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 01-28-14, 04:20 PM   #4861
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by Raven_2012 View Post
Funnel smoke would be much better, then ship explosion. I tried messing around with the smoke in GoblinEditorApp in SH5, I might not have loaded something right. It didn't allow me. I loaded the sim and GR2, It brought up a window and said something couldn't load. Then program closed, something about memory ran out.
This usually happens when you open a GR2 file by double clicking on it, or when you open/merge a file containing a type of controller not recognized by Goblin Editor.

If you prefer funnel smoke for chimneys, you can use it as is, rather than hassling with the cloning and twekaing of a new effect. Just open the GR2 file that the said sim file is pointing to in Goblin, merge the sim file, merge particles.dat, look for the smoke controller in the sim file and replace explosion smoke with whatever you prefer.
__________________
_____________________
|May the Force be with you!|
...\/
gap is offline   Reply With Quote
Old 01-28-14, 05:50 PM   #4862
THE_MASK
Ace of the deep .
 
THE_MASK's Avatar
 
Join Date: Jan 2006
Posts: 9,226
Downloads: 901
Uploads: 73


Default

I just figured how to have less chimney smoke . Give us a day to do it and it can be included in the next OH2 patch .
THE_MASK is offline   Reply With Quote
Old 01-28-14, 05:53 PM   #4863
Raven_2012
Commander
 
Join Date: Jan 2010
Location: Elmira, NY
Posts: 445
Downloads: 129
Uploads: 0
Default

You mean for the Harbor mod? That will be nice!

Quote:
Originally Posted by sober View Post
I just figured how to have less chimney smoke . Give us a day to do it and it can be included in the next OH2 patch .
Raven_2012 is offline   Reply With Quote
Old 01-28-14, 08:23 PM   #4864
Raven_2012
Commander
 
Join Date: Jan 2010
Location: Elmira, NY
Posts: 445
Downloads: 129
Uploads: 0
Default

When I removed this file, I ran validator and I get errors showing up. I can't verify the main mod is fine, I don't have version with the terrain folder, but I assume it's OK. Best thing is not to remove that terrain folder to fix chimney smoke.

Quote:
Originally Posted by Trevally. View Post
To remove this effect - uninstall the harbour mod and delete the terrain folder (it only has the sim files for these affected ports)
reinstall mod (I'm sure this can be done from a bunker save game and not a carer restart)

Raven_2012 is offline   Reply With Quote
Old 01-30-14, 10:43 AM   #4865
Trevally.
Navy Seal
 
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 5,451
Downloads: 166
Uploads: 28


Default

Quote:
Originally Posted by sober View Post
I just figured how to have less chimney smoke . Give us a day to do it and it can be included in the next OH2 patch .
Quote:
Originally Posted by Raven_2012 View Post
You mean for the Harbor mod? That will be nice!
thanks Sober
__________________
Trevally Mods for SH5
Trevally. is offline   Reply With Quote
Old 01-30-14, 02:36 PM   #4866
THE_MASK
Ace of the deep .
 
THE_MASK's Avatar
 
Join Date: Jan 2006
Posts: 9,226
Downloads: 901
Uploads: 73


Default

The smoke looks bad if I adjust it . Leave it as is or take it out . I don't like a lifeless harbor but its up to you if you want it in OH2 or not . It doesnt effect frame rates or cause ctds LOL .
THE_MASK is offline   Reply With Quote
Old 01-30-14, 09:44 PM   #4867
Raven_2012
Commander
 
Join Date: Jan 2010
Location: Elmira, NY
Posts: 445
Downloads: 129
Uploads: 0
Default

It's OK sober, thanks for trying. I know sometimes these mods can be frustrating.

Quote:
Originally Posted by sober View Post
The smoke looks bad if I adjust it . Leave it as is or take it out . I don't like a lifeless harbor but its up to you if you want it in OH2 or not . It doesnt effect frame rates or cause ctds LOL .
Raven_2012 is offline   Reply With Quote
Old 01-31-14, 02:06 PM   #4868
Serge65
A-ganger
 
Join Date: Jan 2012
Posts: 78
Downloads: 59
Uploads: 0
Default

Quote:
Originally Posted by Trevally. View Post
Looking into issue with patrol objectives where map marker is not shown.
I remember this issue when making campaign MG and had to use sink objectives as patrol = no marker.

So far I have tried:-
forcing objective 9 (patrol) to object icon 0 (sink) = ctd
using hidden objectives and adding goto (reach) as an update to objective = too much work
testing icons in menu editor = all look ok (C:\Ubisoft\Silent Hunter 5\data\Menu\Gui\StrategicMap.dds) all icons set correctly

So as things stand - I may have to return all patrol objectives back to sink objectives

Anyone got any suggestion
These days I experimented with ME2 and missions.
In ME2 we have 11 Obj types:
Obj=0-Destroy Units class; Obj=1-Reach zone; Obj=2-Sink tonnage; Obj=3-Generic; Obj=4-Base stop; Obj=5-Sink speciefic; Obj=6-Intercept convoy; Obj=7-Photo recon; Obj=8-Lifeguard duty; Obj=9-Patrol Area; Obj=10-Special operations.
In the bunker, map marker is shown on map for all types (naturally, other than Obj=2-4).
In the mission, map marker is shown only for these: Obj=0, Obj=1, Obj=5, Obj=7, Obj=10.
In the Ubisoft's original missions used only these types:
Obj=5-Sink speciefic (Sink and Intercept convoy missions-not Obj=6!)
Obj=7-Photo recon (Recon missions)
Obj=10-Special operations (Infiltrate spy and Infiltrate commando missions)
I think the reason in the SimData.dll, anyway Obj in it. Maybe the reason of non-functional minefields also here?

By the way, in OH2 Black_May's missions also is not shown a map marker (Obj=9).

Quote:
Originally Posted by Trevally. View Post
This would be good Gap as I am sure that the patrol missions work ok (map will centre on area if you click on the icon beside your campaign progress box - here you can then mark your map yourself. If you save your game and exit, then reload your save - your map marks are removed)

To use the MQK - I would need to add it to OHII and then edit all missions with:-

New trigger, event for message to tell player where to go
A template could be used to speed this up but the actual co-ordinates will have to be looked up. That is three per mission with about 20 to 40 missions per campaign - all in all over a months work

Some day perhaps....

For now I think I must go back to the sink mission - sorry
If during a patrol in the "Captain's Log" click an icon "Mission objectives", the center of the zone will be in the center of the screen, you can put a mark manually. Radius will inform, large deviations will not be. It may even be good for mod Real Navigation? Many are trying to remove from the game different icons (UMark, etc.), what's problem is here?

Last edited by Serge65; 01-31-14 at 02:36 PM.
Serge65 is offline   Reply With Quote
Old 01-31-14, 02:50 PM   #4869
THE_MASK
Ace of the deep .
 
THE_MASK's Avatar
 
Join Date: Jan 2006
Posts: 9,226
Downloads: 901
Uploads: 73


Default

Using OH2.4
Left Memel and sunk 2 polish merchants . Sailed to Kiel and entered port . Left Kiel and sailed to british east coast . No ctds at all .
THE_MASK is offline   Reply With Quote
Old 01-31-14, 03:43 PM   #4870
vdr1981
Navy Seal
 
Join Date: May 2010
Location: Србија
Posts: 6,078
Downloads: 581
Uploads: 13


Default

Quote:
Originally Posted by vdr1981 View Post
OK , no problem...

When you have time could you create test campaign for "Black Pit" with few airplanes which will wait for me in the "red" area, 200 km from Brest, on cours 220. Pl;anes could be P-47, P-51 and B-17...""

Any chance for this Trev ?
After some messing up with my latest modlist I'm getting pretty good results regarding previously mentioned museum/p-47 test mission CTD, even with RPM hydro on board. I'm pretty much sure that test campaign wont cause CTD.
vdr1981 is offline   Reply With Quote
Old 01-31-14, 06:05 PM   #4871
Trevally.
Navy Seal
 
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 5,451
Downloads: 166
Uploads: 28


Default

making test now
__________________
Trevally Mods for SH5
Trevally. is offline   Reply With Quote
Old 01-31-14, 06:34 PM   #4872
THEBERBSTER
Growing Old Disgracefully
 
THEBERBSTER's Avatar
 
Join Date: Dec 2012
Location: Hythe - Southampton
Posts: 9,609
Downloads: 1133
Uploads: 0


Default

Baltic Mission. Destroyer patrolling an area near to Mission mark depth charging and using searchlights on fire.
THEBERBSTER is offline   Reply With Quote
Old 01-31-14, 06:43 PM   #4873
THE_MASK
Ace of the deep .
 
THE_MASK's Avatar
 
Join Date: Jan 2006
Posts: 9,226
Downloads: 901
Uploads: 73


Default

Quote:
Originally Posted by THEBERBSTER View Post
Baltic Mission. Destroyer patrolling an area near to Mission mark depth charging and using searchlights on fire.
I have seen friendly planes in that area with OH2 . Also a german battleship and destroyer task force sometimes . So yeah , maybe german planes .
THE_MASK is offline   Reply With Quote
Old 01-31-14, 07:07 PM   #4874
Trevally.
Navy Seal
 
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 5,451
Downloads: 166
Uploads: 28


Default

Quote:
Originally Posted by THEBERBSTER View Post
Baltic Mission. Destroyer patrolling an area near to Mission mark depth charging and using searchlights on fire.


Eve of the battle[edit]

The Polish Navy of the Second Polish Republic (1919–39) was prepared mostly as means of supporting naval communications with France in case of a war with the Soviet Union. However, after it became apparent that the aggressive side would be Germany, and the entrance to the Baltic Sea would be blocked, three out of four Polish modern destroyers were withdrawn from the Baltic Sea to Great Britain in what was called Operation Peking. The remaining forces, consisting of one large minelayer, one destroyer, five submarines and smaller vessels were to execute two major naval operations, both aimed at disrupting the German naval movement in the area of the Danzig Bay and transit movement between Germany and East Prussia. All submarines were dispatched for their operational zones in the southern Baltic to take part in Operation Worek, an attempt to sink as many German ships as possible.
Battle[edit]

All the remaining surface vessels were to be dispatched from the naval base in Gdynia to Hel Peninsula, from where they were to start the so-called Operation Rurka. The plan was to lay a naval mine barrier between Hel Peninsula and Danzig to prevent any enemy ship from entering the area.
At dusk ten Polish warships left Gdynia for Hel, located on the other side of the bay. There, the ships were to start the minelaying operation. Among them were the destroyer ORP Wicher, large minelayer Gryf, minelaying minesweepers Jaskółka, Czapla, Żuraw, Czajka, Rybitwa and Mewa and gunboats Komendant Piłsudski and Generał Haller.
While traversing the Danzig Bay, the flotilla was attacked by a group of 33 German warplanes, mostly Junkers Ju 87B Stuka dive bombers. The air raid was mostly unsuccessful and the Polish vessels suffered only minor losses. The backbone of the Polish flotilla, ORP Gryf with over 300 naval mines on board, remained unharmed.
However, soon after the first air raid was repelled, the German bombers returned, around 6 pm. There were no direct hits, but the Polish ships suffered minor damage from close misses and machine gun fire, mainly minelayer ORP Gryf and minesweeper ORP Mewa. The commanding officer of ORP Gryf, Cmdr. Stefan Kwiatkowski was killed by German machine gun fire, and her rudder was jammed. Her executive officer, Lt. Cmdr. Wiktor Łomidze feared that her cargo of mines (comprising over 33 tonnes of high explosives) was a danger to the ship and if it was hit by a bomb, it would explode immediately. Because of that, he ordered all the mines to be disposed of in the sea.
After the battle[edit]

After successful defence against several consecutive air raids, the Polish flotilla arrived at Hel. However, since ORP Gryf had abandoned all of its mines and was damaged, the Operation Rurka had to be called off. The only destroyer, ORP Wicher, did not receive the orders calling off the operation and went straight to the pre-designed zone of operations to cover the mine-layers. At night, Wicher, commanded by Lt. Cdr. Stefan de Walden, spotted two German destroyers, and later a ship misidentified as a light cruiser, but did not attack, not wanting to uncover the operation.
After return to Hel Peninsula, both major vessels were there deprived of most of equipment and served as anti-aircraft platforms in the Hel naval base.
__________________
Trevally Mods for SH5
Trevally. is offline   Reply With Quote
Old 01-31-14, 07:15 PM   #4875
Trevally.
Navy Seal
 
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 5,451
Downloads: 166
Uploads: 28


Default

Install - this test http://www.4sync.com/archive/jRGPZ19M/VeckoTest.html
Use silentotto and pick TheBlackPit
goto KMO and request mission
goto map marker



Get within 2km of marker


Test planes will spawn and head for you









__________________
Trevally Mods for SH5
Trevally. is offline   Reply With Quote
Reply

Tags
awesome, campaign, graf zeppelin, harbour, new bases, new ships, ohii


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 03:59 PM.


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.