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Old 07-18-13, 05:13 AM   #1
Danoffski
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HELP!!Me and my Crüe R close to Abandon ship

My crüe is an an ugly mood and my mutiny is near!

They say they are tired of holding it in on those long torpedo runs when they cant even get into a working toilet or piss over the bow!!

These are my crües demands in short..

  1. Working toilet room that can be cleaned with mod soap!
  2. working Christmas-tree light box!
  3. Spinning record graphic and louder sound when standing near gramophone
  4. working gages, CO2 level and other dummy gauge "props" should work!
  5. working fuel level gauge!
  6. working depth under keel button (Box found near navigator maps!
  7. Better lighting in the boat regardless of time of day!
  8. working manual dive plains!
  9. working manual trimming ballast values!
  10. Repaired target lock and change for auto TDC!!
  11. Destroyer Ai that are not blind and deaf!
Please meet their demands before they make me walk the plank in which case I will NEVER return to my boat as I have also had it and am at the end of my plank so to speak


I will be watching for your rescue MODs please save this game!!
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Old 08-13-13, 01:27 PM   #2
Kpt. Hans Specht
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sooooo......You're asking the modders to make these things? Just a tip its better to ask in plain english politely than go about I guess "In character" but making it hard to identify what you're getting at. As for some of the stuff I think there is a mod for working gauges not sure off hand the name, Silent michaels interior mod at least makes the head(Toilet) a visible little space off the galley, there are several mods addressing AI again find the one you like best. Not sure if manual trim and dive planes are even possible with the SH5 engine. For the gramophone it may be possible to jigger the gramophone to be louder the closer you are to the radio cabin but the animation is probably not. What is it you want by lighting just better lit or "better lighting" where its got better shadows and so on?


Good Hunting

Kpt. Specht
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Old 08-14-13, 08:35 AM   #3
Danoffski
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Quote:
Originally Posted by Kpt. Hans Specht View Post
sooooo......You're asking the modders to make these things? Just a tip its better to ask in plain english politely than go about I guess "In character" but making it hard to identify what you're getting at. As for some of the stuff I think there is a mod for working gauges not sure off hand the name, Silent michaels interior mod at least makes the head(Toilet) a visible little space off the galley, there are several mods addressing AI again find the one you like best. Not sure if manual trim and dive planes are even possible with the SH5 engine. For the gramophone it may be possible to jigger the gramophone to be louder the closer you are to the radio cabin but the animation is probably not. What is it you want by lighting just better lit or "better lighting" where its got better shadows and so on?


Good Hunting

Kpt. Specht

Hi kpt. grußtig

I was trying to be funny, show my frustration and give some ideas to moders at the same time of what I believe are some core issues and or possible extra improvements, no rudeness what so ever intended. In fact with out the mod community I would have never boarded this boot in the first place so I am thankful to them!

PS I see no reason why the dive plan control can not be added its only that its automatic and not manual such as ballast controls I think doing dives manually would not be so easy but would give a new difficulty and de mention to game play but don't do away with automation, as you know the complex torpedos firing can also be done manually. I do think its job for a expert moder.

As far as the spinning record on the gramophone it has already been done in SH3

As far as the gauge fixes there is one but I must edit to work with other mods to remove a conflict, I am lucky I have most of these mods working and not a soupy mody mess so far, if I keep f##g with it I surly will be, since I am no moder. But I do use a bunch of mods now with no conflicts that I am aware of.

But As many have offen said I think we need a new build that fixes some of those things that every one can agree on like working gauges, general functionality and and props doors things that work in the sub, that's what I was on about. So forgive me if I sounded like I was ranting.

Thanks I will see if I can find the "Silent Michaels interior mod"

IF your interested I will post a mod list of what works so far and what I am using.
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Old 08-14-13, 10:01 AM   #4
Danoffski
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Default Idea for a Standard build OR mega mod

  1. It goes with out saying I hope that the no pack man and halo mod is a should be stock or have the option to be shut off?
  2. Working toilet room prop, as many working values and doors, books, things as possible in the sub.
  3. working Christmas-tree light box!
  4. Spinning record graphic and louder sound when standing near gramophone, (this has been done already for SH3)
  5. working gages, CO2 level and other dummy gauge "props" should work!
  6. working fuel level gauge!
  7. working depth under keel button (Box found near navigator maps)
  8. Different lighting IN the boat red white and blue electric lights depending on time of day!
  9. Alone in the dark battery flash light (torch UK), to use when lighting going out with a damage effect, that would be a new effect that should be added.
  10. New helm station working manual dive plains when there!
  11. New station working manual trimming ballast values!
  12. Repaired target lock and change for auto TDC!!
  13. Mod control applet with check boxes to take away or add working mods, and choose between different interfaces such as the modern (that I hate) or wwII stile historical looking controls.
  14. More das boat sounds and a variety of sounds not the same every time (with the option of swapping and adding sound waves from with in the mod applet see #12.
  15. JSGME integration
So I hope this is a good idea of a standard new build of the game that is flexible and can be used as a more stable base for old and future addons.


I think this is something to strive for as an "objective list" I make no claims that it will be easy.



PS It would be nice if Ubi would make available here reference on how the game is made so a modder has a means of being able to know at a glance what every part of the game dose as most modder's work is spent only trying to reverse engineer the game to understand it, it seems! what a waste of their time!
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Old 08-14-13, 10:55 AM   #5
volodya61
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points 5, 6, 7 were present long ago..
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Old 08-16-13, 11:46 AM   #6
Danoffski
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points 5, 6, 7 were present long ago..

Yes so long ago that NONE exist who is stupid?
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Old 09-29-13, 11:00 AM   #7
gap
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Trying to bring this erm... (how to call it?) ...bizarre thread back to a proper tone

Quote:
Originally Posted by Danoffski View Post
3. Spinning record graphic and louder sound when standing near gramophone
Both of these ideas should be feasible:

- for a start we would need for a gramophone 3d model (I don't think it is already in game), convert it into a GR2 object and place it anywhere we like aboard the boat. This could be part of silentmichal's u-boat interior mod

- unfortunately GR2 animations are still out of our reach, though I know that privateer is working on them. In the meanwhile the old SHIII controllers should be more than we need for animating a simple spinning disc. There's a drawback though: I can't think of any controller which we could use for triggering the animation; i.e. the record would spin forever, no matter if music is playing or not.

- there must be a bone aboard each playable U-boat, used as sound source for gramophone music. We should move it approximately where we plan to put the gramophone 3d model. Moreover, I see from Sh.sdl that gramophone music is not set as a 3d sound. Switching it to 3d (all the songs in the gramophone folder should be mono though), as well as editing its volume and min/max radius properties, might help us to obtain the desired effect
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Old 08-14-13, 03:54 PM   #8
Fifi
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You should try TDW IRAI 0.39 to solve point N° 11 of first post...
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