SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH5 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=249)
-   -   [REL] SH 5 Lifeboats (https://www.subsim.com/radioroom/showthread.php?t=183381)

kevinsue 04-04-15 09:37 AM

Quote:

Originally Posted by vdr1981 (Post 2303656)
Ok, here we go...Enable external view and sail silently on initial course for a few minutes, until Sharnhorst enters the scene...:yep:

Enjoy the show until carnage ends and then surface the boat...You can try this few times. The game almost always CTD for me when Sharhorst finsh her engagement , or some time after...:hmmm:

http://www.mediafire.com/download/b5...al+Cargo+2.rar

Got it!.....will give it a try and let you know:up:

EDIT: No luck :down: the SH5 External Cargo 2 mission CTD's while loading. The original SH5 External Cargo mission loads ok.....both folders next to each other in Single Missions.
EDIT 2: Don't know what's going on....even the original Lifeboats mission doesn't want to load :06: I'm using SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11 version of the mod???
It's a problem on my side...just have to track down where it is....in the morning Zzzzzzzzzz

vdr1981 04-04-15 12:07 PM

Quote:

Originally Posted by kevinsue (Post 2303685)
Got it!.....will give it a try and let you know:up:

EDIT: No luck :down: the SH5 External Cargo 2 mission CTD's while loading. The original SH5 External Cargo mission loads ok.....both folders next to each other in Single Missions.
EDIT 2: Don't know what's going on....even the original Lifeboats mission doesn't want to load :06: I'm using SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11 version of the mod???
It's a problem on my side...just have to track down where it is....in the morning Zzzzzzzzzz

Do you use by any chance some other mods too , like sub flags or something?:hmmm:

kevinsue 04-04-15 06:21 PM

Quote:

Originally Posted by vdr1981 (Post 2303735)
Do you use by any chance some other mods too , like sub flags or something?:hmmm:

No sub flags but a few extras. I removed all the mods except
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11 and the mission loaded without a problem. My result is the same as yours....CTD when surfaced moving towards the carnage.:down:

Before the CTD, I didn't actually see any lifeboats....the Scharnhorst seemed to hit them so hard, no crew had a chance to launch a raft!:dead:

I'll try it without the lifeboats and see if the CTD is not caused by just the amount of dead units, heavy seas, plus the battleship and the smoke/fire etc all rendering at the same time. I'll have to add the other mods one at a time to find the one causing the mission to CTD while loading.

vdr1981 04-04-15 07:32 PM

Quote:

Originally Posted by kevinsue (Post 2303808)
No sub flags but a few extras. I removed all the mods except
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11 and the mission loaded without a problem. My result is the same as yours....CTD when surfaced moving towards the carnage.:down:

Before the CTD, I didn't actually see any lifeboats....the Scharnhorst seemed to hit them so hard, no crew had a chance to launch a raft!:dead:

I'll try it without the lifeboats and see if the CTD is not caused by just the amount of dead units, heavy seas, plus the battleship and the smoke/fire etc all rendering at the same time. I'll have to add the other mods one at a time to find the one causing the mission to CTD while loading.

Could you name those extra mods, I'm curious ?
It's not about flares, smoke and other effects...It's something AIframework.dll related. :hmmm: And it's really strange because it seems that the mod works just fine in the campaign.:hmmm:

kevinsue 04-04-15 09:08 PM

Quote:

Originally Posted by vdr1981 (Post 2303817)
Could you name those extra mods, I'm curious ?
It's not about flares, smoke and other effects...It's something AIframework.dll related. :hmmm: And it's really strange because it seems that the mod works just fine in the campaign.:hmmm:

Just tried the mission minus the lifeboats and it worked flawlessly. The mods I had installed when I had the initial loading CTD are as follows:

EDIT: Just reinstalled the mods one at a time and it's "KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith" that's causing the loading CTD!

The Wolves of Steel 1.03
The Wolves of Steel 1.03 - Patch 4
The Wolves of Steel 1.03 - TDW Real Navigation
The Wolves of Steel - 16x9 Resolution Patch
silentmichal's interior mod 1.2.4
silentmichal's interior mod v 1.2.4b
nVidia missing lights
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11(minus Sh.sdl)
SH5Lifeboat_Wooden ver. 0.2
gap - HD 1 deg Scope Bearing v 1.0
Speech Recognition_MiTons_NewUI_Editon_v0.4.1_english


The mods in orange are the ones I have been experimenting with and haven't caused any problems with the campaign as yet.
I haven't updated to the last version of TWoS (Patch 5), hence the position of "gap - HD 1 deg Scope Bearing v 1.0".
I have also manually inserted sobers water splash anim SH5 texture "water_splash_anim.dds" into C:\Ubisoft\Silent Hunter 5\data\Textures\TNormal\tex folder.

vdr1981 04-05-15 07:04 AM

Quote:

Originally Posted by kevinsue (Post 2303829)
Just tried the mission minus the lifeboats and it worked flawlessly.

Same here...:hmmm: Maybe we should just continue our campaign and see if something similar will happen in the campaign too...So far, so good for me.

Quote:

Originally Posted by kevinsue (Post 2303829)
The mods I had installed when I had the initial loading CTD are as follows:

The Wolves of Steel 1.03
The Wolves of Steel 1.03 - Patch 4
The Wolves of Steel 1.03 - TDW Real Navigation
The Wolves of Steel - 16x9 Resolution Patch
silentmichal's interior mod 1.2.4
silentmichal's interior mod v 1.2.4b
nVidia missing lights
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11(minus Sh.sdl)
SH5Lifeboat_Wooden ver. 0.2
gap - HD 1 deg Scope Bearing v 1.0
Speech Recognition_MiTons_NewUI_Editon_v0.4.1_english


The mods in orange are the ones I have been experimenting with and haven't caused any problems with the campaign as yet.
I haven't updated to the last version of TWoS (Patch 5), hence the position of "gap - HD 1 deg Scope Bearing v 1.0".
I have also manually inserted sobers water splash anim SH5 texture "water_splash_anim.dds" into C:\Ubisoft\Silent Hunter 5\data\Textures\TNormal\tex folder.

Are you sure that SteelViking's Interior Mod V1.2 and silentmichal's interior mod 1.2.4 can work together in one modlist? :hmmm: They are both complex mods, is there any conflicting files?

Quote:

Originally Posted by kevinsue (Post 2303829)
EDIT: Just reinstalled the mods one at a time and it's "KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith" that's causing the loading CTD!

I just checked files from that mod and basically those are just submarine .sim files , In theory they shouldn't cause any CTD's but functionality of my Real U-boat performance will be lost. I wouldn't recommend use with TWoS... I'll check what's going on with this mod enabled on top of my modlist

kevinsue 04-05-15 07:22 PM

Quote:

Originally Posted by vdr1981 (Post 2303909)
Same here...:hmmm: Maybe we should just continue our campaign and see if something similar will happen in the campaign too...So far, so good for me.

I agree......maybe both lifeboat mods can just be left as options so that people can just install/uninstall with JSGME prior to using "Single Missions" if needed until a solution can be found for the instability.


Quote:

Are you sure that SteelViking's Interior Mod V1.2 and silentmichal's interior mod 1.2.4 can work together in one modlist? :hmmm: They are both complex mods, is there any conflicting files?
Yes...I deleted the "Room_CR.GR2" file from the Submarine/Common/Rooms folder in the mod before I installed with JSGME.
Otherwise it overwrites "gap - Real Diveplane Gauges v. 1" that's included in TWoS. Deleting this file removes the crates of food out of the control room. silentmichal's mod is based on SteelVikings interior, so I hope to start on a compatibility mod in the next week or so and combine these interior mods plus their hotfixes into a single install.


Quote:

I just checked files from that mod and basically those are just submarine .sim files , In theory they shouldn't cause any CTD's but functionality of my Real U-boat performance will be lost. I wouldn't recommend use with TWoS... I'll check what's going on with this mod enabled on top of my modlist
I used to have this mod (prior to TWoS) installed after NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0 in the soup. It seemed to work ok in that position.

OFF TOPIC: :06: vdr...with all your delving into the game physics etc while working on Real U-boat performance and your other mods, can you tell me if, and to what extent Fluid Mechanics and Hydrodynamics is modeled in the game engine?
I have this wispy, fleeting idea somewhere deep in the subconscious that's trying to surface....:D

vdr1981 04-06-15 09:58 AM

Quote:

Originally Posted by kevinsue (Post 2304100)

OFF TOPIC: :06: vdr...with all your delving into the game physics etc while working on Real U-boat performance and your other mods, can you tell me if, and to what extent Fluid Mechanics and Hydrodynamics is modeled in the game engine?
I have this wispy, fleeting idea somewhere deep in the subconscious that's trying to surface....:D

What are you trying to accomplish?
In any case don't expect too much...SH physics is VERY limited and follows set of some strange hardcoded formulas which cant be edited. It's because neither SH wasn't meant to be true submarine/ship simulator , it more like naval tactical or maybe strategical simulation. My passion are also flight simulations where flight dynamics, realistic performance and systems are in the first place so I'll never be impressed by what we have in SH series.

All important settings for submarine behavior are located in submarine .sim file, I can help you with some of them if you like...

kevinsue 04-06-15 09:48 PM

Quote:

Originally Posted by vdr1981 (Post 2304250)
What are you trying to accomplish?
In any case don't expect too much...SH physics is VERY limited and follows set of some strange hardcoded formulas which cant be edited. It's because neither SH wasn't meant to be true submarine/ship simulator , it more like naval tactical or maybe strategical simulation. My passion are also flight simulations where flight dynamics, realistic performance and systems are in the first place so I'll never be impressed by what we have in SH series.

All important settings for submarine behavior are located in submarine .sim file, I can help you with some of them if you like...

Just at the VERY early stage of looking into the feasibility of a functional, player controlled ballast system. After reading the Kriegsmarine "Diving Regulations for U-boats" http://www.uboatarchive.net/Diving/D...egulations.htm , you come to realise that the correct and timely operation of this system is the life or death of the U-boat.

At this stage I have no idea if the effect of dividing and variable filling of ballast compartments can even be emulated. Other systems such as compressor, pumps, vents and valves would have to be taken into consideration as to how they are handled within the game engine. WOW....getting bigger than "Ben Hur" already!! :o

As I said, very wispy, fleeting idea somewhere deep in the subconscious that's trying to surface....:D

gap 04-07-15 11:54 AM

Hi Kevin,
IIRC correctly, only main ballast tanks and buoyancy tanks (the ones used during crash dive for fast diving) are simulated in game. I am talking out of memory, as I have not access to game files currently. You can check yourself by opening any unit_submarine controller, or you can wait for an answer by Vecko, who dealt longly with those controllers during the development of RSD.

In any case, making ballast tanks player-controlled would require a whole new patch by TDW (similar to the dive plane one), plus UI support. :salute:

Sailor Steve 04-07-15 12:35 PM

Quote:

Originally Posted by kevinsue (Post 2304479)
Just at the VERY early stage of looking into the feasibility of a functional, player controlled ballast system. After reading the Kriegsmarine "Diving Regulations for U-boats" http://www.uboatarchive.net/Diving/D...egulations.htm , you come to realise that the correct and timely operation of this system is the life or death of the U-boat.

Fascinating document, now bookmarked. Thanks for posting it.

That said, after reading the entire thing I must disagree with your assessment. In the entire diving procedure the captain is only mentioned once, when he gives the dive order. Everything is done by the LI and the crew, none of it by the captain. To me this means that the only thing really required for a realistic dive experience would be a sound routine in which the player hears all the various orders being given. Direct player operation in diving procedures would be less realistic, not more.

I did come across one section that confirms what I've always said when having discussions about the crash dive:
Quote:

Commander: "Go to depth x meters". (At the front usually to 80 meters).
There have always been those who want to reset the crash depth to be fairly shallow, and I've always pointed out that a crash dive involves full flooding and that it takes time to recover from that condition.

Anyway, good reading and thanks again.

kevinsue 04-08-15 01:18 AM

Quote:

Originally Posted by gap (Post 2304639)
Hi Kevin,
IIRC correctly, only main ballast tanks and buoyancy tanks (the ones used during crash dive for fast diving) are simulated in game. I am talking out of memory, as I have not access to game files currently. You can check yourself by opening any unit_submarine controller, or you can wait for an answer by Vecko, who dealt longly with those controllers during the development of RSD.

In any case, making ballast tanks player-controlled would require a whole new patch by TDW (similar to the dive plane one), plus UI support. :salute:

"Player controlled ballast tanks".... sounds simple if you say it quickly! :) If this was possible, SH5 could maybe start progressing more toward being a sub simulator.

As you've mentioned above, when the sum of the individual components of the system are totaled, variable ballasting will be a huge undertaking that would probably require a collaborative effort to achieve. I suppose it also depends as well on whether SH5 players are actually interested in having other systems modeled into the game.

and gap....if I had known beforehand that PC issues was interfering with your modding, I would have dropped one down on a parachute last time I flew over your grid location. :D

kevinsue 04-08-15 01:56 AM

Quote:

Originally Posted by Sailor Steve (Post 2304649)

That said, after reading the entire thing I must disagree with your assessment. In the entire diving procedure the captain is only mentioned once, when he gives the dive order. Everything is done by the LI and the crew, none of it by the captain. To me this means that the only thing really required for a realistic dive experience would be a sound routine in which the player hears all the various orders being given. Direct player operation in diving procedures would be less realistic, not more.

I agree totally with regards to realism when playing the captain. Speaking for myself, I like to have the option of being able to pull levers, twiddle knobs and generally get myself into trouble playing with things I'm not supposed to play with. :D

Sailor Steve 04-08-15 08:17 AM

:rotfl2: :rock: :yeah:

flyer102 05-01-16 02:19 PM

Can you please fix the link, it is broken now :wah:


All times are GMT -5. The time now is 03:06 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.