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Old 07-04-10, 05:53 AM   #1
BIGREG
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Hi

Have you try with this snorkel :

C:\Ubisoft\Silent Hunter 5\data\Submarine\NSS_Uboat7c\Submarine Parts\Room_EXT - Snorkle + Anim.GR2

and why not merge the snorkel in a .prt ( i have see the torpedo annim in ) other in .lnx ( links )

and i think snorkel is not a sensor , but just an object with annimation

I want Granny SDK
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Old 07-04-10, 02:27 PM   #2
TheBeast
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Maybe adding the Snorkel (SCHNORCHEL_RWR) as Radar Warning Receiver (RWR) rather then Periscope will work???

I was just starting to play with that as you can see in my previous post.
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Old 07-04-10, 02:41 PM   #3
TheBeast
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Quote:
Originally Posted by BIGREG View Post
Hi

Have you try with this snorkel :

C:\Ubisoft\Silent Hunter 5\data\Submarine\NSS_Uboat7c\Submarine Parts\Room_EXT - Snorkle + Anim.GR2

and why not merge the snorkel in a .prt ( i have see the torpedo annim in ) other in .lnx ( links )

and i think snorkel is not a sensor , but just an object with annimation

I want Granny SDK

This animation is Hinged Type Snorkel that lifts out of cavity in Deck. Not like Telescoping Snorkel in Uboot_Sensors.GR2/.SIM
Appears the Height is a little higher then the ObsPeriscope.
Maybe we can copy this to "data\Submarine\NSS_Uboat7C41\Submarine Parts" folder? Worth a try...

NOTE: The Animation will not render on 7C/41 so apears it only works on the 7C

Maybe the Snorkel is added as Radar Warning Receiver (SCHNORCHEL_RWR(Hinged)) for the Type-VIIC and added as Periscope (SCHNORCHEL(Telescoping)) for Type-VIIC/41

Code:
[Equipment xx]
ID=ObsPeriscopeST
NameDisplayable= Observation Periscope with ST Radar
FunctionalType= EqFTypePeriscopeBody
EquipmentInterval= NULL, NULL
EquipmentSlotType=USPeriscope
ExternalLinkName3D= NULL
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction,  0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis,  0, 0, NULL,  0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown,   0, 0, NULL, 1, 0.2, 15
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Last edited by TheBeast; 07-04-10 at 04:44 PM. Reason: NOTE added
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Old 07-04-10, 07:34 PM   #4
Capt Jack Harkness
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Well it would make sense, the naxos detector was mounted on snorkels quite often. I wonder about the placement, though, since most pics I've seen show the snorkel right alongside the front of the tower when raised...

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Old 07-05-10, 05:07 AM   #5
TheBeast
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Quote:
Originally Posted by Capt Jack Harkness View Post
Well it would make sense, the naxos detector was mounted on snorkels quite often. I wonder about the placement, though, since most pics I've seen show the snorkel right alongside the front of the tower when raised...

I've noticed that when using Goblin Editor to view the Model's that the Tower appears to be a little out of position, mislocated to the aft and a bit to starboard. This mislocation may be why texture lighting FX do not render correctly on the Tower when viewing all components of the models loaded at the same time. Just another bug in SH5 and of no concern to Ubi.
I think I have had enough of SH5. At first glance SH5 looks promising but the more I dig, the more issue's (bugs, stability) and locked doors I discover. Some obsticles and or locked doors appear to be intentional, by design. Almost as if they are trying to make it hard for MOD's to actually adjust/change game play atempting to keep SH5 as a Arcade game rather then a Simulation.
IMO, SH5 barely meets Beta-Testing requirements let alone releasing it to the world charging money for it. (DRM, Auto-Save and documentation ZOMFG! Can you say "Brain-Fart")
I think Ubi does not respond to any questions because they are so ashamed of what they have released, as they should be.
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Old 07-05-10, 06:38 AM   #6
BIGREG
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Yes

Now, he must succeed to change. Gr2 by any means!

Great Food UBI$OFT to give us a way to edit
(new Goblin editor not buggy)

Buy Granny SDK license $ 12,500 !
(I am ready to put 100 €uros in, but we must agree among ourselves to buy)

Try to converted the .gr2 in an other format to export/import ?

Hex editing ?

In any case we must find a way !
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Old 07-05-10, 04:54 PM   #7
Capt Jack Harkness
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Quote:
Originally Posted by BIGREG View Post
In any case we must find a way !
That's the spirit!
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Old 07-17-10, 12:20 AM   #8
TheBeast
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Default Snirkel

I was looking at Conning Towers for TDW and something dawned on me. The Snorkel was not defined as a Upgrade Pack and maybe it is not supposed to be.
Maybe the Snorkel is just supposed to be installed at a certain date. With that said, what do you think about adding something like this below to the NSS_Uboat7c.upcge?
Code:
[UserPlayerUnit X.UnitPartSlot X];<--X to be determined
ID=VIICSnokelSlot
NameDisplayable=SnorkelSlot-UnitPartSlot-Name
Type=NULL
AcceptedTypes=VIICSnorkel 
IDLinkUnitPartIntervalDefault1= NULL, 1946-01-01, VIICSnorkel
ExternalNodeName3D= SNK
Do you think the game will just do it on the defined start date?
But then again, it is late and I am very tired. That is why I haven't tried it.

ALSO: We need to find a way to link the Snorkel to the deisel engines so the deisel engines can run while at Snorkel Depth with Snorkel engaged. Maybe we can do this in the NSS_Uboat7c.upcge some how?
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Last edited by TheBeast; 07-21-10 at 01:50 AM.
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