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-   -   Questions about U-boat .cfg parameter (https://www.subsim.com/radioroom/showthread.php?t=248048)

Viktor_Prien 01-13-21 02:50 PM

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:

Viktor_Prien 01-13-21 03:45 PM

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:

=======

Intial Troubles

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!
- SOLVED
*Cross Link: https://www.subsim.com/radioroom/sho...4&postcount=25



Per Aspera Ad Inferi, Nema!

kapuhy 01-13-21 04:01 PM

Quote:

Originally Posted by Viktor_Prien (Post 2721082)
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 )

Not sure I understand you, but mission editor works fine with TWoS. Yeah, it throws a litany of errors at you when launching - just hit enter until it shuts up and then it will work.

Viktor_Prien 01-13-21 04:06 PM

Not here, unfortunately.... :wah:

REF LINK: https://www.subsim.com/radioroom/sho...d.php?t=238304

*Check my last reply

kapuhy 01-13-21 04:17 PM

Quote:

Originally Posted by Viktor_Prien (Post 2721091)
Not here, unfortunately.... :wah:

REF LINK: https://www.subsim.com/radioroom/sho...d.php?t=238304

*Check my last reply

Seems like you haven's created a new mission or opened existing one.

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.

Viktor_Prien 01-13-21 04:23 PM

Thanks mate!!!! ( I was missing the CTRL+N part ).

:salute:

*My reply in the other post will be edited accordingly! -- DONE

Demon777 01-14-21 03:49 AM

Quote:

Originally Posted by Viktor_Prien (Post 2721032)
At least here I solved it using this simple small mod ( JSGME Ready, activate as the last ).
Note that I use TWOS Mod with only the official mods enabled ( Except for the one for my keybindings and the one who restore the Captain icon ) so if, when enabling it, you will get the alert info window by JSGME ( or rather that a mod you are using is already modifying the files of interest ) be careful because it may disrupt other mods.
I normally use this rule: If I do not know what I'm about to do, I don't do it. ;)
Check also that your JSGME folder is in the right directory. ( Main Silent Hunter 5 folder )

Here you can find the little mod, that, at least here, have solved the problem with the smoke puffs resetting:

LINK ( MEGA ): https://mega.nz/folder/l0lXBCZb#zaCHga5t1NT3UxdWwjlQzA


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

Viktor_Prien 01-14-21 08:07 AM

Quote:

Originally Posted by Demon777 (Post 2721188)
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

Looking at your mod list, in theory, you should not get any conflicts ( or maybe just with the brighter nights one ) but keep in mind that I do not know if it affects the particle files because I do not use it and I've never looked at the files contained in it.
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:

Viktor_Prien 01-14-21 08:43 AM

Added " Planned Schedule " in the first post.
*Cross Link: https://www.subsim.com/radioroom/showthread.php?t=248048

Viktor_Prien 01-14-21 10:45 AM

*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

Viktor_Prien 01-14-21 03:35 PM

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!

Demon777 01-15-21 02:54 AM

Quote:

Originally Posted by Viktor_Prien (Post 2721218)
...
Let me know how is gone! ;)

До свидания друг! :salute:

grazie :)
I've tested the mod (particles.dat files) in Museum and in campaign. No 'smoke puffs' bug at the moment.

kapuhy 01-15-21 03:43 AM

Quote:

Originally Posted by Viktor_Prien (Post 2721248)
*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

It's simpler than that: any bone named B01,B02... will be recognized as weapons slot. You can place them wherever you wish on the model and use any aircraft-portable weapons with them. L01... are for reflectors, R01... radars, O01... visual spotters (usually only one per plane of each), P01... - pilots/crew. EDIT: also, GR2 Editor allows you to rename bones and (though you'll need an older version for that as this functionality is broken in newest version included in TWoS) even to clone them.

Quote:

Originally Posted by Viktor_Prien (Post 2721322)
Update:

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!

Can you elaborate? I'm in the process of adding some new planes to the game so I'm quite interested in learning of any issues with weapons they carry.

Viktor_Prien 01-15-21 08:38 AM

Quote:

Originally Posted by kapuhy (Post 2721473)
It's simpler than that: any bone named B01,B02... will be recognized as weapons slot. You can place them wherever you wish on the model and use any aircraft-portable weapons with them. L01... are for reflectors, R01... radars, O01... visual spotters (usually only one per plane of each), P01... - pilots/crew. EDIT: also, GR2 Editor allows you to rename bones and (though you'll need an older version for that as this functionality is broken in newest version included in TWoS) even to clone them.

Not exactly so, at least for the purposes I need. That the B slots are weapons is ok but for the implementation of the weapons that I intend to add I need to know exactly where the bone is located ( It will become important later on, you'll see ). In addition I want the bombs placed where they really were attached on the aircraft ( Bombay or External )

Quote:

Originally Posted by kapuhy (Post 2721473)
Can you elaborate? I'm in the process of adding some new planes to the game so I'm quite interested in learning of any issues with weapons they carry.

Well at least from what I've noticed so far ( I'll be more precise the more I'll go deep in the various files ) these are the main issues I've noted about aircraft so far:

- 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 )

Viktor_Prien 01-15-21 09:02 AM

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

Viktor_Prien 01-15-21 09:24 AM

Quote:

Originally Posted by Demon777 (Post 2721468)
grazie :)
I've tested the mod (particles.dat files) in Museum and in campaign. No 'smoke puffs' bug at the moment.

Excellent!!! ( ..and thanks for the feedback, mate! ) :salute:

Viktor_Prien 01-15-21 01:35 PM

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

Muckenberg 01-15-21 03:43 PM

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?

Viktor_Prien 01-15-21 03:56 PM

Quote:

Originally Posted by Muckenberg (Post 2721658)
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?

1- Danke, I'm glad it helped! ( Mod is not mine, the files are from TDW. I have simply found them [ Currently missing from the TWoS mod ] and added them to it noticing that they, at least on my PC, fully fixed the resetting smoke issue )

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! )

Viktor_Prien 01-15-21 07:27 PM

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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