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Old 07-17-10, 12:25 AM   #1
TheDarkWraith
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Quote:
Originally Posted by TheBeast View Post
I was looking at Conning Towers for TDW and something dawned on me. The Snorkel was not defined as a Upgrade Pack and maybe it is not supposed to be.
Maybe the Snorkel is just supposed to be installed at a certain date. With that said, what do you think about adding something like this below to the NSS_Uboat7c.upcge?
Code:
[UserPlayerUnit X.UnitPartSlot X];<--X to be determined
ID=VIICSnokelSlot
NameDisplayable=SnorkelSlot-UnitPartSlot-Name
Type=NULL
AcceptedTypes=VIICSnorkel 
IDLinkUnitPartIntervalDefault1= NULL, 1946-01-01, VIICSnorkel
ExternalNodeName3D= SNK
Do you think the game will just do it on the defined start date?
.eqp file defines the dates
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Old 07-21-10, 09:05 AM   #2
TheBeast
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Default Extend/Rotate the Round Radio Antenna Continued

I released this info in this post because there are a few good MOD's available that already adjust the UBoot_Sensors.sim file. If you or the MOD Author's want to use this information, GO FOR IT....
"Original Concept discovered by BIGREG"

  1. Open Gobline Editor and Load the Uboot_Sensors.GR2 file.
  2. Now - Merge the UBoot_Sensors.sim file.
  3. Locate the Dummy_Round_Antenna -> Round_Antena in Scene Tree.
  4. Right-Click the child named Round_Antena and select Edit Controllers.
  5. Currently the "Existing Behaviors" Column is blanks so we need to add a "Dial" control from the Available Behaviors column -> SHControllers list. So expand the SHControllers and Double-Click Dial to add it to Exhisting Behaviors list.
  6. Now Click on the new Dial control we just added to view it's properties.
Here are the value's to adjust that I used for the Type-VIIC:
Code:
Type = DIAL_WATER_LEVEL
Display = DIAL_LINEAR
MinDVal= -0.01
MaxDVal = 0.1
MinRVal = 9.1
MaxRVal = 9
LogFactor = 0
Cammand = 
Both Drag options = NO
NOTICE the MinRVal is greater than the MaxRVal. This makes the antenna raise when surfaced and lower when you submerge

Now if you want the Antenna to Rotate we need to add a "GenericAxisRotation" using the same steps described above.

Here are the value's to adjust that I used for the Type-VIIC:
Code:
RotationSpeed = 25
RotationInertia = 0.01
Angles Min = 0
Angles Max =359
Axe = Y
KNOWN ISSUE: I have not been able to figured out how to stop the antenna rotation when I submerge. I tried adding WaterInteraction and or WaterSurfaceTransition controllers to stop the rotation but they didn't work. I think they have to be added "Special" as child of the "GenericAxisRotation" controller. Not sure how to do this yet...

You can also Extend the Dummy_ROD_Antena using almost the same settings. The thing is, you want the Rod Antenna to raise when you submerge.

Here are the value's to adjust that I used for the Type-VIIC:
Code:
Type = DIAL_WATER_LEVEL
Display = DIAL_LINEAR
MinDVal= -0.01
MaxDVal = 0.3
MinRVal = 5
MaxRVal = 10
LogFactor = 0
Cammand = 
Both Drag options = NO
NOTICE the MinRVal is less than the MaxRVal. This makes the Dial work the other way so the Rod Antenna is lowered when surfaced and it raises when you submerge.

Save Changes, Enable the MOD, Restart Game, Reload Saved Game
Note the Round DF Radio Antenna should be raised out of stowed position when Surfaced.
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Last edited by TheBeast; 07-21-10 at 09:34 AM.
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Old 07-21-10, 09:36 AM   #3
SteelViking
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Well, we don't have to have the round antenna actually rotating if it does not stop rotating when submerged, it would be nice if it would. But, it would be a big improvement if the thing would just extend and retract when realistic.

Keep us posted if you find anything. I would work on this with you, but I have gone and gotten myself stuck on another project.
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Old 07-21-10, 09:57 AM   #4
BIGREG
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Hi all

If you want make a good rotation dial for the round antenna , use the radio random indicator dial , i have try it and is a good solution ,the antenna will turn with the radio research , but that need to find the good value for that
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Old 04-01-11, 08:41 PM   #5
TheBeast
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Quote:
Originally Posted by SteelViking View Post
Well, we don't have to have the round antenna actually rotating if it does not stop rotating when submerged, it would be nice if it would. But, it would be a big improvement if the thing would just extend and retract when realistic.

Keep us posted if you find anything. I would work on this with you, but I have gone and gotten myself stuck on another project.
Maybe someone can verify this?

Can we add another Round DF Antenna at same mount location that does not rotate and is in lowered position that is Visible Underwater only.
Then we can make the Round DF Antenna that is rotating and in raised position Not Visible Underwater.

I think this would require a Techno Guru to HEX edit Copy/Paste exiting Round DF Model as another Model and Change the Node ID's. Then we can edit controllers for new Model so it does not rotate or extend and not SensorData controller.
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Old 04-02-11, 02:19 AM   #6
TheBeast
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Default Adding the Schnorchel as Upgrade Pack

I have played with getting the Snorkel available as upgrade option for a very long time.
I can load both types of the Snorkel. Either the Telescoping or Hinged Type Models.

The Typ-VII, IX classes use the Hinged Snorkel Type.
The Typ-XVIII, XXI, XXIII classes use the Telescoping Snorkel Type.


The problem is:
  1. I can not figure out how to add these Snorkel's as optional equipment upgrades.
I can edit the NSS_Uboat7c.SNS file and manually add the Telescoping Snorkel model replacing the Attack Periscope model and replace the Observation Periscope model with the Attack Periscope model.
I did this because the Attack Periscope is aft of the Observation Periscope and you wouldn't want the Diesel Exhaust getting your Periscope Outer Lens dirty. Using this Method you could set StartDate/EndDate to have the Snorkel load on or after set dates when you enter Port.
Code:
;attack periscope
[Sensor 2]
NodeName=O03
;LinkName=atack_periscop,data\Objects\Sensors\UBoot_Sensors
;LinkName=atack_periscop_wire,data\Objects\Sensors\UBoot_Sensors
LinkName=SCHNORCHEL,data\Objects\Sensors\UBoot_Sensors
StartDate=19380101
EndDate=19451231
 
;Observation periscope
[Sensor 3]
NodeName=O02
;LinkName=obs_periscop,data\Objects\Sensors\UBoot_Sensors
;LinkName=obs_periscop_wire,data\Objects\Sensors\UBoot_Sensors
LinkName=atack_periscop_wire,data\Objects\Sensors\UBoot_Sensors
StartDate=19380101
EndDate=19451231
The Hinged Snorkel is another issue all together. It is a Exterior Room.
I can add the Hinged Snorkel by using GoblinEditorApp to loaded the NSS_Uboat7c.GR2 file.
Then merged the NSS_Uboat7c.prt file and double click the MergeCtrl @ Room_EXT located in the Project Tree at the bottom of list.
Then add another MergeCtrl @ Room_EXT.
Then edit the new MergeCtrl @ Room_EXT and add data\Submarine\NSS_Uboat7c\Submarine Parts\Room_EXT - Snorkle + Anim.GR2 in the File slot.
Now the New Controller is the Project Tree but it is listed RED. Drag it to the NSS_Uboat7c.prt node.
Save changes and Exit.
Activate MOD using JSGME.
Restart SH5, Load Your Save and you will find the Snorkel beside the Deck Gun.

I hope someone can make use of this information because I am not going to pursue the Snorkel Upgrade any more.
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Last edited by TheBeast; 04-02-11 at 02:32 AM.
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Old 05-15-11, 05:01 AM   #7
Xrundel
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My question is little bit off topic but I figured that you or TheDarkWraith should now for sure because both of you got involved with periscope height adjustment in your mods.
Some time ago my observation periscope started extend just 3 meters and absolutely unusable if wind is more than 9 meters per second because of waves that covering it (in stock wave mode, nothing is enlarged). It is really annoying issue because during nights I have to use attack periscope that works just fine (but it's darker as you know). Attack periscope is extending for like 6+ meters and fully retracts. I can't even hide my observation periscope while at periscope depth - it does not retracts completely as it used to.
Can you advise me of files and locations that I can play with trying to change that?
I removed all the mods. Same thing.
I've uninstall the game, restarted PC and installed the game, trying to run stock version- same thing. Now I just put all my mods back.

I don't mind to to something even on HEX editing level, no problem.
Thanks.

P.S. My mods soup just in case:

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]

NewUIs_TDC_6_5_0_ByTheDarkWraith
SubFlags_0_0_6_byTheDarkWraith
Accurate German Flags
Grossdeutscher Rundfunk
Nauticalwolf's_Torpedo_Textures_v1.2
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
Emtgufs Aspect ratio 8_5
emtguf_rscopes whit thiny crosshair by Torpedo
SteelViking's Interior Mod V1.2
MightyFine Crew Mod 1.2.1 Stock faces
Conning Tower Compass Fix
Nauticalwolf's_Poster_Mod_v1.0
gap - HD 1 deg Scope Bearing v 1.0
EQuaTool 01.01 by AvM - Large Style
sobers hyrophone fix
Trevally Automated Scripts v0.5
Dynamic Environment SH5 Basemod (normal ) V2.0
Dynamic Environment SH5 Sounds V2.0
Dynamic Environment SH5 Sleet For Winter Campaigns V2.0
Dynamic Environment SH5 Atlantic Floor V2.0
Dynamic Environment SH5 Waves (normal) V2.0
Dynamic Environment SH5 BrighterNights V2.0
Dynamic Environment SH5 Undersea (temperate and polar) V2.0
Dynamic Environmental SH5 Shallow Waters V2.0
Enhanced FunelSmoke_by HanSolo78
BRF 1.3 full
IRAI_0_0_30_ByTheDarkWraith
AirTorpedoes
A Fistful of Emblems v1.51
A Fistful of Emblems v1.51 (Weathered)
#Equipment_Upgrades_Fix_byTheBeast
Equip_Upgrades_AFFOE
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Old 05-15-11, 03:19 PM   #8
TheBeast
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#1 thing to remember when adding new MOD's.
- Make sure you are in port when activating MOD's.
- Enabling MODs while at Sea may cause unusaul behaviour

Not saying this is what happened, just something to keep in mind.

I think it was Stormfly or Anvart that did the math and pointed out that the Observation Periscope is suppose to be usable in calm sea at depth of approximately 15 meters. This is like extending the Obs Periscope 2.5 meters more then most available MODs.

You may want to add [WIP] FX Update by TheDarkWraith as last MOD.

The settings for ObsScope Extend height are located in this file
data\Objects\Sensors\UBoot_Sensors.sim
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Old 07-21-10, 10:01 AM   #9
Madox58
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Quote:
Originally Posted by TheBeast View Post
KNOWN ISSUE: I have not been able to figured out how to stop the antenna rotation when I submerge. I tried adding WaterInteraction and or WaterSurfaceTransition controllers to stop the rotation but they didn't work. I think they have to be added "Special" as child of the "GenericAxisRotation" controller. Not sure how to do this yet...
The "GenericAxisRotation" controller should be assigned as a child of the
WaterSurfaceTransition controller.

Just like the water drain effect is controlled.
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Old 07-21-10, 10:21 AM   #10
TheBeast
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Quote:
Originally Posted by privateer View Post
The "GenericAxisRotation" controller should be assigned as a child of the
WaterSurfaceTransition controller.

Just like the water drain effect is controlled.
I tried this as well and was unable to assign a child either way. I even tried using S3D to change Parent ID of the "GenericAxisRotation" controller to the "WaterSurfaceInteraction" controler. Problem is either S3D is not translating the Parent ID correctly so it ends up as a lost controller or the "Special" is actually imbedding one controller into the other one.
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Last edited by TheBeast; 07-21-10 at 10:41 AM.
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Old 07-21-10, 10:37 AM   #11
SteelViking
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Quote:
Originally Posted by TheBeast View Post
I tried this as well and was unable to assign a child either way. I even tried using S3D to change Parent ID of the "GenericAxisRotation" controller to the "WaterSurfaceInteraction" controler. Problem is S2D is not translating the Parent ID correctly so it ends up as a lost controller.
Yeah, I can't figure out how to attach controllers as children in Goblin at all.
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Old 07-21-10, 10:43 AM   #12
Madox58
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Goblin it seems, does not like to allow some things.
Once the S3D controllers are updated you'll be able to work
with the controllers in question.

And then make the Child-Parent settings you want.
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Old 07-21-10, 11:16 AM   #13
TheBeast
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There are some existing controllers that already have this, hence the reference to "Special". I don't think it is attached as a child, it is more like it is merged.
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Old 07-24-10, 12:46 PM   #14
TheBeast
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[WIP]

Here is what I have done so far in regards to Upgrade Packs.

This is a [WIP] so don't be to harsh on me.

- Fixes Flak Gun Upgrade Pack
- Fixes FuMo61 Radar Antenna Upgrade Pack
- Adds FuMo65 Radar Antenna Upgrade Pack
- Adds Raised Rotating Round DF Radio Antenna surfaced.
- Adds Raised Rod Radio Antenna submerged.
- Adds Improved Alberich Anti-Sensor Coating upgrade pack for Type-VIIC and VIIC/41
- Adds Tarnmatte Anti-Sensor Coating upgrade pack for Type-VIIC and VIIC/41
- Adds Improved Tarnmatte Anti-Sensor Coating upgrade pack for Type-VIIC
- Snorkel (In Work)
- Added two Tower Emblems

-=[Alpha Download links removed]=-
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Last edited by TheBeast; 07-24-10 at 03:23 PM.
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