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-   -   New UIs Pattern Torpedoes--dial settings? (https://www.subsim.com/radioroom/showthread.php?t=190657)

nodlew 12-18-11 09:48 AM

Thank you very much for this information Trevally! Very glad to know how to do this! :woot:

Now the question is--where do I find the "editor names" (exp. T1Torpedo, T1Fat1Torpedo) of all the different types of torpedoes so that I can use any of the torpedo types in a test mission. I can then make a JSGME mod that I can edit then enable which will cause the particular type of torpedo to be loaded on my test mission sub.

Sheesh. Why did the Devs do things this way?

Merry Christmas!

To Atheists, Merry Xmas!

Trevally. 12-18-11 10:18 AM

Yes - making a jsgme mod with the single mission is a good idea:yep:

Look here for all the ammo names:-

C:\Ubisoft\Silent Hunter 5\data\UPCDataGE\UPCUnitsData\Ammunition.UPC

:up:

nodlew 12-18-11 01:12 PM

Thanks Trevally, got it. I can confirm that this method works--I just made a mod that put FaT torpedoes on my VIIC/41 sub in a test mission. The thing now will be to make different versions of the various xxx.UPCGE files for the Subs incorporating different torpedo loadouts. So to load a particular torpedo type, I just switch out the file in the mod folder, enable the mod, and play the mission.

Excellent.

Trevally. 12-18-11 01:28 PM

Good job Nodlew :yeah:

TheDarkWraith 12-19-11 01:55 AM

Quote:

Originally Posted by nodlew (Post 1807136)
Thanks Trevally, got it. I can confirm that this method works--I just made a mod that put FaT torpedoes on my VIIC/41 sub in a test mission. The thing now will be to make different versions of the various xxx.UPCGE files for the Subs incorporating different torpedo loadouts. So to load a particular torpedo type, I just switch out the file in the mod folder, enable the mod, and play the mission.

Excellent.

Why don't you release that as a mod when you're done. I know many that would love to have this :up:

Trevally. 12-19-11 12:27 PM

:agree:

Magic1111 12-20-11 10:48 AM

Quote:

Originally Posted by TheDarkWraith (Post 1807460)
Why don't you release that as a mod when you're done. I know many that would love to have this :up:

Yes, agree too! :yep:

nodlew 12-21-11 03:42 PM

Ok. Sure. I'd be happy to be able to contribute something to the Subsim Community. I'll get to work on it, shouldn't take long, at least not the first version. The version I've been using only changes the torps on one sub, the VIIC/41, and has a mix of different pattern and acoustic torpedoes just to watch them in action.

I'll have to try to come up with something more ideal, aimed at the community at large. And in addition I'll make a practice mission that enables with the mod, so you just enable the mod, and play the mission to practice the torpedo types. :up:

Can someone tell me how to submit a mod for inclusion in the Download section of Subsim? I have a Mediafire account that I can upload it to as well.

Of course, by making a more complete mod that includes different (historical) torpedo loadouts that makes it possible for people to make their own missions at later stages in the war that have better torpedoes. The same could be done with other submarine systems--radar, camoflage, countermeasures, etc.

But just a mod and mission to practice the torpedoes is a good start, I guess.

By the way, TDW, I tried removing the \data\Menu\Gui\ContLine.dds per your instructions, but, although I got a sub position icon to show up in game as a result, I did not get a torpedo line coming out of it in either TAI or on the Nav Map. So I've just been uninstalling RealNavigation in order to mess with the pattern torpedoes.

Magic1111 12-22-11 02:31 PM

Quote:

Originally Posted by nodlew (Post 1808757)
I have a Mediafire account that I can upload it to as well.

Upload to MediaFire is okay! :up:

And after Upload please post here the Download Link and all is okay! :yeah:

Best regards,
Magic:salute:


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