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Old 05-05-15, 01:14 PM   #16
THE_MASK
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Originally Posted by maillemaker View Post
I have discovered that when running at decks awash in SH5 you cannot operate the binoculars. I am running the Wolves of Steel modpack.

Steve
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And the crew wont spot either . Intentional otherwise you would run decks awash all the time .
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Old 05-05-15, 02:14 PM   #17
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And the crew wont spot either . Intentional otherwise you would run decks awash all the time .
I'm finding some of these quirks to be annoying.

I don't like breaking things to try to make other things seem more authentic.

If I am at decks awash and the bridge is not underwater and I can use the UZO then I should be able to use binoculars and the crew should not be incapacitated.

What's the point of running decks awash at all if you can't be warned of incoming attacks that were the reason you were running decks awash in the first place?

I don't like inauthentic air cover (assuming it is) to try and make realistic tonnage scores.

Are these things the results of mods or are they stock?

Steve
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Old 05-05-15, 02:26 PM   #18
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Originally Posted by maillemaker View Post
I'm finding some of these quirks to be annoying.

I don't like breaking things to try to make other things seem more authentic.

If I am at decks awash and the bridge is not underwater and I can use the UZO then I should be able to use binoculars and the crew should not be incapacitated.

What's the point of running decks awash at all if you can't be warned of incoming attacks that were the reason you were running decks awash in the first place?

I don't like inauthentic air cover (assuming it is) to try and make realistic tonnage scores.

Are these things the results of mods or are they stock?

Steve
Its mods . If you go to the Silent hunter 5\data\Applications\OptionsFileEditorViewer there is a section there to alter the decks awash height . I have never mucked around with it but you might find a happy medium where you can use binos but still be lower in the water than surfaced .
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Old 05-05-15, 02:31 PM   #19
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Originally Posted by maillemaker View Post
I'm finding some of these quirks to be annoying.

I don't like breaking things to try to make other things seem more authentic.

If I am at decks awash and the bridge is not underwater and I can use the UZO then I should be able to use binoculars and the crew should not be incapacitated.

What's the point of running decks awash at all if you can't be warned of incoming attacks that were the reason you were running decks awash in the first place?

I don't like inauthentic air cover (assuming it is) to try and make realistic tonnage scores.

Are these things the results of mods or are they stock?

Steve
The game thinks that you're submerged and that's it...Nothing we can do abouth it...These small annoyances are common for all Silent Hunters so I'm a bit surprised that you're unfamiliar with them...

Regarding air cover, I remember one great Websters mod for SH4 which makes air patrols less dense but much more dangerous if they attack you on surface...When Trev is bacj we can ask him if he could make something simmilar for OHII. Until then, like I said, step back and keep radio silence...
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Old 05-05-15, 03:28 PM   #20
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The game thinks that you're submerged and that's it...Nothing we can do abouth it...These small annoyances are common for all Silent Hunters so I'm a bit surprised that you're unfamiliar with them...
Well, in SH3, I think you can set your depth to like 7 meters before you are forced below deck. But until you are forced below deck all bridge functions work fine as far as I recall.

Quote:
Its mods . If you go to the Silent hunter 5\data\Applications\OptionsFileEditorViewer there is a section there to alter the decks awash height . I have never mucked around with it but you might find a happy medium where you can use binos but still be lower in the water than surfaced .
So is the issue that the mod is giving us a decks-awash depth that is actually underwater per the game engine?

I guess I could test this by manually setting a depth as I did in SH3 and seeing at what depth your men are forced below deck and/or bridge functions quit working.

Steve
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Old 05-05-15, 04:47 PM   #21
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Originally Posted by maillemaker View Post
Well, in SH3, I think you can set your depth to like 7 meters before you are forced below deck. But until you are forced below deck all bridge functions work fine as far as I recall.

So is the issue that the mod is giving us a decks-awash depth that is actually underwater per the game engine?

I guess I could test this by manually setting a depth as I did in SH3 and seeing at what depth your men are forced below deck and/or bridge functions quit working.

Steve
There is a "Water Level Time Delay" (WaterLevelTD) option in the "Options File Editor Viewer" under the Time Delays tab.

It's description is: "The time delay (in seconds) to account for heavy seas to prevent unnecessary switching of items (items that depend on whether submerged/surfaced to control state)".

It may be another option to play with while trying the various "Decks Awash" depths.

I have used this option while trying to get the deck/flack gunners to remain at their stations if their Mascara started to run after a few drops of water splashed on them, but with only limited success!
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Old 05-06-15, 09:11 AM   #22
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The damn flugzeugs were flying cover for this troop convoy all day, preventing an end around. I lost the convoy, so the flugzeugs stopped appearing. Assumed the convoy zigged south so I steamed full ahead in the clear sunshine, diving every 20 minutes to check sound. Nothing. Stopped checking sound, just steaming. Finally an hour later "Flugzeug entdeckt!" puts me under the waves.

"I bet it's that convoy's air cover, check sound!"

And I was right. I had shadowed this convoy from sun up to sun down, and it's only escort was aircraft.

I'm not exactly sure what controls all this, but it certainly feels way more organic than SH4 where every X minutes aircraft are spawned on top of you in the middle of the pacific thousands of miles from any air base.
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Old 05-06-15, 11:13 AM   #23
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Originally Posted by kevinsue View Post
There is a "Water Level Time Delay" (WaterLevelTD) option in the "Options File Editor Viewer" under the Time Delays tab.

It's description is: "The time delay (in seconds) to account for heavy seas to prevent unnecessary switching of items (items that depend on whether submerged/surfaced to control state)".

It may be another option to play with while trying the various "Decks Awash" depths.

I have used this option while trying to get the deck/flack gunners to remain at their stations if their Mascara started to run after a few drops of water splashed on them, but with only limited success!
I don't think messing with those values in TDWuseroptions.py is going to get you anywhere.

Looking in the .sim file for the player subs, there is a surfaced draught, and a submerged draught value. (unit_submarine->obj_Hydro) It looks like the game says the sub (7b in this case) is underwater at a depth to keel of 6.3m, the submerged draught value. I bet the farm that you can use the binocs up until 6.3m.

However when messing with this value, I just don't know what side effects would be for the rest of the game.
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Old 05-06-15, 06:05 PM   #24
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I don't think messing with those values in TDWuseroptions.py is going to get you anywhere.

Looking in the .sim file for the player subs, there is a surfaced draught, and a submerged draught value. (unit_submarine->obj_Hydro) It looks like the game says the sub (7b in this case) is underwater at a depth to keel of 6.3m, the submerged draught value. I bet the farm that you can use the binocs up until 6.3m.

However when messing with this value, I just don't know what side effects would be for the rest of the game.
What file do you merge with the .sim using Goblin Editor to view the file? I just get a window telling me to get the appropriate actor DLL's and a tree of lost controllers. (I think I have to get serious about learning how to use these editors!)
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Old 05-06-15, 07:44 PM   #25
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What file do you merge with the .sim using Goblin Editor to view the file? I just get a window telling me to get the appropriate actor DLL's and a tree of lost controllers. (I think I have to get serious about learning how to use these editors!)
Right click the GoblinEditorApp icon in your SH5 folder and then properties/Compatability and disable visual themes . Click on the Goblin /Tools/Options . Copy and paste your SH5 location to Actorsdirectory and RootFolder .
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Old 05-07-15, 12:33 AM   #26
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Right click the GoblinEditorApp icon in your SH5 folder and then properties/Compatability and disable visual themes . Click on the Goblin /Tools/Options . Copy and paste your SH5 location to Actorsdirectory and RootFolder .
Thanks for that gave it a quick try but I'm obviously not doing something right as I'm still getting errors trying to open the NSS_Uboat7b.sim file. I'll give it another go tonight when I get through the mowing, housework and cooking for the dogs!
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Old 05-07-15, 05:22 AM   #27
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You need to open up the subs .gr2 file in the goblin editor.

this is from a long time ago, haha I read it last week and didn't realize it was my own damn post telling me how to use the goblin editor!!

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Originally Posted by mobucks
open the .gr2 file of sub

right click inside project tree

select Add File...

Select the .sim file of your sub

Look bottom of project tree for line NSS_UBoat7b.sim

double click line Unit_Submarine @ NSS_UBoat7B

under "existing behaviors"

under "render"

click "unit_submarine"

on the right window edit behavior

+unit ship
>+obj_hydro
>>+surfaced
>>>+draft
Those directions might be out of date but that's the gist of it. You want to expand the "submerged" tree under "obj_Hydro" and change the value "draught" to something like 7.8 (the deepest the sub will go with you on the bridge)

After you make any changes right click on your sub's .sim file in the middle window pane and select save.


The PROPER way to do this without potentially pooping up your JGME install is to make your own modfolder and install it in the game that way. Making a modfolder and activating it is extremely easy so do it or search how to if you don't know.

You're the alpha tester, let us know how (if?) it works!
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Old 05-07-15, 10:29 PM   #28
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You need to open up the subs .gr2 file in the goblin editor.

this is from a long time ago, haha I read it last week and didn't realize it was my own damn post telling me how to use the goblin editor!!



Those directions might be out of date but that's the gist of it. You want to expand the "submerged" tree under "obj_Hydro" and change the value "draught" to something like 7.8 (the deepest the sub will go with you on the bridge)

After you make any changes right click on your sub's .sim file in the middle window pane and select save.


The PROPER way to do this without potentially pooping up your JGME install is to make your own modfolder and install it in the game that way. Making a modfolder and activating it is extremely easy so do it or search how to if you don't know.

You're the alpha tester, let us know how (if?) it works!
Hey thanks for the info! I want to get my teeth into learning how to operate these tools....but it looks like it might be a long road for the likes of me!
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Old 05-14-15, 02:06 PM   #29
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Okay so making the change I suggested did nothing other than sink the boat and unable to get it back to the surface... Damn.

Anyway the tommies have been sending a lot of night fliers which is annoying in early 1940.

Might be part of IRAI or might be part of OHII. I dono.
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Old 05-16-15, 09:43 PM   #30
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Not aboard the U-505 (now in Chicago) Some crewmen were just considering going heavy due to the boats vulnerability: low clouds, incessant radar, and poor lookout visibility as referenced in Goebbler's book when this happened> A crippling Hudson attack which destroyed the attacking aircraft and compelled a long journey back to Lorient. The sub's pressure hull took several days to repair before a shallow dive could even be attempted. "On 10 November near Trinidad, U-505 was surprised on the surface by a Lockheed Hudsonmaritime patrol aircraft from No. 53 Squadron, Royal Air Force, which made a low-level attack, landing a 250 lb (110 kg) bomb (Actually 4 depth charges) directly on the deck from just above water level. The explosion killed one watch officer and wounded another in the conning tower. It also tore the anti-aircraft gun off its mounting and severely damaged the ship's pressure hull. The aircraft was hit by shrapnel from the bomb's explosion and crashed into the ocean near U-505, killing the crew. With the pumps inoperative and water flooding the engine room in several places, Kptlt. Zschech, a suicidal martinet, ordered the crew to abandon ship, but the technical staff (led by Chief Petty Officer Otto Fricke) insisted on trying to save her. The vessel was made water-tight after almost two weeks of repair work. After sending the wounded watch officer to the supply submarine ("milk cow") U-462, U-505 limped back to Lorient on reduced power, earning the distinction of being the "most heavily damaged U-boat to successfully return to port". [wiki] [Goebeler, Hans Jacob, with Vanzo, John. (1999) Steel Boat, Iron Hearts: The Wartime Saga of Hans Goebeler and U-505 (Wagnerian Publications] Screw regulation! go heavy...Herr Dönitz is a forgiving 'old lion'!
Yahoo!!.....just bought the book "Steel Boat, Iron Hearts: The Wartime Saga of Hans Goebeler and U-505" (Wagnerian Publications]

Guess what I'll be doing for the rest of the day!!
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