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 > Silent Hunter 5
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 01-07-11, 05:51 AM   #1
Zedi
Sea Lord
 
Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
Default

Quote:
Originally Posted by makman94 View Post
...
@Magnum : there is no chance ! For many many reasons that is off topic to start listing here ( at sh3 forum...i posted these days my stands for sh5)
Makes me very sad I dont read the sh3 forums, your reason is related to the drm crap, same reason that keep all good old moders away from SH5?

Can you at least make a stand alone mod for raobf?
Zedi is offline   Reply With Quote
Old 01-07-11, 06:18 AM   #2
makman94
Hellas
 
Join Date: Jul 2008
Posts: 2,325
Downloads: 182
Uploads: 7


Default

Quote:
Originally Posted by Magnum View Post
Makes me very sad I dont read the sh3 forums, your reason is related to the drm crap, same reason that keep all good old moders away from SH5?

Can you at least make a stand alone mod for raobf?
the mini mod that i uploaded containes the proper scales for the aobf tool (at the angular angle = 62,4814<--standar value of TDW's gui and minimum zoom=x1,5) . it just needs to fining a little bit the image for the scales (was very fast made just for showing it) and to make the same changes for the obs scope at cameras ( minimum zoom=x1,5 and maximum zoom=x6,angular angle = 62,4814) and at its scales (copy the same image scale for attack scope) .

but wait a little bit .... i am sure that these guys (Travelly and ToniloCoyote ) will make a perfect job at the end (and for other angular angles if necessery) so you will get what you want.

about sh5 : DRM is not an issue at all for me ! the problems with sh5 are more serious than this and has to do with behaviours,attidutes and ...intentions.here: http://174.123.69.202/~subsimc/radio...5&postcount=69
__________________
Knowledge is the only thing that nobody can ever take from you...



Mediafire page:http://www.mediafire.com/folder/da50.../Makman94_Mods
makman94 is offline   Reply With Quote
Old 01-07-11, 06:40 AM   #3
Zedi
Sea Lord
 
Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
Default

All these files are working only with TDW UI, not stand alone. Its pretty frustrating that the few of us who dont use his UI are left out from all the goodies developed here

Regarding the reason why you are not moding for SH5.. I see ur problem is with Ubi and the game engine. Now, there is one thing for sure... is the last subsim we will have for a very loooong time, good or bad. Blaming Ubi or whatever will bring us nowhere and thats a shame.
Zedi is offline   Reply With Quote
Old 01-07-11, 06:51 AM   #4
makman94
Hellas
 
Join Date: Jul 2008
Posts: 2,325
Downloads: 182
Uploads: 7


Default

Quote:
Originally Posted by Magnum View Post
All these files are working only with TDW UI, not stand alone. Its pretty frustrating that the few of us who dont use his UI are left out from all the goodies developed here

well , i personally have to 'study' how the files works in sh5 in order to be able to import u-jagd tools to ,for example, stock version . this means a lot of hours (realy ...a lot ) and i am not going to do it ! ( i didn't to it either for sh4 becuase it was just this...a lot of hours).

Quote:
Originally Posted by Magnum
.... Blaming Ubi or whatever will bring us nowhere and thats a shame.
ok...lets say that i am not blaming them....

but i can't see anyone else preventing the work that modders want to do !
__________________
Knowledge is the only thing that nobody can ever take from you...



Mediafire page:http://www.mediafire.com/folder/da50.../Makman94_Mods
makman94 is offline   Reply With Quote
Old 01-07-11, 07:01 AM   #5
Zedi
Sea Lord
 
Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
Default

Ofc its about hours of work, but hey... every moder work for the community, not for ubi. The "I will not fix their failure" thinking is not helping the community, Ubi dont give a frak about us/the customers anyway. Beside that, is a great challenge to try fix stuff that seems 2 be unfixable, is what keeps TDW's engines alive. I'm sure that is SH5 would be a perfect game/sim he would mod now for other games

Anyway, I would be very happy if some1 will make a standalone mod for raobf.. when its done.
Zedi is offline   Reply With Quote
Old 01-07-11, 01:42 PM   #6
Trevally.
Navy Seal
 
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 5,451
Downloads: 166
Uploads: 28


Default

Ok here is the scales I made last night.




As you can see the verticals are correct

The horizontals look way off

What to do - what to do.
Is it possible that the horizonal should count for x2 - so mark at 20 - this would show them to be wrong.

If I change the 20 to match the 5.71, will that show the correct ship length. Does not look like it (I will try and test)

If it does not work - does this mean that the range is way off.
I was very careful when marking (the presice mid point from ruler changing from 1050m to 950m)

Suggestions anyone.
__________________
Trevally Mods for SH5
Trevally. is offline   Reply With Quote
Old 01-07-11, 01:58 PM   #7
Trevally.
Navy Seal
 
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 5,451
Downloads: 166
Uploads: 28


Default

Quote:
Originally Posted by makman94 View Post
once , you place your '10' at your new vertical scale just built the rest of it accordinally. the horizontal scale must be EXACTLY the same with vertical scale (there is no excuse for not be the same...if it isn't ,,,it is just wrong !) . and don't double the numbers at horizontal scale,...just make it as the vertical scale , and count the whole observed length .

once you are sure about ship's length ...proceed to determine its mast.create a single mission(totally calm water) with the ship stationary(very close to our boat ,at 0 degrees bearing, showing all of its hull...yes,aob=90)) and take a photo of it through scope ...open the photo with a graphic programm and count the pixels of its length and the pixels of its mast from waterline .(this is necessery to be done so becuase the .sims files for each ship determines how much deep the ship will 'sit' in water)
then true mast = (true length x mast's pixels)/length's pixels

after all these you will have a ship with correct length and mast values and you will be ready to test your rings .just have in mind that there are some tiny inaccuracies at the rings itselfs .
Thought anyone?
__________________
Trevally Mods for SH5
Trevally. is offline   Reply With Quote
Reply

Thread Tools
Display Modes

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 01:24 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.