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

Muckenberg 01-16-21 01:20 AM

Quote:

Originally Posted by Viktor_Prien (Post 2721665)
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! )

Good day
Thank you for your answer. Unfortunately, I don't understand much English.
I have TWoS installed since update 1.4. so if I understood you well, then the improved water geysers are already in the latest update TWoS 2.2.22.?
I play TWoS quite regularly and unfortunately I don't have the geysers in the game. Only the SH5 classic.
It is possible that I have a bad installation I do not know.:k_confused:

kapuhy 01-16-21 06:24 AM

Quote:

Originally Posted by Viktor_Prien (Post 2721725)
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! ;)

Not sure about 1 (from memory, it worked for me... might have something to do with the menu where you choose boat in historical missions?), but 2:

Mission -> Language Localization -> Click "Mission Title" and then write title in empty field below.


Some thoughts regarding issues you've noticed with aircraft:

- SH5 aircraft AI is not the sharpest tool in a box, some ahistorical configurations might be a compromise in order to get AI to do its job - vdr1981 would know more about that.

- you can find basics about how damage model works in TDW's post I linked in this thread. Basically: invisible (and very simplified) DMG_col model is responsible for hit detection, and damage boxes (not spheres) in .zon file - for actual damage (like engines, fires, wings falling off). If aircraft is hit where no damage boxes are present, it simply loses hitpoint until it runs out, at which point it will explode. You are right about model being currently extremely basic and not even fully using potential offered by the engine. It could be much improved, though doing it for all planes is a ton of work.

- Loadouts: aircraft spawn by airfields in campaign will use basic loadout every time from what I understand of vdr1981's earlier posts. This means any loadout except basic is only useful for single missions or for manually placed air groups (which are very few currently, most air traffic is generated by airfields).

EDIT: also, if you are interested in improving aircraft in SH5, check out this thread by gap where many issues with planes are discussed:

https://www.subsim.com/radioroom/sho...d.php?t=247344

Viktor_Prien 01-16-21 07:23 AM

Quote:

Originally Posted by Muckenberg (Post 2721774)
Good day
improved water geysers are already in the latest update TWoS 2.2.22.?

Je to správné ( Correct )

Quote:

Originally Posted by Muckenberg (Post 2721774)
I play TWoS quite regularly and unfortunately I don't have the geysers in the game. Only the SH5 classic.
It is possible that I have a bad installation I do not know.:k_confused:

Možná soubory znovu zkontrolujte nebo proveďte novou instalaci ( Maybe, check the files again or make a fresh installation )


*Použil jsem překladač, takže doufám, že jsem nenapsal nějaké kecy :haha::haha::haha:

Viktor_Prien 01-16-21 07:56 AM

@kapuhy

1- Many thanks for the replies about my questions! I will try to find a solution about the point #1 but later on ( It's not super important now, I can somehow run and test the mission ).

2- About the DM it should be feasible to improve it. Lot of work sure but surely feasible ( The more I get accustomed again to work with the game files, the more I remember how it works to modify the various stuffs ). Fortunately the GR2 program is quite intuitive and easy to be used ( at least for things I've checked so far ). Sometimes it crash but basically it works on the false line of SD3 so I do not expect eccessively big troubles in using it.

3- About the loadouts: if so, fixing/modify them will be fortunately pretty easy to be done. Said very briefly, if so, I will simply edit the basic loadouts accordingly to my/our preferences.

4- About the link to aircraft discussion: Thanks for the link it was already bookmarked in my favourites ;)

5- Other stuffs: Yesterday I've checked carefully all the various aircraft weapons ( apart from the Airborne_DC of the BV 138 that I have not yet found where is located ) and I've probably understood why some of them are not dropped every time that the aircraft make a pass ( Basically said I need to modify the max/min angles at which the bombs can " fly " during their path + some others parameters here and there ). Basically all the aircraft weapons works but there are some that seems to work better than others. For example, The DC_Cluster works but the aircraft behaviour it's much more better if you set the single DC for each aircraft B mode.
Said so, now that I've generally understood how the aircraft/weapons behave, in the next days I'll work mainly on them until I will reach a point that satisfies me. It's a lot of work, so it will take time but it's fully feasible. There is no hurry, one step a time we will improve the TWoS features hopefully to render it even more cool ( ...and the basic TWoS mod is already a blast !!! ).

Again, permit me to say thanks to you for your help. It's absolutely crucial, IMHO, having experienced persons like you helping me in the various steps of this journey. Your advice and help are always more than welcome here, many thanks my dear mate!!! (...and I can't wait for when vdr1981 will be able to fully join the discussion here after his busy period! )

Exciting times ahead!!!

:salute:

Muckenberg 01-16-21 02:30 PM

Thank you for answer.
I still can't believe him. That was one of the things that bothered me on the graphics page in SH5. Those bad geysers of water after a depth charge exploded.
I am very happy that there has been a reworking. I will have to read the update in which it was added.
Just to be sure. Could you post here a video of DD throwing depth charges and subsequent water geysers?
I want to be sure before I start drilling into the game installation. I haven't had any major problems with TWoS yet, so I'm very surprised by this.
Thank you for your understanding and I would also like to thank you for your work and activity in the TWoS community.:Kaleun_Applaud:

Viktor_Prien 01-16-21 07:02 PM

Quote:

Originally Posted by Muckenberg (Post 2721939)
Just to be sure. Could you post here a video of DD throwing depth charges and subsequent water geysers?
I want to be sure before I start drilling into the game installation.

Video has been recorded. Time of editing it and uploading it on YouTube and the video will be up. Recorded in 4K resolution. ;)

Viktor_Prien 01-16-21 08:03 PM

Here is the video you requested. I hope that's what you was expecting by it. 4K resolution will become available in some time. ( Refresh the video and check ) :salute:


https://youtu.be/XD_MrZmQRDM

Muckenberg 01-17-21 01:58 AM

Good day
Thank you very much for the published video. So it looks like I'm fine. I have the same water geysers in the game as you.
So when the DD bomb drops in the depths, we have the same geysers. Classic SH5. However, in the first video, a plane throws a depth bomb at you, and the geyser is different from the depth bomb from DD.
I guess I can't be afraid of so many planes and be bombed and find out what's going on.:k_confused:
Thank you very much for your help.:Kaleun_Salute:

Viktor_Prien 01-20-21 12:24 AM

I like the German writings for the realism but unfortunaly, at least for me, is not so intuitive and easy to use having the repair tag-button in German language/text so I've modifed the relavant files so to have both the German and the English language available at the same time.
Now the damage tag-buttons have English text while instead in the middle description box ( Once you select an item ) the name of the apparatus/equipment/item of interest is displayed in German language.
The detailed description remains in English as per normal.
A lot more intuitive and easy to use for the ones that are not German mother tongue, IMHO.
In the case that it could be of interest, please note vdr1981, that I've also found a bunch of typos and errors in the original TWoS files about this and so I've corrected them. ( 4 Typos, 1 Item wrong designation ).
All the writings and tag-buttons have been set so to be fully visible both in 2K ( 2560x1440 pixels ) and 4K ( 4096x2160 pixels ) screen resolutions.

Reference Image ( Click on the image to enlarge it )

https://i.postimg.cc/r811D76h/Screenshot-249.png

Demon777 01-20-21 05:38 AM

Quote:

Originally Posted by Viktor_Prien (Post 2722890)
I like the German writings for the realism but unfortunaly, at least for me, is not so intuitive and easy to use having the repair tag-button in German language/text so I've modifed the relavant files so to have both the German and the English language available at the same time...


good job! :up:
will these be included in TWOS, or the files can be downloaded separately?

Viktor_Prien 01-20-21 08:03 AM

Quote:

Originally Posted by Demon777 (Post 2722913)
good job! :up:
will these be included in TWOS, or the files can be downloaded separately?

It depends. I have first to talk with vdr1981 ( He's currently busy ) and ask him what he prefers. In the meanwhile I will finish the files for all the human playable subs ( So far I've completed only the VIIA and I'm still running some tests to check that the mod is fully stable and bug-free but I do not expect any major issues with it ).

:salute:

Viktor_Prien 01-24-21 11:41 PM

Update #3

- I have now completed the translations of the writings of the " Systems " menu of the types VIIA, VIIB, VIIC, VIIC/41. Tomorrow I'll complete the U-FlaK too, so then this part will be complete for the time being.

- Finally I've got rid of the writings popping-up when you pass the mouse over a character ( Something that for me was very annoying because it ruined the immersion IMHO ).
No more character name and level of training are displayed ( I've removed the training % too for realism purposes ). Now when you will pass the mouse over the character of interest the pointer of the mouse will switch to a small hand shape so to be still able, easily, to select the intended character, when needed.
Interesting to note that this seems to have drastically removed the micro-stutters and improved the smoothness of the mouse movements while moving in the various sub interiors.

- Made every mod as a stand-alone for the time being so they can be easily managed/checked/tested in the future.

- Corrected the relevant files of the option TWoS mod " TWoS Remove Sub Flags " so that now the flag pole do not disappear when you enable the mod. ( Only the flag will be removed )

- Added missing keybindings to my keys profile.

- Created a dedicated VoiceAttack profile including all the commands available in the game. ( Plus enabling/disabling all the mods and starting all the relevant programs automatically via voice input )

kapuhy 01-26-21 02:56 AM

Quote:

Originally Posted by Viktor_Prien (Post 2724541)
- Corrected the relevant files of the option TWoS mod " TWoS Remove Sub Flags " so that now the flag pole do not disappear when you enable the mod. ( Only the flag will be removed )

About this point: photos of U-Boats taken in combat (not in port when flag would be raised) don't show the flagpole:

https://ww2today.com/wp-content/uplo...ember-1940.jpg

https://www.awesomestories.com/image...5688d3362b.jpg

And here, you can see close-up of flagpole base (just left of large AA gun):

https://upload.wikimedia.org/wikiped.../U995-Turm.JPG

I'm not sure, but judging from these photos it seems to me that flagpole was removable and except for the times when flag was to be raised (i.e. port/friendly waters), it would be disassembled (makes sense - addidional useless thing sticking up from the bridge that obscures AA guns field of fire and raises the risk of being detected)

Viktor_Prien 01-26-21 11:17 PM

At least with the data I have pretty much it should be so:

- Early Type VII variants got a fixed flag pole on one side of the turm where the flag was attached/removed. Another one was present in the bow of the sub ( Mainly Type VIIA pre-war variants only ). Of these variants I have both images with fixed flag pole or with it removed and even with the flag pole housing ( Probably retro-fitted IMHO ) like on the VIIC. Hard to establish for sure what was the " standard configuration ". ( As always happen when researching/being interested about WW2 German equipments :haha: )

Sample ( Type VIIB with the fixed/welded flag pole [ U-45 ], 25 June 1938 the day it was put into service under the command of Kptlt. Alexander Gelhaar )

https://i.postimg.cc/QsTD9GSk/Screenshot-257.png

Sample Type VIIB, U-51, fixed flag pole detail

https://i.postimg.cc/0kKTwDG2/Screenshot-258.png

Sample Type VIIB, U-52, Memel, summer 1941, fixed/welded flag pole detail

https://i.postimg.cc/Mwh283xc/Screenshot-259.png



- Starting from the VIIC there was a dedicated cilindrical housing for the flag pole ( or several depending, I guess, on field modifications ) so that the rod of the flag was removed after not needed anymore. You can see the flag housing very well in the Type VIIC close-up image below. ( ...and you can notice also a smaller one on the right side probably used for the pennants pole IMHO )
You can see more complex flag pole housings on later variants like the Type IX ( Check for example the pictures of the U-505 where you can notice a pretty elaborate flag pole housing composed at least of three parts, one in the upper part of the rail guard and one at the bottom of it, with in the middle, what seems to be, a blocking system for the flag pole ).

* Take in mind that I'm currently using a type VIIA that's why I've enabled the flag pole

https://i.postimg.cc/jK5Ksnn9/Screenshot-255.png

Viktor_Prien 01-29-21 01:09 PM

UPDATE #4


Started to work actively on the following stuffs:


Improving the Remove/Activate Sub Flags behaviour

Goal: Having the sub flag/s automatically moved at the correct place ( when surfaced ) or removed ( When submerged ) without being forced to, every time, enabling/disabling the mod of interest

Next Step: If what written above will be feasible, the next step will be looking if there is the possibility of adding the pennants too ( Always in an automated or semi-automated way as above )

Priority Status: - Flags: Secondary - Pennants: Secondary

-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Improving the on-screen Warning Icons for orders

Goal: In the option file by TDW one of the options that is missing ( Feature planned but not yet added ) is the change to have the warning icons for orders ( Like for example the " Man at the battle stations " or the " Man the deck guns ", just to quote two of them ) disappearing after a certain amount of time ( Actually, once activated, these warning icons remains always visible on-screen ).
Letting them hide from the HUD and be displayed only for a fixed amount can be achieved pretty esily so I will add this option too ( Always as stand alone JSGME mod for the time being )

Priority Status: Primary

-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Improving the crew voices routine

Goal: A thing that I really don't like is that actually almost all the crew voices, under certain conditions, are quite messed up ( For example when you are on silent running you continue to get the crew screaming orders instead of whispering them ). The same applies to some sound associated with the order of interest ( For example certain ringing bells playing when they instead they should not or ringing with a wrong sound associated ).
I've already took a look at the scripts and they are fortunately quite easy to be edited/modified accordingly ( Thanks Evil they are not complicated as the ones of the IL-2 Blitz Series! ).
I've also already located all the other files that should be of interest for realising this mod.
It will require time, because the files to be edited are a lot, but it seems to be fully feasible after the first tests/trials I have done about this aspect of the game.

Priority Status: Primary
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Improving the aircraft DM, sounds, routines and fixing errors/glitches/bugs

Goal: Again, another thing that currently I really don't like of SH5.
The DM ( Acronym of " Damage Model " ) in the current version of TWoS ( .. but be clear, it's not fault at all of the mod creator/s but instead of the original game developers ) is beyond arcadish. With a few shots, just to quote a thing, you can let explode, for example, a medium/large bomber.
In addition some sounds of the aircraft are really bad ( For example the current Stuka seems to be more a flying fart than a real aircraft :) )
The same applies for certain aircraft routines and behaiours.
I have also noticed some glitches with aircraft ( For example under certain conditions and angles you will see the Stuka tail rudder flying some meters behind the aircraft. Normally this is provoked by nodes/3D parts overlapping so I will look into it, hopefully fixing it.
Again, it will require time, because the files to be edited are a lot, but it seems to be fully feasible after the first tests/trials I have done about this aspect of the game.

Priority Status: Primary
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

I'm also working on a lot of secondary stuffs that I will not mention in detail until the work will be completed and fully tested.
For now I'll say only that most of this part of the work covers the following:

- Improved loading times
- Spelling Errors
- Fixing minor glitches/stuffs found so far
- Improved fonts/writings/dials visibility for high resolution monitors ( Mainly 2K and 4K ones )
- Fixing/Improving menus layout and structure
- Removing useless/annoying tooltips ( For example I do not need an on-screen help text telling me tha I'm looking at the hydrophone when it's so obvious what the item of interest is )
- ... and lots of other minor stuffs that I notice while working on the various files mentioned above

Priority Status: Primary or Secondary depending on the file of interest


End of the report.

Viktor_Prien 01-29-21 01:22 PM

The " Planned Schedule " in the first post has been updated accordingly.

CROSS LINK: https://www.subsim.com/radioroom/sho...d.php?t=248048

Viktor_Prien 01-30-21 01:20 PM

Quote:

CommandClass = <[Generic] | Depth | Course | Speed | ... >; used to group some commands which affect the submarine's behavior in the same way
1- Are there any other known classes in addition to the ones above?

2- Any idea where the file that defines the classes is located? ( if any )

3- Any idea what could be the class for commands like " Toggle Battle Stations " ?

Thanks in advance! :salute:

* I'm asking this because in the commands file ( Command # 436 ) this command is set as generic so only the first sound file will be used ( or rather MC_CR_SO_01_A ). This result in the fact that even when you secure from the battle stations you get the audio file activated who says " All men at battle stations, quick quick! ". In the file ( Note that the quote below is from my custom custom file but the writings " not working " are the same in the original commands file ). I've tried changing the first one with the audio file who says to secure the battle station but the audio file doesn't seems to be used correctly by the game, so, if you set it as first you will not get any voice both when enabling/secure the battle stations.

[Cmd436]
Name=Toggle_battle_stations
Contexts=1
Key0=0x42,s,"SHIFT + B"
HasDelayedExecution=Yes
CommandClass=Battle stations --> Here I'm experimenting trying to use some additional " guess " CommandClass until I will not find the file of interest that defines the classes
Sound_0=ELO_Helm,MC_CR_SO_03;#KarlKoch not working;was MC_CR_SO_01_A *Note: Here I've tried to change the first audio file but no sound is played if doing so. To be noted that instead the default MC_CR_SO_01_A works even if in the file
notes is listed as " not working ". The MC_CR_SO_03 audio file works only if enebled via the XO dialog box.

Sound_1=ELO_Helm,MC_CR_SO_01_B;#KarlKoch not working
Sound_2=ELO_Helm,MC_CR_SO_03;#KarlKoch not working

** I'm also checking the Scripts to see if there is any reference to the " Enable/Secure Battle Stations " command

Viktor_Prien 01-31-21 05:54 PM

This evening while working on other stuffs I've also made some initial tests about if is possible to have pennants in game ( Note that the one in the image it's just a basic one used only for the tests and that I've blurred the swastika in the image for forum purposes; In game it will be visible as per normal ).
Well the reply is, definitively yes! ( I will later make the various 3D stuffs needed to have the victory pennants located in the correct position/attached to the right place ).
In addition I have also made some tests about the semi-automation of the flags/pennants ( Flags/Pennants on/off depending on user choice ) and also this seems to be fully feasible ( It will require just a bit of " Magic Mod Powder " and time :) )

( Click the image if you want to enlarge it )
https://i.postimg.cc/51HtBx8X/SH5-Im...1-23-34-21.png

GrenSo 02-01-21 01:49 AM

Quote:

Originally Posted by Viktor_Prien (Post 2726229)
This evening while working on other stuffs I've also made some initial tests about if is possible to have pennants in game ( Note that the one in the image it's just a basic one used only for the tests and that I've blurred the swastika in the image for forum purposes; In game it will be visible as per normal ).
Well the reply is, definitively yes! ( I will later make the various 3D stuffs needed to have the victory pennants located in the correct position/attached to the right place ).
In addition I have also made some tests about the semi-automation of the flags/pennants ( Flags/Pennants on/off depending on user choice ) and also this seems to be fully feasible ( It will require just a bit of " Magic Mod Powder " and time :) )

( Click the image if you want to enlarge it )
https://i.postimg.cc/51HtBx8X/SH5-Im...1-23-34-21.png


It looks great and in my opinion will be a pennant much better like the normal flag.
I look forward for the first release of your "little" mod. :Kaleun_Thumbs_Up:

Viktor_Prien 02-02-21 10:15 AM

Question:

I would like to change the zoom level at which the ships's silouettes are displayed/become visible on the navigation map.

Do I have to play with the SymbolZoom parameter correct?

[Map0]
MapID=Navigation_map
Position=0,0
Resolution=1024,656
MajorSqrs=4,2.4
MinorSqrs=5,5
PixPerUnit=50
ZoomLevels=1,2,5,10,20,50,100,200,500,1000,2000,40 00,10000,20000,40000; meters per pixel
InitialZoom=500
SymbolZoom=10;units are drawn as symbols from this zoom up
GroupsZoom=100;units are drawn in groups from this zoom up
CityZoom=10000;city names are displayed from this zoom down
KriegZoom=2000;krieg labels are separated displayed from this zoom up
HarborZoom=50;harbors will be displayed from this zoom up


-- SOLVED --


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