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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Planesman
![]() Join Date: Jan 2010
Location: Italy
Posts: 196
Downloads: 333
Uploads: 0
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![]() Quote:
Note that I use TWOS Mod with only the official mods enabled ( Except for the one for my keybindings and the one who restore the Captain icon ) so if, when enabling it, you will get the alert info window by JSGME ( or rather that a mod you are using is already modifying the files of interest ) be careful because it may disrupt other mods. I normally use this rule: If I do not know what I'm about to do, I don't do it. ![]() Check also that your JSGME folder is in the right directory. ( Main Silent Hunter 5 folder ) Here you can find the little mod, that, at least here, have solved the problem with the smoke puffs resetting: LINK ( MEGA ): https://mega.nz/folder/l0lXBCZb#zaCHga5t1NT3UxdWwjlQzA Last edited by Viktor_Prien; 01-13-21 at 01:45 PM. |
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#2 |
Planesman
![]() Join Date: Jan 2010
Location: Italy
Posts: 196
Downloads: 333
Uploads: 0
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@kapuhy
Thanks mate brilliant! ![]() |
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#3 |
Planesman
![]() Join Date: Jan 2010
Location: Italy
Posts: 196
Downloads: 333
Uploads: 0
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![]() Ignore it, I've already found where is located. Last edited by Viktor_Prien; 01-13-21 at 02:51 PM. |
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#4 | |
Grey Wolf
![]() Join Date: Oct 2010
Location: Poland
Posts: 874
Downloads: 72
Uploads: 3
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![]() Quote:
EDIT: one more thing that will be useful if you plan to mod SH5 with TWoS: 1) go to data/applications/OptionsFileEditorViewer folder, 2) launch OptionsFileEditorViewer.exe, 3) open TheDarkWraithUserOptions.py 4) navigate to SOAN tab and change SOAN Enabled flag to false. 5) Save This will drastically reduce TWoS loading time at the cost of disabling TWoS in-game ship recogniton manual. It will save you a lot of time if you need to relaunch the game often to test changes you've made. |
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#5 |
Planesman
![]() Join Date: Jan 2010
Location: Italy
Posts: 196
Downloads: 333
Uploads: 0
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Thanks mate I was editing the post above because while you were writing, I've found it. Danke somehow!
![]() ...and thanks for the SOAN tips! ![]() |
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#6 |
Planesman
![]() Join Date: Jan 2010
Location: Italy
Posts: 196
Downloads: 333
Uploads: 0
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UPDATE #1
First of all many many thanks to all the ones that have immediately helped me! I remembered that this was an amazing community and you have confirmed my thoughts! Again, vielen danke Herren!!! OK now I presume, thanks to the info received, that I have all the initial " pieces " needed to start the puzzle. Pretty much my plan is this for the time following ( Always keeping in mind my overt serial laziness ![]() - Learning to use well GR2 ( I do not expect big troubles here, hopefully ) - Starting importing some basic 3D models in the game to get confident with it ( Like for example the new anti-sub bombs/DC ) Once done: - Importing the 3D models I have already prepared ( or rather the relevant modified Turms for the Type VIID, II A-B-D, Type 600, etc ) and all the needed 3D stuffs. *Personal Note: As per SH3 I presume we can have any boat we want but we need to use the available standard slots so most problably some of the additional subs will be activated via mod compatible with JSGME **Second Personal Note: If I have understood correctly how the SH5 file structure is set/structured I have probably already in mind how to easily implement the 3D model + the interiors.At least to have something usable for the initial tests - Fixing all the basic stuffs that, in my opinion or due to my preferences [ or rather with a level of realism as much high as possible ] are not correct, missing or to be improved ( eg. aircraft loadouts, improved sensors, etc ) =================== Things already decided For the moment I will keep all the modifications made as a JSGME ready mod due to the following motives: - More easy to activated/deactivate them without touching the original TWOS mod ( Because first it's not my work and two it's not said that what I like will be something that the others will like too ) - Independently to how this project will end, if I'll have some working material I'll share it with the community so everyone, then, will be free to decide if using it or not, following his preferences, ideas,etc At the worst I will end-up with a TWOS mod to be used by me during my offline missions. - Not to say that whatever will exit from this thread ( or from my sociopatic/PC autistic mind ) will be always free for use ( Speaking of my material ) except in the case that some "genius" could have the smart idea to use it for some kind of commercial profit. I'm sure that this will never happen but mama teached me to always go out from the house with a hand on my butt...You'll never know what could happen outside! ![]() ======= I have to find if there's a possible way to let the mission editor to work with TWSO mod. It completely destroys it ( at least here ) so for the moment, the only solution is to re-install everything ( ...thing that I would like to avoid because I've made a fresh install just some days ago ). Damned me when I have not made two separate installations of the game! *Cross Link: https://www.subsim.com/radioroom/sho...4&postcount=25 Per Aspera Ad Inferi, Nema! Last edited by Viktor_Prien; 01-29-21 at 12:12 PM. |
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#7 |
Grey Wolf
![]() Join Date: Oct 2010
Location: Poland
Posts: 874
Downloads: 72
Uploads: 3
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Not sure I understand you, but mission editor works fine with TWoS. Yeah, it throws a litany of errors at you when launching - just hit enter until it shuts up and then it will work.
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#8 | |
Medic
![]() Join Date: Jun 2007
Location: Russia
Posts: 163
Downloads: 97
Uploads: 0
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I've just tried to activate this mod in JSGME, as the last one. Hopefully no conflict warnings, though I use few other mods on top of TWOS v.2.22: ![]() |
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#9 | |
Planesman
![]() Join Date: Jan 2010
Location: Italy
Posts: 196
Downloads: 333
Uploads: 0
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![]() Quote:
Somehow activating the files I've sent you as the last should do the trick, hopefully! Let me know how is gone! ![]() До свидания друг! ![]() |
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#10 |
Planesman
![]() Join Date: Jan 2010
Location: Italy
Posts: 196
Downloads: 333
Uploads: 0
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Added " Planned Schedule " in the first post.
*Cross Link: https://www.subsim.com/radioroom/showthread.php?t=248048 |
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#11 |
Planesman
![]() Join Date: Jan 2010
Location: Italy
Posts: 196
Downloads: 333
Uploads: 0
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*Personal Note ( Aircraft Bones ):
B1 = Internal Bombs Bay Forward Left B2 = Internal Bombs Bay Back Left B3 = External Left Wing B4 = External Right Wing B5 = Internal Bombs Bay Forward Right B6 = Internal Bombs Bay Back Right |
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#12 |
Planesman
![]() Join Date: Jan 2010
Location: Italy
Posts: 196
Downloads: 333
Uploads: 0
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Update #2
The aircraft loadouts are for the most part messed up or not working as they should ( Depth Charges in particular ) in the basic TWOS. Fixed the aircraft depth charges, now they work as planned! Last edited by Viktor_Prien; 01-29-21 at 12:12 PM. |
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#13 | |
Grey Wolf
![]() Join Date: Oct 2010
Location: Poland
Posts: 874
Downloads: 72
Uploads: 3
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Can you elaborate? I'm in the process of adding some new planes to the game so I'm quite interested in learning of any issues with weapons they carry. |
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#14 | ||
Planesman
![]() Join Date: Jan 2010
Location: Italy
Posts: 196
Downloads: 333
Uploads: 0
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![]() Quote:
Quote:
- Unhistorical loadouts - There are no external wing racks for the bombs/DC ( 3D models already built ) - Most of the aircraft ( if not all ) that were, IRL, equipped with depth charges in the current TWoS are not or they are equipped with a DC loadout that do not work ( No DCs dropped at all even if the node/bone is equipped with them). I have still to double check this well but my initial impression is that the DC_Cluster acts as a sort of dummy DC. ( I haven't seen any DC dropped when the aircraft's relevant node is equippped with them, but further tests are needed to be 100% sure about this ) - Some aircraft should be removed ( e.g the Go 229 ) due to the fact that they never left the project table. IMHO useless to do all that we can to match the realism and then having spaceships flying around ![]() - I have yet to find ( only because I haven't still looked at it ) where the aircraft damage model files are located because the aircraft DM, IMHO, is beyond arcade. In the tests I've made so far you can let explode a PBY Catalina or a medium/large bomber with a couple of shots. My initial feeling after seeing this ( as an aviation passionate ) was a bit MIEOWWWWW... ![]() - The good part is that most of the aerial weapons use a .DAT file so importing the new ones in the game should be, in theory, pretty easy and fast. ( I have already built all the necessary 3D models, I need simply to import them and then update all the aircraft loadouts accordingly ) - I have still to determine/know what is that controls the aircraft behaviour ( if not hardcoded ). Let's say that I would like to understand certain aircraft behaviours. In particular: a) What controls how many bombs are dropped in a pass? ( So far I saw the bombs/DC dropped just one a time ). My guesses are 2: or is something hardcoded or some of the nodes are not correctly positioned ( For example, IIRC, in SH3 if the node was set too close to the aircraft the DC of interest didn't work ) b) Why sometimes the aircraft drops the bomb/DC others not? ( My guesses: wrong speed set for the waypoint, wrong aircraft alignement with the target or too low level of experience of the aircraft of interest set in the ME ) *My thoughs behind this: I'm a passionate WW2 aviation lover so I would like to have the aircraft in the game as much closer as possible to their real counterparts. Aircraft were extremely deadly for U-boats, I would like to have them more dangerous in respect to what we got actually. ( Too easy to deal with them currently, IMHO ) Last edited by Viktor_Prien; 01-15-21 at 09:43 AM. |
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#15 |
Medic
![]() Join Date: Jun 2007
Location: Russia
Posts: 163
Downloads: 97
Uploads: 0
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