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Old 07-02-10, 07:38 PM   #1
reaper7
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Quote:
Originally Posted by TheBeast View Post
Did you list in your boats NSS_Uboat7xxx.upcge file?

NOTE: I never saw the Snorkel as a upgrade in SH4. Someone made a MOD and it was there by default. I didn't try SH/SHII/SHIII so dont know if/how they did it.
Maybe we can just make some change that puts it there and skip the in Port Upgrade List.
Listed in the File ok - but not sure if the entries I used are correct.

Any idea what mod was used in SH4, maybe It still works with sh5 (It is the same base)
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Old 07-02-10, 07:57 PM   #2
TheBeast
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Quote:
Originally Posted by reaper7 View Post
Listed in the File ok - but not sure if the entries I used are correct.

Any idea what mod was used in SH4, maybe It still works with sh5 (It is the same base)
SH4 not installed right now and I am leaving to go out for Dinner so no time to look at SH4 MODs.
Maybe later if I get home early enough.
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Last edited by TheBeast; 07-04-10 at 04:29 AM.
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Old 07-04-10, 04:50 AM   #3
TheBeast
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Default Trying to Add the SNORKEL

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:
[Equipment 24]
ID=EqpSCHNORCHEL
NameDisplayable= Snorkel
FunctionalType= EqFTypeSCHNORCHEL
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= SCHNORCHEL,data\Objects\Sensors\UBoot_Sensors
Hitpoints= 500
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
Created [UpgradePack 71] at the end so I don't have to renumber all other entries.
UPGRADEPACKS.UPC
Quote:
[UpgradePack 71]
ID= UpackSCHNORCHEL
NameDisplayable=SNORKEL
Info=Material: Telescoping Deisel Intake Pipe blah blah
Notes=The Snorkel is extended while submerged at Perscope Depth allowing use of the Deisel Engine while Submerged to Rechage Battery's. blah blah
FunctionalType= UpFTypeSCHNORCHEL
UpgradePackSlotType= UboatType7SCHNORCHEL
Type=NULL
ImageIndex=40;<--Pull this number at Random - Not sure what it should be
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
UnitUpgradePackIntervalOptions1=1939-01-01, 1941-12-24,0
UnitUpgradePackIntervalOptions2=1941-12-24, NULL,0
IDLinkUpgradePackElements= EqpSCHNORCHEL
TrackingID=1200;<--Pull this number at random,,,
Created [UserPlayerUnit 1.UpgradePackSlot 8] but I am think there is more to do'
NSS_UBOAT7C41.UPCGE
Quote:
[UserPlayerUnit 1.UpgradePackSlot 4]
ID= UpgRadarWarningReceiver
NameDisplayable= UpgSlotRWR-Name
Type=NULL
AcceptedTypes= UboatType7RadarWarningReceiver, UboatType7AdvancedRadarWarningReceiver, UboatType7SCHNORCHEL
UserCustomizable=Yes
IDLinkUpgradePackSlots= RWRAntenna, RWRAntenna2, EqpSCHNORCHEL
IDLinkUpgradePackSlotsIntervalDefault1= 1939-01-01, 1945-12-31, UpackUb7FuMB1
IDLinkUpgradePackSlotsIntervalDefault2= NULL, NULL, UpackSCHNORCHEL

[UserPlayerUnit 1.UpgradePackSlot 8]
ID= UpgSCHNORCHEL
NameDisplayable= Snorkel
Type=NULL
AcceptedTypes= UboatType7SCHNORCHEL
UserCustomizable=Yes
IDLinkUpgradePackSlots= EqpSCHNORCHEL
IDLinkUpgradePackSlotsIntervalDefault1= NULL, NULL, UpackSCHNORCHEL
Going to bed....
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Last edited by TheBeast; 07-04-10 at 05:01 AM.
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Old 07-04-10, 05:29 AM   #4
reaper7
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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
UPGRADEPACKS.UPC
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
NSS_UBOAT7C41.UPCGE
Code:
[UserPlayerUnit 1.FunctionalSubsystem 44]
ID= EqpSnorkel
NameDisplayable= Snorkel
FunctionalType= SensorPeriscope
IDLinkFunctionalSubsystemSlots= EqFTypePeriscopeBody, 0
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Old 07-04-10, 05:53 AM   #5
BIGREG
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Hi

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 ) other in .lnx ( links )

and i think snorkel is not a sensor , but just an object with annimation

I want Granny SDK
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Old 07-04-10, 02:27 PM   #6
TheBeast
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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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Old 07-04-10, 02:41 PM   #7
TheBeast
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Quote:
Originally Posted by BIGREG View Post
Hi

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 ) other in .lnx ( links )

and i think snorkel is not a sensor , but just an object with annimation

I want Granny SDK

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
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Last edited by TheBeast; 07-04-10 at 04:44 PM. Reason: NOTE added
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Old 07-04-10, 07:34 PM   #8
Capt Jack Harkness
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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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Old 08-03-10, 09:06 PM   #9
gvogt12000
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Default Surface Hydrophone

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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Old 04-01-11, 07:45 PM   #10
TheBeast
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Default Starting from Scratch

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:
  1. ID=EqpRadioDFAntenna - 3D= Dummy_Round_Antena
  2. ID=EqpRadioDFAntennaTyp2 - 3D= Dummy_Round_Antena_Type2
  3. ID=EqpAttackPeriscopeHeadStealthTyp2 - 3D= atack_periscop_type2_wire
  4. ID=EqpObsPeriscopeHeadStealthTyp2 - 3D= obs_periscop_type2_wire
  5. ID=EqpFuMO65 - 3D= FUMO_65_base_dummy
  6. ID=EqpSCHNORCHELRWR - 3D= SCHNORCHEL_RWR (for cfg#R02)
  7. ID=EqpFuMB10 - 3D= FuMB10Borkum
  8. ID=EqpFuMB26 - 3D= FuMB26Tunis
  9. ID=EqpAlberichImp - 3D= Alberich_Improved
  10. ID=EqpTarnmatte - 3D= Tarnmatte
  11. ID=EqpTarnmatteImp - 3D= Tarnmatte_Improved
  12. ID=EqpEmblem6 - 3D= data\Textures\TNormal\tex\emblems\Merchant_Raiders .dds
  13. ID=EqpEmblem7 - 3D= data\Textures\TNormal\tex\emblems\Wolf_Emblem.dds
  14. Added data\Textures\TNormal\tex\emblems\Merchant_Raiders .dds Texture
  15. Added data\Textures\TNormal\tex\emblems\Wolf_Emblem.dds Texture

I would like to see all Emblems move out of the tex folder into the emblems folder to reduce a little clutter.

Data\UPCDataGE\UPCUnitsData\UpgradePacks.upc

- Fixed out of sequence numbering.

- Added the following Upgrade Packs:
  1. ID= UpackUb7FUMO61Radar - Availability Dates and Renown Cost need adjustment
  2. ID= UpackUb7FUMO65Radar - Availability Dates and Renown Cost need adjustment
  3. ID= UpackUb7SCHNORCHELRWR - Availability Dates and Renown Cost need adjustment
  4. ID= UpackUb7FuMB10 - Availability Dates and Renown Cost need adjustment
  5. ID= UpackUb7FuMB26 - Availability Dates and Renown Cost need adjustment
  6. ID= UpackCoatingAlberich_ImpVIIC - Availability Dates and Renown Cost need adjustment
  7. ID= UpackCoatingTarnmatteVIIC - Availability Dates and Renown Cost need adjustment
  8. ID= UpackCoatingTarnmatte_ImpVIIC - Availability Dates and Renown Cost need adjustment
  9. ID= UpackCoatingAlberich_ImpVIIC41 - Availability Dates and Renown Cost need adjustment
  10. ID= UpackCoatingTarnmatteVIIC41 - Availability Dates and Renown Cost need adjustment
  11. ID= UpackCoatingTarnmatte_ImpVIIC41 - Availability Dates and Renown Cost need adjustment
Data\Objects\Sensors\UBoot_Sensors.sim
  1. Changed Alberich_Improved TextureSuffix=albrecht to TextureSuffix=alb_imp
  2. Changed Tarnmatte TextureSuffix=albrecht to TextureSuffix=tarn
  3. Changed Tarnmatte_Improved TextureSuffix=albrecht to TextureSuffix=tarn_imp
  4. Add Data\Menu\Skins\German\Gui\Upgrade\Uboat7c_alb_imp .dds Sample Texture
  5. Add Data\Menu\Skins\German\Gui\Upgrade\Uboat7c_tarn.dd s Sample Texture
  6. Add Data\Menu\Skins\German\Gui\Upgrade\Uboat7c_tarn_im p.dds Sample Texture
  7. Add Data\Menu\Skins\German\Gui\Upgrade\Uboat7c41_alb_i mp.dds Sample Texture
  8. Add Data\Menu\Skins\German\Gui\Upgrade\Uboat7c41_tarn. dds Sample Texture
  9. Add Data\Menu\Skins\German\Gui\Upgrade\Uboat7c41_tarn_ imp.dds Sample Texture
NOTE: This change adds 3 new Unique Skin Textures that can be used for all Submarine Classes.

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.
Added the following lines:
Mat 43=data/menu/skins/german/gui/upgrade/Uboat_7C_alb_imp.dds
Crop 43=0,0.867188,0.390625,0.132813
Mat 44=data/menu/skins/german/gui/upgrade/Uboat_7C_tarn.dds
Crop 44=0,0.867188,0.390625,0.132813
Mat 45=data/menu/skins/german/gui/upgrade/Uboat_7C_tarn_imp.dds
Crop 45=0,0.867188,0.390625,0.132813
Mat 46=data/menu/skins/german/gui/upgrade/Uboat_7C41_alb_imp.dds
Crop 46=0,0.867188,0.390625,0.132813
Mat 47=data/menu/skins/german/gui/upgrade/Uboat_7C41_tarn.dds
Crop 47=0,0.867188,0.390625,0.132813
Mat 48=data/menu/skins/german/gui/upgrade/Uboat_7C41_tarn_imp.dds
Crop 48=0,0.867188,0.390625,0.132813
Section [G4E I39] 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 of actual materials.
Added the following lines:
Mat 43=data/menu/skins/german/gui/upgrade/Uboat_7C_alb_imp.dds
Crop 43=0,0,1,0.859375
Mat 44=data/menu/skins/german/gui/upgrade/Uboat_7C_tarn.dds
Crop 44=0,0,1,0.859375
Mat 45=data/menu/skins/german/gui/upgrade/Uboat_7C_tarn_imp.dds
Crop 45=0,0,1,0.859375
Mat 46=data/menu/skins/german/gui/upgrade/Uboat_7C41_alb_imp.dds
Crop 46=0,0,1,0.859375
Mat 47=data/menu/skins/german/gui/upgrade/Uboat_7C41_tarn.dds
Crop 47=0,0,1,0.859375
Mat 48=data/menu/skins/german/gui/upgrade/Uboat_7C41_tarn_imp.dds
Crop 48=0,0,1,0.859375
NOTE: There are 2 image entries per equipment upgrade option because 1 image crop is for the Menu List and 1 image crop is for when that option has been selected.
Currently I am experiencing a issue with the Tower Emblem textures not showing in the Upgrades Menu List. Hope to resolve this shortly.
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