this one was only changed with "Kriegsmarine Compass v1.3 for TWoS" by U-190.
I would have to test that but this will needs time.


Edit:
Stadimiter and AoB with manuelly TDC works for me without any issues but I can confirm, that sending of the mast height from from recognition manual doesn't work.


Now to your questions. :Kaleun_Wink:

1. changed key settings
Yes, the keyboard layout I used is minimal. I only changed the key bindings for back and machine stop. (see the pictures) I have also adapted the help page for the German keyboard. To be on the safe side, you activate "Stormys DBSM Collection SH5 v1.3 for TWoS" after GSE.

GSE layout
https://i.postimg.cc/nc33dqT9/GSE.jpg

TWoS layout
https://i.postimg.cc/7L2XYd4S/TWo-S-Standard.jpg

TWoS shift layout
https://i.postimg.cc/2y27KfdN/TWo-S-Shift.jpg

2. TAB key open navigation map
I have to test the TAB key, but that shouldn't be the case and you can see and check by yourself the key setup with SH Keymapper. Here you can the the setup für the TAP and M key:

M key:
https://i.postimg.cc/3xpn3zYm/SH-Keymapper-M.jpg

TAB key:
https://i.postimg.cc/85kHB5Wm/SH-Keymapper-TAB.jpg


Edit:
I checked the the TAB key this one doesn't open the navigation map. If I push the TAB key than first nothing happens. Only if I allready have the navigation map open and push TAB key twice, than navigation map closed. And If I have TAI map activated (not open, just activated) the TAB key opne TAI and change ther size to min, middle and max.



3. hydrophone follow a contact
I haven't changed anything on the hydrophone and it should still be possible to follow a contact like it works in TWoS standard. It should actually still work as usual and is shown here in the videos, for example: https://www.subsim.com/radioroom/showthread.php?t=208473 But I'll test it anyway.


Edit:
follow a contactby hydrophoneworks without any issue

GrenSo
07-08-22, 11:08 AM
New version v1.2 is finished and ready for download. Updated first post.

- new textures for TRA room of VIIA, B, C and C41
https://i.postimg.cc/GhgSPWX0/VIIa.jpg

https://i.postimg.cc/bJRmZWZB/VIIa-2.jpg

https://i.postimg.cc/bw2LxsGb/VIIbcc41.jpg

https://i.postimg.cc/tT95GkBt/VIIbcc41-2.jpg

- alternative periscope and OBS view as add-on

periscop:
https://i.postimg.cc/hPX0nf1w/periscope.jpg

OBS:
https://i.postimg.cc/N0c8Rbvq/OBS.jpg

Lupo Cattivo
07-08-22, 11:32 AM
Thanks for the articulate answer and even more for the upgrade of the mod to this new version! <3

fitzcarraldo
07-09-22, 10:13 AM
All looks very nice in the mod, love the colors and textures, but I have the "out of sectors" camera issue, using external camera, as occurs when you use the food addon in TWoS.

I see you added food, cans, etc, to the interiors; that is great, but I´m thinking if these are the cause of the problem. In TWoS, you can use the food addon only without external cameras active.

Working very well with TWoS 2.2.24 WITHOUT external cameras active.

Many thanks! :Kaleun_Applaud:

Fitzcarraldo :Kaleun_Salute:

GrenSo
07-09-22, 10:20 AM
All looks very nice in the mod, love the colors and textures, but I have the "out of sectors" camera issue, using external camera, as occurs when you use the food addon in TWoS.

I see you added food, cans, etc, to the interiors; that is great, but I´m thinking if these are the cause of the problem. In TWoS, you can use the food addon only without external cameras active.

Working very well with TWoS 2.2.24 WITHOUT external cameras active.

Many thanks! :Kaleun_Applaud:

Fitzcarraldo :Kaleun_Salute:


Hi Fitzcarraldo,

do you mean with food addon the "TWoS SM Interior_Food Stocks"? If yes, that I can say, that I do not have any issue with external camera, because I allready use this one too.

https://i.postimg.cc/Sy2bkgYs/2022-07-09-175600.jpg


What other mods have you activated and in what order?
But I will test the external camera in the next days.

THEBERBSTER
07-17-22, 08:41 AM
To user1953
I see you are quite new here however this is not the way we do things here on Subsim, politness and courtesy costs nothing, instead of making thief acceusations why not put it something like this "did you use any mods of U190 to create yours" GrenSo states that he did not and even if he did I am sure he would have asked permission and given a credit to U-190.
Peter

propbeanie
07-17-22, 08:45 AM
Peter! THEBERBSTER!!! Good to "see" you, ole bean! :salute:

boogieman335
07-18-22, 03:12 AM
Looking good! Seems you are making fine progress.

Lupo Cattivo
07-18-22, 04:09 AM
Hello,

I would like to ask one thing (I'm sorry to bother again on the periscope view):

I noticed that the centiradians scale on the periscope reticle is distorted compared to the "orange" one that appears if we use the RAOBF filter. Assuming that the correct one is the TWoS orange one, would it be possible to adjust the centiradians scales by making them match?

I could be wrong but it seems to me that using the "clean" scale without the RAOBF filter results in wrong measurements. Have you also encountered this same misalignment?

GrenSo
07-18-22, 06:04 AM
Hello,

I would like to ask one thing (I'm sorry to bother again on the periscope view):

I noticed that the centiradians scale on the periscope reticle is distorted compared to the "orange" one that appears if we use the RAOBF filter. Assuming that the correct one is the TWoS orange one, would it be possible to adjust the centiradians scales by making them match?

I could be wrong but it seems to me that using the "clean" scale without the RAOBF filter results in wrong measurements. Have you also encountered this same misalignment?

Can you please show me this with an example.

And about the point with the distorted scale on the periscope view, what exactly do you mean with it? Is the scale not exactly the same as OBS (distances between the marks) or do you have the real ingame view distorted or blurred?

Lupo Cattivo
07-18-22, 01:59 PM
You're right, a picture is worth a thousand words.


Sorry for the photo at night but I hope the problem is still evident.


https://postimg.cc/18mYr8z6https://i.postimg.cc/kgK3983j/Offset.png (https://postimg.cc/18mYr8z6)

GrenSo
07-19-22, 12:41 AM
You're right, a picture is worth a thousand words.


Sorry for the photo at night but I hope the problem is still evident.


https://postimg.cc/18mYr8z6https://i.postimg.cc/kgK3983j/Offset.png (https://postimg.cc/18mYr8z6)


I have to check it, but I don't think, that I changed anything in the view and scale of RAOB. But like I say, I have to check it first before I can say anything about it.

Since I don't have much time at the moment and I'm also in the process of set up my new PC, I can't promise that I can check it it this week.

Lupo Cattivo
07-19-22, 05:33 AM
Hi,

there's nothing wrong in the scale of RAOFB. The problem is just that the centiradian scale on the ( left and bottom ) side of the reticle is
incorrect and is not in scale with what is reported by the RAOFB. The misalignment is extremely noticeable, look this new - more clear - image:

https://i.postimg.cc/8cRqCYPK/Offset2.png (https://postimages.org/)

the blue lines are projections of the centiradian scale of the RAOFB. The bottom part of the image has been fixed by me, the top part not yet.
Just to give an idea of ​​the extent of the error, think that the 10th line should be on the blue line below it! Basically almost an entire unit of misalignment.

I'm trying to fix it myself but I'm not very good :S

I would like to emphasize that I do not want to bother but just give some feedback on the issues found

Congratulations on your new pc! :)

GrenSo
07-19-22, 07:08 AM
Hi,

there's nothing wrong in the scale of RAOFB. The problem is just that the centiradian scale on the ( left and bottom ) side of the reticle is
incorrect and is not in scale with what is reported by the RAOFB. The misalignment is extremely noticeable, look this new - more clear - image:

https://i.postimg.cc/8cRqCYPK/Offset2.png (https://postimages.org/)

the blue lines are projections of the centiradian scale of the RAOFB. The bottom part of the image has been fixed by me, the top part not yet.
Just to give an idea of ​​the extent of the error, think that the 10th line should be on the blue line below it! Basically almost an entire unit of misalignment.

I'm trying to fix it myself but I'm not very good :S

I would like to emphasize that I do not want to bother but just give some feedback on the issues found

Congratulations on your new pc! :)


I have to check the used texture, but I'm sure, that this one is not from me and is already included in TWoS. :hmmm:

I hope, I can give you until the weekend feedback or an update with corrections.




Edit: I done a short check at work and I can tell you the textures "RAOBFMiddle_attack.dds" and "RAOBFMiddle_obs.dds" are not from me and are already included in TWoS. The problem could have to do with the resolution. In what resolution are you playing SH5?

Lupo Cattivo
07-19-22, 11:56 AM
The file containing the problem is: "Periscope_Mask_1024_SH5" ( the "skin" for the periscope view with reticles ) and not RAOFB stuff.

I've made some modification to the file ( it took me a while since I'm not very good xD ) but I must say that I am quite satisfied with how it turned out.

The point of all this is to have a reliable and precise centiradian scale on the periscope reticle without necessarily using the "orange" filter that appears when you click on RAOFB and also because otherwise the periscope lattice would only have an aesthetic function.

The grid present in this file is calculated with the highest possible precision ( 1 pixel ) and corresponds perfectly with the RAOFB scale:


https://i.postimg.cc/3rc2wBmK/Precise-Periscope-Reticle.png (https://postimg.cc/qg2Nb21Y)


Maybe someone might be interested in this change.

If you want you can incorporate it in your mod otherwise I'll try to upload it myself (even if I'm not sure how to do it).
I would add that at the moment only the attack periscope has been "fixed".

Lupo Cattivo
07-19-22, 12:14 PM
Just a more detailed pic:

https://i.postimg.cc/KcCCd4xJ/Precise-Periscope-Reticle-2.png (https://postimg.cc/LhByP9q1)

GrenSo
07-20-22, 12:24 AM
Just a more detailed pic:

https://i.postimg.cc/KcCCd4xJ/Precise-Periscope-Reticle-2.png (https://postimg.cc/LhByP9q1)


I have to check it ingame. But like I told yesterday, it can take some time, until the new PC is ready.

GrenSo
07-20-22, 11:41 AM
New version v1.2.1 is finished and ready for download. Updated first post.

fitzcarraldo
07-23-22, 10:15 AM
Hi Fitzcarraldo,

do you mean with food addon the "TWoS SM Interior_Food Stocks"? If yes, that I can say, that I do not have any issue with external camera, because I allready use this one too.

https://i.postimg.cc/Sy2bkgYs/2022-07-09-175600.jpg


What other mods have you activated and in what order?
But I will test the external camera in the next days.

Downloading the latest version and I will try it. I had the problem of camera out of sectors in the previous version.

Many thanks!

Fitzcarraldo :Kaleun_Salute:

GrenSo
07-23-22, 12:27 PM
Downloading the latest version and I will try it. I had the problem of camera out of sectors in the previous version.

Many thanks!

Fitzcarraldo :Kaleun_Salute:


Like I told, I do not have any issue with the external cam. Only some times in bunker when I load a save game but this I have also with TWoS stock version.


Btw, I woking on an alterative clock as a separately activatable add-on:


https://i.postimg.cc/9QTkm2mc/alternative-Clock.jpg

GrenSo
07-24-22, 05:18 AM
New version v1.2.3, with an alternative clock with a black face as add-on, is finished and ready for download. Updated first post.


https://www.subsim.com/radioroom/downloads/grenso's%20stopwatch%20(black%20face)_06L.jpg

GrenSo
07-24-22, 06:52 AM
Nice job! :Kaleun_Thumbs_Up:
Thx :Kaleun_Salute:

kongovsfuso142
07-28-22, 07:20 AM
Hi Fitzcarraldo,

do you mean with food addon the "TWoS SM Interior_Food Stocks"? If yes, that I can say, that I do not have any issue with external camera, because I allready use this one too.

https://i.postimg.cc/Sy2bkgYs/2022-07-09-175600.jpg


What other mods have you activated and in what order?
But I will test the external camera in the next days.


Whats that god mode mod.

tonschk
07-28-22, 01:33 PM
Hi Grenso very very good work here, Thank you very much and greetings :salute::up::yeah:..

GrenSo
07-29-22, 12:54 AM
Hi Grenso very very good work here, Thank you very much and greetings :salute::up::yeah:..


Thx. :Kaleun_Salute:

GrenSo
07-29-22, 12:57 AM
Whats that god mode mod.


This one is a very old self-made mod, with which you take damage but cannot die, has an almost infinite number of torpedoes and ammunition for the flak and cannon and reloading only takes a few seconds and you are also as fast as a destroyer under water.

GrenSo
07-29-22, 04:10 AM
I'm working on a small modified version of the gyrocompass.


https://i.postimg.cc/Fzf6wRpD/Gren-So-s-Compass.jpg

GrenSo
07-29-22, 11:09 AM
Working on new floor:

https://i.postimg.cc/6QckLN2B/2022-07-29-180204.jpg

https://i.postimg.cc/mkzKszdr/2022-07-29-180304.jpg

And working on additional torpedo texture as G7e if you don't like the steel version with copper head from for G7a:

https://i.postimg.cc/G2pZXSGG/2022-07-29-180221.jpg

GrenSo
07-30-22, 12:34 PM
New version v1.2.4 is ready for download. Updated first post.

GrenSo
08-01-22, 04:12 AM
New version v1.2.4a is ready for download. Updated first post.

Kal_Maximus_U669
08-01-22, 08:39 AM
Hey GrenSo...
I have 2 questions for you..
1_Do your interiors work with Rusty Glory mods?
I don't think so.. but I haven't tried. Logically will not work...
my wish here would be that you look at my list..
I use dark interior I would like the colors of your interior with these mods dark interior Rusty Glory
2_I'm interested in the compass if you made it playable in SH3 UI style
don't tell me that I'm demanding, I know that...:har::har:
meine freund grüße.. Kal Maximus U669
[MODS]
TWoS Campaign Advance Verifier_Testing=1
TWoS FX_Incr. Flooding via Zones=2
TWoS Missing Nav Map Coordinates_Fix=3
TWoS Remove Map Plastic Cover=4
TWoS Officer Icons as Stations=5
TWoS SM Interior_Food Stocks=6
TWoS Wooden Lifeboats=7
Critical hits 1.1 Torpedos=8
Critical hits v 1.2=9
DynEnv v2.9 - 10.I Seafloor (high resolution)=10
DynEnv v2.9 - 11.a.I Sea Plants - Atlantic Kelp Forests (high resolution)=11
gap - The SH5 EcoMod v0.2.1 - 1. Main mod=12
gap - The SH5 EcoMod v0.2.1 - 2.b 3x increased tree density=13
gap - The SH5 EcoMod v0.2.1 - 3. Season fine-tunings (only DynEnv and TWoS users)=14
gap - The SH5 EcoMod v0.2.1 - 4.a Full resolution tree textures=15
gap - The SH5 EcoMod v0.2.1 - 5.a Full resolution detail masks=16
gap - The SH5 EcoMod v0.2.1 - Testing missions=17
TDW Round Fire Button v12 by Torpedo=18
_1_Stormys DBSM_TWos SH5 v1.3 Basemod=19
_2_Stormys DBSM_TWos SH5 v1.3 HOTFIX 3=20
_o_Stormys DBSM SH5 v1.3 optional louder engine sounds=21
_o_Stormys DBSM_TWos SH5 v1.3 additional crew sounds beta6=22
_o_Stormys DBSM_TWos SH5 v1.3 optional -6db damped Sonarguy=23
_o_Stormys DBSM_TWos SH5 v1.3 optional NavMap babelling=24
_o_Stormys DBSM_TWos SH5 v1.3 optional remaining orig sounds converted to 22Khz=25
_o_Stormys DBSM_TWoS SH5 v1.3 optional NewUi`s 7.5.0 options file=26
_o_Stormys DBSM_TWos SH5 v1.3 optional scary creaks=27
_o_Stormys_DBSM_TWos_additional_creaks_and_noises_ 1.0=28
_z_last_Rubini_Crash_dive_fix_for MCFM 1.2.1&MCCD v1.3a _for_SDBSM_Stormy_new_sounds_test NewUi`s 7.5.0=29
DynEnv v2.9 - 6. Sleet for Winter Campaigns=30
Grossdeutscher Rundfunk=31
Gramophone_Skin=32
Radio_Skin=33
Nauticalwolf's_Torpedo_Textures_v1.2=34
Air Force for TWoS 2224_re-saved=35
No Rusted Mines and Subnets=36
Torpedo's GUI SH3Style v2=37
TWoS Glass Covered GUI Dials=38
BearingOverlay v1.3=39
TWOS restore captain's icon 3 by JCWolf=40
Dark_Interior_V1=41
RUSTED GLORY SH5 (NO EXTERIOR)=42
gap - PVC Floor v 1.1 for SH5 - main mod=43
Nauticalwolf's_Poster_Mod_v1.0=44
BritishAsdicMkIFinal=45
Dunkelgrau Kriegsmarine Colores v2.0=46
Sobers rusty deck pack SH5=47
DynEnv v2.9 - 4.b Camera Filters - Vivid Colors=48
SH5 new sinking sounds=49

GrenSo
08-01-22, 02:48 PM
Hey GrenSo...
I have 2 questions for you..
1_Do your interiors work with Rusty Glory mods?
I don't think so.. but I haven't tried. Logically will not work...
my wish here would be that you look at my list..
I use dark interior I would like the colors of your interior with these mods dark interior Rusty Glory
2_I'm interested in the compass if you made it playable in SH3 UI style
don't tell me that I'm demanding, I know that...:har::har:
meine freund grüße.. Kal Maximus U669


Hi,

to be honest, after all was happened the past few days, I don't really want to do and/or publish something for SH5 in future again. And would make changes in the game only for me personally as the years before.

But as far as your questions are concerned, I am already work on to adapt the compass for SH3 Style and make it usable. I just have to check in TDW’s NewUI if my idea of implementation is possible or not. But this take time to test it. And now in August I don't really have a lot of time to do test.

And to use GSE together with Rusted Glory, I'll send you a PM later.

fitzcarraldo
08-01-22, 05:58 PM
Hi,

to be honest, after all was happened the past few days, I don't really want to do and/or publish something for SH5 in future again. And would make changes in the game only for me personally as the years before.

But as far as your questions are concerned, I am already work on to adapt the compass for SH3 Style and make it usable. I just have to check in TDW’s NewUI if my idea of implementation is possible or not. But this take time to test it. And now in August I don't really have a lot of time to do test.

And to use GSE together with Rusted Glory, I'll send you a PM later.

I use Rusted Glory Only Lights mod with GrenSo interiors and works fine. You obtain the darkness of Rusted Glory with the interiors by GrenSo.

But all the Rusted Glory mod, I think, is not compatible with GrenSo mod.

I continue to have a pronblem with "camera out of sectors" bug in the external cameras with GrenSo interiors, I can live with it because I play without external cameras, mainly. But I don´t know why I have the problem with external camera active.

This is my actual modlist with TWoS 2.2.24.

Generic Mod Enabler - v2.6.0.157
[E:\Ubisoft\Silent Hunter 5\TWoS_Parts]

TWoS Campaign Start_VIIB_UFlaK
TWoS FX_Incr. Flooding via Zones
TWoS Harbors Chimney Smoke
TWoS Missing Nav Map Coordinates_Fix
TWoS Remove Sub Flags
TWoS Wooden Lifeboats
TWoS Real Navigation
TWoS Encrypted BdU Orders
Air Force for TWoS 2224_re-saved
Das Boot Departure Theme
Das Boot Gramophone music by Navuhodonosor
gap - The SH5 EcoMod v0.2.1 - 1. Main mod
gap - The SH5 EcoMod v0.2.1 - 2.b 3x increased tree density
gap - The SH5 EcoMod v0.2.1 - 3. Season fine-tunings (only DynEnv and TWoS users)
gap - The SH5 EcoMod v0.2.1 - 4.a Full resolution tree textures
gap - The SH5 EcoMod v0.2.1 - 5.a Full resolution detail masks
gap - The SH5 EcoMod v0.2.1 - Testing missions
DBSM_Music_1_0_4
No Rusted Mines and Subnets by U-190
Cameras without flicks
DBLS for TWoS
GSE v1.2.3 by GrenSo
Pascal_recognition handbook_for_NewsUIs_TDC
Pascal-sh5-Crew-Uniforms_version12
Radione R3 v1.1 by GrenSo
NewUIs_TDC_7_5_0_Das_Boot_Crew_Mod_by_Illyustrator
Bstanko6's AlarmClock
Bstanko's Night Filter
RUSTED GLORY SH5 (LIGHTS ONLY)
SKIN_SH5_Type-VIIC_Tornmatte_Coating_Weathered
Pascal_sh5_Radio_Paris
DynEnv v2.9 - 10.I Seafloor (high resolution)
DynEnv v2.9 - 11.a.I Sea Plants - Atlantic Kelp Forests (high resolution)
DynEnv v2.9 - 6. Sleet for Winter Campaigns
DynEnv v2.9 - 8.c Wave Mechanics - Hurricane
Advanced TDC Graphics
_1_Stormys DBSM_TWos SH5 v1.3 Basemod
_2_Stormys DBSM_TWos SH5 v1.3 HOTFIX 3
_o_Stormys DBSM_TWos SH5 v1.3 additional crew sounds beta6
_o_Stormys DBSM_TWos SH5 v1.3 optional -6db damped Sonarguy
_o_Stormys DBSM_TWos SH5 v1.3 optional NavMap babelling
_o_Stormys DBSM_TWos SH5 v1.3 optional remaining orig sounds converted to 22Khz
_o_Stormys DBSM_TWos SH5 v1.3 optional scary creaks
_o_Stormys DBSM SH5 v1.3 optional louder engine sounds
_o_Stormys_DBSM_TWos_additional_creaks_and_noises_ 1.0
Compans_Sub chatter
DeckKannon
G7 a-e KM Torpedoes Schießwolle 36 Fix
Kriegsmarine Medals by U-190
SeawolvesVoices
BritishAsdicMkIFinal
SD_NewMapColors_v1.0
SD_MapLocationNameFix_v1.2
SD_MapCourseLine_big_arrows_ocred
TWoS Map Contacts Colors
Unscratched Optics for Large Optics v1.5
Deck Gun Alt2



Regards.

Fitzcarraldo :Kaleun_Salute:

GrenSo
08-02-22, 01:53 AM
I continue to have a pronblem with "camera out of sectors" bug in the external cameras with GrenSo interiors, I can live with it because I play without external cameras, mainly. But I don´t know why I have the problem with external camera active.

This is my actual modlist with TWoS 2.2.24.

Generic Mod Enabler - v2.6.0.157
[E:\Ubisoft\Silent Hunter 5\TWoS_Parts]

TWoS Campaign Start_VIIB_UFlaK
TWoS FX_Incr. Flooding via Zones
TWoS Harbors Chimney Smoke
TWoS Missing Nav Map Coordinates_Fix
TWoS Remove Sub Flags
TWoS Wooden Lifeboats
TWoS Real Navigation
TWoS Encrypted BdU Orders
Air Force for TWoS 2224_re-saved
Das Boot Departure Theme
Das Boot Gramophone music by Navuhodonosor
gap - The SH5 EcoMod v0.2.1 - 1. Main mod
gap - The SH5 EcoMod v0.2.1 - 2.b 3x increased tree density
gap - The SH5 EcoMod v0.2.1 - 3. Season fine-tunings (only DynEnv and TWoS users)
gap - The SH5 EcoMod v0.2.1 - 4.a Full resolution tree textures
gap - The SH5 EcoMod v0.2.1 - 5.a Full resolution detail masks
gap - The SH5 EcoMod v0.2.1 - Testing missions
DBSM_Music_1_0_4
No Rusted Mines and Subnets by U-190
Cameras without flicks
DBLS for TWoS
GSE v1.2.3 by GrenSo
Pascal_recognition handbook_for_NewsUIs_TDC
Pascal-sh5-Crew-Uniforms_version12
Radione R3 v1.1 by GrenSo
NewUIs_TDC_7_5_0_Das_Boot_Crew_Mod_by_Illyustrator
Bstanko6's AlarmClock
Bstanko's Night Filter
RUSTED GLORY SH5 (LIGHTS ONLY)
SKIN_SH5_Type-VIIC_Tornmatte_Coating_Weathered
Pascal_sh5_Radio_Paris
DynEnv v2.9 - 10.I Seafloor (high resolution)
DynEnv v2.9 - 11.a.I Sea Plants - Atlantic Kelp Forests (high resolution)
DynEnv v2.9 - 6. Sleet for Winter Campaigns
DynEnv v2.9 - 8.c Wave Mechanics - Hurricane
Advanced TDC Graphics
_1_Stormys DBSM_TWos SH5 v1.3 Basemod
_2_Stormys DBSM_TWos SH5 v1.3 HOTFIX 3
_o_Stormys DBSM_TWos SH5 v1.3 additional crew sounds beta6
_o_Stormys DBSM_TWos SH5 v1.3 optional -6db damped Sonarguy
_o_Stormys DBSM_TWos SH5 v1.3 optional NavMap babelling
_o_Stormys DBSM_TWos SH5 v1.3 optional remaining orig sounds converted to 22Khz
_o_Stormys DBSM_TWos SH5 v1.3 optional scary creaks
_o_Stormys DBSM SH5 v1.3 optional louder engine sounds
_o_Stormys_DBSM_TWos_additional_creaks_and_noises_ 1.0
Compans_Sub chatter
DeckKannon
G7 a-e KM Torpedoes Schießwolle 36 Fix
Kriegsmarine Medals by U-190
SeawolvesVoices
BritishAsdicMkIFinal
SD_NewMapColors_v1.0
SD_MapLocationNameFix_v1.2
SD_MapCourseLine_big_arrows_ocred
TWoS Map Contacts Colors
Unscratched Optics for Large Optics v1.5
Deck Gun Alt2



Regards.

Fitzcarraldo :Kaleun_Salute:


Hm... it's really strange, because I do not have this issue. And from your list I don't immediately see any other mod that can have such an effect with my mod. Most of your mods are changes of graphics and sounds and can't be a reason for it.
But I don't know the mod "Cameras without flicks" and what this do.



What about you Kal_Maximus_U669, have you or someone else has this issue like Fitzcarraldo have?

Kal_Maximus_U669
08-02-22, 01:50 PM
Hey Fitz & GrenSo my best regards guys... :D
I don't use "Cameras without flicks"....
the problem in my assembly is due to the use of "Interior food stock"
it is specified that you will lose the camera that Fitz loves so much..
For me, I don't use it. So it's settled...!! there is enough view possible... my favorite interior is "Dark Interior" except that I have modified certain values ​​in the config to have an aspect: filthy.. rust.. grainy.. dark.. etc..
as I repeat myself in these boats I doubt that the electricity has been used permanently.. besides the smells as well as the condensation... you can imagine the picture after a few months.. the sea is doing its job...
I love the condensation effect in the dials I find that by deep diving it should be like in FoTrS the splendid work of Master Vickers ... they are all a lot of details but which create a unique atmosphere Stormys.. gap.. vdr .. fabulous creators of sensations without these mods I no longer play ..
my dear GrenSo for what you asked me I can only bow since we are going in the right direction.. you will have a PM tonight...
Meine freund grüße..Kal Maximus U669 :salute::up:

"Dark Interior" was made to change the Athmosphere into the sub,
to become more dark and grime. Also the colours are becoming more homogeneous.
Also i thought the floor is looking a way "too" modern, so i recreated
the floor from "Das Boot" modyfying a texture from CGtextures.com

Texture Work by Xenomerv

It's highly recommend to use "Steel Vikings Interior Mod"


"Dark_Interior_Mod_V1_" is Basemod with textures and a modified color correction filter
"Dark Interior_additional_sounds" is an new Sound for Diesel Propulsion And Depth charges i created.
I just wanted to add it^^

GrenSo
08-05-22, 11:38 AM
Done just small texture changes in new version, because I don't have much time this month. Updated first post.

TRA room:
https://i.postimg.cc/Jzphk7h9/TRA.jpg

DER room with new but not animated dails next the door:
https://i.postimg.cc/DwvZ047r/DER-Speed.jpg

https://i.postimg.cc/ZKh0kDgD/DER-Compass.jpg

GrenSo
08-09-22, 05:05 AM
New version v1.2.5a is ready for download. Updated first post

Changes to version 1.2.5:

- revision of the coloring of both compass variants
- switched dark version of the gyro compass to default one and the light version as alternative add-on


new default compass
https://i.postimg.cc/B6gXqpfG/Gren-So-s-Compass-dark-version.jpg

alternative compass
https://i.postimg.cc/x1JJKLMK/Gren-So-s-Compass-light-version.jpg

fitzcarraldo
08-09-22, 05:58 AM
Many thanks! Going for it. :Kaleun_Cheers:

Fitzcarraldo :Kaleun_Salute:

Dönitz78
08-16-22, 12:13 PM
Really nice !

Thanks for your work. :Kaleun_Salute:

MidgeUre
08-22-22, 11:23 AM
I use Rusted Glory Only Lights mod with GrenSo interiors and works fine. You obtain the darkness of Rusted Glory with the interiors by GrenSo.

But all the Rusted Glory mod, I think, is not compatible with GrenSo mod.

I continue to have a pronblem with "camera out of sectors" bug in the external cameras with GrenSo interiors, I can live with it because I play without external cameras, mainly. But I don´t know why I have the problem with external camera active.

This is my actual modlist with TWoS 2.2.24.

Generic Mod Enabler - v2.6.0.157
[E:\Ubisoft\Silent Hunter 5\TWoS_Parts]

TWoS Campaign Start_VIIB_UFlaK
TWoS FX_Incr. Flooding via Zones
TWoS Harbors Chimney Smoke
TWoS Missing Nav Map Coordinates_Fix
TWoS Remove Sub Flags
TWoS Wooden Lifeboats
TWoS Real Navigation
TWoS Encrypted BdU Orders
Air Force for TWoS 2224_re-saved
Das Boot Departure Theme
Das Boot Gramophone music by Navuhodonosor
gap - The SH5 EcoMod v0.2.1 - 1. Main mod
gap - The SH5 EcoMod v0.2.1 - 2.b 3x increased tree density
gap - The SH5 EcoMod v0.2.1 - 3. Season fine-tunings (only DynEnv and TWoS users)
gap - The SH5 EcoMod v0.2.1 - 4.a Full resolution tree textures
gap - The SH5 EcoMod v0.2.1 - 5.a Full resolution detail masks
gap - The SH5 EcoMod v0.2.1 - Testing missions
DBSM_Music_1_0_4
No Rusted Mines and Subnets by U-190
Cameras without flicks
DBLS for TWoS
GSE v1.2.3 by GrenSo
Pascal_recognition handbook_for_NewsUIs_TDC
Pascal-sh5-Crew-Uniforms_version12
Radione R3 v1.1 by GrenSo
NewUIs_TDC_7_5_0_Das_Boot_Crew_Mod_by_Illyustrator
Bstanko6's AlarmClock
Bstanko's Night Filter
RUSTED GLORY SH5 (LIGHTS ONLY)
SKIN_SH5_Type-VIIC_Tornmatte_Coating_Weathered
Pascal_sh5_Radio_Paris
DynEnv v2.9 - 10.I Seafloor (high resolution)
DynEnv v2.9 - 11.a.I Sea Plants - Atlantic Kelp Forests (high resolution)
DynEnv v2.9 - 6. Sleet for Winter Campaigns
DynEnv v2.9 - 8.c Wave Mechanics - Hurricane
Advanced TDC Graphics
_1_Stormys DBSM_TWos SH5 v1.3 Basemod
_2_Stormys DBSM_TWos SH5 v1.3 HOTFIX 3
_o_Stormys DBSM_TWos SH5 v1.3 additional crew sounds beta6
_o_Stormys DBSM_TWos SH5 v1.3 optional -6db damped Sonarguy
_o_Stormys DBSM_TWos SH5 v1.3 optional NavMap babelling
_o_Stormys DBSM_TWos SH5 v1.3 optional remaining orig sounds converted to 22Khz
_o_Stormys DBSM_TWos SH5 v1.3 optional scary creaks
_o_Stormys DBSM SH5 v1.3 optional louder engine sounds
_o_Stormys_DBSM_TWos_additional_creaks_and_noises_ 1.0
Compans_Sub chatter
DeckKannon
G7 a-e KM Torpedoes Schießwolle 36 Fix
Kriegsmarine Medals by U-190
SeawolvesVoices
BritishAsdicMkIFinal
SD_NewMapColors_v1.0
SD_MapLocationNameFix_v1.2
SD_MapCourseLine_big_arrows_ocred
TWoS Map Contacts Colors
Unscratched Optics for Large Optics v1.5
Deck Gun Alt2



Regards.

Fitzcarraldo :Kaleun_Salute:

Hello everybody! I can't find these modifications anywhere on SUBSIM that I see in your post

SD_NewMapColors_v1.0
SD_MapLocationNameFix_v1.2
SD_MapCourseLine_big_arrows_ocred

Aktungbby
08-22-22, 11:40 AM
MidgeUre!:Kaleun_Salute:

GrenSo
08-22-22, 12:16 PM
New version v1.2.5b is ready for download. Updated first post.

skin-nl
08-24-22, 05:48 AM
Thanks for your great work Grenso :up:

fitzcarraldo
08-24-22, 06:00 AM
Thanks for all the job GrenSo. It is awesome.

And a "claim": When could you finish the nice gramophone?

Best regards.

Fitzcarraldo :Kaleun_Salute:

GrenSo
08-24-22, 07:37 AM
And a "claim": When could you finish the nice gramophone?




Yes I know, there is something to do and unfinished until now. Somehow other things, such as GSE, kept me from continuing. :O:

But I promise that it will continue to work to finish the gramophone. I promise that this year I will release a first public version. :03:

Dönitz78
08-30-22, 04:54 PM
I think there is a bug concerning type VII C, only type VII C, which causes an immediate windows return. Can someone see if this is the case for him too or if I'm the only one.

but really good mod !

fitzcarraldo
08-30-22, 05:57 PM
I think there is a bug concerning type VII C, only type VII C, which causes an immediate windows return. Can someone see if this is the case for him too or if I'm the only one.

but really good mod !

I don't have the issue with VIIC..Only a camera out of sectors error in external view.

Regards.

Fitzcarraldo :salute:

Dönitz78
08-30-22, 06:55 PM
Same for me for camera out sector. And i play without external camera!! :hmmm:
For this problem i have try play just with mod "silentmichals interior mod 2.0 by GrenSo" and same problem, if this can help to find the problem.


For my problem,
I deleted the mod, started the campaign (Marre nostrum), saved and quit the game, reactivated the GSE 1.2.6b mod, loaded the save and it works now, but cannot start the campaigns that start with a type VII C with the mod for me.

fitzcarraldo
08-30-22, 07:03 PM
Same for me for camera out sector. And i play without external camera!! :hmmm:
For this problem i have try play just with mod "silentmichals interior mod 2.0 by GrenSo" and same problem, if this can help to find the problem.


For my problem,
I deleted the mod, started the campaign (Marre nostrum), saved and quit the game, reactivated the GSE 1.2.6b mod, loaded the save and it works now, but cannot start the campaigns that start with a type VII C with the mod for me.

My problem is only with external camera. Playing without external camera all works fine. I tried with only TWoS and GrenSo Enviro and I had the problem. No other mods interfering.

Mainly I play without external camera active, so I can live with the issue.

Regards.

Fitzcarraldo :Kaleun_Salute:

GrenSo
08-31-22, 01:22 AM
Same for me for camera out sector. And i play without external camera!! :hmmm:
For this problem i have try play just with mod "silentmichals interior mod 2.0 by GrenSo" and same problem, if this can help to find the problem.


For my problem,
I deleted the mod, started the campaign (Marre nostrum), saved and quit the game, reactivated the GSE 1.2.6b mod, loaded the save and it works now, but cannot start the campaigns that start with a type VII C with the mod for me.


The interior mod can be a reason for the out of sector issue. But I can't reproduce it, because I do not get this issue. I sometimes got in past this issue out of sector, but only in bunker if I load a save game there. I'm not sure now, if I had at this time silentmichal's interior mod v1.2.3 active. If yes, then could be the food/boxes in CR the problem.
Just try to delete or rename the file "Room_CR.gr2" and test if you got the out of sector issue again.


BTW: not all food/boxes will be gone. Only the food/boxes on port, because the other ones are in the file "Room_QR2_silentmichal.gr2" :D



For your other issue, I can just say the same, as fitzcarraldo. I do not have it.

GrenSo
08-31-22, 01:25 AM
My problem is only with external camera. Playing without external camera all works fine. I tried with only TWoS and GrenSo Enviro and I had the problem. No other mods interfering.

Mainly I play without external camera active, so I can live with the issue.

Regards.

Fitzcarraldo :Kaleun_Salute:


Please try the same and delete or rename the file "Room_CR.gr2" in the mod and test if you get the out of sector issue again. I can only imagine that this is the cause but I can't test it, because I do not got this issue.

Dönitz78
08-31-22, 03:02 PM
Please try the same and delete or rename the file "Room_CR.gr2" in the mod and test if you get the out of sector issue again. I can only imagine that this is the cause but I can't test it, because I do not got this issue.

Well seen ! After removing the file and doing several tries, I no longer have the camera problem. Thanks !

GrenSo
09-01-22, 12:47 AM
Well seen ! After removing the file and doing several tries, I no longer have the camera problem. Thanks !


Perfect. Then I will release an update this weekend.


But before I will wait for feedback from Fitzcarraldo, because he was the first one with this issue and I have to know if this one is also for him a solution.

fitzcarraldo
09-01-22, 07:10 AM
Well seen ! After removing the file and doing several tries, I no longer have the camera problem. Thanks !

Same here. Deleting the file solved the issue.

Many thanks!

Fitzcarraldo :salute:

GrenSo
09-01-22, 07:26 AM
Same here. Deleting the file solved the issue.

Many thanks!

Fitzcarraldo :salute:


Perfect and thx for the feedback.

I will do an update this weekend.

GrenSo
09-01-22, 11:33 AM
New version v1.2.5c is ready for download. Updated first post.

fitzcarraldo
09-01-22, 04:27 PM
New version v1.2.5c is ready for download. Updated first post.

Many thanks! Going to try it.

Best regards.

Fitzcarraldo :salute:

fitzcarraldo
09-01-22, 08:12 PM
No problems with the new update. Great work.

Many thanks for the job! :Kaleun_Wink:

Fitzcarraldo :Kaleun_Salute:

GrenSo
09-02-22, 12:50 AM
No problems with the new update. Great work.


I do my best. :Kaleun_Salute:



Please give me feedback, if something is still wrong.

Dönitz78
09-02-22, 10:56 AM
Of course no problem, easier for you to locate the problem with our returns.

Question: Is it possible to activate the gyrocompass with SH3 Uistyle?

GrenSo
09-02-22, 11:09 AM
Question: Is it possible to activate the gyrocompass with SH3 Uistyle?


I tried different settings in different script files at "data\Scripts\Menu" from TDW in past but the best I was able to setup was only a visible gyro compass in SH3 style without the function like in SH5 style .
I think the solution must be in the files "Page Default Hud.py" and/or "Page layout.py" but my knowledge of Python is not good and deep enough.

I'm sorry about this. But i will not give up.

But first I have to finish my gramophone, because I promised Fitzcarraldo that.

MatzeO
09-03-22, 04:49 AM
Hello GrenSo,

many thanks for your work. Looks great.

Also the Deutsch Patch :)!
Please note for your next update to replace the version no. on the main screen.
From 17 to 24 // TWoS. I know, this is really not important at the moment. :D
I have adjusted this directly in the txt.
My first mini mod work... :D


Now i will start my first Feindfahrt with this great addon.
This night i had a lot of test runs and single missions. COOLLLL!

Regards
MatzeO

GrenSo
09-03-22, 06:30 AM
Hello GrenSo,

many thanks for your work. Looks great.

Also the Deutsch Patch :)!
Please note for your next update to replace the version no. on the main screen.
From 17 to 24 // TWoS. I know, this is really not important at the moment. :D
I have adjusted this directly in the txt.
My first mini mod work... :D


Now i will start my first Feindfahrt with this great addon.
This night i had a lot of test runs and single missions. COOLLLL!

Regards
MatzeO

Hi MatzeO,

I am currently working on a German Patch, but I have not yet published it. This one is only about 50% finished.
Did the addon accidentally slip into version 1.2.5c?

I have to check and correct this because it is not yet finished.

MatzeO
09-03-22, 07:04 AM
Hi MatzeO,

I am currently working on a German Patch, but I have not yet published it. This one is only about 50% finished.
Did the addon accidentally slip into version 1.2.5c?

I have to check and correct this because it is not yet finished.

Hi GrenSo,

yes, the patch is in the download for 1.2.5c included. You find it in the MODS folder. But it must be activated separately, of course.

No problem. And sounds very good for the next update. I am glad.
In combination with TWoS runs SH5 now really good.

Regards
MatzeO

GrenSo
09-03-22, 09:24 AM
Hi GrenSo,

yes, the patch is in the download for 1.2.5c included. You find it in the MODS folder. But it must be activated separately, of course.

No problem. And sounds very good for the next update. I am glad.
In combination with TWoS runs SH5 now really good.

Regards
MatzeO


I do at the moment a new upload of the version 1.2.5c, because this German patch is not ready to use and also not completely mine. The most of this translation is from Paco, Raven Corax and Han2007 and are not up to date with current TWoS version.
So I will and have to update it and create my own German translation. And I use this one for comparison and idea giver for some words.


If you or some other ones use this wrong Gemran translation, than it's okay but this one is not ready to use and not from me.

MatzeO
09-03-22, 04:29 PM
I do at the moment a new upload of the version 1.2.5c, because this German patch is not ready to use and also not completely mine. The most of this translation is from Paco, Raven Corax and Han2007 and are not up to date with current TWoS version.
So I will and have to update it and create my own German translation. And I use this one for comparison and idea giver for some words.


If you or some other ones use this wrong Gemran translation, than it's okay but this one is not ready to use and not from me.

Good to know! I can wait.

:Kaleun_Thumbs_Up:

Regards
MatzeO

fitzcarraldo
09-05-22, 05:40 PM
All working fine here. Only I have that issue of the textures in the stern ladder (they are flickering).

Is there some solution to it? BTW, I can live with it. The mod is really good and this problem is not very worrying for me.

Best regards.

Fitzcarraldo :Kaleun_Salute:

GrenSo
09-06-22, 01:09 AM
All working fine here. Only I have that issue of the textures in the stern ladder (they are flickering).

Is there some solution to it? BTW, I can live with it. The mod is really good and this problem is not very worrying for me.

Best regards.

Fitzcarraldo :Kaleun_Salute:


This ladder, the 3D model and texture, is not from me but from silentmichal (https://www.subsim.com/radioroom/member.php?u=283250), because she belongs to silentmichal's new interior mod (https://www.subsim.com/radioroom/showthread.php?t=200862). I only changed the position of the ladder.
I know silentmichal tried to fix this flickering, but he was not able.

fitzcarraldo
09-07-22, 05:26 PM
This ladder, the 3D model and texture, is not from me but from silentmichal (https://www.subsim.com/radioroom/member.php?u=283250), because she belongs to silentmichal's new interior mod (https://www.subsim.com/radioroom/showthread.php?t=200862). I only changed the position of the ladder.
I know silentmichal tried to fix this flickering, but he was not able.

Many thanks! I ever use TWoS, so don´t know the pure version on SilentMichal interiors. I see the dedicated thread.

Best regards.

Fitzcarraldo :Kaleun_Salute:

skin-nl
10-02-22, 05:22 AM
Hey Grenso

When i install your latest update i get a ctd. (activate im bunker)

Even Your mod is the only one activated in jsgme.

I don't get it :doh:

GrenSo
10-02-22, 09:02 AM
Hey Grenso

When i install your latest update i get a ctd. (activate im bunker)

Even Your mod is the only one activated in jsgme.

I don't get it :doh:


Hi skin-nl,


to be honest I haven't tested the current version 1.2.5c of GSE on TWoS 2.2.25 yet.


When exactly do you get the ctd and had it previously worked without problems under TWoS 2.2.24?

fitzcarraldo
10-02-22, 09:08 AM
Hey Grenso

When i install your latest update i get a ctd. (activate im bunker)

Even Your mod is the only one activated in jsgme.

I don't get it :doh:

Same here, in bunker, after loading torpedoes and requested mission. :wah:

Best regards.

Fitzcarraldo :Kaleun_Salute:

GrenSo
10-02-22, 09:18 AM
Same here, in bunker, after loading torpedoes and requested mission. :wah:

Best regards.

Fitzcarraldo :Kaleun_Salute:


Okay, than I have to update my TWoS version to last one and check it with currect and a new campaign.


Give me please some days.

GrenSo
10-02-22, 09:42 AM
update: I done now the update of TWoS 2.2.24 to 2.2.25 with the update file. Everything works fine BUT ingame it show 2.2.24 :hmmm:.


So I will do an ove rinstallation with the new version 2.2.25.

fitzcarraldo
10-02-22, 09:51 AM
update: I done now the update of TWoS 2.2.24 to 2.2.25 with the update file. Everything works fine BUT ingame it show 2.2.24 :hmmm:.


So I will do an ove rinstallation with the new version 2.2.25.

I uninstall all and reinstall SH5 with the full TWoS 2.2.25. It´s better for me. JSGME can leave some "residuals" ruining your installation.

Regards.

Fitzcarraldo :Kaleun_Salute:

GrenSo
10-02-22, 11:25 AM
I uninstall all and reinstall SH5 with the full TWoS 2.2.25. It´s better for me. JSGME can leave some "residuals" ruining your installation.

Regards.

Fitzcarraldo :Kaleun_Salute:
The overinstallation worked for me. And in my case works GSE v1.2.5c with the current version of TWoS v2.2.25 without any problems.


https://i.postimg.cc/SRcwGc5R/TWo-Sv2-2-25-menu.jpg

For the test I starts a new campaign and starts the first baltic mission without any problems or ctd's.I load also an old save game of distance waters in bunker, choose the first mission, save it as Test again, load it and start the mission without an issue or ctd.

https://i.postimg.cc/MKbCMbVr/Testsave.jpg

However, what I did is just to delete the "menu.txt" file under "data\Menu", because I wonder why I got before allready TWoS version 2.2.24 in the menu. And after checking the menu file, I saw, I have this one in GSE too with old version 2.2.24 in it. But I do not know the reason why I have the menu.txt in GSE too... :hmmm:

Ah, I think this one was to prepare the German patch.


Here are my active mod and the conflicts I get if I activate GSE v1.2.5c:
https://i.postimg.cc/RhMZKCsk/mod-list-w-conflicts.jpg

And here my complete mod list:
https://i.postimg.cc/WzXbnRxh/mod-list.jpg

skin-nl
10-04-22, 01:26 PM
When i start a new campaign i get no ctd....but when i load a save.....the game crashes :hmmm:

With version 2.2.24 it also crashes.

Maybe it's needing a fresh install.

Kal_Maximus_U669
10-04-22, 03:41 PM
Good evening GrenSo
I had tried your interior some time ago... but I didn't go into more detail... because there was this ladder bug and other odds and ends that didn't suit me... I disassembled my Install to test your works i was in v2.2.24... i really don't like this kind of flicker bug it inevitably makes the game unstable...
I also had 'Ctd' I'm going to work on it a bit this evening and restore order v2.2.25 ... it is clear that an "installfresh" will be a good omen because the old "sav" does not work c was to be expected especially with this one...
go GrenSo my best regards Kal Maximus U669

GrenSo
10-05-22, 08:17 AM
When i start a new campaign i get no ctd....but when i load a save.....the game crashes :hmmm:

With version 2.2.24 it also crashes.

Maybe it's needing a fresh install.


Hm... it strange. In with chapter is this save game you have the issue with ctd's? It can be, but this is just an assumption, that the update from vecko, because in change log he wrote "Crew dialog scripts fix in Turning Point campaign chapter.", is the rootcause. :hmmm:
Like I wrote to Fitzcarraldo, I done test with new campagin and start first mission "Baltic Operations", load an old savegame from v2.2.24 with first mission in bunker of Toulon from chapter "Distant Waters" and also my currect save of mission "Summer 43" from chapter "Turning Point" on sea without any issues or ctd's.


Maybe, you can privide my your save game file and I can try to check it or reproduce it on my pc.


Good evening GrenSo
I had tried your interior some time ago... but I didn't go into more detail... because there was this ladder bug and other odds and ends that didn't suit me... I disassembled my Install to test your works i was in v2.2.24... i really don't like this kind of flicker bug it inevitably makes the game unstable...
I also had 'Ctd' I'm going to work on it a bit this evening and restore order v2.2.25 ... it is clear that an "installfresh" will be a good omen because the old "sav" does not work c was to be expected especially with this one...
go GrenSo my best regards Kal Maximus U669


I know about it and it was also present in silentmicha'ls original files but I can't solve it right now, because Blender, I use to edit 3D files have at the moment an issue with the driver installation from AMD and I can't handle it every time with an complete uninstall of it with DDU: https://developer.blender.org/T100096
In my opinion, but I can't check it at the moment, is the reason a double or overlapping texture in place.

Kal_Maximus_U669
10-05-22, 02:14 PM
Hm... it strange. In with chapter is this save game you have the issue with ctd's? It can be, but this is just an assumption, that the update from vecko, because in change log he wrote "Crew dialog scripts fix in Turning Point campaign chapter.", is the rootcause. :hmmm:
Like I wrote to Fitzcarraldo, I done test with new campagin and start first mission "Baltic Operations", load an old savegame from v2.2.24 with first mission in bunker of Toulon from chapter "Distant Waters" and also my currect save of mission "Summer 43" from chapter "Turning Point" on sea without any issues or ctd's.


Maybe, you can privide my your save game file and I can try to check it or reproduce it on my pc.





I know about it and it was also present in silentmicha'ls original files but I can't solve it right now, because Blender, I use to edit 3D files have at the moment an issue with the driver installation from AMD and I can't handle it every time with an complete uninstall of it with DDU: https://developer.blender.org/T100096
In my opinion, but I can't check it at the moment, is the reason a double or overlapping texture in place.

Good evening GrenSo
Drop me this AMD which heats up... which consumes... which are not very reliable as well as Radeon Ati think about the planet...
these are cheap products, but they don't last...
Switching to Intel & Nvidia you will feel better ... already at the graphics level..
It's no problem I'll wait for my dear friend I've been looking at Blender a bit at the moment but I don't have time...
I am a novice so you can imagine the time it will take for me to be operational fortunately there are very good tutorials on the net...
My best regards my friend Kal Maximus U669

GrenSo
10-06-22, 10:16 AM
Kal Maximus U669, you have a PM :salute:

Mad Mardigan
10-06-22, 05:18 PM
Kal Maximus U669, you have a PM :salute:

Ahoy, Grenso...


is there per chance, a downoad link for this... as I would be very much interested in using this, even if it is a W.I.P., sir. :shucks:







:Kaleun_Salute:



M. M.

GrenSo
10-07-22, 04:08 AM
Ahoy, Grenso...


is there per chance, a downoad link for this... as I would be very much interested in using this, even if it is a W.I.P., sir. :shucks:







:Kaleun_Salute:



M. M.


It is just a minimally revised version of the QR2 room, in which the flickering of the ladder is a little weaker.


You got a PM. :salute:

GrenSo
10-07-22, 09:41 AM
New version v1.2.5d is ready for download. Updated first post.



Changelog:
- fix the bug of flickering ladder in QR2
- change position of the toilet in QR2 to historical correct position
- reworked texture of the ship flags to make them look more used


https://i.postimg.cc/SNC5g7K3/QR2-1.jpg

Kal_Maximus_U669
10-07-22, 10:02 AM
ThX I'll watch soon promised my dear GrenSo thank you for your work... My best regards Kal_Maximus_U669 :salute::salute:

Mad Mardigan
10-07-22, 10:58 AM
New version v1.2.5d is ready for download. Updated first post.



Changelog:
- fix the bug of flickering ladder in QR2
- change position of the toilet in QR2 to historical correct position
- reworked texture of the ship flags to make them look more used


https://i.postimg.cc/SNC5g7K3/QR2-1.jpg



:Kaleun_Cheers:



Have grabbed the new version release... will test a.s.a.p., Grenso...



Thanks.







:Kaleun_Salute:



M. M.

GrenSo
10-08-22, 09:36 AM
New version v1.2.6 is ready for download and v1.2.5d is retracted. Updated first post.

Changelog:
- fix the bug of flickering ladder in QR2
- change position of the toilet in QR2 to historical correct position
- added additional boxes of food in QR1
- reworked texture of the ship flags to make them look more used
- folder structure of the add-on mods revised and the documentation refined
- reworked some textures in CR room
- a few minor tweaks and fixes

fitzcarraldo
10-08-22, 09:59 AM
Thanks for the latest update. I´ll test it and report. :Kaleun_Cheers:

Regards.

Fitzcarraldo :Kaleun_Salute:

petros13
10-08-22, 10:58 AM
Maestro, your diligence is amazing.

fitzcarraldo
10-08-22, 04:22 PM
I made a first test in patrol and all works fine. Arctic Convoys chapter, Type VIIC. Resumed campaign with a previous savegame with 1.2.5b, now 1.2.6.

My list:

Generic Mod Enabler - v2.6.0.157
[E:\Ubisoft\Silent Hunter 5\TWoS_Parts]

TWoS Campaign Start_VIIB_UFlaK
TWoS FX_Incr. Flooding via Zones
TWoS Harbors Chimney Smoke
TWoS Missing Nav Map Coordinates_Fix
TWoS Remove Sub Flags
TWoS Wooden Lifeboats
Air Force for TWoS 2224_re-saved
Das Boot Departure Theme
Das Boot Gramophone music by Navuhodonosor
DBLS for TWoS
gap - The SH5 EcoMod v0.2.1 - 1. Main mod
gap - The SH5 EcoMod v0.2.1 - 2.b 3x increased tree density
gap - The SH5 EcoMod v0.2.1 - 3. Season fine-tunings (only DynEnv and TWoS users)
gap - The SH5 EcoMod v0.2.1 - 4.a Full resolution tree textures
gap - The SH5 EcoMod v0.2.1 - 5.a Full resolution detail masks
gap - The SH5 EcoMod v0.2.1 - Testing missions
GSE v1.2.6 by GrenSo
GSE - Radione R3
GSE - alternative Periscope and OBS
DynEnv v2.9 - 6. Sleet for Winter Campaigns
NewUIs_TDC_7_5_0_Das_Boot_Crew_Mod_by_Illyustrator
Pascal_recognition handbook_for_NewsUIs_TDC
Pascal_sh5_Radio_Paris
SD_MapLocationNameFix_v1.2
Pascal-sh5-Crew-Uniforms_version14
SKIN_SH5_Type-VIIC_Tornmatte_Coating_Weathered
_1_Stormys DBSM_TWos SH5 v1.3 Basemod
_2_Stormys DBSM_TWos SH5 v1.3 HOTFIX 3
_o_Stormys DBSM SH5 v1.3 optional louder engine sounds
_o_Stormys DBSM_TWos SH5 v1.3 additional crew sounds beta6
_o_Stormys DBSM_TWos SH5 v1.3 optional -6db damped Sonarguy
_o_Stormys DBSM_TWos SH5 v1.3 optional NavMap babelling
_o_Stormys DBSM_TWos SH5 v1.3 optional remaining orig sounds converted to 22Khz
_o_Stormys DBSM_TWos SH5 v1.3 optional scary creaks
_o_Stormys_DBSM_TWos_additional_creaks_and_noises_ 1.0
BritishAsdicMkIFinal
Bstanko6's AlarmClock
Bstanko's Night Filter
Compans_Sub chatter
DasBootSehrohr
DBSM_Music_1_0_4
DeckKannon
No Rusted Mines and Subnets by U-190
TWoS Real Navigation
TWoS Encrypted BdU Orders
SeawolvesVoices

Wonder if you can correct the lack of the left button in the hydrophone; it is an old issue with TWoS (I think it came with SilentMichal interiors).

I´ll do a test from the bunker, with an old savegame.

Many thanks and best regards :Kaleun_Applaud:

Fitzcarraldo :Kaleun_Salute:

GrenSo
10-09-22, 04:26 AM
I made a first test in patrol and all works fine. Arctic Convoys chapter, Type VIIC. Resumed campaign with a previous savegame with 1.2.5b, now 1.2.6.

My list:

Generic Mod Enabler - v2.6.0.157
[E:\Ubisoft\Silent Hunter 5\TWoS_Parts]

TWoS Campaign Start_VIIB_UFlaK
TWoS FX_Incr. Flooding via Zones
TWoS Harbors Chimney Smoke
TWoS Missing Nav Map Coordinates_Fix
TWoS Remove Sub Flags
TWoS Wooden Lifeboats
Air Force for TWoS 2224_re-saved
Das Boot Departure Theme
Das Boot Gramophone music by Navuhodonosor
DBLS for TWoS
gap - The SH5 EcoMod v0.2.1 - 1. Main mod
gap - The SH5 EcoMod v0.2.1 - 2.b 3x increased tree density
gap - The SH5 EcoMod v0.2.1 - 3. Season fine-tunings (only DynEnv and TWoS users)
gap - The SH5 EcoMod v0.2.1 - 4.a Full resolution tree textures
gap - The SH5 EcoMod v0.2.1 - 5.a Full resolution detail masks
gap - The SH5 EcoMod v0.2.1 - Testing missions
GSE v1.2.6 by GrenSo
GSE - Radione R3
GSE - alternative Periscope and OBS
DynEnv v2.9 - 6. Sleet for Winter Campaigns
NewUIs_TDC_7_5_0_Das_Boot_Crew_Mod_by_Illyustrator
Pascal_recognition handbook_for_NewsUIs_TDC
Pascal_sh5_Radio_Paris
SD_MapLocationNameFix_v1.2
Pascal-sh5-Crew-Uniforms_version14
SKIN_SH5_Type-VIIC_Tornmatte_Coating_Weathered
_1_Stormys DBSM_TWos SH5 v1.3 Basemod
_2_Stormys DBSM_TWos SH5 v1.3 HOTFIX 3
_o_Stormys DBSM SH5 v1.3 optional louder engine sounds
_o_Stormys DBSM_TWos SH5 v1.3 additional crew sounds beta6
_o_Stormys DBSM_TWos SH5 v1.3 optional -6db damped Sonarguy
_o_Stormys DBSM_TWos SH5 v1.3 optional NavMap babelling
_o_Stormys DBSM_TWos SH5 v1.3 optional remaining orig sounds converted to 22Khz
_o_Stormys DBSM_TWos SH5 v1.3 optional scary creaks
_o_Stormys_DBSM_TWos_additional_creaks_and_noises_ 1.0
BritishAsdicMkIFinal
Bstanko6's AlarmClock
Bstanko's Night Filter
Compans_Sub chatter
DasBootSehrohr
DBSM_Music_1_0_4
DeckKannon
No Rusted Mines and Subnets by U-190
TWoS Real Navigation
TWoS Encrypted BdU Orders
SeawolvesVoices

Wonder if you can correct the lack of the left button in the hydrophone; it is an old issue with TWoS (I think it came with SilentMichal interiors).

I´ll do a test from the bunker, with an old savegame.

Many thanks and best regards :Kaleun_Applaud:

Fitzcarraldo :Kaleun_Salute:




I'm glad everything is working again for you. And I hope it will be the same with your old savegame. :salute:


I'm not sure if I can fix the lack with the button there, because in GoblinEditor and in GR2EditorViewer is everthing fine with it and just ingame is the botton not vissible and shown as red button.

MatzeO
11-01-22, 05:51 AM
I made a first test in patrol and all works fine. Arctic Convoys chapter, Type VIIC. Resumed campaign with a previous savegame with 1.2.5b, now 1.2.6.

My list:

Generic Mod Enabler - v2.6.0.157
[E:\Ubisoft\Silent Hunter 5\TWoS_Parts]

TWoS Campaign Start_VIIB_UFlaK
TWoS FX_Incr. Flooding via Zones
TWoS Harbors Chimney Smoke
TWoS Missing Nav Map Coordinates_Fix
TWoS Remove Sub Flags
TWoS Wooden Lifeboats
Air Force for TWoS 2224_re-saved
Das Boot Departure Theme
Das Boot Gramophone music by Navuhodonosor
DBLS for TWoS
gap - The SH5 EcoMod v0.2.1 - 1. Main mod
gap - The SH5 EcoMod v0.2.1 - 2.b 3x increased tree density
gap - The SH5 EcoMod v0.2.1 - 3. Season fine-tunings (only DynEnv and TWoS users)
gap - The SH5 EcoMod v0.2.1 - 4.a Full resolution tree textures
gap - The SH5 EcoMod v0.2.1 - 5.a Full resolution detail masks
gap - The SH5 EcoMod v0.2.1 - Testing missions
GSE v1.2.6 by GrenSo
GSE - Radione R3
GSE - alternative Periscope and OBS
DynEnv v2.9 - 6. Sleet for Winter Campaigns
NewUIs_TDC_7_5_0_Das_Boot_Crew_Mod_by_Illyustrator
Pascal_recognition handbook_for_NewsUIs_TDC
Pascal_sh5_Radio_Paris
SD_MapLocationNameFix_v1.2
Pascal-sh5-Crew-Uniforms_version14
SKIN_SH5_Type-VIIC_Tornmatte_Coating_Weathered
_1_Stormys DBSM_TWos SH5 v1.3 Basemod
_2_Stormys DBSM_TWos SH5 v1.3 HOTFIX 3
_o_Stormys DBSM SH5 v1.3 optional louder engine sounds
_o_Stormys DBSM_TWos SH5 v1.3 additional crew sounds beta6
_o_Stormys DBSM_TWos SH5 v1.3 optional -6db damped Sonarguy
_o_Stormys DBSM_TWos SH5 v1.3 optional NavMap babelling
_o_Stormys DBSM_TWos SH5 v1.3 optional remaining orig sounds converted to 22Khz
_o_Stormys DBSM_TWos SH5 v1.3 optional scary creaks
_o_Stormys_DBSM_TWos_additional_creaks_and_noises_ 1.0
BritishAsdicMkIFinal
Bstanko6's AlarmClock
Bstanko's Night Filter
Compans_Sub chatter
DasBootSehrohr
DBSM_Music_1_0_4
DeckKannon
No Rusted Mines and Subnets by U-190
TWoS Real Navigation
TWoS Encrypted BdU Orders
SeawolvesVoices

Wonder if you can correct the lack of the left button in the hydrophone; it is an old issue with TWoS (I think it came with SilentMichal interiors).

I´ll do a test from the bunker, with an old savegame.

Many thanks and best regards :Kaleun_Applaud:

Fitzcarraldo :Kaleun_Salute:


Hi!


Männer, perfect. TWoS any our mod list runs perfect on my system.
Without any problems.



GrenSo --> TOPP job! :Kaleun_Salute:
Fitzcarraldo --> Many thanks for your list. :Kaleun_Applaud:
I have only one question.
I cannot find the mod DBLS for TWoS.
It must be about DAS BOOT theme... correct?


Regards
MatzeO

les green01
11-06-22, 05:08 PM
running it now great job:yeah:

tonschk
11-07-22, 01:44 PM
Very good GrenSo --> TOPP job! :yeah::up::salute:

GrenSo
11-08-22, 09:13 AM
running it now great job:yeah:
Very good GrenSo --> TOPP job! :yeah::up::salute:




Thx and good hunting. :Kaleun_Salute:

Cristi_Neagu
11-08-22, 11:04 AM
Hello,

Is this compatible with TWoS?

les green01
11-08-22, 02:30 PM
Hello,

Is this compatible with TWoS?

yes it is

GrenSo
11-08-22, 03:23 PM
Hello,

Is this compatible with TWoS?


It based on TWoS and it is necessary for 100% functionality.


I also write this on the dowload page:

This mod was created under using TWoS 2.2.24 and I cannot guarantee that GSE will have no problems and will work with the stock version of SH5.

Cristi_Neagu
11-08-22, 05:32 PM
Thanks for confirming that.

GrenSo
11-09-22, 03:08 AM
Thanks for confirming that.


You're welcome. :Kaleun_Salute:

Kal_Maximus_U669
11-26-22, 09:05 AM
Hey GrenSo..greeting:D
http://image.noelshack.com/fichiers/2022/47/6/1669471704-sh5img-2022-11-26-13-49-29.png
I congratulate you for this work I have just tried....
I am in the updates of all my SH3.4.5 I am late in some..
especially sh5
Tell me I still have black labels under the dials in the electrical engine room.. in the "Turm" the center of the compass is still not good.. the dials on the right TDC too..
otherwise the dials in the engine room some have gray needles.. white have you corrected the correct operation of the dials for the fonction of the individual engines..
I don't know but I suspect traces of old backup after having tested several interiors a while ago... I feel that it will end in "fresh Install" so that there is no longer any doubt..:doh:
if I'm deciding I'm going to operate a redesign of my list is operate a new change we'll see..:yep::yep:
Your friend Kal Maximus my best regards Gren...:salute:

skin-nl
01-08-23, 08:47 AM
Hey Grenso a quick update :salute:

After a fresh install with the latest twos and gse 1.2.6...i can load a bunker save but when i start a patrol the game crashes.So i downloaded your profile files and loaded your save games, the game dont crash.So i tried other save games from myself (in patrol) and the game dont crash...I have played now a couple of hours....still no crash :D......Maybe my bunker save gets corrupted.

Thank you very much for your support Grenso :up:

GrenSo
01-13-23, 01:55 AM
Hey Grenso a quick update :salute:

After a fresh install with the latest twos and gse 1.2.6...i can load a bunker save but when i start a patrol the game crashes.So i downloaded your profile files and loaded your save games, the game dont crash.So i tried other save games from myself (in patrol) and the game dont crash...I have played now a couple of hours....still no crash :D......Maybe my bunker save gets corrupted.

Thank you very much for your support Grenso :up:




Many thanks for your feedback. :salute:

Onkel Neal
01-24-23, 11:15 AM
starsconty, what is you goal with this work?

Aktungbby
01-24-23, 01:30 PM
starsconty!:Kaleun_Salute:

GrenSo
01-25-23, 02:18 AM
I'm not sure if it will be possible with the blue oxygen bottles, because in the subset06 of CR_Walls are not only the bottles but a part of the housing of the gyrocompass too. And these parts have only one texture assignment I have to split.

Hi starsconty.

what do you want to know or how can we help you?
The part you wrote is exactly the same I wrote here in the middle of last year: https://www.subsim.com/radioroom/showpost.php?p=2813637&postcount=13

Onkel Neal
01-26-23, 07:41 AM
Looks like he was a spammer, will be deleted

Jimbuna
01-26-23, 07:48 AM
Sorted.

Dönitz78
05-14-23, 02:21 PM
Would it be possible to have a version containing only the textures ?

Thank you for your work on your mod.

GrenSo
05-15-23, 07:43 AM
Would it be possible to have a version containing only the textures ?

Thank you for your work on your mod.


You got a PM. :salute:

fitzcarraldo
05-15-23, 04:56 PM
You got a PM. :salute:

Hi GrenSo: I continue to have problems with the "cameras out of sector" issue. I try TWoS with only your Environment, and the problem persists. Usually I don´t play with external cameras, so I can use your mod. But when I start a campaign with external cameras on, the problems appear, mainly when I´m in the control room and try to pass to external camera.

Could you send me, if it is possible, the textures only mod, to try without the other files?

I did some experiments with the cameras.cam file, without positive results.

Many thanks and best regards.

Fitzcarraldo :Kaleun_Salute:

Dönitz78
05-15-23, 05:22 PM
I think we have issues regarding compatibility with real navigation + Newsextant.

I think but I'm not sure it comes from: Page Layout.ini & page Layout.py


EDIT :

I just tested your mod + real navigation + newsextant and it seems incompatible. What are the modifications in the "page layout" files in your mod ?
that we can solve this problem, because your mod is particularly appreciable, but incompatible with realnavigation & newsextant & Alpheratz mod and it is particularly a pity.

fitzcarraldo
05-15-23, 07:24 PM
I think we have issues regarding compatibility with real navigation + Newsextant.

I think but I'm not sure it comes from: Page Layout.ini & page Layout.py


EDIT :

I just tested your mod + real navigation + newsextant and it seems incompatible. What are the modifications in the "page layout" files in your mod ?
that we can solve this problem, because your mod is particularly appreciable, but incompatible with realnavigation & newsextant & Alpheratz mod and it is particularly a pity.

You can compare the two ini files with Winmerge and see what differences there are between the original ini and the modified ini by the GrenSo mod.

https://winmerge.org/?lang=es

It´s free.

Regards.

Fitzcarraldo :Kaleun_Salute:

Dönitz78
05-15-23, 08:56 PM
Thanks ! I just looked and there is a huge difference, on a lot of lines. Totally incompatible with Alpheratz main mod or New sextant for my biggest regret

GrenSo
05-16-23, 01:05 AM
Hi there,

like I told it in the past, I do not have the issue with "out of sector" and if yes, then only sometime and only in bunker and with TWoS only too. So I can't really reproduce this issue, because I got it not on parole.

I don't think the issue comes from the camera.dat, because if so, then all would have this issues just with TWoS. :03:

About the "Page layout.ini" and the "Page layout.py" there are only the function of for the compass included.

In the "Page layout.ini" are the section G3F I849, G3F I850, G3F I853 and G3F I854 changed... if I remember correctly. Just search there for the entry "Gyrocompass" or the 4 dds files you can find at "data\Menu\Gui\Gyrocompass". But I think, but I have to check it by my own, I added one part there and had changed the complete numbering. :hmmm:
The "Page layout.py" was toked from a Russia version from TWoS, like you can read here: https://www.subsim.com/radioroom/showthread.php?t=253180

GSE should work with "TWoS Real Navigation", because I use it too. I think it should not be compatible with "TWOS Real Navigation_New Sextant", because I do not use it and had until now not the time to edit all necessary files for it.

If you will, you can do the edit of the files. I do not mind. The same applies for Alpheratz mod and compatibility with GSE. :D


I think Alpheratz use this gyrocompass with other textures and maybe another size too, if I see this video from him on youtube:

https://www.youtube.com/watch?v=JFGN-poChy0




For me, it was more important, but I've failed so far, that the compass works with the SH3 and SH4 style.

Dönitz78
05-16-23, 07:34 PM
For me, it was more important, but I've failed so far, that the compass works with the SH3 and SH4 style.

I think many of us would be glad to have the compass with UI SH3style interface.

The sh5 interface is not very immersive unfortunately.

If I can help you maybe we'll have more chance to find it.


If you will, you can do the edit of the files. I do not mind. The same applies for Alpheratz mod and compatibility with GSE.

I think the best would be to have a "texture" version of your mod, which would be compatible with any other mod.

Your interior textures are particularly beautiful!

GrenSo
05-17-23, 12:41 AM
I think many of us would be glad to have the compass with UI SH3style interface.

The sh5 interface is not very immersive unfortunately.

If I can help you maybe we'll have more chance to find it.

I think we need TDW for this, because he wrote the python scrips or we need Vecko. I am a network engineer for Cisco, Fortinet, Lancom and so on but not a programmer.

But like I told you, you can try to check the "Page layout.py" file. I think that the difference between the three styles (SH3, SH4 and SH5) can only be found in this one file. Although there are many cross-references to other python script files, but the main declaration of functions can be found in the "Page layout.py".


I think the best would be to have a "texture" version of your mod, which would be compatible with any other mod.

Like I told you, Please give me some days to disassemble and reassemble my files of GSE and release a GSE light version. :D


Your interior textures are particularly beautiful!

Thank you very much. :salute:

GrenSo
05-18-23, 06:53 AM
Dönitz78 and fitzcarraldo,

you both go a PM with download link for a light version of GSE.
In this light version include these changes:


- no intro
- new textures of dials, sensors, watch, torpedo, bed and seabags
- new textures in the submarine for the walls and sub interior
- minimally changed keyboard layout with customized F1 side
- new funnel smoke for vessels
- new clouds
- changed some weather effects
- new texture for the dials of the TDC in CT

GSE light use these mods or just parts of them:
- include textures for the uniforms from "Boogies Refit for TWOS v3.0 Complete"
- include "EQuaTool - Elite Quality Map Tools for SH5 by AvM"
- include "Binoculars with bearing by Torpedo v1"
- include "GreenPPIscope"
- include "Bstanko6's Low Contrast Masage Box"
- include "Darkened Recognition Manual v2.0 by Torpedo"

The deleted things like the gyrocompass, Radion R3 or my version of silentmichal's interior mod and the other ones must be added separately.


Please give me feedback if I have to change something to be better compatible with other mods or part of TWoS.

Dönitz78
05-19-23, 12:49 AM
Please give me feedback if I have to change something to be better compatible with other mods or part of TWoS.

Sur, thanks Greenso !

I try this at the beginning of the week, and I will give you the feedback.
Thank you so much ! :salute:

GrenSo
05-19-23, 04:29 AM
Sur, thanks Greenso !

I try this at the beginning of the week, and I will give you the feedback.
Thank you so much ! :salute:


Perfect. If I don't get any negative feedback, then this light version will be the new version of GSW v1.3. Because all missing files and addons, like compass or the interior with food, I used are available and can be enabled next to GSE.

fitzcarraldo
05-19-23, 03:07 PM
All well here, using also the old alternative scopes and the Radione.

Many thanks and best regards.

Fitzcarraldo :Kaleun_Salute:

GrenSo
05-20-23, 07:30 AM
I will just wait for the feedback from Dönitz78 and release it then, with a very small change as v2.0.1

Dönitz78
05-22-23, 02:38 AM
I will just wait for the feedback from Dönitz78 and release it then, with a very small change as v2.0.1

All is fine here too !

Tested with this :
https://i.gyazo.com/bf32f581590e442461f825667225ccfb.png

Many Thanks Greenso !

GrenSo
05-22-23, 05:21 AM
New version v2.0.1 is ready for download. Updated first post.

Changelog:
- deleted the some add-on (gyro compass, Radione R3 and Stopwatch)** to have better compatibility with other mods
- deleted additional boxes of food in QR1
- deleted boxes of food and ladder in QR2
- folder structure of the add-on revised
- deleted reworked ship flag textures, because graphic errors can occur
- changed interior and exterior light have been undone
- a few minor tweaks and fixes



** The deleted add-ons, some other files and also the additional boxes of food and ladder in QR1 and QR2 are avalaible as separat mods. This mods are:
- GrenSo's Stopwatch v1.1 (https://www.subsim.com/radioroom/downloads.php?do=file&id=6194)
- GrenSo's Compass v1.6 (https://www.subsim.com/radioroom/downloads.php?do=file&id=6193)
- Radione R3 v1.1 by GrenSo (https://www.subsim.com/radioroom/downloads.php?do=file&id=6145)
- silentmichal's interior mod 2.0.3 by GrenSo (https://www.subsim.com/radioroom/downloads.php?do=file&id=6171)
- Conus' Das Boot Crew Faces (https://www.subsim.com/radioroom/showthread.php?t=206345)

Kal_Maximus_U669
05-22-23, 02:59 PM
My GrenSo my Greetings...:salute:
I want to congratulate you for your perseverance in this work which is not easy.. it will push me into a new assembly I feel it...
But currently I'm working on KSDII a lot of problems with but some progress all the same I hope to be finished soon ... because it tires me in the long run .. especially when things don't go as I wish ...
would it be possible that you post some screens of your achievements especially of your interior Thank you soon Your Friends Kal Maximus U669 Viele Grüße..:03:

fitzcarraldo
05-22-23, 05:16 PM
All working fine with 2.0.1 plus addons.

I can´t use Silentmichal interiors because the cameras issue.

Many thanks for the work, looks very well.

Best regards.

Fitzcarraldo :Kaleun_Salute:

GrenSo
05-23-23, 04:05 AM
My GrenSo my Greetings...:salute:
would it be possible that you post some screens of your achievements especially of your interior


Hi Kal,

because I'm a bit of lazy right now, I refer to my second post here (https://www.subsim.com/radioroom/showpost.php?p=2810216&postcount=2).:Kaleun_Wink:
What you see there is the current status.Just the boxes of food and the ladder in QR2 is not there, because this ones are included in "silentmichal's interior mod 2.0.3 by GrenSo". The light is a bit darker again, because I deleted my light setup.

Kal_Maximus_U669
05-24-23, 08:49 AM
Hi Kal,

because I'm a bit of lazy right now, I refer to my second post here (https://www.subsim.com/radioroom/showpost.php?p=2810216&postcount=2).:Kaleun_Wink:
What you see there is the current status.Just the boxes of food and the ladder in QR2 is not there, because this ones are included in "silentmichal's interior mod 2.0.3 by GrenSo". The light is a bit darker again, because I deleted my light setup.

:wah::wah: Gren...Ich würde gerne das Neueste sehen...:D:D

GrenSo
05-24-23, 10:11 AM
:wah::wah: Gren...Ich würde gerne das Neueste sehen...:D:D


But only because it's you. :03:
Dials are unchanged and the same as in my old versions.

https://i.postimg.cc/MHxQ0ZMW/SH5-Img-2023-05-24-16-43-50.jpg

https://i.postimg.cc/Jn3yhwTS/SH5-Img-2023-05-24-16-44-22.jpg

https://i.postimg.cc/gcDXFWLZ/SH5-Img-2023-05-24-16-44-33.jpg

https://i.postimg.cc/W48LpXGX/SH5-Img-2023-05-24-16-45-02.jpg

https://i.postimg.cc/wvzvZf62/SH5-Img-2023-05-24-16-45-12.jpg

https://i.postimg.cc/4dv5RSpx/SH5-Img-2023-05-24-16-45-23.jpg

https://i.postimg.cc/x80Pf3Py/SH5-Img-2023-05-24-16-45-28.jpg

https://i.postimg.cc/5933PDxP/SH5-Img-2023-05-24-16-45-38.jpg

https://i.postimg.cc/bNwR4Lrq/SH5-Img-2023-05-24-16-46-02.jpg

https://i.postimg.cc/K8KD8ztV/SH5-Img-2023-05-24-16-46-15.jpg

https://i.postimg.cc/RhVc5VMg/SH5-Img-2023-05-24-16-46-25.jpg

https://i.postimg.cc/v83r79zk/SH5-Img-2023-05-24-16-46-31.jpg

https://i.postimg.cc/PqsYfMXp/SH5-Img-2023-05-24-16-46-38.jpg

https://i.postimg.cc/bvhgVP2B/SH5-Img-2023-05-24-16-46-57.jpg

https://i.postimg.cc/DZCczbp9/SH5-Img-2023-05-24-16-47-19.jpg

https://i.postimg.cc/h45rWTdx/SH5-Img-2023-05-24-16-47-28.jpg

https://i.postimg.cc/25GQHZY1/SH5-Img-2023-05-24-16-47-57.jpg

https://i.postimg.cc/L5Yj6Q1P/SH5-Img-2023-05-24-16-48-44.jpg

https://i.postimg.cc/fy90h3Gj/SH5-Img-2023-05-24-16-48-50.jpg

https://i.postimg.cc/1R2TSfng/SH5-Img-2023-05-24-16-49-00.jpg







Das ist Thomsen! Thomsen! :har::haha:

https://i.postimg.cc/g00jWMQH/SH5-Img-2023-05-23-16-39-03.jpg

Kal_Maximus_U669
05-24-23, 11:31 AM
Vielen Dank, mein lieber Grenso. Ich schätze deine Freundlichkeit Kal Maximus :up::salute:

skin-nl
05-25-23, 12:03 PM
Love your work grenso :up:

GrenSo
05-26-23, 12:16 PM
New version v2.0.2 is ready for download. Updated first post.
This time only with small changes.


Changelog:
- toned down night filter for the navigation map
- changed colors for axis (blue) and allies (red) terrain on navigation map


An example for new map at night with night filter:
https://i.postimg.cc/PfLDqyYb/SH5-Img-2023-05-26-18-07-03.jpg

fitzcarraldo
05-28-23, 01:31 PM
Downloading now. :Kaleun_Cheers:

Many thanks for all the work! :Kaleun_Applaud:

Best regards.

Fitzcarraldo :Kaleun_Salute:

GrenSo
05-29-23, 09:25 AM
New version v2.0.3 is ready for download. Updated first post.

fitzcarraldo
05-29-23, 01:15 PM
Many thanks GrenSo!

Best regards.

Fitzcarraldo :Kaleun_Salute:

GrenSo
06-18-23, 12:49 PM
New version v2.0.4 is ready for download. Updated first post.

Change log:
- new textures for oxygen bottles in TRA room of VIIA, B, C and C41
- small texture changes in CT and QR1 room

https://i.postimg.cc/sgShv348/SH5-Img-2023-06-18-19-39-39.jpg

https://i.postimg.cc/GpCsD6Mp/SH5-Img-2023-06-18-19-40-32.jpg

fitzcarraldo
06-18-23, 02:59 PM
Many thanks for the update!

Best regards.

Fitzcarraldo :salute:

Kal_Maximus_U669
06-19-23, 09:15 AM
Wonderful work my dear friend GrenSo..:up:
It really seems to be close to what the interior of a real Uboat should be like.. I'll try to find the time to try it...:03: which is not obvious to me at the moment.. Congratulations on your relentlessness ... you are on the track of the great modders .. be careful the mountain is long to cross ...:timeout:
Thank you very much my friend I download it now maybe in the spotlight soon who knows..:o:yep:
meine besten Grüße Kal Maximus U669 :salute:

skin-nl
06-22-23, 01:00 PM
Thanks for the update :up:

Dönitz78
06-29-23, 06:29 AM
Nice! Glad to see you are still working on your Mod. After doing some tests everything is fine with me.

GrenSo
08-19-23, 09:30 AM
I'm currently working on the light and blinding metal on the floor in QR1.


https://i.postimg.cc/DfrzMyVF/before.jpg

GrenSo
08-19-23, 12:18 PM
New version v2.0.5 is ready for download. Updated first post.

Change log:
- exchanged some tower emblems from Gunfighter (gf1.dds, gf6.dds, gf7.dds, gf11.dds, gf13.dds, gf16.dds, gf17.dds and gf20.dds) for using in campaign
- reduced binding of metal parts on the floor in QR1
- a few minor texture fixes

https://i.postimg.cc/g0VyVdrg/SH5-Img-2023-08-19-17-21-27.jpg

https://i.postimg.cc/HxTw3Kyd/SH5-Img-2023-08-19-19-01-40.jpg

https://i.postimg.cc/25byY5F6/Screenshot-2023-08-19-175258.jpg

fitzcarraldo
08-19-23, 12:49 PM
Great! Many thanks GrenSo :Kaleun_Cheers:

Is it possible to correct the left knob of the hydrophone panel? :hmmm:

Best regards.

Fitzcarraldo :Kaleun_Salute:

GrenSo
08-19-23, 12:54 PM
Is it possible to correct the left knob of the hydrophone panel? :hmmm:




I've tried before but haven't been able to. Because the button is still there and also has a texture, but is not displayed in game. So far I haven't found the reason. But I will keep trying. :salute:

skin-nl
08-20-23, 08:48 AM
Great work again GrenSo :up:

GrenSo
08-23-23, 12:49 PM
I am currently working on curtains for the bunks in QR1 and QR2.
Here are the first alpha version in QR1.

https://i.postimg.cc/pdDYsHS2/SH5-Img-2023-08-23-19-43-54.jpg

https://i.postimg.cc/gjBvxkxK/SH5-Img-2023-08-23-19-45-05.jpg

Jeff-Groves
08-26-23, 02:08 PM
I've tried before but haven't been able to. Because the button is still there and also has a texture, but is not displayed in game. So far I haven't found the reason. But I will keep trying. :salute:
I'd suspect the faces are inverted much like many walls in the Bunker are.
Export the part then flip the faces and re-import.

fitzcarraldo
08-26-23, 04:53 PM
I'd suspect the faces are inverted much like many walls in the Bunker are.
Export the part then flip the faces and re-import.

That seems accurate...:hmmm:

Fitzcarraldo :Kaleun_Salute:

GrenSo
08-27-23, 12:05 PM
The first showable version of the curtains in QR1 is finished. I'm still not satisfied with the texture. So far I haven't been able to create a new texture map in the GR2EditorViewer.

https://i.postimg.cc/SNzY768n/SH5-Img-2023-08-27-18-00-34.jpg

https://i.postimg.cc/vmG1sCKn/SH5-Img-2023-08-27-18-00-47.jpg

https://i.postimg.cc/855jFMNP/SH5-Img-2023-08-27-18-01-01.jpg

And with the drawn curtains, sleeping crew members who aren't really there are also hidden. :D

fitzcarraldo
08-27-23, 12:08 PM
Very nice!

Fitzcarraldo :salute:

GrenSo
08-28-23, 12:35 AM
Very nice!

Fitzcarraldo :salute:

Thx and I do my best.

But I don't think the texture fits so well. First, is it to dark and second is it the texture that is actually from the seats in the dining area. But every time I tried to create a new texture in the gr2 file, the GR2EditorViewer crashed. :wah: Maybe it will work in QR2 better with creation of the texture, because the gr2 file in for QR2 not so complex like QR1.

fitzcarraldo
08-28-23, 04:25 PM
Thx and I do my best.

But I don't think the texture fits so well. First, is it to dark and second is it the texture that is actually from the seats in the dining area. But every time I tried to create a new texture in the gr2 file, the GR2EditorViewer crashed. :wah: Maybe it will work in QR2 better with creation of the texture, because the gr2 file in for QR2 not so complex like QR1.

Did you try with the texture of the knob of the hydrophone? I see the know is in the panel, but it isn´t diplayed in the game...:wah:

Best regards.

Fitzcarraldo :Kaleun_Salute:

ReallyDedPoet
08-28-23, 05:13 PM
Nice work here :yep::up:

GrenSo
08-29-23, 12:48 AM
Did you try with the texture of the knob of the hydrophone? I see the know is in the panel, but it isn´t diplayed in the game...:wah:



I tried yesterday, just as text to find a possible reason, a new texture for the hydrophone button and also a new button over the existing one. In both cases was the button visible in GoblinEditor, like the original, but not in game. I'll stay tuned and investigate further. But I think the cause must be in the file of QR1 from silentmichal's new interior mod, TWoS use too, because the button is in stock QR1 visible in game.

But I found yesterday another graphic glitch in QR1 and I will try to fix it too. The glitch / graphic error is in the seating area and affects the pictures. One picture is partially obscured and another is not visible at all. In addition, the wall to the bunk seems to have been shifted. You can see it, if you have a look from the side to the seating area. I checked it twice and this issue with the pictures are in the original files of TWoS or in the original files of silentmichal's new interior mod and can be seen here at time 0:56.

https://www.youtube.com/watch?v=Nifs6oNs7Kw

Screenshot:

https://i.postimg.cc/sfGmkT59/Screenshot-2023-08-29-083436.jpg

But it can be, that this one is not so easy to correct, and I have to rebuild all subset of the captain bed to have all subsets in the right order.

GrenSo
08-29-23, 12:51 AM
Nice work here :yep::up:


Thx. I do my best but like I said, I have to edit/create a new texture for the curtain and for the closed ones I need to refine the polygons.

GrenSo
09-04-23, 12:10 PM
New version v2.0.6 is ready for download. Updated first post.

Change log:
- added curtains for the bunks in QR1 (two of them are closed to simulate sleeping crew members)
- changed position of the toilet in QR1 and QR2 to historical correct position
- toilet paper and pipes in the toilet in QR1 re-placed, because they were partially in the wall
- two pictures re-placed in the seating area, because they were partially covered before

https://i.postimg.cc/jCYTxghs/SH5-Img-2023-09-04-18-28-19.jpg

https://i.postimg.cc/1RkVVyCz/SH5-Img-2023-09-04-18-28-56.jpg

https://i.postimg.cc/7ZV5R0xC/SH5-Img-2023-09-04-18-29-01.jpg

https://i.postimg.cc/MG3v6wfq/SH5-Img-2023-09-04-18-29-10.jpg

https://i.postimg.cc/1tLXFKKd/SH5-Img-2023-09-04-18-29-20.jpg

https://i.postimg.cc/jdYCdZ2w/SH5-Img-2023-09-04-18-29-35.jpg

fitzcarraldo
09-04-23, 05:11 PM
:Kaleun_Applaud::Kaleun_Applaud::Kaleun_Applaud:

Great job! Looks awesome :Kaleun_Cheers:

I´m seeing the hydrophone knob (really it is a red bulb), I´m searching what is the problem with it. It is in the vanilla interior but not in silentmichal... I see it has an effect (blinking light), maybe the controller is the issue (?).

Many thanks for the work.

Fitzcarraldo :Kaleun_Salute:

GrenSo
09-09-23, 11:21 AM
New version v2.0.7 is ready for download. Updated first post.

Change log:
- closed toilet lid in QR2
- fixed a graphic glitch of a pipe in toilet in QR2
- added the add-on "GSE - QR1 + QR2 Fix" to get GSE version of QR1 and QR2 if you use mods that overwrite the files Room_QR1.GR2 and QRoom_QR2.GR2

fitzcarraldo
09-09-23, 06:20 PM
Many thanks for the job GrenSo! :Kaleun_Applaud:

Downloading now...

Best regards.

Fitzcarraldo :Kaleun_Salute:

GrenSo
09-10-23, 11:56 AM
New version is in progress. :D

https://i.postimg.cc/7LHVRmsM/SH5-Img-2023-09-10-18-52-03.jpg

https://i.postimg.cc/26J7Vmz2/SH5-Img-2023-09-10-18-52-24.jpg

https://i.postimg.cc/4y9bcMyZ/SH5-Img-2023-09-10-18-52-49.jpg

fitzcarraldo
09-10-23, 12:53 PM
A-we-so-me!

Many thanks!

Fitzcarraldo :salute:

ReallyDedPoet
09-10-23, 07:41 PM
Nice :yep:

GrenSo
09-11-23, 12:44 AM
A-we-so-me!

Many thanks!

Fitzcarraldo :salute:
Nice :yep:


Thank you both! :salute:

I will have to change the arrangement a bit and only use one curtain per bed. With two curtains, one at the head and one at the foot, there are overlaps and "breakthroughs" in the movements of the sailors. This means that where one of the men moves through the curtain, the curtain comes away, and only the curtain remains on the other side of the bed.

I also want to rework the texture of the curtains there and in QR1 and the private photos, a few of which you can see in the screenshots, on the walls.

I'm also planning, I hope it works as I imagine, to install the hatch for torpedo loading in the roof of the TRF. And maybe a few little gimmicks like a toolbox and other smaller boxes around the submarine.

fitzcarraldo
09-11-23, 12:55 PM
I continue to investigate the bulb/knob in the hydrophone. I see it with Goblin but I can´t find the cause why it is not viewed in game. Also I´m searching the way to suppress it; I prefer don´t see nothing to view that empty bulb...:hmmm:

Many thanks for the work.

Fitzcarraldo :Kaleun_Salute:

GrenSo
09-11-23, 02:26 PM
I continue to investigate the bulb/knob in the hydrophone. I see it with Goblin but I can´t find the cause why it is not viewed in game. Also I´m searching the way to suppress it; I prefer don´t see nothing to view that empty bulb...:hmmm:



Do you checked the sim file from QR1?
I think about to test an import of the red button in an other root subset of the GR2 file. I hadn’t the time until now, because the 3D file must be a little bit bigger to encase the original one.

ShockHazard
09-12-23, 02:51 PM
A great addition to TWS. Keep it up. :Kaleun_Thumbs_Up:

Aktungbby
09-12-23, 05:27 PM
ShockHazard!:Kaleun_Salute:

GrenSo
09-16-23, 12:23 PM
Small update about the curtains in QR2 and the revised version of the curtains in QR1.

https://i.postimg.cc/B6rsGnxf/SH5-Img-2023-09-16-18-31-54.jpg

https://i.postimg.cc/MK8xPX6y/SH5-Img-2023-09-16-18-32-21.jpg

https://i.postimg.cc/gkqpfdj1/SH5-Img-2023-09-16-18-33-09.jpg

https://i.postimg.cc/T3dxxSW1/SH5-Img-2023-09-16-18-33-17.jpg

https://i.postimg.cc/HsGWqB28/SH5-Img-2023-09-16-17-36-49.jpg

https://i.postimg.cc/13B9NPZD/SH5-Img-2023-09-16-18-31-07.jpg

https://i.postimg.cc/MGrqdDHT/SH5-Img-2023-09-16-18-31-25.jpg

fitzcarraldo
09-17-23, 06:44 AM
Nice! :Kaleun_Wink:

Now I´m investigating with 3DS the damn bulb/knob. :k_confused:

Regards.

Fitzcarraldo :Kaleun_Salute:

GrenSo
09-17-23, 08:26 AM
Now I´m investigating with 3DS the damn bulb/knob. :k_confused:
I think I have solved the problem. But I have to test if everything works like it should.

https://i.postimg.cc/9FYp56SJ/SH5-Img-2023-09-17-15-21-52.jpg

fitzcarraldo
09-17-23, 09:36 AM
Great! Also I´m in that way. But you win...:Kaleun_Cheers::Kaleun_Cheers:

Now, my second obsession: the faulty awards system. :hmmm::hmmm:

Congrats!

Fitzcarraldo :Kaleun_Salute:

GrenSo
09-17-23, 12:06 PM
New version v2.0.8 is ready for download. Updated first post.

Change log:
- added curtains for the bunks in QR2
- reworked curtains in QR1
- new texture for all curtains in QR1 and QR2
- added pictures in QR2
- fixed the graphic bug of the red button of the hydrophone so it is visible again

https://i.postimg.cc/HnvPqqRj/SH5-Img-2023-09-17-18-43-24.jpg

https://i.postimg.cc/BQtzTvPF/SH5-Img-2023-09-17-18-44-24.jpg

https://i.postimg.cc/wjmbrbVT/SH5-Img-2023-09-17-18-44-31.jpg

https://i.postimg.cc/MGJrJbP0/SH5-Img-2023-09-17-18-44-43.jpg

https://i.postimg.cc/j5K9PQyq/SH5-Img-2023-09-17-18-42-15.jpg

https://i.postimg.cc/Y0CsyrXJ/SH5-Img-2023-09-17-18-42-41.jpg

https://i.postimg.cc/9FYp56SJ/SH5-Img-2023-09-17-15-21-52.jpg

fitzcarraldo
09-17-23, 04:14 PM
:Kaleun_Applaud:

The red bulb! This is a dream! :Kaleun_Party:

Is this compatible with your silentmichal addon 2.0.5?

Many thanks for all the work, GrenSo.

Must have...:Kaleun_Salivating:

Best regards and have my vote! :Kaleun_Wink:

Fitzcarraldo :Kaleun_Salute:

GrenSo
09-17-23, 10:13 PM
:Kaleun_Applaud:

Is this compatible with your silentmichal addon 2.0.5?



Yes, this is the reason I have added in last version the add-on "GSE - QR1 + QR2 Fix". This means, you have first activate GSE, than „silentmichal addon 2.0.5“ and on top „GSE - QR1 + QR2 Fix“. :salute:

fitzcarraldo
09-18-23, 05:02 PM
Yes, this is the reason I have added in last version the add-on "GSE - QR1 + QR2 Fix". This means, you have first activate GSE, than „silentmichal addon 2.0.5“ and on top „GSE - QR1 + QR2 Fix“. :salute:

Many thanks. Working fine. :Kaleun_Applaud:

There is a little glitch in the officer quarters, in the wood wall there is a linear texture I think it should not be there. But it is only visible when I see near the wood wall. Nothing important.

Best regards.

Fitzcarraldo :Kaleun_Salute:

GrenSo
09-21-23, 12:16 PM
There is a little glitch in the officer quarters, in the wood wall there is a linear texture I think it should not be there. But it is only visible when I see near the wood wall.

Thanks for the note. :salute: I'll take a look at it. Can you send me a screenshot so that I can look specifically?

GrenSo
09-22-23, 10:14 AM
There is a little glitch in the officer quarters, in the wood wall there is a linear texture I think it should not be there. But it is only visible when I see near the wood wall.


Thanks for the note. :salute: I'll take a look at it. Can you send me a screenshot so that I can look specifically?


I think I found the issue with the glitch. This one is a part of "silentmichal's interior mod" and I must fix it there. The ingame screenshot was mad without my version v2.0.5 of it.
You should see it without GSE and "silentmichal's interior mod 2.0.5 by GrenSo" too.


https://i.postimg.cc/Gmc0nTQY/Screenshot-2023-09-22-170650.jpg

https://i.postimg.cc/jjFBfgrQ/Screenshot-2023-09-22-170528.jpg

fitzcarraldo
09-22-23, 11:26 AM
I think I found the issue with the glitch. This one is a part of "silentmichal's interior mod" and I must fix it there. The ingame screenshot was mad without my version v2.0.5 of it.
You should see it without GSE and "silentmichal's interior mod 2.0.5 by GrenSo" too.




Yes, that is. A little glitch.

Many thanks

Fitzcarraldo :Kaleun_Salute:

GrenSo
09-23-23, 03:08 PM
Yes, that is. A little glitch.

I tried to fix it today but it was not possible exchange the subset or ad an other one there. I got error messages in GR2Editor. I don‘t know why, because is just a very simple thing. :hmmm: In other parts I was able to add subsets but not in „QR1_GlassProtector“. Maybe I will find an other way to cover it if I can‘t edit.

GrenSo
10-02-23, 12:03 PM
I am currently working on other conversions in QR1. I start with the toilet. The dark bars will disappear later.

https://i.postimg.cc/DZ5xF0DF/SH5-Img-2023-10-02-18-56-38.jpg

fitzcarraldo
10-02-23, 05:11 PM
:Kaleun_Applaud::Kaleun_Applaud::Kaleun_Applaud:

Many thanks!

Fitzcarraldo :Kaleun_Salute:

GrenSo
10-11-23, 12:53 PM
Small process update of the work in QR1.

I closed the toilet door a little more so that the way to the torpedo room was clear:
https://i.postimg.cc/tJSbJXrS/SH5-Img-2023-10-11-19-30-53.jpg

The toilet was enlarged, remodeled slightly and a sink and a towel was added:
https://i.postimg.cc/SNRq5Msw/SH5-Img-2023-10-11-19-31-25.jpghttps://i.postimg.cc/xTZYS1Nq/SH5-Img-2023-10-11-19-31-36.jpghttps://i.postimg.cc/cJySrkmS/SH5-Img-2023-10-11-19-31-45.jpg

Books from the sitting area have moved to the captain's quarters and two private books (War and Peace band 1 & 2 by Tolstoi) have been added:
https://i.postimg.cc/tg3HPdSV/SH5-Img-2023-10-11-19-32-02.jpghttps://i.postimg.cc/JnRCQyvY/SH5-Img-2023-10-11-19-32-38.jpg

Instead of books, the Radione R3 was placed in the seating area, where I'm still working on the textures:
https://i.postimg.cc/wMvKSC6h/SH5-Img-2023-10-11-19-32-49.jpg

fitzcarraldo
10-11-23, 04:59 PM
Wonderful work. :Kaleun_Applaud::Kaleun_Applaud:

A thing I noted in interiors is the "so white" lights. Wonder if the colour of the lamps could be more yellowish, as Edison low power lamps. In the CR, the light seems "LEDs" and not Edison bulbs. Maybe some touch to the config of the lights.cfg?

Many thanks for all this great m od. A must have.

Fitzcarraldo :Kaleun_Salute:

GrenSo
10-12-23, 02:43 AM
A thing I noted in interiors is the "so white" lights. Wonder if the colour of the lamps could be more yellowish, as Edison low power lamps. In the CR, the light seems "LEDs" and not Edison bulbs. Maybe some touch to the config of the lights.cfg?


I have to see if I still have my old lights.cfg file. Since I am currently using ReShade, I removed my changed lights.cfg from GSE. I don't remember in which version I removed it. :hmmm:

fitzcarraldo
10-12-23, 06:47 AM
I have to see if I still have my old lights.cfg file. Since I am currently using ReShade, I removed my changed lights.cfg from GSE. I don't remember in which version I removed it. :hmmm:

Could you post your ReShade config?

Many thanks!

Fitzcarraldo :salute:

Mon Homme
10-14-23, 06:56 AM
I see in your patch a lot of changes created by the user U-190, but you have not indicated any credit for these changes. U-190 did not give you permission to use its modifications. I don't understand how the administration of SUBSIM tolerates your insolence. :hmmm:

GrenSo
10-14-23, 09:00 AM
I see in your patch a lot of changes created by the user U-190


If you say so, then please tell me in detail (files and so on) what "lot of changes" I should have taken from U-190 for the current version of GSE?
If you can't, then please be quiet.

Mon Homme
10-14-23, 10:13 AM
If you say so, then please tell me in detail (files and so on) what "lot of changes" I should have taken from U-190 for the current version of GSE?
If you can't, then please be quiet.
You are very adept at defending your lies. The price of your personal contribution to modding SH5 - 0% :har:

Jimbuna
10-14-23, 10:42 AM
Okay guys, I'd appreciate it if you took your differences to private messages.

Mon Homme
10-14-23, 01:40 PM
Okay guys, I'd appreciate it if you took your differences to private messages.
Ok, sir! No problem. :Kaleun_Salute:

GrenSo
10-19-23, 11:07 AM
New version v2.0.9 is ready for download. Updated first post.

Change log:
- closed the toilet door in QR1 a little more so that the way to TRF is more clear
- remodeled and enlarged toilet in QR1 slightly
- added a sink and a towel in toilet in QR1
- books from the sitting area have moved to the captain's quarters and two private books (War and Peace band 1 & 2 by Tolstoi) have been added
- placed a Radione R3 in the seating area
- reworked mashes of the curtains for the bunks in QR1 and QR2
- minimal adjustment of the light in the submarine
- a few minor fixes of the mashes in QR1

https://i.postimg.cc/NGWGLW2Z/SH5-Img-2023-10-19-17-26-51.jpg

https://i.postimg.cc/7Lsw4cys/SH5-Img-2023-10-19-17-26-54.jpg

https://i.postimg.cc/zBy5GjzJ/SH5-Img-2023-10-19-14-25-00.jpg

https://i.postimg.cc/jqJtVZ3c/SH5-Img-2023-10-19-14-24-55.jpg

https://i.postimg.cc/bNxPrdh2/SH5-Img-2023-10-19-17-26-31.jpg

fitzcarraldo
10-19-23, 05:06 PM
Many thanks, GreenSo. Awesome work. :Kaleun_Cheers:

Best regards.

Fitzcarraldo :Kaleun_Salute:

les green01
10-20-23, 07:49 PM
looking great maybe add a working toilet in use lights don't know if you can do it but maybe add couple of selves put books and mags for the crew

GrenSo
10-21-23, 04:34 AM
looking great maybe add a working toilet in use lights don't know if you can do it but maybe add couple of selves put books and mags for the crew

I'm not sure. But the idea with the books and mags for the crew sound good. :up:
My plan for the next version 2.1 is the torpedo loading hatch in TRF. But it will take a lot of time because it is a lot of detailed work. The textures and adjustments will take time. First version you can see here:

https://i.postimg.cc/Qxt9LgqP/Screenshot-2023-10-21-112411.jpg

https://i.postimg.cc/X7G2j5jH/Screenshot-2023-10-21-112948.jpg

GrenSo
10-21-23, 07:41 AM
Oh *******, I saw right now the texture of the book doesn't fit and the book or the texture have to rotate 180°. :haha:
I'm working on it and will upload the version 2.0.9 again and tell if it's ready again. I'm sorry about.

GrenSo
10-21-23, 08:18 AM
The correction is done and version 2.0.9 can be downloaded again. I also optimized the GR2 file from QR1, which made it about 6% smaller. :D

https://i.postimg.cc/SQBb0ydF/SH5-Img-2023-10-19-14-24-5.jpg

fitzcarraldo
10-21-23, 05:55 PM
Many thanks GrenSo! :Kaleun_Cheers:

Re-downloading now...

Regards.

Fitzcarraldo :Kaleun_Salute:

GrenSo
10-22-23, 03:48 AM
If there are any ideas for further version or if someone find bugs or something else, please feel free to tell it.

fitzcarraldo
10-22-23, 07:41 AM
If there are any ideas for further version or if someone find bugs or something else, please feel free to tell it.

Working well here with your SilentMichal Interiors.:Kaleun_Cheers:

Ideas: the interior light (We commented about this some posts ago), bad weather clothes for the crew on bridge (as SH3 and SH4, but I think it is impossible in SH5, hardcoded; except you could change the clothes via some graphic addon with JSGME-bad weather---save game---change the clothes---reload game, as you do with the flags).

Another issues annoying me in TWoS (but I live with them) are the bad weather reports (rarely the report is as you see the weather), and the award system (only with KSD you have some precise awards...). I think the bad weather reports are because the new external environment (Dynamic Env/TWoS version) does not match the reports due to some cause (?). About the awards system, I think could be a problem of game difficulty: TWoS has a very hard scale for a realistic game, you use external cameras and lose a lot of "%%%" of realism, same with others items (map contacts, etc); I know how to cheat the realism %%%% in SH3 and SH4, but not in SH5. I´m trying to discover how to put 100% for all the selections of gameplay realism, then try how work the award system. If you see KSD, it takes the gameplay realism in a different way as it is in the game. Only my speculations...

Many thanks for all the work and best regards.

Fitzcarraldo :Kaleun_Salute:

GrenSo
04-14-24, 10:42 AM
New version v2.0.10 is ready for download. Updated first post.

Change log:
- changed sound files so that the crew on the tower no shout anymore
- exchanged smoke effect from sinking ships
- delete the stupid pole on the deck at the front of the Type VIIA and VIIB
- a few minor texture changes and minor fixes of some mashes

https://i.postimg.cc/VLNSQbnt/Screenshot-2024-04-14-173817.jpg

https://i.postimg.cc/SxbQD2SC/Screenshot-2024-04-14-182019.jpg


https://i.postimg.cc/nzMRMVk2/SH5-Img-2024-04-21-17-35-03.jpg

https://i.postimg.cc/9MSx93gh/SH5-Img-2024-04-21-17-36-35.jpg

https://i.postimg.cc/ZndwFfXy/SH5-Img-2024-04-21-17-38-08.jpg

fitzcarraldo
04-14-24, 01:32 PM
Many thanks for the work. Downloading now... :Kaleun_Applaud:

Best regards!

Fitzcarraldo :Kaleun_Salute:

skin-nl
04-16-24, 12:31 PM
Thanks for the update Grenso :up:

GrenSo
04-21-24, 08:21 AM
New version v2.0.11 is ready for download. Updated first post.

Change log:
- fix of speed and gyro compass texture in CT
- fix texture mapping of volt and ampere label in TRA from Type VIIB, VIIC and VIIC41
- small texture fix in add-on "GSE - QR1 + QR2 Fix"


https://i.postimg.cc/9XvNqrWD/SH5-Img-2024-04-21-15-29-36.jpg

https://i.postimg.cc/Qx1Yght0/SH5-Img-2024-04-21-15-29-56.jpg

https://i.postimg.cc/YCxXVRQF/SH5-Img-2024-04-21-15-30-08.jpg

fitzcarraldo
04-21-24, 09:39 AM
Many thanks GrenSo!

:Kaleun_Applaud::Kaleun_Applaud::Kaleun_Applaud:

Fitzcarraldo :Kaleun_Salute:

skin-nl
04-22-24, 09:23 AM
Thanks again grenso....keep up the good work :Kaleun_Cheers:

Kal_Maximus_U669
04-23-24, 09:05 AM
Hello Grenso...
I like the black & white clisher.. this one is particularly pretty, I would even say an authentic look..
https://i.postimg.cc/pTdBgSdb/SH5-Img-2024-04-13-19-05-34.jpg
Remarkable work on this interior thank you...mein friend..
I just downloaded it..
I'm going to try it as soon as I can...well done GrenSo for this contribution..
hard work with this engine well done keep it going you are in the right direction....
My best regards GrenSo your friend Kal Maximus U669.:up::salute:

michaeljcaboose9
04-30-24, 04:06 AM
Going to be trying this out, do I need to disable any of the twos parts, I do have that one interior mod enabled I think. Im heading home to start a new patrol and want to add this. Thanks

GrenSo
04-30-24, 10:26 AM
Going to be trying this out, do I need to disable any of the twos parts, I do have that one interior mod enabled I think. Im heading home to start a new patrol and want to add this. Thanks

No, you don't need to do that.
Here is for example my mod list:

Generic Mod Enabler - v2.6.0.157
[E:\Simulation\SilentHunterV\TWoS_Parts]

Radio Channels Final v2.0 by GrenSo
Gramophone Records Final v1.9 by GrenSo
GramophoneShuffler
TWoS Ship Auto Recognition
TWoS Remove Sub Flags
TWoS Wooden Lifeboats
TWoS Missing Nav Map Coordinates_Fix
TWoS Remove Map Plastic Cover
TWoS Officer Icons as Stations
TWoS FX_Reduc. Fires and Expl._Incr. Flooding via Zones
TWoS Restore Captain's Icon by Torpedo
GSE v2.0.11 by GrenSo
silentmichal's interior mod 2.0.5 by GrenSo
Air Force for TWoS 2.2.24
SEA_LIFE_SH5_ATLANTIC
_1_Stormys DBSM_TWos SH5 v1.3 Basemod
_2_Stormys DBSM_TWos SH5 v1.3 HOTFIX 3
_o_Stormys DBSM_TWos SH5 v1.3 additional crew sounds beta6
_o_Stormys DBSM_TWos SH5 v1.3 optional -6db damped Sonarguy
_o_Stormys DBSM_TWos SH5 v1.3 optional NavMap babelling
_o_Stormys DBSM_TWos SH5 v1.3 optional remaining orig sounds converted to 22Khz
_o_Stormys DBSM_TWos SH5 v1.3 optional scary creaks
_z_last_Rubini_Crash_dive_fix_for MCFM 1.2.1&MCCD v1.3a _for_SDBSM_Stormy_new_sounds_test NewUi`s 7.5.0
_o_Stormys_DBSM_TWos_additional_creaks_and_noises_ 1.0
Alpheratz's Damage Control
gap - The SH5 EcoMod v0.2.1 - 1. Main mod
gap - The SH5 EcoMod v0.2.1 - 2.b 3x increased tree density
gap - The SH5 EcoMod v0.2.1 - 3. Season fine-tunings (only DynEnv and TWoS users)
gap - The SH5 EcoMod v0.2.1 - 4.a Full resolution tree textures
gap - The SH5 EcoMod v0.2.1 - 5.a Full resolution detail masks
gap - The SH5 EcoMod v0.2.1 - Testing missions
GrenSo's Gramophone v1.1
GrenSo's Compass v1.7
Radione R3 v1.1 by GrenSo
GrenSo's Stopwatch v1.1 (black face)
GSE - QR1 + QR2 Fix
Little Ships 1.1 for TWoS 2225
DynEnv v2.9 - 5.b Ambient Settings - No Murky Waters
DynEnv v2.9 - 6. Sleet for Winter Campaigns
DynEnv v2.9 - 8.b Wave Mechanics - Gale (Improved)
DynEnv v2.9 - 10.I Seafloor (high resolution)
DynEnv v2.9 - 13. No Underwater FX Patch
Visible Date of Awards for v1.4 for TWoS by GrenSo
TWoS Real Navigation
U-48 Tower Skin v1.0 by GrenSo

GrenSo
04-30-24, 10:33 AM
In the next update, if everything works, I plan to change the towers of type VIIB version 2 and VIIC version 1 and 2 a bit.
I will delete the splash guard from VIIB tower 2 and add the splash guard on VIIC tower 1 and 2.

I know that VIIB had the splash guard like the VIIC too, but not at the beginning of WW2. The splash guard was, if I'm right, an update. Only VIIB tower 3 will have the splash guard but not VIIB tower 1 and tower 2.
For VIIC I have to check if the splash guard collides with the FuMO.

modified VIIB tower 2:
https://i.postimg.cc/HsbCYQBs/7B-1.jpg

modified VIIC tower 1:
https://i.postimg.cc/t45QPpKK/7C-1.jpg

modified VIIC tower 2:
https://i.postimg.cc/Ls8d3GRn/7C-2.jpg

Kal_Maximus_U669
04-30-24, 05:51 PM
Hey GrenSo fantastic it’s already really pretty I love the patina effect :Kaleun_Cheers:

michaeljcaboose9
04-30-24, 08:04 PM
No, you don't need to do that.
Here is for example my mod list:

Generic Mod Enabler - v2.6.0.157
[E:\Simulation\SilentHunterV\TWoS_Parts]

Radio Channels Final v2.0 by GrenSo
Gramophone Records Final v1.9 by GrenSo
GramophoneShuffler
TWoS Ship Auto Recognition
TWoS Remove Sub Flags
TWoS Wooden Lifeboats
TWoS Missing Nav Map Coordinates_Fix
TWoS Remove Map Plastic Cover
TWoS Officer Icons as Stations
TWoS FX_Reduc. Fires and Expl._Incr. Flooding via Zones
TWoS Restore Captain's Icon by Torpedo
GSE v2.0.11 by GrenSo
silentmichal's interior mod 2.0.5 by GrenSo
Air Force for TWoS 2.2.24
SEA_LIFE_SH5_ATLANTIC
_1_Stormys DBSM_TWos SH5 v1.3 Basemod
_2_Stormys DBSM_TWos SH5 v1.3 HOTFIX 3
_o_Stormys DBSM_TWos SH5 v1.3 additional crew sounds beta6
_o_Stormys DBSM_TWos SH5 v1.3 optional -6db damped Sonarguy
_o_Stormys DBSM_TWos SH5 v1.3 optional NavMap babelling
_o_Stormys DBSM_TWos SH5 v1.3 optional remaining orig sounds converted to 22Khz
_o_Stormys DBSM_TWos SH5 v1.3 optional scary creaks
_z_last_Rubini_Crash_dive_fix_for MCFM 1.2.1&MCCD v1.3a _for_SDBSM_Stormy_new_sounds_test NewUi`s 7.5.0
_o_Stormys_DBSM_TWos_additional_creaks_and_noises_ 1.0
Alpheratz's Damage Control
gap - The SH5 EcoMod v0.2.1 - 1. Main mod
gap - The SH5 EcoMod v0.2.1 - 2.b 3x increased tree density
gap - The SH5 EcoMod v0.2.1 - 3. Season fine-tunings (only DynEnv and TWoS users)
gap - The SH5 EcoMod v0.2.1 - 4.a Full resolution tree textures
gap - The SH5 EcoMod v0.2.1 - 5.a Full resolution detail masks
gap - The SH5 EcoMod v0.2.1 - Testing missions
GrenSo's Gramophone v1.1
GrenSo's Compass v1.7
Radione R3 v1.1 by GrenSo
GrenSo's Stopwatch v1.1 (black face)
GSE - QR1 + QR2 Fix
Little Ships 1.1 for TWoS 2225
DynEnv v2.9 - 5.b Ambient Settings - No Murky Waters
DynEnv v2.9 - 6. Sleet for Winter Campaigns
DynEnv v2.9 - 8.b Wave Mechanics - Gale (Improved)
DynEnv v2.9 - 10.I Seafloor (high resolution)
DynEnv v2.9 - 13. No Underwater FX Patch
Visible Date of Awards for v1.4 for TWoS by GrenSo
TWoS Real Navigation
U-48 Tower Skin v1.0 by GrenSo


Good to know, wanted to make sure before I committed to a patrol and started campaign transfer to drumbeat. I was testing it out and one thing I'm not a fan of is the map and the new map tool textures, I prefer the ones in TWoS. Can I just delete certain files in your mod then load it back up?


Edit: I also want to add that this seems to have fixed texture bugs I was getting outside and inside sub with texture flickering

GrenSo
05-01-24, 05:16 AM
Good to know, wanted to make sure before I committed to a patrol and started campaign transfer to drumbeat. I was testing it out and one thing I'm not a fan of is the map and the new map tool textures, I prefer the ones in TWoS. Can I just delete certain files in your mod then load it back up?


Edit: I also want to add that this seems to have fixed texture bugs I was getting outside and inside sub with texture flickering


You can just delete the .dds files at "\TWoS_Parts\GSE v2.0.11 by GrenSo\data\Menu\Gui" to have the default map tools from TWoS.

The flickering textures you will also have without GSE. I think, but I'm not sure, the root cause must be in the gr2-files and small overlapping of mashes. But to change or better to correct it, it needs much time and works.

Same issue we had with silentmichal's interior mod where I fixed it for the ladder: https://www.subsim.com/radioroom/showpost.php?p=2831343&postcount=602

michaeljcaboose9
05-01-24, 05:20 AM
You can just delete the .dds files at "\TWoS_Parts\GSE v2.0.11 by GrenSo\data\Menu\Gui" to have the default map tools from TWoS.

The flickering textures you will also have without GSE. I think, but I'm not sure, the root cause must be in the gr2-files and small overlapping of mashes. But to change or better to correct it, it needs much time and works.

Same issue we had with silentmichal's interior mod where I fixed it for the ladder: https://www.subsim.com/radioroom/showpost.php?p=2831343&postcount=602


Thanks, was just changing my mod list around after looking at yours. Nothing else I can delete to get the default map? Also to clarify what I meant was before installing your mod I had texture flickering (seemed to depend on weather?). Now in the limited time playing with your mod it seems to have gone away.

GrenSo
05-01-24, 06:35 AM
Thanks, was just changing my mod list around after looking at yours. Nothing else I can delete to get the default map? Also to clarify what I meant was before installing your mod I had texture flickering (seemed to depend on weather?). Now in the limited time playing with your mod it seems to have gone away.

Do you mean the map tools or the map?

Maybe, the flickering was a result of a mod conflict. :hmmm:

michaeljcaboose9
05-01-24, 07:15 AM
Do you mean the map tools or the map?

Maybe, the flickering was a result of a mod conflict. :hmmm:


Well both but mainly the map, it just seems a tad bright. Who knows it might grow on me, I do like the improved border representation.



And I have just started seeing the same flickering unfortunately, the example right now is the paper in the enigma machine flickering with shadows popping up on it. This thing happens randomly, though my gut tells me it's weather related or just an engine bug that cant be fixed.


The mod is great tho, thank you for the hard work getting this all together. Im really loving the community here after getting this game and into the mods.

Kal_Maximus_U669
05-01-24, 07:33 AM
Well both but mainly the map, it just seems a tad bright. Who knows it might grow on me, I do like the improved border representation.



And I have just started seeing the same flickering unfortunately, the example right now is the paper in the enigma machine flickering with shadows popping up on it. This thing happens randomly, though my gut tells me it's weather related or just an engine bug that cant be fixed.


The mod is great tho, thank you for the hard work getting this all together. Im really loving the community here after getting this game and into the mods.

hey michaeljcaboose
Yes there are sporadic bugs... as you describe on the enigma machine the label this can happen..it can happen on the navigator's compass in the command room..sometimes they are no longer there it's that damn engine which is capricious so don't take it into account perhaps there will be a major correction one day...but from now on it will have to be done with it...in sh4 we can also find it and very often on the labels or dials..

Welcome to SUBSIM... as I always say... This forum is the best I could find... SUBSIM is the best on internet :salute::subsim:

GrenSo
05-01-24, 10:59 AM
Tower of VIIB is finished. In next update of GSE will have only tower 2 from VIIB a splash guard. In next step I add the splash guard on both VIIC towers. :salute:

Here are the modified tower from VIIB in game:
https://i.postimg.cc/VkFn44h4/SH5-Img-2024-05-01-17-44-42.jpghttps://i.postimg.cc/8CKWgcN6/SH5-Img-2024-05-01-17-45-04.jpg

Here are the overview of all 3 tower version from VIIB:
https://i.postimg.cc/nzFd0CT9/7b.jpg

GrenSo
05-01-24, 11:03 AM
Well both but mainly the map, it just seems a tad bright. Who knows it might grow on me, I do like the improved border representation.



If you will have the default map from TWoS you must delete in GSE the "Terrain" folder.