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#1 | |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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Any idea what mod was used in SH4, maybe It still works with sh5 (It is the same base) ![]() |
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#2 | |
The Old Man
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Maybe later if I get home early enough. Last edited by TheBeast; 07-04-10 at 04:29 AM. |
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#3 | |||
The Old Man
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I've been playing around, trying to get the Snorkel to install. NO LUCK as yet. Maybe someone can see something I missed or a error I made.
Here is what I have so far: Created [Equipment 24] like a Periscope and renumbered all other items. EQUIPMENT.UPC Quote:
![]() UPGRADEPACKS.UPC Quote:
NSS_UBOAT7C41.UPCGE Quote:
Last edited by TheBeast; 07-04-10 at 05:01 AM. |
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#4 |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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Thats pretty much what I had too.
![]() EQUIPMENT.UPC Code:
[Equipment 62] ID=EqpSnorkel NameDisplayable= Snorkel FunctionalType= EqFTypePeriscopeBody EquipmentInterval= NULL, NULL EquipmentSlotType=NULL ExternalLinkName3D= SCHNORCHEL_RWR,data\Objects\Sensors\UBoot_Sensors\UBoot_Sensors Hitpoints= 100 DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4 DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10 DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse Code:
[UpgradePack 60] ID= EqpSnorkel NameDisplayable=Snorkel-Name Info=Snorkel allows Diesel to Run Underwater-Info Notes= FunctionalType= EqFTypePeriscopeBody UpgradePackSlotType= UpFTypeSensorPeriscope Type=NULL UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0 UnitUpgradePackIntervalOptions1=NULL, NULL, 100 IDLinkUpgradePackElements= EqpSnorkel TrackingID=3888 Code:
[UserPlayerUnit 1.FunctionalSubsystem 44] ID= EqpSnorkel NameDisplayable= Snorkel FunctionalType= SensorPeriscope IDLinkFunctionalSubsystemSlots= EqFTypePeriscopeBody, 0 |
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#5 |
Grey Wolf
![]() Join Date: Oct 2005
Location: Bretagne-FRANCE
Posts: 813
Downloads: 155
Uploads: 0
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![]() ![]() Have you try with this snorkel : C:\Ubisoft\Silent Hunter 5\data\Submarine\NSS_Uboat7c\Submarine Parts\Room_EXT - Snorkle + Anim.GR2 ![]() and why not merge the snorkel in a .prt ( i have see the torpedo annim in ![]() ![]() and i think snorkel is not a sensor ![]() I want Granny SDK ![]() |
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#6 |
The Old Man
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Maybe adding the Snorkel (SCHNORCHEL_RWR) as Radar Warning Receiver (RWR) rather then Periscope will work???
![]() ![]() ![]() I was just starting to play with that as you can see in my previous post. |
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#7 | |
The Old Man
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This animation is Hinged Type Snorkel that lifts out of cavity in Deck. Not like Telescoping Snorkel in Uboot_Sensors.GR2/.SIM Appears the Height is a little higher then the ObsPeriscope. Maybe we can copy this to "data\Submarine\NSS_Uboat7C41\Submarine Parts" folder? Worth a try... NOTE: The Animation will not render on 7C/41 so apears it only works on the 7C Maybe the Snorkel is added as Radar Warning Receiver (SCHNORCHEL_RWR(Hinged)) for the Type-VIIC and added as Periscope (SCHNORCHEL(Telescoping)) for Type-VIIC/41 ![]() Code:
[Equipment xx] ID=ObsPeriscopeST NameDisplayable= Observation Periscope with ST Radar FunctionalType= EqFTypePeriscopeBody EquipmentInterval= NULL, NULL EquipmentSlotType=USPeriscope ExternalLinkName3D= NULL Hitpoints= 100 DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4 DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10 DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15 Last edited by TheBeast; 07-04-10 at 04:44 PM. Reason: NOTE added |
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#8 |
Samurai Navy
![]() Join Date: Nov 2007
Posts: 567
Downloads: 210
Uploads: 1
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Well it would make sense, the naxos detector was mounted on snorkels quite often. I wonder about the placement, though, since most pics I've seen show the snorkel right alongside the front of the tower when raised...
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#9 |
Watch
![]() Join Date: Jan 2010
Posts: 21
Downloads: 429
Uploads: 0
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I'm using whatever is on the stock VIIIA model. Picking up contacts while on the surface sailing back to Kiel from Poland.
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#10 |
The Old Man
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When I uninstalled SH5 last year I lost all the MOD's I had been working on at that time. Now I am starting from Scratch to continue this work.
NOTE: Some of the equipment I have added is not for the Typ-VII Class, I added them anyway because if all goes well they will be needed at later date. Here is what I have done so far. NOTE:Some of the equipment I have added is not for the Typ-VII Class, I added them anyway because if all goes well they will be needed at later date. Data\UPCDataGE\UPCUnitsData\Equipement.upc - Fixed out of sequence numbering. - Added the following Equipments:
Data\UPCDataGE\UPCUnitsData\UpgradePacks.upc - Fixed out of sequence numbering. - Added the following Upgrade Packs:
i.e Conning_XX_01_alb_imp.dds, Conning_XX_01_tarn.dds, Conning_XX_01_tarn_imp.dds, UboatXX_structure_alb_imp.dds, UboatXX_structure_tarn.dds, UboatXX_structure_tarn_imp.dds XX can = 2A, 7A, 7B, 7C, 7C41 NOTE: Currently using Stock GR2 files you can have up to 21 unique skins per submarine class and 24 using this change. Just need to MOD UPC files. Data\Menu\Pages\Page WeaponsAndSensors.ini Section [G4E I26] Changes: Since we are adding 6 new unique skins I changed Materials=43 to Materials=49. This will allow the new skins to have unique image textures in the Upgrades Menu List. Note that the Materials=## value is +1 higher then actual materials. Currently I am experiencing a issue with the Tower Emblem textures not showing in the Upgrades Menu List. Hope to resolve this shortly.Added the following lines:Section [G4E I39] Changes: Last edited by TheBeast; 04-05-11 at 03:13 AM. |
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Tags |
modification, sh5, technical, upgrade |
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