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Old 07-24-10, 01:18 PM   #1
Capt Jack Harkness
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How much of the snorkel actually works?
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Old 07-24-10, 01:30 PM   #2
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Quote:
Originally Posted by Capt Jack Harkness View Post
How much of the snorkel actually works?
Only the Type-VIIC and Type-VIIC/41 can get a snorkel.
The Type-VIIC gets a hinged Snorkel that rotate up out of horizontal to Veriticle.
The Type-VIIC/41 gets a Telescoping Snorkle that extends straight up.

We have not been able to get either type snorkel to work on any boat as yet.
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Old 07-24-10, 01:53 PM   #3
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I think that the Snorkels were finally raised in SH4 with some work,
but the CO2 did not get corrected?
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Old 07-24-10, 01:56 PM   #4
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Since you have not modified the GR2 files?
They do not need to be included in the download.
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Old 07-24-10, 02:15 PM   #5
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Since you have not modified the GR2 files?
They do not need to be included in the download.
Yeah, I know. I forgot to remove them... They are there just to make it easier when making changes so I didnt have to browse all over the place.

All changes for the SNorkel are mid change for things I was attempting. That also made a mess of things but does not break anything.

I was also looking into adjusting the Tower Emblem to support Normalised Image. I made a _N.DDS for one Emblem.
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Old 07-24-10, 02:34 PM   #6
Capt Jack Harkness
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Quote:
Originally Posted by privateer View Post
I think that the Snorkels were finally raised in SH4 with some work,
but the CO2 did not get corrected?
Yeah, some of the U-boat expansion mega mods had working snorkels, but CO2 continued to be produced.

Assuming we manage the same in SH5 perhaps we could use the crew abilities scripts to eliminate the CO2 issue, or at least turn the rate of increase to zero or something...
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Old 07-24-10, 03:09 PM   #7
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Quote:
Originally Posted by Capt Jack Harkness View Post
Yeah, some of the U-boat expansion mega mods had working snorkels, but CO2 continued to be produced.

Assuming we manage the same in SH5 perhaps we could use the crew abilities scripts to eliminate the CO2 issue, or at least turn the rate of increase to zero or something...
I think all they did was get the snorkel installed for use as Extending Radar Warning Receiver.
You still have to link the snorkel to all the other effected equipement, Deisel Engine(s) air intake, Interior Air Ventilation, etc. Not sure how to do this but it may be as simple as adding i.e. ", snorkel" to these equipments in the *.upcge files if we are able to get the snorkel to install.
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Old 07-24-10, 03:30 PM   #8
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I don't know if the connection can be made to reduce CO2 in standard files.
We may need to address 'other' files.
SH3.exe has been adjusted for the 3 gig switch.
With no bad responces from Ubi nor SubSim staff.
So the precedence is layed.
And accepted.
We seem allowed to work files as we wish IF they do not break
anti-pirate things.
I'll await Official SubSim responce of course.
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Old 07-24-10, 06:00 PM   #9
TheBeast
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Quote:
Originally Posted by privateer View Post
I don't know if the connection can be made to reduce CO2 in standard files.
We may need to address 'other' files.
SH3.exe has been adjusted for the 3 gig switch.
With no bad responces from Ubi nor SubSim staff.
So the precedence is layed.
And accepted.
We seem allowed to work files as we wish IF they do not break
anti-pirate things.
I'll await Official SubSim responce of course.
Would it be easier/possible to move the ships WaterLevelTansition point to the top of the Snorkle Mast. That way all the other triggers will think the boat is surface when the snorkel is raised above actually water level.
If this is possible and we are unable to get the snorkel to install. We can as a work around do the same thing to a Periscope and even add the RWR as well. Wouldn't really hurt things because if you are running shallow with the snorkel up, you would most likely have a Periscope up at the same time anyway.

Might look funky with Deck Watch on Deck when doing this... Maybe give them Suba Masks, Umbilical Air Line and a few Limpet Mines.
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Last edited by TheBeast; 07-24-10 at 06:11 PM.
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