![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 |
XO
![]() Join Date: May 2008
Location: oslo,Norway
Posts: 424
Downloads: 254
Uploads: 0
|
![]()
I tested the mission(tried even at TC 32 till I died and no CTD
![]() I saw a flare each time I hit is that right? I tried again and surfaced. I saw one white , then a red flare was shot up when the boat explodad..I m happy with that ![]() Last edited by Husksubsky; 11-15-13 at 02:40 AM. |
![]() |
![]() |
![]() |
#2 | |
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
|
![]() Quote:
![]() Destroyers and some merchants fire starshells if they spot you or a torpedo or an explosion. Red distress flare is fired when a certain damage zone has been damaged/destroyed. You should have seen several white flares, when the destroyers start to fire them, probably around 5-10 flares together. |
|
![]() |
![]() |
![]() |
#3 | |
XO
![]() Join Date: May 2008
Location: oslo,Norway
Posts: 424
Downloads: 254
Uploads: 0
|
![]() Quote:
![]() I only saw one starshell. I kept staring at the sky while they hammered me with shells. All times one white starshell..and the red distress flare.Might it be me using Real Environment?does particles or objects need to be 100 percent?I think I put most graphics stuff like couple of notches down Wasn t there something in IRAI ..39 :"I want to see the starshells" and an instruction. I never did anything with those files Fx 22 it was: HTML Code:
; Edited by TheDarkWraith for FX_Update_0_0_22 ; Edited on 8/5/2013 @ 1830 To add the Starshell shooting gun to a ship (class) do the following. You will have to do this to every ship (class) you want this added to. It will appear on every ship spawned from that class. The Starshell gun has 60 rounds of Starshells, each lasting 1 minute in duration in the sky when launched. TheDarkWraith First disable the 'FX_Update_x_x_x_ByTheDarkWraith' mod via JSGME. Next navigate to \Ubisoft\Silent Hunter 5\MODS\FX_Update_x_x_x_ByTheDarkWraith\data\Sea and open up the folder of the ship you want to add the Starshell gun to. In that folder will be a file called xxx.eqp (where xxx=the class of the ship). This is the ship's equipment list. I'll use the NLL (large merchant) as an example. Opening up the NLL.eqp file in notepad gives us: [Equipment 1] NodeName=M01 LinkName=NULL StartDate=19380101 EndDate=19400131 [Equipment 2] NodeName=M01 LinkName=4.5In_Mk9_US StartDate=19400201 EndDate=19451231 [Equipment 3] NodeName=M02 LinkName=NULL StartDate=19380101 EndDate=19400131 [Equipment 4] NodeName=M02 LinkName=4.5In_Mk9_US StartDate=19400201 EndDate=19451231 [Equipment 5] NodeName=A01 LinkName=NULL StartDate=19380101 EndDate=19400131 [Equipment 6] NodeName=A01 LinkName=20mm_single_Oerlikon StartDate=19400201 EndDate=19451231 [Equipment 7] NodeName=A02 LinkName=NULL StartDate=19380101 EndDate=19400131 [Equipment 8] NodeName=A02 LinkName=20mm_single_Oerlikon StartDate=19400201 EndDate=19451231 [Equipment 9] NodeName=A03 LinkName=NULL StartDate=19380101 EndDate=19410531 [Equipment 10] NodeName=A03 LinkName=20mm_single_Oerlikon StartDate=19410601 EndDate=19451231 [Equipment 11] NodeName=A04 LinkName=NULL StartDate=19380101 EndDate=19410531 [Equipment 12] NodeName=A04 LinkName=20mm_single_Oerlikon StartDate=19410601 EndDate=19451231 [Equipment 13] NodeName=A05 LinkName=NULL StartDate=19380101 EndDate=19410531 [Equipment 14] NodeName=A05 LinkName=20mm_single_Oerlikon StartDate=19410601 EndDate=19451231 [Equipment 15] NodeName=A06 LinkName=NULL StartDate=19380101 EndDate=19410531 [Equipment 16] NodeName=A06 LinkName=20mm_single_Oerlikon StartDate=19410601 EndDate=19451231 [Equipment 17] NodeName=A07 LinkName=NULL StartDate=19380101 EndDate=19410531 [Equipment 18] NodeName=A07 LinkName=20mm_single_Oerlikon StartDate=19410601 EndDate=19451231 [Equipment 19] NodeName=A08 LinkName=NULL StartDate=19380101 EndDate=19410531 [Equipment 20] NodeName=A08 LinkName=20mm_single_Oerlikon StartDate=19410601 EndDate=19451231 [Equipment 21] NodeName=L01 LinkName=reflector_base StartDate=19380101 EndDate=19451231 [Equipment 22] NodeName=L02 LinkName=reflector_base StartDate=19380101 EndDate=19451231 ;SH5 FX Update [Equipment 23] NodeName=M90 LinkName=NULL StartDate=19380101 EndDate=19451231 ;SH5 FX Update [Equipment 24] NodeName=M91 LinkName=NULL StartDate=19380101 EndDate=19451231 ;SH5 FX Update [Equipment 25] NodeName=M92 LinkName=NULL StartDate=19380101 EndDate=19451231 ;SH5 FX Update ;below reserved for AI torps [Equipment 26] NodeName=M93 LinkName=NULL StartDate=19380101 EndDate=19451231 ... What we are looking for are the ';SH5 FX Update' entries. They will be NodeNames 90-93. Now Nodes 90-92 are for the PA announcements and horns/whistles and Starshell gun. NodeName 93 is reserved for my upcoming AI torps mod. Now to get the Starshell gun we have to add the new equipment to the .eqp file. For the Starshell gun it's '5InchStarShellGun'.. Let's say we add this as our new equipment for NodeName 90. It would then look like: ;SH5 FX Update [Equipment 23] NodeName=M90 LinkName=5InchStarShellGun StartDate=19380101 EndDate=19451231 Save the file and close it. Enable the mod via JSGME and enjoy the new ship's Starshell lobbing gun. This will be present on any large merchant the game spawns. Last edited by Husksubsky; 11-15-13 at 04:40 AM. |
|
![]() |
![]() |
![]() |
#4 |
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
|
![]()
Yep, you don't need to edit the equipment files, they are all right. It sounds to me that the destroyers weren't firing starshells, only the one merchant in your test.
You could check your IRAI settings (data/scripts/AI/ship-weapons.aix), it should look something like this: Code:
################################################################################################### # # Ship weapons: # strategy ShipFire(Ship) { precond { Ship:ContactPresenceIs(PRESENCE_SENSORS, 0) or (Ship:ContactPresenceIs(PRESENCE_LOOSING, 0) and Ship:GetContactLostTime() <= 360.0) } strategies { DC, Cannons, CannonsAtSubmerged, #CheckStarshellEnable, ShipFireStarShells, ShipFireStarShellsDistance } } strategy DC(Ship) { precond { Ship:ContactIs(SUBMARINE) or (Ship:ContactIs(UNITUNKNOWN) and Ship:GetContactDepth() <= -4.0) #SUBISSUBMERGEDDEPTH } strategies { DCRacks, HHogs, DCThrower } } strategy DCRacks(Ship) { precond { Ship:CanFireDCRacks() and Ship:GetContactDepth() <= -4.0 and Ship:GetCurrentSpeed() >= 2 #SUBISSUBMERGEDDEPTH } action { Ship:FireDCRacks(); } } strategy HHogs(Ship) { precond { Ship:CanFireHHogs() } action { Ship:FireHHogs(); } } strategy DCThrower(Ship) { precond { Ship:CanFireDCThrowers() } action { Ship:FireDCThrowers(); } } strategy Cannons(Ship) { precond { Ship:CanFireCannons() } action { Ship:FireCannons(); } } strategy CannonsAtSubmerged(Ship) { precond { (Ship:ContactPresenceIs(PRESENCE_LOOKOUT, 0) or Ship:ContactPresenceIs(PRESENCE_SONAR, 0)) and (Ship:ContactIs(SUBMARINE) or Ship:ContactIs(UNITUNKNOWN)) and Ship:GetContactDepth() <= 0.0 and Ship:GetContactDepth() >= -20.0 and Ship:GetContactRelDist() <= 8000 } action { Ship:FireCannons(); } } #strategy CheckStarshellEnable(Ship) #{ # precond # { # (Ship:ContactPresenceIs(PRESENCE_SENSORS, 0) or Ship:ContactPresenceIs(PRESENCE_LOOSING, 0)) and Ship:GetContactRelDist() <= 10000 # } # action # { # Ship:EnableStarshells(); # } #} strategy ShipFireStarShells(Ship) { precond { Ship:CanFireStarShells() and Ship:GetContactRelDist() <= 10000 } action { Ship:FireStarShells(); } } strategy ShipFireStarShellsDistance(Ship) { precond { Ship:GetContactRelDist() <= 10000 } action { Ship:FireStarShells(); #Ship:ShipWaitAction(10) Ship:TimeEventHappen(5); } } |
![]() |
![]() |
![]() |
|
|