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Old 11-14-13, 03:46 PM   #1
THE_MASK
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Quote:
Originally Posted by Targor Avelany View Post
yep, yep... Just look at volodya61


Atm its a choice between silent hunter online or mental - breakdown . Too lazy to do anything outside atm .
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Old 11-14-13, 04:31 PM   #2
Targor Avelany
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Quote:
Originally Posted by sober View Post
Atm its a choice between silent hunter online or mental - breakdown . Too lazy to do anything outside atm .
I would have chosen mental breakdown myself, but I barely have any time at the computer at all to do anything. Just finishing up the mk17 mine model for OH2 has been a challenge and taken already too much time, stretching out the release for Trev. And I still have to UVW map it and texture it... And then import it. Just not enough time in a day. I don't think I launched the game in good 4-5 month.

/goes to a corner and cries
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Old 11-14-13, 07:14 PM   #3
Husksubsky
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Mental breakdown is underestimated. Ppl seem to view it as something negative???

Anyway this list is not big: but it doesnt work:
Das Boot Departure Theme
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
sobers multi color mod V5
Real Environment - Revision_3
sobers base sky mechanics V1
Water reflections intensity varied by available sunlight by TheDarkWraith
sobers water splash anim SH5
sobers see thru wake fix
sobers best ever fog V22 SH5
sobers better terrain v4 SH5
SH5_7A_Conning_Fix
Fuel Gauge WoGaDi_SteelViking's Interior
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_3_ byTheBeast
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
FXU_0_0_22_Ship zon files
SH5_Starshells_patch
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
MCCD_1.04_GER
AI_sub_crew_1_0_2_TheDarkWraith
NewUIs_TDC_7_4_2_ByTheDarkWraith
NewUIs_TDC_7_4_2_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_4_2_Real_Navigation
NewUIs_TDC_7_4_2_RadCapTools_0_2_alpha
IRAI_0_0_39_ByTheDarkWraith
TDW FX Fix for Sobers chimney smoke
OPEN HORIZONS II_full v2.2


just removed sobers gameloading tips and it still didn t work.. If I remove

TDW FX Fix for Sobers chimney smoke
or
OPEN HORIZONS II_full v2.2
or
AI_sub_crew_1_0_2_TheDarkWraith
or this group
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
MCCD_1.04_GER
or ofc
SH5_Starshells_patch

it works. Trallalaa

thx for the test mod Rongel

Is it the mods? the mods and jsgme? It always works with no mods..thats for the time being the only solid fact in this madness

Edit:full list now works with starshell patch, but I removed ai subcrew and tdw chimney fix. Before that it was CTD.Just saying again it was only Silentotto starts.

Last edited by Husksubsky; 11-15-13 at 12:52 AM.
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Old 11-15-13, 02:25 AM   #4
Husksubsky
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I tested the mission(tried even at TC 32 till I died and no CTD )
I saw a flare each time I hit is that right?
I tried again and surfaced. I saw one white , then a red flare was shot up when the boat explodad..I m happy with that

Last edited by Husksubsky; 11-15-13 at 02:40 AM.
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Old 11-15-13, 04:08 AM   #5
Rongel
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Quote:
Originally Posted by Husksubsky View Post
I tested the mission(tried even at TC 32 till I died and no CTD )
I saw a flare each time I hit is that right?
I tried again and surfaced. I saw one white , then a red flare was shot up when the boat explodad..I m happy with that
Finally! I'm glad you got it working!

Destroyers and some merchants fire starshells if they spot you or a torpedo or an explosion. Red distress flare is fired when a certain damage zone has been damaged/destroyed. You should have seen several white flares, when the destroyers start to fire them, probably around 5-10 flares together.
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Old 11-15-13, 04:27 AM   #6
Husksubsky
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Quote:
Originally Posted by Rongel View Post
Finally! I'm glad you got it working!

Destroyers and some merchants fire starshells if they spot you or a torpedo or an explosion. Red distress flare is fired when a certain damage zone has been damaged/destroyed. You should have seen several white flares, when the destroyers start to fire them, probably around 5-10 flares together.
Yes Im happy now.

I only saw one starshell. I kept staring at the sky while they hammered me with shells. All times one white starshell..and the red distress flare.Might it be me using Real Environment?does particles or objects need to be 100 percent?I think I put most graphics stuff like couple of notches down
Wasn t there something in IRAI ..39 :"I want to see the starshells" and an instruction. I never did anything with those files

Fx 22 it was:

HTML Code:
; Edited by TheDarkWraith for FX_Update_0_0_22
; Edited on 8/5/2013 @ 1830


  To add the Starshell shooting gun to a ship (class) do the following. You will have to do this to every ship (class) you want this added to. It will appear on every ship spawned from that class. The Starshell gun has 60 rounds of Starshells, each lasting 1 minute in duration in the sky when launched.

         TheDarkWraith


  First disable the 'FX_Update_x_x_x_ByTheDarkWraith' mod via JSGME. Next navigate to \Ubisoft\Silent Hunter 5\MODS\FX_Update_x_x_x_ByTheDarkWraith\data\Sea and open up the folder of the ship you want to add the Starshell gun to. In that folder will be a file called xxx.eqp (where xxx=the class of the ship). This is the ship's equipment list. I'll use the NLL (large merchant) as an example. Opening up the NLL.eqp file in notepad gives us:

[Equipment 1]
NodeName=M01
LinkName=NULL
StartDate=19380101
EndDate=19400131

[Equipment 2]
NodeName=M01
LinkName=4.5In_Mk9_US
StartDate=19400201
EndDate=19451231

[Equipment 3]
NodeName=M02
LinkName=NULL
StartDate=19380101
EndDate=19400131

[Equipment 4]
NodeName=M02
LinkName=4.5In_Mk9_US
StartDate=19400201
EndDate=19451231

[Equipment 5]
NodeName=A01
LinkName=NULL
StartDate=19380101
EndDate=19400131

[Equipment 6]
NodeName=A01
LinkName=20mm_single_Oerlikon
StartDate=19400201
EndDate=19451231

[Equipment 7]
NodeName=A02
LinkName=NULL
StartDate=19380101
EndDate=19400131

[Equipment 8]
NodeName=A02
LinkName=20mm_single_Oerlikon
StartDate=19400201
EndDate=19451231

[Equipment 9]
NodeName=A03
LinkName=NULL
StartDate=19380101
EndDate=19410531

[Equipment 10]
NodeName=A03
LinkName=20mm_single_Oerlikon
StartDate=19410601
EndDate=19451231

[Equipment 11]
NodeName=A04
LinkName=NULL
StartDate=19380101
EndDate=19410531

[Equipment 12]
NodeName=A04
LinkName=20mm_single_Oerlikon
StartDate=19410601
EndDate=19451231

[Equipment 13]
NodeName=A05
LinkName=NULL
StartDate=19380101
EndDate=19410531

[Equipment 14]
NodeName=A05
LinkName=20mm_single_Oerlikon
StartDate=19410601
EndDate=19451231

[Equipment 15]
NodeName=A06
LinkName=NULL
StartDate=19380101
EndDate=19410531

[Equipment 16]
NodeName=A06
LinkName=20mm_single_Oerlikon
StartDate=19410601
EndDate=19451231

[Equipment 17]
NodeName=A07
LinkName=NULL
StartDate=19380101
EndDate=19410531

[Equipment 18]
NodeName=A07
LinkName=20mm_single_Oerlikon
StartDate=19410601
EndDate=19451231

[Equipment 19]
NodeName=A08
LinkName=NULL
StartDate=19380101
EndDate=19410531

[Equipment 20]
NodeName=A08
LinkName=20mm_single_Oerlikon
StartDate=19410601
EndDate=19451231

[Equipment 21]
NodeName=L01
LinkName=reflector_base
StartDate=19380101
EndDate=19451231

[Equipment 22]
NodeName=L02
LinkName=reflector_base
StartDate=19380101
EndDate=19451231





;SH5 FX Update
[Equipment 23]
NodeName=M90
LinkName=NULL
StartDate=19380101
EndDate=19451231

;SH5 FX Update
[Equipment 24]
NodeName=M91
LinkName=NULL
StartDate=19380101
EndDate=19451231

;SH5 FX Update
[Equipment 25]
NodeName=M92
LinkName=NULL
StartDate=19380101
EndDate=19451231

;SH5 FX Update
;below reserved for AI torps

[Equipment 26]
NodeName=M93
LinkName=NULL
StartDate=19380101
EndDate=19451231

...


   What we are looking for are the ';SH5 FX Update' entries. They will be NodeNames 90-93. Now Nodes 90-92 are for the PA announcements and horns/whistles and Starshell gun. NodeName 93 is reserved for my upcoming AI torps mod. Now to get the Starshell gun we have to add the new equipment to the .eqp file. For the Starshell gun it's '5InchStarShellGun'.. Let's say we add this as our new equipment for NodeName 90. It would then look like:

;SH5 FX Update
[Equipment 23]
NodeName=M90
LinkName=5InchStarShellGun
StartDate=19380101
EndDate=19451231

  Save the file and close it. Enable the mod via JSGME and enjoy the new ship's Starshell lobbing gun. This will be present on any large merchant the game spawns.

Last edited by Husksubsky; 11-15-13 at 04:40 AM.
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Old 11-15-13, 04:48 AM   #7
Rongel
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Yep, you don't need to edit the equipment files, they are all right. It sounds to me that the destroyers weren't firing starshells, only the one merchant in your test.

You could check your IRAI settings (data/scripts/AI/ship-weapons.aix), it should look something like this:

Code:
###################################################################################################
#
#    Ship weapons:
#

strategy ShipFire(Ship)
 {
    precond
    {
        Ship:ContactPresenceIs(PRESENCE_SENSORS, 0) or (Ship:ContactPresenceIs(PRESENCE_LOOSING, 0) and Ship:GetContactLostTime() <= 360.0)
    }
    strategies
    {
        DC,
        Cannons,
        CannonsAtSubmerged,
        #CheckStarshellEnable,
        ShipFireStarShells,
        ShipFireStarShellsDistance
    }
}

strategy DC(Ship)
{
    precond
    {
        Ship:ContactIs(SUBMARINE) or (Ship:ContactIs(UNITUNKNOWN) and Ship:GetContactDepth() <= -4.0)        #SUBISSUBMERGEDDEPTH
    }
    strategies
    {
        DCRacks,
        HHogs,
        DCThrower
    }
}

strategy DCRacks(Ship)
{
    precond
    {
        Ship:CanFireDCRacks() and Ship:GetContactDepth() <= -4.0 and Ship:GetCurrentSpeed() >= 2        #SUBISSUBMERGEDDEPTH
    }
    action
    {
        Ship:FireDCRacks();
    }
}

strategy HHogs(Ship)
{
    precond
    {
        Ship:CanFireHHogs()
    }
    action
    {
        Ship:FireHHogs();
    }
}

strategy DCThrower(Ship)
{
    precond
    {
        Ship:CanFireDCThrowers()
    }
    action
    {
        Ship:FireDCThrowers();
    }
}

strategy Cannons(Ship)
{
    precond
    {
        Ship:CanFireCannons()
    }
    action
    {
        Ship:FireCannons();
    }
}

strategy CannonsAtSubmerged(Ship)
{
    precond
    {
        (Ship:ContactPresenceIs(PRESENCE_LOOKOUT, 0) or Ship:ContactPresenceIs(PRESENCE_SONAR, 0)) and (Ship:ContactIs(SUBMARINE) or Ship:ContactIs(UNITUNKNOWN)) and Ship:GetContactDepth() <= 0.0 and Ship:GetContactDepth() >= -20.0 and Ship:GetContactRelDist() <= 8000
    }
    action
    {
        Ship:FireCannons();
    }
}

#strategy CheckStarshellEnable(Ship)
#{
#    precond
#    {
#        (Ship:ContactPresenceIs(PRESENCE_SENSORS, 0) or Ship:ContactPresenceIs(PRESENCE_LOOSING, 0)) and Ship:GetContactRelDist() <= 10000
#    }
#    action
#    {
#        Ship:EnableStarshells();
#    }
#}

strategy ShipFireStarShells(Ship)
{
    precond
    {
        Ship:CanFireStarShells() and Ship:GetContactRelDist() <= 10000
    }
    action
    {
        Ship:FireStarShells();
    }
}

strategy ShipFireStarShellsDistance(Ship)
{
    precond
    {
        Ship:GetContactRelDist() <= 10000
    }
    action
    {
        Ship:FireStarShells();
        #Ship:ShipWaitAction(10)
        Ship:TimeEventHappen(5);
    }
}
Main thing is that FireStarShells and ShipFireStarShellsDistance is unchecked!
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Old 11-15-13, 04:59 AM   #8
gap
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Quote:
Originally Posted by Husksubsky View Post
Mental breakdown is underestimated. Ppl seem to view it as something negative???
__________________
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Old 11-15-13, 05:43 AM   #9
Husksubsky
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Heres mine is ok no?

HTML Code:
# Edited by TheDarkWraith for IRAI_0_0_39
# Edited on 1/20/2013 @ 1700

# Copyright notice:
# The code changes made to this file are the intellectual property of TheDarkWraith and may not be used, modified, or duplicated in whole,
# or in part, without the express written permission of TheDarkWraith. The code changes made to this file may not be used in any commercial
# application of any form without the express written permission of TheDarkWraith.


###################################################################################################
#
#    Ship weapons:
#

strategy ShipFire(Ship)
 {
    precond
    {
        Ship:ContactPresenceIs(PRESENCE_SENSORS, 0) or (Ship:ContactPresenceIs(PRESENCE_LOOSING, 0) and Ship:GetContactLostTime() <= 360.0)
    }
    strategies
    {
        DC,
        Cannons,
        CannonsAtSubmerged,
        #CheckStarshellEnable,
        ShipFireStarShells,
        ShipFireStarShellsDistance
    }
}

strategy DC(Ship)
{
    precond
    {
        Ship:ContactIs(SUBMARINE) or (Ship:ContactIs(UNITUNKNOWN) and Ship:GetContactDepth() <= -4.0)        #SUBISSUBMERGEDDEPTH
    }
    strategies
    {
        DCRacks,
        HHogs,
        DCThrower
    }
}

strategy DCRacks(Ship)
{
    precond
    {
        Ship:CanFireDCRacks() and Ship:GetContactDepth() <= -4.0 and Ship:GetCurrentSpeed() >= 2        #SUBISSUBMERGEDDEPTH
    }
    action
    {
        Ship:FireDCRacks();
    }
}

strategy HHogs(Ship)
{
    precond
    {
        Ship:CanFireHHogs()
    }
    action
    {
        Ship:FireHHogs();
    }
}

strategy DCThrower(Ship)
{
    precond
    {
        Ship:CanFireDCThrowers()
    }
    action
    {
        Ship:FireDCThrowers();
    }
}

strategy Cannons(Ship)
{
    precond
    {
        Ship:CanFireCannons()
    }
    action
    {
        Ship:FireCannons();
    }
}

strategy CannonsAtSubmerged(Ship)
{
    precond
    {
        (Ship:ContactPresenceIs(PRESENCE_LOOKOUT, 0) or Ship:ContactPresenceIs(PRESENCE_SONAR, 0)) and (Ship:ContactIs(SUBMARINE) or Ship:ContactIs(UNITUNKNOWN)) and Ship:GetContactDepth() <= 0.0 and Ship:GetContactDepth() >= -20.0 and Ship:GetContactRelDist() <= 8000
    }
    action
    {
        Ship:FireCannons();
    }
}

#strategy CheckStarshellEnable(Ship)
#{
#    precond
#    {
#        (Ship:ContactPresenceIs(PRESENCE_SENSORS, 0) or Ship:ContactPresenceIs(PRESENCE_LOOSING, 0)) and Ship:GetContactRelDist() <= 10000
#    }
#    action
#    {
#        Ship:EnableStarshells();
#    }
#}

strategy ShipFireStarShells(Ship)
{
    precond
    {
        Ship:CanFireStarShells() and Ship:GetContactRelDist() <= 10000
    }
    action
    {
        Ship:FireStarShells();
    }
}

strategy ShipFireStarShellsDistance(Ship)
{
    precond
    {
        Ship:GetContactRelDist() <= 10000
    }
    action
    {
        Ship:FireStarShells();
        #Ship:ShipWaitAction(10)
        Ship:TimeEventHappen(5);
    }

This is third attempt no idea why some stuff turn blue
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Old 11-15-13, 06:39 AM   #10
Rongel
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Looks ok (except the blue text!) so everything should be allright. Sometimes destroyers fire several shells, sometimes less. In the test mission I get about 8 starshells when I stay submerged and just fire couple of torpedoes to the ship docked in front of me. So the destroyers can't see me, they just search for me.

There is basicly three things that make starshells work:

1. IRAI with starshell commands, it gives the order to ships to fire starshells
2. a weapon that can fire starshells. In stock game destroyers have starshell-ammo in their guns, so unless some mod changes this, destroyers can fire starshells.
3. starshell materials and particles in a dat file, this is also comes with the stock game, except that they make the game lag really bad.
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Old 11-15-13, 07:23 AM   #11
Husksubsky
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Ok I see. I can try again and stay submerged, but I tried 5 times and only saw one. I put that on hold until I hear what others get. BTW the text only turned blue here in the message. File look normal
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