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Old 09-24-10, 03:16 PM   #1
nozaurio
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SteelViking If that's the answer to my question, JE, JE.
Sorry for my newbie questions, but I have little time with this simulator and now little by little and with your help, I begin to understand the mechanism of these changes or Mod...
Thanks
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Old 09-24-10, 04:04 PM   #2
SteelViking
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Quote:
Originally Posted by nozaurio View Post
SteelViking If that's the answer to my question, JE, JE.
Sorry for my newbie questions, but I have little time with this simulator and now little by little and with your help, I begin to understand the mechanism of these changes or Mod...
Thanks
No worries about asking questions. I am happy to help.
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Old 09-24-10, 04:28 PM   #3
SteelViking
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Hey, what is everyone's opinion on the addition of the heavy grease spills in the DER and TRF?

Adding more stuff to the interior, and fixing the last few major functionality problems from stock are in my plans. Other then that stuff, does anyone have any suggestions for future improvement?

By the way, if anyone noticed that in stock(and in V1.2) there are some gauge needles around the sub that are stark white. Well, I found a way to fix that. V1.3 will have those things black like the rest of the needles.

Oh, and the manual is on it's way, I just have not had the time to take all the screen shots I need for it, that is why I am taking so darn long to get it out.
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Old 09-24-10, 05:03 PM   #4
Abd_von_Mumit
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Originally Posted by SteelViking View Post
Hey, what is everyone's opinion on the addition of the heavy grease spills in the DER and TRF?
I like them as an idea, but not quite as they were done now. They're pitch black, and when I first entered TRF, I thought the torpedoes are casting strange shaped shadows. It took me a moment to realize these are stains. They don't look very good.

I can't tell you HOW they should be done though. I'd suppose rather to have the floor, with its structure visibly dirty - with footprints, various lines/patterns, but not just black. Also as far as I remember various workshop-like places I visited/worked in, the most dirt gathers in the most frequented places - on the pathwalks, items that people touch. Under the machines you usually have just dust or stains where droplets hit.

Quote:
Originally Posted by SteelViking View Post
Adding more stuff to the interior, and fixing the last few major functionality problems from stock are in my plans. Other then that stuff, does anyone have any suggestions for future improvement?
I'll have one request, but I'll need to take a screenshot to show what I mean. Meanwhile - I think quite many parts of my boat are not anti-aliased at all after latest patch (however I can't be sure it's Env that is responsible for that). Especially some shadows under crew folding tables look bad when I walk by, but also some other, like for example parts protruding from Attack Periscope machinery tube that is in the centre of Zentrale (Command Room?).

Quote:
Originally Posted by SteelViking View Post
By the way, if anyone noticed that in stock(and in V1.2) there are some gauge needles around the sub that are stark white. Well, I found a way to fix that. V1.3 will have those things black like the rest of the needles.
Not yet, but the clock in EER still lacks the hours needle. And I often go there, I like the noise.


Good job. Excellent mod. So enjoyable... Thank you.
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Old 09-24-10, 05:21 PM   #5
7thSeal
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Quote:
Originally Posted by Abd_von_Mumit View Post
I like them as an idea, but not quite as they were done now. They're pitch black, and when I first entered TRF, I thought the torpedoes are casting strange shaped shadows. It took me a moment to realize these are stains. They don't look very good.
I agree, the TRF is slapped with grease from the front of torp to the back with grease on the floor. Perhaps half of what is showing now would be sufficient. About the same area as the men are working would help to improve this area rather than the full length of the torpedo. Even the fins are showing stains of grease which would look better with that removed. Brown stains would do this justice but don't how much control you have over this.
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Old 09-24-10, 10:03 PM   #6
nozaurio
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Very well done the addition of fat in the torpedo rooms and machinery, it would be nice to add grease to the torpedoes, of course not easy, due to the type of projection, but can's try.
SteelViking, an idea that comes to mind is to grease the treads of official machinery or in other words, the traces of your shoes with fat or oil, so add one more dirty in this room ...
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Old 09-25-10, 12:36 AM   #7
Capt Jack Harkness
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Quote:
Originally Posted by SteelViking View Post
Hey, what is everyone's opinion on the addition of the heavy grease spills in the DER and TRF?

Adding more stuff to the interior, and fixing the last few major functionality problems from stock are in my plans. Other then that stuff, does anyone have any suggestions for future improvement?

By the way, if anyone noticed that in stock(and in V1.2) there are some gauge needles around the sub that are stark white. Well, I found a way to fix that. V1.3 will have those things black like the rest of the needles.

Oh, and the manual is on it's way, I just have not had the time to take all the screen shots I need for it, that is why I am taking so darn long to get it out.
Hey Steel, been a while since I've been on SH/Subsim, 1.2 is looking pretty good so far!

On the topic of the grease stains, I agree with Abd von Mumit, they are too black and flat looking. The pool of fuel or whatever under the drum in the sub pen looks a lot more like what these stains should be but that pool of fluid was obviously part of the floor texture, not a shadow on top... The only proper fix I can imagine is to add new transparent textures to the game and place them on top of the floor in the relevant compartments, but naturally that would involve either a lot of hexing or some other method of modifying the GR2's. Then again, if we get to that point we'll be able to fix just about anything that bothers us!

As for bugs I noticed, (not sure if it's been said before) the inner dial of the compass in the CT is actually a speedometer dial and the radio officer's desk shadow still has a hole under the compass.

I have a suggestion for the engineer's panel, though... In reality, I believe most of those gauges were used for indicating oil pressure, fuel pressure and perhaps fuel flow so could we put in dial faces for various pressures and have the needles move with power output like in the motor room? I suppose it'd make sense to leave a fuel level gauge on either side but it just seems silly to me that CO2 would be indicated on a panel specifically for the engines...

On a completely unrelated note, has anyone seen the extra telegraph positions on the real engine telegraphs? Check it out!



They've got positions for switching to electric motors, switching to diesels, charging the batteries... Not sure what it means by "Beide Maschinen 10 Weniger," though.

Anyhow, nice job Steel and keep up the good work!
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Old 09-25-10, 03:39 AM   #8
BigBANGtheory
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For some reason I do not see all the effects/changes in v1.2, even when I strip out all other mods in JSME. I know its running because I see somethings...like the hanging fruit and brighter colours/lighting.

e.g. the dial cases in the engineer/aft compartment look exactly like the vanilla one not like your screenshot.

any thoughts?
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Old 09-25-10, 03:48 AM   #9
KarlKoch
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Quote:
Originally Posted by Capt Jack Harkness View Post
Not sure what it means by "Beide Maschinen 10 Weniger," though.
It means something like "both engines 10 [RPM] slower".
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Old 09-25-10, 03:55 AM   #10
Abd_von_Mumit
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I said I'd have a request - here it is: these communication tubes are empty from inside, but not from outside. As they are just over the map, every time I approach map table this view strikes me and kills immersion:



EDIT: I also think the most important next step in interior development is making every dial behave - move, indicate just anything, even random values. It's very disappointing to see most of the dials just staying in the same position all the time (usually in the middle of scales).

Of course it would be marvellous to have working main dials in every compartment or at least every major station (speed, compass, depth, RPMs).
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SH3+GWX+OLC — sunk x4, retired x2; SH5+TDW — still exploring
My SH5 mods: EQuaTool - Elite Quality Map Tools, Patrol Routine Scripts, No Logo Intro Menu_Animation, Less Annoying Stopwatch
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Last edited by Abd_von_Mumit; 09-25-10 at 04:41 AM.
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Old 09-25-10, 02:08 PM   #11
SteelViking
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Quote:
Originally Posted by Capt Jack Harkness View Post
Hey Steel, been a while since I've been on SH/Subsim, 1.2 is looking pretty good so far!

On the topic of the grease stains, I agree with Abd von Mumit, they are too black and flat looking. The pool of fuel or whatever under the drum in the sub pen looks a lot more like what these stains should be but that pool of fluid was obviously part of the floor texture, not a shadow on top... The only proper fix I can imagine is to add new transparent textures to the game and place them on top of the floor in the relevant compartments, but naturally that would involve either a lot of hexing or some other method of modifying the GR2's. Then again, if we get to that point we'll be able to fix just about anything that bothers us!

As for bugs I noticed, (not sure if it's been said before) the inner dial of the compass in the CT is actually a speedometer dial and the radio officer's desk shadow still has a hole under the compass.

I have a suggestion for the engineer's panel, though... In reality, I believe most of those gauges were used for indicating oil pressure, fuel pressure and perhaps fuel flow so could we put in dial faces for various pressures and have the needles move with power output like in the motor room? I suppose it'd make sense to leave a fuel level gauge on either side but it just seems silly to me that CO2 would be indicated on a panel specifically for the engines...

On a completely unrelated note, has anyone seen the extra telegraph positions on the real engine telegraphs? Check it out!

They've got positions for switching to electric motors, switching to diesels, charging the batteries... Not sure what it means by "Beide Maschinen 10 Weniger," though.

Anyhow, nice job Steel and keep up the good work!
Hey, cool idea about the engineer's panel. I could definitely make a good number of the gauges be for oil/fuel pressure. They would not actually be measuring that, but I can make it seem like they are. That would be a nice touch of realism.

I can change the oil stains on the floor to brown, and I can lessen how much there is.

I know about the compass center in the CT. That is one of the things that Privateer was going to fix right before his computer conked out. Whenever he gets back up and running, I am sure that he will finish his work on it. That fix will surely be in the next version.

I fixed the shadow under the radio desk already. Could you please take a screenshot, and indicate on it what you would like changed?

Quote:
Originally Posted by BigBANGtheory View Post
For some reason I do not see all the effects/changes in v1.2, even when I strip out all other mods in JSME. I know its running because I see somethings...like the hanging fruit and brighter colours/lighting.

e.g. the dial cases in the engineer/aft compartment look exactly like the vanilla one not like your screenshot.

any thoughts?
Are you in the type VIIA? The A has a different TRA than all other subs. I have not done much work on the TRA for the VIIA because you don't stay in the A very long. It is in my plans for V1.3 to include some improvements for it though.

If you are not in the VIIA, I don't know what is going on.

Quote:
Originally Posted by Abd_von_Mumit View Post
I said I'd have a request - here it is: these communication tubes are empty from inside, but not from outside. As they are just over the map, every time I approach map table this view strikes me and kills immersion:


EDIT: I also think the most important next step in interior development is making every dial behave - move, indicate just anything, even random values. It's very disappointing to see most of the dials just staying in the same position all the time (usually in the middle of scales).

Of course it would be marvellous to have working main dials in every compartment or at least every major station (speed, compass, depth, RPMs).
I would love to be able to do this, but there are countless obstacles in the way of doing it. All the needles that don't operate are actually just part of the 3D mesh of the room itself. So, the entire 3D mesh would have to be exported, those needles deleted, re-import the mesh, then one by one, import needles in there places, and then all the proper controllers would have to be added. The problem with the communication tubes would also take a similar procedure to fix.

No one has this ability yet. Privateer's end goal was to be able to do this kind of stuff with the GR2 files, but that goal was still a pretty long way off before his comp went. I have no doubt that he will eventually get everything figured out, and be able to do this stuff(the man is a genius), but we will have to be very patient.
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Old 09-26-10, 12:57 AM   #12
BlueNinja
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Hi SteelViking,

I'm interested in this mod of yours as the screenshots look awesome. I would like to change one thing for my own personal use and that is the colour of the observation periscope, it looks too white for my taste. I don't want you to change your mod as others might like what you've done, so I'd like to ask what file do I need to edit and where is it located in your mod folders so I can customize the scope to my liking.

Thanks for your help in advance,

BlueNinja
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Old 09-26-10, 08:54 AM   #13
BigBANGtheory
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Quote:
Originally Posted by SteelViking View Post
Are you in the type VIIA? The A has a different TRA than all other subs. I have not done much work on the TRA for the VIIA because you don't stay in the A very long. It is in my plans for V1.3 to include some improvements for it though.
I think you found the reason, thank-you.
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