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View Poll Results: How would you prefer?
All in a single mod (only 1 Big Mod) 42 52.50%
Just the way it is (in parts) 38 47.50%
Voters: 80. You may not vote on this poll

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Old 03-01-12, 05:42 PM   #376
bart
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Quote:
Originally Posted by peebee View Post
Also have you got a link for 'Stormys DBSM SH5 v1.3 optional NavMap babelling mod' download.

Regards peebee
It's contained within the DBSM 1.3 Basemod folder. Just unzip it and it will show several files, the base mod and the optional mods too. It's one of the optional ones.
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Old 03-01-12, 05:53 PM   #377
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Quote:
Originally Posted by bart View Post
It's contained within the DBSM 1.3 Basemod folder. Just unzip it and it will show several files, the base mod and the optional mods too. It's one of the optional ones.
Thanks so much, any idea on the TAI screen location??

peebee
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Old 03-01-12, 06:45 PM   #378
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Quote:
Originally Posted by peebee View Post
Thanks so much, any idea on the TAI screen location??

peebee
There's a small button you must press above the depth gauge in the lower left-hand corner.
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Old 03-01-12, 06:54 PM   #379
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Originally Posted by The General View Post
There's a small button you must press above the depth gauge in the lower left-hand corner.
aah haa simple when you know how, The General I thank you very much.

Best Regards peebee
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Old 03-01-12, 08:59 PM   #380
Adooo
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Did some tests with the hydrophone today. I am using GHG9 and everything works perfect but when i go under 28 meters i lose the contact. Soundman can still report the contact but cant get precise range, just estimate and it is not showing up in the hydrophone and no sound. As soon as i get back to 28 meters and above everything works great again. Is it just me or anybody else got same prob?
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Old 03-01-12, 09:51 PM   #381
pedrobas
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Quote:
Originally Posted by peebee View Post
Hi Pedrobas, I have intalled the MMM upto pt4 using the V.3 udates that are available the only issue I have is the TAI map is situated at the top left of the screen when fully mximised only the bottom 1/4 is viewable. Other then that all is ok. My load up time is between 45 and 50secs so no problem there.
Your screen resolution is not like mine, that´s why.
You can configure the TAI in TDW UI options file.


Quote:
Originally Posted by peebee View Post
Also have you got a link for 'Stormys DBSM SH5 v1.3 optional NavMap babelling mod' download.
It comes in Stormys DBSM SH5 v1.3 Basemod
http://www.subsim.com/radioroom/showthread.php?t=164552
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Old 03-01-12, 11:15 PM   #382
Silent Steel
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Default Some suggestions

Just a few suggestions.

To keep each complete version of your fabulous MMM mod in one place I thought it could be convenient to put them together in one document.
In this PDF example are just P2 and P3 displayed. It's just an example and the layout can be changed to whatever you like. DL here;
https://rapidshare.com/files/2962138...robas_v0.3.pdf

Another thing -


As the 'MMM - My Mega Mod' is meant to make it easier to get a working mods list for both seasoned Kaleuns and, not least, new mates joining Subsim to let them see SH5's real capacities.

We have all seen mod packages containing several folders that have a structure that could cause endless questions in the forum.

The structure it has right now could fool new players to just put the whole 'MMM p2 - Graphics-FX-IRAI-Weapons v0.3' folder including the 'Extra' folder into JSGME....
To eliminate this risk I have a suggestion.


The P2 looks like this now;






To make it easier, especially for new players, I'd like to change the structure to this;



This way it would be more straightforward and make it easier to clearly see the actual MMM P2 'Basemod' and that the optional mods are to be found in another folder.


I hope you will keep the 'MMM - My Mega Mod' in packages as it is right now.
To compile them in one supermod would just deny many players to enjoy it.
A supermod would demand very much from the player's computer capacity and as not all of us have rigs that can take such a heavy mod it would IMO be a sad way to go.

In the forum I've seen suggestions to create a supermod and then simply let each user tweak it to a more 'light' version.
This would only lead to more frustration and issues to be answered in the forum.

For those interested there is already a .txt file icluded in every package explaining what mods are compiled in the package so it shouldn't be too hard to put an own mods list together.
If the suggested PDF above should be of interest it is of course even possible to make the 'Comprised of' mods' names to links to the download sites.

This
mod is spectacular and I'm sure this will make lots and lots of new players as fascinated by SH5 as we already are.


BTW. I've tested to replace P3 with both the 'CSP Magui' and 'Ui-boat' UIs and it doesn't work. Not for me anyway.
Graphic glitches, lagging FPS (even when running d3d Antilag) as well as CTDs

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Old 03-02-12, 12:52 AM   #383
pedrobas
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Quote:
Originally Posted by Silent Steel View Post
Just a few suggestions.

To keep each complete version of your fabulous MMM mod in one place I thought it could be convenient to put them together in one document.
In this PDF example are just P2 and P3 displayed. It's just an example and the layout can be changed to whatever you like. DL here;
https://rapidshare.com/files/2962138...robas_v0.3.pdf

Another thing -


As the 'MMM - My Mega Mod' is meant to make it easier to get a working mods list for both seasoned Kaleuns and, not least, new mates joining Subsim to let them see SH5's real capacities.

We have all seen mod packages containing several folders that have a structure that could cause endless questions in the forum.

The structure it has right now could fool new players to just put the whole 'MMM p2 - Graphics-FX-IRAI-Weapons v0.3' folder including the 'Extra' folder into JSGME....
To eliminate this risk I have a suggestion.


The P2 looks like this now;






To make it easier, especially for new players, I'd like to change the structure to this;



[FONT=Century Gothic][COLOR=White][SIZE=2]This way it would be more straightforward and make it easier to clearly see the actual MMM P2 'Basemod' and that the optional mods are to be found in another folder.
For me it´s ok, i´ll do like that for next version, because to redo the actual packages is not a problem, but to upload them with my connection is horrible.

Quote:
Originally Posted by Silent Steel View Post
[FONT=Century Gothic][SIZE=2]
I hope you will keep the 'MMM - My Mega Mod' in packages as it is right now.
To compile them in one supermod would just deny many players to enjoy it.
A supermod would demand very much from the player's computer capacity and as not all of us have rigs that can take such a heavy mod it would IMO be a sad way to go.

In the forum I've seen suggestions to create a supermod and then simply let each user tweak it to a more 'light' version.
This would only lead to more frustration and issues to be answered in the forum.

For those interested there is already a .txt file icluded in every package explaining what mods are compiled in the package so it shouldn't be too hard to put an own mods list together.
If the suggested PDF above should be of interest it is of course even possible to make the 'Comprised of' mods' names to links to the download sites.

This mod is spectacular and I'm sure this will make lots and lots of new players as fascinated by SH5 as we already are.
Well i think you have just won a new work, i like a lot your PDF so you know.... Just do it with the folder structure you suggest and we´ll include it in next version.


Quote:
Originally Posted by Silent Steel View Post
[COLOR=LemonChiffon]]BTW. I've tested to replace P3 with both the 'CSP Magui' and 'Ui-boat' UIs and it doesn't work. Not for me anyway.
Graphic glitches, lagging FPS (even when running d3d Antilag) as well as CTDs

I´ve never tried CSP Magui but when actual MMM is stable with TDW UI i´ll do my best to make it compatible with both the 'CSP Magui' and 'Ui-boat'. About Ui-boat i think that Josef was using it with this UI and v0.3
I really didn´t changed anything important from previous version to avoid this to work with v0.3 IIRC.
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Old 03-02-12, 01:06 AM   #384
Silent Steel
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Quote:
Originally Posted by pedrobas View Post
I´ve never tried CSP Magui but when actual MMM is stable with TDW UI i´ll do my best to make it compatible with both the 'CSP Magui' and 'Ui-boat'. About Ui-boat i think that Josef was using it with this UI and v0.3
I really didn´t changed anything important from previous version to avoid this to work with v0.3 IIRC.

Seems I've got to ask Josef about the mod soup he ran when he got the Ui-boat UI working

Josef, mod soup and tweaks (if any) please.
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Old 03-02-12, 01:14 AM   #385
pedrobas
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Quote:
Originally Posted by Adooo View Post
Did some tests with the hydrophone today. I am using GHG9 and everything works perfect but when i go under 28 meters i lose the contact. Soundman can still report the contact but cant get precise range, just estimate and it is not showing up in the hydrophone and no sound. As soon as i get back to 28 meters and above everything works great again. Is it just me or anybody else got same prob?
Sorry didn´t see your post.
I´ll check it, can someone confirm this?
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Old 03-02-12, 05:18 AM   #386
Silent Steel
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Default Reg Packages vs Supermod

One thing I've been talking of before that cannot be emphasised enough is how to keep this mod updated....

Would it really be reasonable to expect Pedrobas to update a supermod whenever new 'must have' mods show up?
I do think it's by far more likely we'll have a well running and pretty updated MMM if its packages can be updated separately.
Besides - we've all seen what happens when the level of ambition/devotion is closing in to a point where yet new issues occur and the whole thing becomes unmanageable.
The cause of a new issue related to a single package is easier and quicker to find and we'll all benefit from it.

Yet another thing I've been thinking of is that many glitches, CTDs and other incomprehensible issues seem to be related to mod soups including one ore more rather heavy mods.
When the reasons to these issues get tracked down they are most often found to be (or supposed to be) conflicts between a quite small mod and a considerably bigger one.
Occasionally these smaller mods are simply left out, which is a waste of the modder's work.
Sometimes it can even be practically impossible to find what's causing a certain glitch.

As there are so many different computer configs many problems we all sometimes run into can't be explained in another way than that many issues are hardware related.

Because of this I think packages will be more flexible and let more of us enjoy the 'MMM-My Mega Mod'.

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Old 03-02-12, 05:39 AM   #387
pedrobas
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Quote:
Originally Posted by Silent Steel View Post
One thing I've been talking of before that cannot be emphasised enough is how to keep this mod updated....

Would it really be reasonable to expect Pedrobas to update a supermod whenever new 'must have' mods show up?
I do think it's by far more likely we'll have a well running and pretty updated MMM if its packages can be updated separately.
Besides - we've all seen what happens when the level of ambition/devotion is closing in to a point where yet new issues occur and the whole thing becomes unmanageable.
The cause of a new issue related to a single package is easier and quicker to find and we'll all benefit from it.

Yet another thing I've been thinking of is that many glitches, CTDs and other incomprehensible issues seem to be related to mod soups including one ore more rather heavy mods.
When the reasons to these issues get tracked down they are most often found to be (or supposed to be) conflicts between a quite small mod and a considerably bigger one.
Occasionally these smaller mods are simply left out, which is a waste of the modder's work.
Sometimes it can even be practically impossible to find what's causing a certain glitch.

As there are so many different computer configs many problems we all sometimes run into can't be explained in another way than that many issues are hardware related.

Because of this I think packages will be more flexible and let more of us enjoy the 'MMM-My Mega Mod'.

That´s exactly what i think.
But anyway i´ve been working in the direction to try to release all in one mod. And certainly i´m almost there, but in any case i´ll always release them in both ways.
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Old 03-02-12, 06:05 AM   #388
Silent Steel
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Quote:
Originally Posted by pedrobas View Post
That´s exactly what i think.
But anyway i´ve been working in the direction to try to release all in one mod. And certainly i´m almost there, but in any case i´ll always release them in both ways.

Gloria in excelsis Deo
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Old 03-02-12, 10:53 AM   #389
bart
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Default

Quote:
Originally Posted by Silent Steel View Post
One thing I've been talking of before that cannot be emphasised enough is how to keep this mod updated....

Would it really be reasonable to expect Pedrobas to update a supermod whenever new 'must have' mods show up?
I do think it's by far more likely we'll have a well running and pretty updated MMM if its packages can be updated separately.
Besides - we've all seen what happens when the level of ambition/devotion is closing in to a point where yet new issues occur and the whole thing becomes unmanageable.
The cause of a new issue related to a single package is easier and quicker to find and we'll all benefit from it.

Yet another thing I've been thinking of is that many glitches, CTDs and other incomprehensible issues seem to be related to mod soups including one ore more rather heavy mods.
When the reasons to these issues get tracked down they are most often found to be (or supposed to be) conflicts between a quite small mod and a considerably bigger one.
Occasionally these smaller mods are simply left out, which is a waste of the modder's work.
Sometimes it can even be practically impossible to find what's causing a certain glitch.

As there are so many different computer configs many problems we all sometimes run into can't be explained in another way than that many issues are hardware related.

Because of this I think packages will be more flexible and let more of us enjoy the 'MMM-My Mega Mod'.

Agreed.....absolutely.

Classic example was the recent hydrophone problem. If the mod was one large package the cause would have taken an age to track down, whereas it worked out really well as, we as testers were able to assist pedrobas in finding the culprit, and the search could be split into manageable parts and sharing the work out rather than leaving it just to pedrobas.

I'm a big fan of having it in parts.

BTW thanks so much for your time and hard work you put into this mod pedrobas. I think this needed doing for some time as the mod soups were getting rather confusing. Now, once this brilliant work is finalised, we all can have the same foundation mods installed that we know will work well together and when something new comes along issues with that will hopefully be easier to find, as we all will be playing on the same fiddle so to speak!!

Well done pedrobas
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Old 03-02-12, 11:46 AM   #390
pedrobas
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Quote:
Originally Posted by bart View Post
Agreed.....absolutely.

Classic example was the recent hydrophone problem. If the mod was one large package the cause would have taken an age to track down, whereas it worked out really well as, we as testers were able to assist pedrobas in finding the culprit, and the search could be split into manageable parts and sharing the work out rather than leaving it just to pedrobas.

I'm a big fan of having it in parts.

BTW thanks so much for your time and hard work you put into this mod pedrobas. I think this needed doing for some time as the mod soups were getting rather confusing. Now, once this brilliant work is finalised, we all can have the same foundation mods installed that we know will work well together and when something new comes along issues with that will hopefully be easier to find, as we all will be playing on the same fiddle so to speak!!

Well done pedrobas
Thank you
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