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Thanks mate I was editing the post above because while you were writing, I've found it. Danke somehow! ;)
...and thanks for the SOAN tips! :up: |
UPDATE #1
First of all many many thanks to all the ones that have immediately helped me! I remembered that this was an amazing community and you have confirmed my thoughts! Again, vielen danke Herren!!! OK now I presume, thanks to the info received, that I have all the initial " pieces " needed to start the puzzle. Pretty much my plan is this for the time following ( Always keeping in mind my overt serial laziness :haha: ): - Learning to use well GR2 ( I do not expect big troubles here, hopefully ) - Starting importing some basic 3D models in the game to get confident with it ( Like for example the new anti-sub bombs/DC ) Once done: - Importing the 3D models I have already prepared ( or rather the relevant modified Turms for the Type VIID, II A-B-D, Type 600, etc ) and all the needed 3D stuffs. *Personal Note: As per SH3 I presume we can have any boat we want but we need to use the available standard slots so most problably some of the additional subs will be activated via mod compatible with JSGME **Second Personal Note: If I have understood correctly how the SH5 file structure is set/structured I have probably already in mind how to easily implement the 3D model + the interiors.At least to have something usable for the initial tests - Fixing all the basic stuffs that, in my opinion or due to my preferences [ or rather with a level of realism as much high as possible ] are not correct, missing or to be improved ( eg. aircraft loadouts, improved sensors, etc ) =================== Things already decided For the moment I will keep all the modifications made as a JSGME ready mod due to the following motives: - More easy to activated/deactivate them without touching the original TWOS mod ( Because first it's not my work and two it's not said that what I like will be something that the others will like too ) - Independently to how this project will end, if I'll have some working material I'll share it with the community so everyone, then, will be free to decide if using it or not, following his preferences, ideas,etc At the worst I will end-up with a TWOS mod to be used by me during my offline missions. - Not to say that whatever will exit from this thread ( or from my sociopatic/PC autistic mind ) will be always free for use ( Speaking of my material ) except in the case that some "genius" could have the smart idea to use it for some kind of commercial profit. I'm sure that this will never happen but mama teached me to always go out from the house with a hand on my butt...You'll never know what could happen outside! :haha: ======= I have to find if there's a possible way to let the mission editor to work with TWSO mod. It completely destroys it ( at least here ) so for the moment, the only solution is to re-install everything ( ...thing that I would like to avoid because I've made a fresh install just some days ago ). Damned me when I have not made two separate installations of the game! *Cross Link: https://www.subsim.com/radioroom/sho...4&postcount=25 Per Aspera Ad Inferi, Nema! |
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Not here, unfortunately.... :wah:
REF LINK: https://www.subsim.com/radioroom/sho...d.php?t=238304 *Check my last reply |
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1) File -> New Project (choose a name, save) 2) Ctrl+N to add new mission then you have all rosters available If you want to open campaign, instead of choosing "new project" select "open project" and navigate to "campaigns" folder, then choose one of the campaign project files. |
Thanks mate!!!! ( I was missing the CTRL+N part ).
:salute: *My reply in the other post will be edited accordingly! -- DONE |
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I've just tried to activate this mod in JSGME, as the last one. Hopefully no conflict warnings, though I use few other mods on top of TWOS v.2.22: https://b.radikal.ru/b07/2101/10/8634b01ce025t.jpg |
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Somehow activating the files I've sent you as the last should do the trick, hopefully! Let me know how is gone! ;) До свидания друг! :salute: |
Added " Planned Schedule " in the first post.
*Cross Link: https://www.subsim.com/radioroom/showthread.php?t=248048 |
*Personal Note ( Aircraft Bones ):
B1 = Internal Bombs Bay Forward Left B2 = Internal Bombs Bay Back Left B3 = External Left Wing B4 = External Right Wing B5 = Internal Bombs Bay Forward Right B6 = Internal Bombs Bay Back Right |
Update #2
The aircraft loadouts are for the most part messed up or not working as they should ( Depth Charges in particular ) in the basic TWOS. Fixed the aircraft depth charges, now they work as planned! |
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I've tested the mod (particles.dat files) in Museum and in campaign. No 'smoke puffs' bug at the moment. |
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- Unhistorical loadouts - There are no external wing racks for the bombs/DC ( 3D models already built ) - Most of the aircraft ( if not all ) that were, IRL, equipped with depth charges in the current TWoS are not or they are equipped with a DC loadout that do not work ( No DCs dropped at all even if the node/bone is equipped with them). I have still to double check this well but my initial impression is that the DC_Cluster acts as a sort of dummy DC. ( I haven't seen any DC dropped when the aircraft's relevant node is equippped with them, but further tests are needed to be 100% sure about this ) - Some aircraft should be removed ( e.g the Go 229 ) due to the fact that they never left the project table. IMHO useless to do all that we can to match the realism and then having spaceships flying around :haha: ( Very personal point of view be clear, I do not intend to criticise the TWoS author/s in any possible way.Their work has been amazing, it's simply that I like some stuffs implemented in a different way ) - I have yet to find ( only because I haven't still looked at it ) where the aircraft damage model files are located because the aircraft DM, IMHO, is beyond arcade. In the tests I've made so far you can let explode a PBY Catalina or a medium/large bomber with a couple of shots. My initial feeling after seeing this ( as an aviation passionate ) was a bit MIEOWWWWW... :haha: - The good part is that most of the aerial weapons use a .DAT file so importing the new ones in the game should be, in theory, pretty easy and fast. ( I have already built all the necessary 3D models, I need simply to import them and then update all the aircraft loadouts accordingly ) - I have still to determine/know what is that controls the aircraft behaviour ( if not hardcoded ). Let's say that I would like to understand certain aircraft behaviours. In particular: a) What controls how many bombs are dropped in a pass? ( So far I saw the bombs/DC dropped just one a time ). My guesses are 2: or is something hardcoded or some of the nodes are not correctly positioned ( For example, IIRC, in SH3 if the node was set too close to the aircraft the DC of interest didn't work ) b) Why sometimes the aircraft drops the bomb/DC others not? ( My guesses: wrong speed set for the waypoint, wrong aircraft alignement with the target or too low level of experience of the aircraft of interest set in the ME ) *My thoughs behind this: I'm a passionate WW2 aviation lover so I would like to have the aircraft in the game as much closer as possible to their real counterparts. Aircraft were extremely deadly for U-boats, I would like to have them more dangerous in respect to what we got actually. ( Too easy to deal with them currently, IMHO ) |
Small and very quickly edited video of the DC at work ( higher resolutions will become available when the YouTube Lords will gently end to process the video quality ).
Enlarge it for a better view at least until the higher res will be not available if you have a high res monitor/screen. https://youtu.be/AJM5ng71Mj0 |
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As reference:
Aircraft Loadout Types from TWoS Original ( Weapons Only ) Bomb_100kg Bomb_250kg Bomb_500kg Bomb100lb ( 45,35 kg ) Bomb2000lb ( Halifax, 2000 lb = 907,18 kg ) * The only aircraft using this bomb Bomb_Cluster ( US Heavy Bomber Med War ) Torpedo_Mk15_aircraft _launched ( Avenger ) MK24_TORP ( Avenger ) 3InchRocketGB 5InchRocketUS DC_Cluster ( Mosquito Mk VI ) * Detonation Depth -15 Meters - Located in Cluster.DAT --> Node DC_Cluster - 4xDC AirDepthCharge_45m ( PBY Catalina ) * Detonation Depth -45 Meters - Located in Bombs2.DAT - Single DC AirDepthCharge ( H6K ) * Detonation Depth -10 Meters - Located in Bombs.DAT - Single DC Airborne_DC ( BV 138 ) --> Not yet found ( But not a big deal because I've found only the BV 138 equipped with them ) DummyBomb Notes * = The aircraft indicated between brackets indicate the aircraft used for the tests or only as reference, not all the aircraft equipped with the weapon of interest ** = Still to be tested but IIRC from SH3 the empty weapon nodes ( B ) must be not left empty but filled with the dummy bomb otherwise the aircraft will not perform fully as planned ( The typical example is the aircraft equipped with weapons not performing any attack run or not dropping any bomb/s ) *** = If the kg are indicated between brackets it means that is a value not used by the game but there only as an easy personal quick reference ( I'm more accustomed to deal with the metric system being from Europe ) **** Aircraft equipped only with basic loadout AF_Fulmar AF_HurricaneMkI AFB_FW_190A5 AFB_Jak_1 AFB_La_5 AFB_MiG_3 AFS_Beriev_KOR_1 AFS_Beriev_MBR_2 ALB_B17Fortress ALB_Wellington ALBS_USEarlyWar ALBS_USLateWar ALBS_USMedWar Arado_Ar196 AS_USHeavyBomberVLR AS_Walrus As_Z501 ATB_Avenger I've put here all the aircraft I've found equipped with the basic loadout only, as reference. ( Every aircraft will be, if needed and especially when I will correct or I'll add new loadouts, treated independently ) ***** Bombs and DC .DAT file Location: C:\Program Files (x86)\Steam\steamapps\common\Silent Hunter 5\data\Library Reference Images ( Click the image of interest to enlarge it ) Bombs https://i.postimg.cc/SqCXRt1Y/Bombs-1-DAT.png Bombs 2 https://i.postimg.cc/tX8TChhz/Bombs-2-DAT.png Clusters https://i.postimg.cc/1syztRNb/Clusters.png Mk 24 https://i.postimg.cc/WjG3TqtM/Mk24-DAT.png New Air-drop Weapons ( Early Development, Only place-holders for the time being ) https://i.postimg.cc/jKMjD0Q5/New-Weapons.png ------------------------------------------------------------------------------------------------------------------------------------ * Other Torpedos, Dummy Bomb, Dummy Torp coordinates only, no 3D object |
Good day
I've tried your ship smoke mod and I haven't made a mistake yet. Good work.:Kaleun_Thumbs_Up: Wow, those water geysers from DC are perfect. Are they from SH3,4? won't you release the mod of these explosions for tests? |
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2- They are from SH5 ( TWoS Mod Last version + Last Update ). They are already in the game no need to add them mate ;) You can have them by simply installing the TWoS Mod! ( Highly suggested, it's an absolutely amazing and impressive mod! ) |
Two questions about the mission editor:
1- I create the mission, I save it, all ok...when I build the mission I select a Type VIIC then, instead when playing it in the historical missions menu/list I can only select the VIIA or VIIB. What I'm doing wrong? 2-How to you set the title of the mission? ( I mean the one displayed in the historical missions menu where there are listed all the missions available ) My mission displays only the date, while the other ones ( the ones already present ) display both the title and the date. Thanks in advance! ;) |
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