SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH5 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 03-15-12, 06:56 PM   #16
Sepp von Ch.
Sea Lord
 
Join Date: Dec 2009
Location: In my U-552 and Tiger
Posts: 1,732
Downloads: 788
Uploads: 0
Default

Any news please Rongel?
__________________
U-552
Tiger
IDF
Sepp von Ch. is offline   Reply With Quote
Old 03-16-12, 05:00 AM   #17
Rongel
Grey Wolf
 
Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
Default

Quote:
Originally Posted by Josef von Posorschitz View Post
Any news please Rongel?
Hi!

Well no news sadly, I'm taking a small break from SH 5 (had a new game!) but ofcourse will come back soon. I'm also following the TDW's importer/exporter progress as it will help this.

Simply put, the SH 4 damage 3d model seems to work even with SH 5 ships. The perfect thing would be that we find some differencies with the 3d models. Then we could just export them out, "fix" the 3d models and import them back in.
Rongel is offline   Reply With Quote
Old 04-01-12, 08:12 AM   #18
Bilge_Rat
Silent Hunter
 
Join Date: Apr 2002
Location: standing watch...
Posts: 3,856
Downloads: 344
Uploads: 0
Default

I have been doing my own tests with this using Rongel's findings. you can really tweak malfunctions using the crew special abilities file. This opens up a lot of possibilities.

The torpedo.sim file may also require some tweaking although duds, gyro problems, deep runners, circle runners are all in there.
__________________
Bilge_Rat is offline   Reply With Quote
Old 04-01-12, 10:12 AM   #19
Rongel
Grey Wolf
 
Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
Default

Quote:
Originally Posted by Bilge_Rat View Post
I have been doing my own tests with this using Rongel's findings. you can really tweak malfunctions using the crew special abilities file. This opens up a lot of possibilities.

The torpedo.sim file may also require some tweaking although duds, gyro problems, deep runners, circle runners are all in there.
Yep, that is true. The bad thing is that even with tweaking the special abilities, the dud probability never affects GR2 ships. It works 100 % correct with the imported ships but not with basic SH 5 ships...
Rongel is offline   Reply With Quote
Old 04-02-12, 08:36 PM   #20
Bilge_Rat
Silent Hunter
 
Join Date: Apr 2002
Location: standing watch...
Posts: 3,856
Downloads: 344
Uploads: 0
Default

Hmm, interesting, set dud probability to 100% and torpedoes still work flawlessly. Looks like duds may have to be put on hold until someone figures out the solution.

This was so easy to tweak in SH4, I wonder why they switched to GR2 ships. Is there an advantage over DAT.?
__________________
Bilge_Rat is offline   Reply With Quote
Old 04-03-12, 06:56 AM   #21
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by Bilge_Rat View Post
Hmm, interesting, set dud probability to 100% and torpedoes still work flawlessly. Looks like duds may have to be put on hold until someone figures out the solution.

This was so easy to tweak in SH4, I wonder why they switched to GR2 ships. Is there an advantage over DAT.?
Yes, it (was) nearly impossible to rip the 3D model data and textures from GR2 files. Also the Granny system takes care of all the rendering, shadowing, etc. so it takes a workload off the programmers.
TheDarkWraith is offline   Reply With Quote
Old 12-12-12, 12:37 PM   #22
Bilge_Rat
Silent Hunter
 
Join Date: Apr 2002
Location: standing watch...
Posts: 3,856
Downloads: 344
Uploads: 0
Default

waking up an old thread, but wondering if any further work has been done on duds/malfunctions?

I have been thinking of re-tackling this issue.
__________________
Bilge_Rat is offline   Reply With Quote
Old 12-12-12, 02:28 PM   #23
Targor Avelany
Ace of the Deep
 
Join Date: Jan 2010
Location: Vancouver, BC, Canada
Posts: 1,183
Downloads: 225
Uploads: 0


Default

Quote:
Originally Posted by Bilge_Rat View Post
waking up an old thread, but wondering if any further work has been done on duds/malfunctions?

I have been thinking of re-tackling this issue.
TDW's .exe patch really fixes a this.

Now, 75% of the torps, even if they go 90 deg into the ships hull, are duds.... ARGH!!!!

Last edited by Targor Avelany; 12-12-12 at 02:47 PM.
Targor Avelany is offline   Reply With Quote
Old 12-12-12, 02:35 PM   #24
Bilge_Rat
Silent Hunter
 
Join Date: Apr 2002
Location: standing watch...
Posts: 3,856
Downloads: 344
Uploads: 0
Default

Thanks, hard to keep up to date.
__________________
Bilge_Rat is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 05:28 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.