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Old 08-06-11, 12:08 PM   #1
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default [REL] Uboat Snorkel

Uboat Snorkel for SH5 by TheDarkWraith

version 1.1.0

YOU HAVE TO BE PATCHED TO v1.2 OF THE GAME!!!

COPYRIGHT NOTICE:
The code changes made to the .py files are the intellectual property of TheDarkWraith and may not be used, modified, or duplicated in whole, or in part, without the express written permission of TheDarkWraith. The code changes made to these files may not be used in any commercial application of any form without the express written permission of TheDarkWraith.

To install this mod correctly do the following:
Navigate to where you unzipped the mod to and open it up. Select the 'MODS' folder and right click on it. Select copy. Navigate to your '\Ubisoft\Silent Hunter 5\' folder and open it up. Right click in an empty area and select paste. Enable 'Uboat_Snorkel_1_1_0_ByTheDarkWraith' via JSGME (this assumes you setup JSGME to use the 'MODS' folder as default)

NOTE: is this mod perfect? NO WAY. It will continue to evolve as I learn more about the files and the game itself. Does the mod contain any bugs or errors? I hope not but to say it doesn't would be foolish. I will address errors/bugs as users find them and post them in my Uboat Snorkel thread.

This mod will enable the snorkel in the game. The snorkel is not the hinged type as I cannot get that type to work correctly yet. Instead the snorkel is the dual tube telescopic one. It is also not placed in the correct position due to the size of the 3D model. Instead it is placed in the turm just left and aft of the XO.

To raise/lower the snorkel:
- non-new UIs mod: you'll have to edit the \data\Cfg\commands.cfg file to setup keys for the raising/lowering of the snorkel
- those using my UIs mod: simply click the raise/lower snorkel icons of the Chief Engineer's Propulsion order's bar
- those using other UIs mods: You'll have to ask the author of the mod

When the snorkel is raised it allows you to run diesels while submerged to a depth of ~15m (calm seas)

In order to make the snorkel work I had to add a new GR2 file to every sub and I had to edit the existing Uboat_Sensors.GR2 file. If a mod overwrites the Uboat_Sensors.GR2 then the snorkel will not work anymore.

When the sub is >= 6.25m in depth then watersprays, wakes, and exhaust smoke are enabled on the snorkel

For those using my UIs mod this mod is NOT to be installed. Reason is this mod is already incorporated into my UIs mod starting with v6.7.0 of it.

For those using my FX_Update mod (v0.0.18 or later) this mod (Uboat_Snorkel) has to be enabled before it (FX_Update) as it's not compatible with FX_Update

The snorkel is enabled for the subs by editing the sub's .sns file. Currently the game is not letting me define multiple starting and ending dates for the snorkel thus the snorkel is enabled for all subs all the time.

Contributors:
None

Current additions/changes working on for next version:
- Unknown

Add-On mods included:
Uboat_Snorkel_1_1_0_No_Exhaust_Smoke_TheDarkWraith - removes the exhaust smoke from the snorkel

This is JSGME ready. Navigate to where you unzipped the mod to and open it up. Select the 'MODS' folder and right click on it. Select copy. Navigate to your '\Ubisoft\Silent Hunter 5\' folder and open it up. Right click in an empty area and select paste. Enable via JSGME. (this assumes you setup JSGME to use the 'MODS' folder as default)

Changelog:
v1.0.0 - first official release
v1.1.0 - removed the ability to 'see' units when the snorkel is raised (units would be shown on maps as symbols instead of the hydrophone line when no periscopes are raised - now you only get hydrophone line with no scopes raised)
- added an add-on mod that will remove the exhaust smoke from the snorkel (Uboat_Snorkel_1_1_0_No_Exhaust_Smoke_TheDarkWrait h)

TheDarkWraith

v1.1.0: http://www.gamefront.com/files/20645...eDarkWraith_7z


Last edited by TheDarkWraith; 08-07-11 at 12:34 PM.
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