SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH5 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 03-07-10, 08:15 PM   #1
martes86
Grey Wolf
 
Join Date: Jun 2004
Location: The Colourful Seville - Spain
Posts: 971
Downloads: 18
Uploads: 0
Default [TEC] Adding independent engines control

Hi there,

I've been trying stuff, but it seems like I'm barking at the wrong tree.
First off, I tried adding a new command in Commands.cfg
Then, added the corresponding string in Silent Hunter 5\data\LngGameData\Texts\Spanish\Data\Menu\menu.tx t
Also added a new action to the VIIA file crew_commands.txt. Said action was a copy of the ahead_slow action, and seeming how it called both STB and PT engine "humans", it seemed like the right choice to call just one of them to have only one engine affected, as the set_speed.aix file contains "strategies" for both engines, but I don't really know if it's really being called there, or if it's just to make the crew models do animation stuff.
I've also tried modifying the existing action for the regular ahead_slow command, but doesn't work either.

Anyone having any success on this?

Modifications follow:

Commands.cfg
[Commands]
CommandsNb=601

[...]

[Cmd2401]
Name=Starboard_ahead_slow
Contexts=1
StringID=24001
;Key0=0x31,Cs,"Shift+1"
Key0=0x30,Cs,"Shift+0"
HasDelayedExecution=Yes
CommandClass=Speed
Sound_0=ELO_Helm,MC_CR_CHIEF_13
-------------------------------------------------------------------

Menu.txt (spanish version)
24001=Estribor avante muy despacio

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

crew_commands.txt (Type VIIA)
Starboard_ahead_slow 1 2 3 ( CR_HELM = ss_helmsman, DER_DE_STB01_A = ss_de_stb, CR_CHIEF = ss_chief_eng )
Ahead_slow 1 2 3 ( CR_HELM = ss_helmsman, DER_DE_PORT01 = ss_de_port, CR_CHIEF = ss_chief_eng )


Cheers
martes86 is offline   Reply With Quote
Old 03-23-10, 03:56 AM   #2
Pumbator
Watch
 
Join Date: Mar 2010
Location: Gdańsk, Poland
Posts: 15
Downloads: 53
Uploads: 0
Default

Up!

I was doing quite the same thing and - the same method... No effect.
In crew_commands.txt there is a line:

'name - command name. there has to be support for it inside the code. ( new commands can't be added on-the-fly. ) '

And this is quite obvious, because what you (we, 'cos I'm stuck on the same stage) have done was assigning animations and jobs for crew to a command... The interesting thing is, if this will give any realistic effect. Will the turns be quicker?

I wonder if it can be done or is this too deep in the code, help anyone?

Last edited by Pumbator; 03-23-10 at 05:07 AM.
Pumbator is offline   Reply With Quote
Old 03-23-10, 06:09 AM   #3
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

DIAL_PORT_ENGINE_RPM
DIAL_STARB_ENGINE_RPM

that's even if the game will let you set new values for each one or if it imposes that you change one it will change the other like SH3/4. Annoyed the hell out of me.
TheDarkWraith is offline   Reply With Quote
Old 03-23-10, 06:14 AM   #4
Sgtmonkeynads
Ships Secretary
 
Sgtmonkeynads's Avatar
 
Join Date: Apr 2009
Location: MilesCity Montana
Posts: 583
Downloads: 614
Uploads: 0
Default

This is sort of implemented, but not shown. Isn't it how the navigator gets the ship to turn faster ? And why the navigator has this and not your engineer - motorman ? Just wondering.
__________________
Just help someone.....it makes a difference
Sgtmonkeynads is offline   Reply With Quote
Old 03-23-10, 06:37 AM   #5
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by Sgtmonkeynads View Post
This is sort of implemented, but not shown. Isn't it how the navigator gets the ship to turn faster ? And why the navigator has this and not your engineer - motorman ? Just wondering.
good question. I haven't dove into the 'game' per se yet. Just concentrating on UI stuff currently. Once UI is up to snuff then I'll dive into the game itself.
TheDarkWraith is offline   Reply With Quote
Old 03-23-10, 06:39 AM   #6
Pumbator
Watch
 
Join Date: Mar 2010
Location: Gdańsk, Poland
Posts: 15
Downloads: 53
Uploads: 0
Default

If I remember well, in previous SH's the navigator was able to set the rudder to 40, while you with 'hard to port/starboard' got only 35. I may have mistaken games though...

EDIT: After a while of thinking... I remember seeing the rudder dial with the number 40 under it when navigator was making a turn.
Pumbator is offline   Reply With Quote
Old 03-23-10, 08:16 AM   #7
gimpy117
Ocean Warrior
 
Join Date: Jul 2007
Location: Kalamazoo, MI
Posts: 3,243
Downloads: 108
Uploads: 0
Default

honestly i don't think its possible to do this. motion (i think) is created by one point. the modders tried to do this in SH4 but failed because its was hard coded.
__________________
Member of the Subsim Zombie Army
gimpy117 is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 11:22 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.