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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Grey Wolf
![]() Join Date: Oct 2010
Location: Poland
Posts: 874
Downloads: 72
Uploads: 3
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#2 | ||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#3 |
Grey Wolf
![]() Join Date: Oct 2010
Location: Poland
Posts: 874
Downloads: 72
Uploads: 3
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Actually, these are .dat models. This glitch is a common occurence when attempting to use unchanged .dat model from SH3 in SH5, but I still don't know which part of dat model would have to be modified (and how) to fix it. Unless you mean that the fix involves transferring model from .dat to .gr2 format?
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#4 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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The unit_Airplane (in the sim file of each aircraft) has a unit_Ship\Rudders field where the name of the rudder mesh (in the 3D model) must be specified. If you open one of the stock SH5 aircraft in Goblin Editor or in TDW's GR2 Editor, you will notice that its rudder is separated from the rest of the tail section; that means that when the aircraft turns the rudder (and only the rudder) turns too. I think that SHIII didn't have this "turning rudder" feature, so some of the aicraft made for the latter game had their rudder combined with the rest of the tail section, and the name of the tail section specified in the 'rudder' field of the corresponding unit_Airplane controller. That makes the whole tail, not only the rudder, to turn around its center when the aircraft is turning. If my diagnosis is correct, there are two possible fixes:
If you are importing the aircraft as a dat unit, the latter method is not that complicated actually. The one thing that you must be careful with, is rudder's vertex coordinates in the 3D space, as they will dictate its pivot point in game. To do that, you must move the rudder in Blender or Wings3D so that the edge that gets hinged to the vertical stabilizer has the Z coordinates of its vertices as close as possible to 0. Doing that will misplace the rudder once it is imported again in the dat file. In order to put it in its right place again, you must offset its node by an amount of units equal to the offset you applied to the part in your 3D editing program. I hope I have been clear, otherwise don't hesitate asking for further clarification ![]() |
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#5 |
Grey Wolf
![]() Join Date: Oct 2010
Location: Poland
Posts: 874
Downloads: 72
Uploads: 3
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Thanks for a very detailed explanation!
And yes, your diagnosis is correct. As for fixing, I tried leaving "rudder" field blank and it's a no go unfortunately - the aircraft will refuse to make any maneuvers except flying along assigned waypoints - no attacks, no altitude changes. This leaves the second method. |
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#6 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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My pleasure
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Hopefully applying a proper fix won't be too complicated ![]() |
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#7 |
Grey Wolf
![]() Join Date: Oct 2010
Location: Poland
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Hmm... it might be more complicated than I thought.
So, I took Me 262 tail 3D model, separated rudder in Blender, and specified the new, separated rudder model in unit_Ship\Rudders field. The result... Not exactly what I hoped for. I double-checked if I didn't forget to save changes to sim file, but no - it shows the rudder, not the tail model. Maybe merging actual tail with rest of the hull (as part of MainFrame model) and leaving only rudder as "tail" part will do the trick... Last edited by kapuhy; 05-26-19 at 04:53 AM. |
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#8 |
Watch
![]() Join Date: Apr 2011
Location: MS, USA
Posts: 21
Downloads: 177
Uploads: 0
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Hello everyone, I have no hydro sounds other then the engine from my sub. At a dead stop its quite(no sound). I've installed TDW patches clicked all hydrophone fix's. I have the DVD copy of the game running on win10, I've updated the game before installing anything. I've searched the forums without any luck. Has anyone else had this happen?
Thanks ![]()
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"Some ships are designed to sink… others require our assistance." |
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#9 | |
Growing Old Disgracefully
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Hi BB
Quote:
If you are at 25 meters and at all stop with a contact within your hydrophone range you should see and hear a result. There is dead area behind the boat which can be seen when the sonar man is doing a sweep operating the hydrophone. Peter
__________________
LSH3-2015 <> TUTORIALS <> ALL YOU NEED TO KNOW <> ALL IN ONE PLACE SH4 <> TUTORIALS <> HOW TO DO IT <> INFORMATION <> DOWNLOAD LINKS SH5 <> TUTORIALS <> HOW TO DO IT <> INFORMATION <> DOWNLOAD LINKS Always Here To Help A Fellow 'Subber' | Need An Answer to A Question Just Send Me A PM |
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#10 | |
Sea Lord
![]() Join Date: Apr 2008
Location: Germany, Italy
Posts: 1,721
Downloads: 107
Uploads: 4
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Judging by your description, you don't play with stock WoS because AFAIK it's nowhere written in the WoS doc that you need to make the changes you mention (changing hydrophone settings). If you play without WoS - or a modified WoS - you need to publish your exact JSGME modlist and open a separate thread. . Last edited by XenonSurf; 05-28-19 at 06:20 AM. |
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#11 |
Watch
![]() Join Date: Apr 2011
Location: MS, USA
Posts: 21
Downloads: 177
Uploads: 0
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Thanks for the reply guys.
I have no mods installed just WoS and it's update. The only changes that where made is with the TDW_GenericPatcher for the Hydro Fix's. I thought that was a must have patch. I'll try to turn off the AV and see if that helps. ![]() Thanks
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"Some ships are designed to sink… others require our assistance." |
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#12 | |
Sea Lord
![]() Join Date: Apr 2008
Location: Germany, Italy
Posts: 1,721
Downloads: 107
Uploads: 4
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Yes it will for sure help, all these values in the TDW Patcher are set for a reason, mostly to correct game bugs, and should not be changed ![]() If you want to change TWoS to your taste, then use the OFEV instead. |
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#13 |
Navy Seal
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Use the snapshot only and don't touch other options if you don't know what you are doing. Cheers!
__________________
Best regards... Vecko ![]() The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update ![]() PDF Install Instructions How to report an issue ![]() If You wish to support my work... Last edited by vdr1981; 05-29-19 at 08:28 AM. |
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#14 |
Swabbie
![]() Join Date: Mar 2019
Posts: 5
Downloads: 10
Uploads: 0
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Hey guys, I have a question about my game since I'm not sure if this is a bug or how it is supposed to work.
So, I completed happy times and the campaign transferred successfully and I decided to go with western approaches instead of Mare Nostrum(Das Boot has permanently scared me away from Gibraltar). I had the choice of doing the type VIIC training near Kiel, which also went by smoothly until I was told to dock at Kiel, which for some reason I couldn't. Am I missing something here? One more minor thing, I believe I was supposed to be transferred to the 6th flotilla, however on my map it says I'm in the 7th. Windows 10, Gen 4 i7 + GTX 1070 Uplay version of the game, fully up to date Generic Mod Enabler - v2.6.0.157 [C:\Program Files (x86)\Ubisoft\Ubisoft Game Launcher\games\Silent Hunter 5\TWoS_Parts] TWoS Remove Sub Flags TWoS UI cmd_Auto Target ID TWoS Encrypted BdU Orders TWoS Map Contact Colors TWoS FX_Reduc. Fires and Expl._Incr. Flooding via Zones |
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