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-   -   [REL] Uboat Snorkel (https://www.subsim.com/radioroom/showthread.php?t=186449)

TheDarkWraith 08-06-11 11:45 PM

v1.1.0 released. See post #1 for details :|\\

Vorkapitan 08-07-11 03:25 AM

TDW,

NOTE: This was before the "NewUIs_TDC_6_7_0_TheDarkWraith.7z" was installed... maybe a mute point.

Question;

When the snorkel tube is elevated, is the sub supposed to automatically run on diesels?

Mine still runs on electric motors, I still run out of oxygen, and Co climbs.

My depth is at 10m.

The mod is installed last.

I'm running this with the "Sub exhaust testing" mission.

Magic1111 08-07-11 06:44 AM

Quote:

Originally Posted by TheDarkWraith (Post 1722501)
v1.1.0 released. See post #1 for details :|\\

Is the Version v1.1.0 in the UI-MOD 6.7.0 included or the first release version ? :hmmm:

Best regards,
Magic

thfeu58 08-07-11 07:49 AM

Quote:

Originally Posted by TheDarkWraith (Post 1722501)
v1.1.0 released. See post #1 for details :|\\

Thank you


Quote:

Originally Posted by Magic1111 (Post 1722668)
Is the Version v1.1.0 in the UI-MOD 6.7.0 included or the first release version ? :hmmm:


See here:
http://www.subsim.com/radioroom/show...postcount=7582

Magic1111 08-07-11 07:58 AM

Quote:

Originally Posted by thfeu58 (Post 1722708)

Yes, I know ! But I want to know, is Version v1.1.0 included ?

Release Version from Standalone-MOD was v1.0.0 !

Best regards,
Magic

TheDarkWraith 08-07-11 09:38 AM

Quote:

Originally Posted by Magic1111 (Post 1722668)
Is the Version v1.1.0 in the UI-MOD 6.7.0 included or the first release version ? :hmmm:

Best regards,
Magic

Yes, version 1.1.0 is in my newest version of my UIs mod (v6.7.0)

TheDarkWraith 08-07-11 09:42 AM

Quote:

Originally Posted by Vorkapitan (Post 1722579)
When the snorkel tube is elevated, is the sub supposed to automatically run on diesels?

Mine still runs on electric motors, I still run out of oxygen, and Co climbs.

My depth is at 10m.

The mod is installed last.

I'm running this with the "Sub exhaust testing" mission.

Once the snorkel tube is elevated and your depth is in the range for snorkeling the game will automatically switch over to diesel operation. It will also automatically start recharging batteries. Walk back to the diesel room and verify the diesels are running (you'll see the diesel animations are enabled). It is a game bug that O2 levels decrease and CO2 climbs even when snorkel elevated. This requires digging into .exe and .act files to fix which will take time to do.

ETsd4 08-07-11 11:50 AM

Thank you very much for your great work TDW.

These are the implemented condtions for snorkeling for SH3 and coming from the SH3-community:
- Wind speed = 0 - 5m/s: Uboat speed restricted to "1/3"
- Wind speed = 6 - 10m/s: Uboat speed restricted to "slow"
- Wind speed = 11 - 15ms/s: Snorkelling not possible.

So there will be a speed-difference between using the electic-motors or the diesel-engines and a speed-restriction in conjunction with the actual weather-condition.

TheDarkWraith 08-07-11 12:20 PM

Quote:

Originally Posted by ETsd4 (Post 1722849)
Thank you very much for your great work TDW.

These are the implemented condtions for snorkeling for SH3 and coming from the SH3-community:
- Wind speed = 0 - 5m/s: Uboat speed restricted to "1/3"
- Wind speed = 6 - 10m/s: Uboat speed restricted to "slow"
- Wind speed = 11 - 15ms/s: Snorkelling not possible.

So there will be a speed-difference between using the electic-motors or the diesel-engines and a speed-restriction in conjunction with the actual weather-condition.

Good info. Will be tricky to limit snorkel based on weather though :hmmm:

TheDarkWraith 08-07-11 12:28 PM

Snorkel warning
 
A little warning when using the snorkel: The maps will NOT show you the warning circle for visual range or radar range when the snorkel is raised and the periscopes are down and you are submerged. Thus you have no way of knowing whether the enemy has detected you or not visually or with radar. It's best to stay as deep as possible thus limiting the amount of the snorkel exposed above water to limit detection. The further the snorkel raises up above the water the more likely the enemy will detect you. If you raise a periscope just above the water you'll be able to see the visual detection circle to see how close you are to being detected with the snorkel raised.

Your biggest problem will be airplanes. As you get no hydrophone contact line for them you have absolutely no way of knowing when an aircraft detected you and is beginning an attack run until after the fact (snorkel raised and periscopes down while submerged). Suggestion: rise to periscope depth and scan horizon frequently for airplanes while snorkeling.

Post #1 now describes the preferred loading sequence when using this mod with my FX_Update v0.0.18 or later. If you are using an earlier version of FX_Update then this mod (Uboat_Snorkel) has to be enabled after the FX_Update mod (which will lose a lot of functionality in FX_Update).

Magic1111 08-07-11 12:47 PM

Quote:

Originally Posted by TheDarkWraith (Post 1722774)
Yes, version 1.1.0 is in my newest version of my UIs mod (v6.7.0)

Thx for clearify TDW !!! :up:

Sepp von Ch. 08-07-11 02:18 PM

Looks very good, thank you very much (and for stand alone version too TDW!).

Josef

Chevelless 08-07-11 08:03 PM

CTD,CTD...
start a new compaign, when "load screen" turn black(ready for entering the game), CTD
load previous save game, CTD.

I use Dynamic Enviroment
U boat war Ace
Lifeboat 2.0
pitch & roll by stoiam
Import ship pack 1.1
FX update latest version
UI mod by TDW 6.7.0

how to fix the problem?

TheDarkWraith 08-07-11 08:13 PM

Quote:

Originally Posted by Chevelless (Post 1723078)
CTD,CTD...
start a new compaign, when "load screen" turn black(ready for entering the game), CTD
load previous save game, CTD.

I use Dynamic Enviroment
U boat war Ace
Lifeboat 2.0
pitch & roll by stoiam
Import ship pack 1.1
FX update latest version
UI mod by TDW 6.7.0

how to fix the problem?

run the DbgView app found in \data\Applications before starting the game. Send output of it to me when CTD happens.

Vorkapitan 08-07-11 09:56 PM

Snorkle issues?
 
TDW,

NOTE: This was after the "NewUIs_TDC_6_7_0_TheDarkWraith.7z" was installed.

Question;

When the snorkel tube is elevated, is the sub supposed to automatically run on diesels? When descending to snorkle depth, a msg says "diesels disengaged". They don't engage at snorkle depth

Mine still runs on electric motors, I still run out of oxygen, and Co climbs.

My depth is at 14m.

I'm running this with the "Sub exhaust testing" mission. (mission only) and other historical missions

These are the mods I used;
_TDW FX_Update_0_0_18_ByTheDarkWraith
_TDW SENSORS - IRAI_0_0_30_ByTheDarkWraith jp
EQUIP - R.E.M_by_Xrundel_TheBeast_1.2
_TDW NewUIs_TDC_6_7_0_ByTheDarkWraith JP

saintpietro 08-13-11 10:56 AM

great job, thanks a lot.
Only one iusue with the snokel is the length, when lowering snokel, the pipe exceed the boat's body.
How can I use 3D tool to cut a part of snorkel?

TheDarkWraith 08-13-11 11:11 PM

Quote:

Originally Posted by saintpietro (Post 1727207)
great job, thanks a lot.
Only one iusue with the snokel is the length, when lowering snokel, the pipe exceed the boat's body.
How can I use 3D tool to cut a part of snorkel?

you can't because it's a GR2 file.

saintpietro 08-14-11 07:47 AM

Quote:

Originally Posted by TheDarkWraith (Post 1727490)
you can't because it's a GR2 file.

thanks again.
Another question, I'm not very comfortiable with the time compression key Num+ and Num-, because i use laptop.
thus, I'd like to rearrange the key to "Q" and "E"
So, what's the code for Q and E in commands.cfg? I check the ASCII table but couldn't sort it up.
Appreciate adv.

saintpietro 08-14-11 05:58 PM

ignore the last question.I have found them in comands.cfg.
Anyway, your work are pretty awesome. keep good work!

chris123 08-15-11 11:28 AM

:woot::yeah::woot:

Hello, any pictures?


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