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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Mate
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Does anyone know of any torpedo mods? that`s really all I want at the moment.
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How do you hide a submarine? You sink it sir, they are designed to sink. |
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#17 |
The Old Man
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The US torpedo files are stored in sh4/data/library
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#18 |
Stowaway
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there are a few different files involved so there are the image and rendering files that control the look you see on the torpedo screen as well as what you see in the water as you watch the torpedo after its fired.
there are sim and zon files that control speed range explosive power and the range and depth of the impact zone then the image files are in menu or misc folder (im not sure) but there are a couple of those to change. none of this is hugely complicated but with a little trial and error you will solve any issues you have. if you get stuck just ask and there are lots of people glad to help you. a good place to start is looking at the torpedo mods for sh4 that change the color and apearance of torps then look at my upgraded torpedo mods for sh4 to see the files involved in the torpedo settings. the modded sh4 files are very close to what you need to do in sh5, the games are not that different for the most part. |
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#19 |
Mate
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![]() ![]() also there is something i should say, the only subsim game i have is SH5. P.S. Tonight Im trying out my 3DS for use on posting updates and such. If the salute thing doesnt work now you know why. ![]()
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How do you hide a submarine? You sink it sir, they are designed to sink. |
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#20 |
Mate
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BTW I was screwing around in the SH5 files and I came across an application called missioneditor2. is this the fabled mission editor? and where can I find the statistics for the U-boat? I mean like speed and stuff.
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How do you hide a submarine? You sink it sir, they are designed to sink. |
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#21 | |
Stowaway
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even if you dont have sh4 you can see the names of the files i modded there and look in those same named files in sh5 and its very likely they will have the same info and control aspects for the sh5 game. the mission edotor is for creating misdsions for the game and can be found in the main game directory. there are threads out there explaining how to use it, it works the same for sh3 or sh4 or sh5 so any of the creating missions demo threads will help you figure it out. find the statistics for uboats in the (ubisoft/ silent hunter 5/ data /submarine/ uboat name/ .cfg file) |
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#22 | |
Mate
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Quote:
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How do you hide a submarine? You sink it sir, they are designed to sink. |
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#23 |
Mate
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On an unrelated note, does the game end before the homing torpedos came out? I'd flippin LOVE to get my hands on a few of those
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How do you hide a submarine? You sink it sir, they are designed to sink. |
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#24 |
Stowaway
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check the equipt files, they dictate when equiptment becomes available
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#25 |
Seaman
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to the OP;
I don't see why you couldn't modify an existing torpedo.. Maybe re-texture and add your own visuals, and just change the behaviors for it. I'm not really sure to what effect SH5 models fuid dynamics, if any, I think it's mostly individuals behaviors for each model... so it i don't think it would be to hard to do. (I haven't actually done any modding on the series since SH3 however, so don't quote me on this)
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Sniper of the High Seas; xALIENAx Running silent, running Deep. ![]() |
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#26 |
Mate
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Truth be told I haven't created any mods yet ether, and the best i can do at the moment is use JSGME to automatically mod SH5. I can't even mod the Mod friendly minecraft
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How do you hide a submarine? You sink it sir, they are designed to sink. |
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#27 |
Nub
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no tak musíte makat paná***269;ci
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#28 |
Mate
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Pardon?
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How do you hide a submarine? You sink it sir, they are designed to sink. |
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#29 | |
Stowaway
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to mod you only install mods with jsgme so you never mess up the actuial game files. next with a completely stock unmodded game, copy the entire "data" folder from your game to your desktop, documents folder, or some other location and only use those files as a source for the files you want to mod and i then take a file i wish to mod and copy that to the desktop so i dont mess up my "source" files and i know im modding a copy of the game file so i cant ever mess up my game install. once you have the files modded you create a mod folder for your mod and make sure you create all the needed folders for it so it reads with the same file path as the location you take to get to the files to find them then place it or a copy of it in jsgme for installing in the game for testing. you can never have enough back up copies when you are modding. in the event something still gets messed up i delete the main directory games "data" folder then replace it with a copy of that copy you made of the "data" folder, its a lot quicker then reinstalling and is just as effective to fix your game. if you dont trust yourself then burn the copy of the "data" folder to a CD so its always there as a backup to fix your game. with these safety precautions you are not going to mess up your game anymore. one last point, never mod your game files itself only copies of the game files and only mod files that are completely stock and no other mods added before you make changes |
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