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 > SH5 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 08-31-12, 07:10 PM   #1
Cybermat47
Willing Webfooted Beast
 
Cybermat47's Avatar
 
Join Date: Aug 2012
Location: Australia
Posts: 5,408
Downloads: 300
Uploads: 23


Quote:
Originally Posted by TheBeast View Post
Check what your key mapping is in your data\cfg\commands.cfg file.
I use the Semi-Colon ";" as shown below.
Code:
[Cmd158]
Name=Toggle_snorkel
Contexts=1
Key0=0xBA,C,";"
Regards!
TheBeast


Thanks, but its still not working.
My one says:
[Cmd158]
Name=Toggle_snorkel
Contexts=1
Key0=0xBA,C,"i"

I tried it with ;, but no change.Any ideas?
__________________
Historical TWoS Gameplay Guide: http://www.subsim.com/radioroom/showthread.php?p=2572620
Historical FotRSU Gameplay Guide: https://www.subsim.com/radioroom/sho....php?p=2713394

Last edited by Cybermat47; 09-01-12 at 04:03 AM.
Cybermat47 is offline   Reply With Quote
Old 09-02-12, 07:24 AM   #2
Choum
Sparky
 
Join Date: Aug 2012
Posts: 157
Downloads: 344
Uploads: 3
Default

Does this mod work on an current campaign ?

I install it (after a patrol) and I have access to all BOLD (2 to 5) and all torpedoes type ( 6 january 1940 ).

Is it normal ?

The mod was install last.
Choum is offline   Reply With Quote
Old 09-02-12, 08:29 AM   #3
TheBeast
The Old Man
 
Join Date: Jan 2010
Location: Lynnwood, WA
Posts: 1,533
Downloads: 886
Uploads: 23


Default

Quote:
Originally Posted by Choum View Post
Does this mod work on an current campaign ?

I install it (after a patrol) and I have access to all BOLD (2 to 5) and all torpedoes type ( 6 january 1940 ).

Is it normal ?

The mod was install last.
Yes, mod does not effect campaign.

All availabilty dates were changed for testing purposes but the only feedback I receive is "I have access to everything" almost nothing about things not working.

Sober release patch for date enforcment in Post #348.

Regars!
TheBeast
__________________
Fear me! I am, TheBeastBelow

SHIV-MediaFire | SHV-MediaFire
TheBeast is offline   Reply With Quote
Old 09-02-12, 09:22 AM   #4
Choum
Sparky
 
Join Date: Aug 2012
Posts: 157
Downloads: 344
Uploads: 3
Default

Thanks.

The rear Improved flash canon 2cm don't have correct specifications


error line 824 : U-96 -> U-69

many "considted" term -> consisted ?

Tarnmatte (line 799) and Tarnmatte improved (803) have same specifications.
Choum is offline   Reply With Quote
Old 09-02-12, 09:51 AM   #5
TheBeast
The Old Man
 
Join Date: Jan 2010
Location: Lynnwood, WA
Posts: 1,533
Downloads: 886
Uploads: 23


Default

Quote:
Originally Posted by Choum View Post
Thanks.

The rear Improved flash canon 2cm don't have correct specifications


error line 824 : U-96 -> U-69

many "considted" term -> consisted ?

Tarnmatte (line 799) and Tarnmatte improved (803) have same specifications.
Line numbers help but filename would help even more.
I do not have content of all files memorized.

Also, these appear to be stock game errors with exception of Tarmatte description that I added.

Thank you!
__________________
Fear me! I am, TheBeastBelow

SHIV-MediaFire | SHV-MediaFire
TheBeast is offline   Reply With Quote
Old 09-02-12, 10:15 AM   #6
Choum
Sparky
 
Join Date: Aug 2012
Posts: 157
Downloads: 344
Uploads: 3
Default

Equipment_Upgrades_Fix_v1_4_Patch_1\data\UPCDataGE \UPCLocalization.tsr

The improved "normal" flack cannon doesn't have the problem.
Choum is offline   Reply With Quote
Old 09-02-12, 10:50 AM   #7
TheBeast
The Old Man
 
Join Date: Jan 2010
Location: Lynnwood, WA
Posts: 1,533
Downloads: 886
Uploads: 23


Default

Quote:
Originally Posted by Choum View Post
Thanks.

The rear Improved flash canon 2cm don't have correct specifications


error line 824 : U-96 -> U-69 - FIXED

many "considted" term -> consisted ? - FIXED

Tarnmatte (line 799) and Tarnmatte improved (803) have same specifications. - FIXED
Thank you very much for this information.

Next revision release with contain the above listed fixes.
__________________
Fear me! I am, TheBeastBelow

SHIV-MediaFire | SHV-MediaFire
TheBeast is offline   Reply With Quote
Old 09-02-12, 06:30 PM   #8
Cybermat47
Willing Webfooted Beast
 
Cybermat47's Avatar
 
Join Date: Aug 2012
Location: Australia
Posts: 5,408
Downloads: 300
Uploads: 23


Default

Quote:
Originally Posted by Cybermat47 View Post
Thanks, but its still not working.
My one says:
[Cmd158]
Name=Toggle_snorkel
Contexts=1
Key0=0xBA,C,"i"

I tried it with ;, but no change.Any ideas?
Please?
__________________
Historical TWoS Gameplay Guide: http://www.subsim.com/radioroom/showthread.php?p=2572620
Historical FotRSU Gameplay Guide: https://www.subsim.com/radioroom/sho....php?p=2713394
Cybermat47 is offline   Reply With Quote
Old 09-02-12, 06:43 PM   #9
TheBeast
The Old Man
 
Join Date: Jan 2010
Location: Lynnwood, WA
Posts: 1,533
Downloads: 886
Uploads: 23


Default

Quote:
Originally Posted by Cybermat47 View Post
Thanks, but its still not working.
My one says:
[Cmd158]
Name=Toggle_snorkel
Contexts=1
Key0=0xBA,C,"i"

I tried it with ;, but no change.Any ideas?
Have you tried "CTRL+I" like you specified above but "0xBA" = ";" key

First thing to ask - Is Snorkel Equiped?
Second thing - to use "I" for key binding
Just "I" key
Code:
Key0=0x49,,"I"
Control + "I" key
Code:
Key0=0x49,C,"I"
__________________
Fear me! I am, TheBeastBelow

SHIV-MediaFire | SHV-MediaFire
TheBeast is offline   Reply With Quote
Old 09-02-12, 08:21 PM   #10
Cybermat47
Willing Webfooted Beast
 
Cybermat47's Avatar
 
Join Date: Aug 2012
Location: Australia
Posts: 5,408
Downloads: 300
Uploads: 23


Default

Quote:
Originally Posted by TheBeast View Post
Have you tried "CTRL+I" like you specified above but "0xBA" = ";" key

First thing to ask - Is Snorkel Equiped?
Second thing - to use "I" for key binding
Just "I" key
Code:
Key0=0x49,,"I"
Control + "I" key
Code:
Key0=0x49,C,"I"
Thanks
__________________
Historical TWoS Gameplay Guide: http://www.subsim.com/radioroom/showthread.php?p=2572620
Historical FotRSU Gameplay Guide: https://www.subsim.com/radioroom/sho....php?p=2713394
Cybermat47 is offline   Reply With Quote
Old 09-03-12, 03:44 AM   #11
Kalleblom
Lieutenant
 
Join Date: May 2012
Location: Waterkant
Posts: 252
Downloads: 74
Uploads: 0
Default

Kaleu´s

anyone here who uses the upgrade fix and has the text in german
Kalleblom is offline   Reply With Quote
Old 09-04-12, 04:07 PM   #12
TheBeast
The Old Man
 
Join Date: Jan 2010
Location: Lynnwood, WA
Posts: 1,533
Downloads: 886
Uploads: 23


Default [WIP]Combining Bubble and Deck Splash MOD

Today I have done some work combining the Bubbles and 3D Deck Splash Mod's.

During this process I have optimized the Controllers that both Mod's Add. This will greatly reduce file size and increase game performance when compared to previous versions.

Because of optimization changes, I am merging these new changes with Equipment Upgrade Fixes. This will also result in lowering the number of files required for even further optimization and less confusion about Mod conflicts.


Latest bubble revision:
I am trying to give the bubble both light and dark borders to enhance the visual fx.
The bubble is Transparent but it is hard to tell here.
I think I still need to soften the white color a bit so it is a little more transparent.

I've also done some adjustments on Snorkel FX (Wake, Splash, Exhaust). The Exhaust FX is working propperly now.

Regards!
TheBeast
__________________
Fear me! I am, TheBeastBelow

SHIV-MediaFire | SHV-MediaFire

Last edited by TheBeast; 09-05-12 at 02:53 PM. Reason: Updated Image
TheBeast is offline   Reply With Quote
Old 09-04-12, 04:49 PM   #13
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by TheBeast View Post
Today I have done some work combining the Bubbles and 3D Deck Splash Mod's.

During this process I have optimized the Controllers that both Mod's Add. This will greatly reduce file size and increase game performance when compared to previous versions.

Because of optimization changes, I am merging these new changes with Equipment Upgrade Fixes. This will also result in lowering the number of files required for even further optimization and less confusion about Mod conflicts.

I've also done some adjustments on Snorkel FX (Wake, Splash, Exhaust). The Exhaust FX is working propperly now.

Regards!
TheBeast
Thank you TheBeast!
gap is offline   Reply With Quote
Old 09-04-12, 04:54 PM   #14
Targor Avelany
Ace of the Deep
 
Join Date: Jan 2010
Location: Vancouver, BC, Canada
Posts: 1,183
Downloads: 225
Uploads: 0


Default

This sounds awesome!

With this change, do we still need the #Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
that was needed previously?
Targor Avelany 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 12:22 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.