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Old 07-29-07, 07:10 AM   #76
Ubåtskapten
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Quote:
Originally Posted by Racerboy
Quote:
Originally Posted by Capt.Crackerjack
Quote:
Originally Posted by Ubåtskapten
[
......I must admit that I am not very good at hexadecimals or used to converting between different number bases for that matter.:hmm:
That is exactly my point; I am also not able/ready to open hex files or convert hexadecimals.

My request is for Racerboy to provide a combined/modified .val file to provide longer wakes and dual exhausts for each sub type.
I could put out another version that includes longer wakes but I have to have the modders code and his permission to do so. If you all can get this for me then I will do it.
I plan to release a minor revision here soon that has the smoke tgas packed into the .dat file for each sub (3 tgas make up the smoke for each port for each sub so 6 total in each sub's .dat file). This way I'm not overriding your smoke TGAs you currently use! And these 6 for each sub are completely overrideable by inserting whatever you want for them in \data\Textures\Tnormal\Tex. I'll also be releasing versions based on SHIII files patched to 1.4b. If you all can get me the code and permission soon I can put out the longer wake revision also based on GWX and SHIII files patched to 1.4b. [/quote]

A version that include longer wakes and have some possibilitys for adjustments by the end user would be great.
The problem now seems to be getting in contact with nvdrifter to get his permission, since he has not been around for a while.:hmm:
But if there is someone who knows other ways to reach out to him than through this forum, it would be much appreciated if you could just drop him a note about this?
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Old 07-29-07, 05:19 PM   #77
Capt.Crackerjack
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Dual Exhausts With Longer Wakes

Thanks, Racerboy, for understanding the problem. The original NVdrifter Longer Wake Mod had very long wakes, perhaps about 1.5+ nautical mile lengths as supported by actual photo analysis and examples on this site; however, the length was speed related only and could not be connected to ship's mass (or, more correctly, mass and velocity) but it was better than nothing. In fact, the primary reason for this mod is so that the merchants can be found/tracked/stalked in foul weather or dark nights by finding/following their wakes as in RL which some of us still use regularly on our patrols.

I do not know how to contact NVdrifter, but if you vary the .val files on your own without using or copying exactly his work, then you should not need his permission and we could have dual exhausts and longer wakes.

Thanks for your ideas and options to let the user vary your mod settings; then, each skipper could choose the density of exhaust and the length of wake to suit. Please continue your most excellent mod efforts; you are doing fine stuff!
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Old 07-29-07, 09:09 PM   #78
nikbear
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Racerboy,perhaps you could do your own version of longer wakes to combine with your excellent exhaust mod:hmm:I for one would love the idea since I can't use nvdrifters version cause it conflicts and disable's the Torp_damage_final mod I downloaded(by a modder who's name escapes me)I tried to contact nvdrifter about this but never got a reply,it was suggested to me that it was the order in which you stack the mods in JSGME which caused the conflict but I tried a number of ways all with no joytwas a shame cause both mods are cracking
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Old 07-31-07, 11:25 PM   #79
TheDarkWraith
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I did my own version of it. It's included in v2.03 of this mod along with other features and enhancements. Uploading currently and will post again when I have the link for it for you all.

Rubini,

I haven't forgotten about you! I've been very busy with work currently so I will get you the information for the tweak files as soon as I can.

EDIT:

v2.03 for VIIb is available. Information and download available here:

http://www.subsim.com/radioroom/show...84&postcount=1

Last edited by TheDarkWraith; 07-31-07 at 11:35 PM.
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Old 08-01-07, 09:21 AM   #80
Rubini
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Quote:
Originally Posted by Racerboy
Rubini,

I haven't forgotten about you! I've been very busy with work currently so I will get you the information for the tweak files as soon as I can.
Ok Just waiting!
And sorry, I can't download from filefront(why?why?) ...can you (or someone) provide an alternative link (rapidshare?) to the new 2.03 version?

Thanks!
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Old 08-01-07, 09:52 AM   #81
mkubani
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Here you go Rubini. I hope it works for you.

http://www.yousendit.com/transfer.ph...1DD02B0386E174

Hmm, I guess this mod is too late for GWX 1.04...
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Old 08-01-07, 10:18 AM   #82
Rubini
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Quote:
Originally Posted by mkubani
Here you go Rubini. I hope it works for you.

http://www.yousendit.com/transfer.ph...1DD02B0386E174

Hmm, I guess this mod is too late for GWX 1.04...
Thanks mate,
Downloaded and installation ok!

I´m not following GWX 1.04 daily but this Racerboy's mod only mess with the uboat .dat and .val. So, perhaps it will be automatically GWX 1.04 compatible?
Let´s wait and see!:hmm:
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Old 08-01-07, 12:32 PM   #83
A6Intruder
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Upcoming ideas/development for this mod:
- adding smoke to snorkel

Hi Racerboy,
I found this above in the readme. You should not do that because it is not correct. Only fresh air has been "snorkeld". The smoke went the same way as usual, because of little divedept it was possible with non-return flaps. Smoke and fresh air at the same time at the same place was much to dangerous for this time period
Kind regards
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Old 08-01-07, 12:59 PM   #84
TheDarkWraith
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Quote:
Originally Posted by A6Intruder
Upcoming ideas/development for this mod:
- adding smoke to snorkel

Hi Racerboy,
I found this above in the readme. You should not do that because it is not correct. Only fresh air has been "snorkeld". The smoke went the same way as usual, because of little divedept it was possible with non-return flaps. Smoke and fresh air at the same time at the same place was much to dangerous for this time period
Kind regards
This does not seem logical to me. How do you exhaust the smoke then when using the snorkel? I'm a diver and I know that every 33ft you increase pressure by one atmosphere. So at snorkel depth you effectively have 2 atmospheres pressure on the exhaust port so the diesel wouldn't be able to exhaust it's gasses. Water would flow into the exhaust port and then into the diesels. Besides you are underwater so how are you going to exhaust the smoke? The only way would be to use the snorkel. Am I incorrect here?
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Old 08-01-07, 02:09 PM   #85
A6Intruder
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Quote:
Originally Posted by Racerboy
Quote:
Originally Posted by A6Intruder
Upcoming ideas/development for this mod:
- adding smoke to snorkel

Hi Racerboy,
I found this above in the readme. You should not do that because it is not correct. Only fresh air has been "snorkeld". The smoke went the same way as usual, because of little divedept it was possible with non-return flaps. Smoke and fresh air at the same time at the same place was much to dangerous for this time period
Kind regards
This does not seem logical to me. How do you exhaust the smoke then when using the snorkel? I'm a diver and I know that every 33ft you increase pressure by one atmosphere. So at snorkel depth you effectively have 2 atmospheres pressure on the exhaust port so the diesel wouldn't be able to exhaust it's gasses. Water would flow into the exhaust port and then into the diesels. Besides you are underwater so how are you going to exhaust the smoke? The only way would be to use the snorkel. Am I incorrect here?

Hi Racerboy,
you are right. I have googled this an the snorkel did both.
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Old 08-02-07, 12:17 AM   #86
TheDarkWraith
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Here is a tweak file for the VIIb speed dependant dual exhaust mod with ADM. It works for versions >=2.03
Before anyone asks v2.03 is the latest. I'm working on 2.04 and the changes are only to the ADM. It's a VERY complicated beast as you'll see if you read the tweak file. After I made the tweak file I was able to 'see' SO many things I have not used/taken advantage of and a way to better model the physics of the air. I have inserted comments into the tweak file telling you what the items do/are. Items that affected the ADM have been removed so you're safe 'playing' with all the settings given. Have fun, enjoy, and most of all experiment and give me feedback!!

http://rapidshare.com/files/46462643...duser.txt.html

Rubini,

I know you said you'd make this for me but after I thought about how I wanted the items to read and the dropdown menu items to read I knew that I needed to make this. Thanks for the offer though!!

Racerboy
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Old 08-02-07, 10:18 AM   #87
Rubini
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Quote:
Originally Posted by Racerboy
Rubini,

I know you said you'd make this for me but after I thought about how I wanted the items to read and the dropdown menu items to read I knew that I needed to make this. Thanks for the offer though!!

Racerboy
That is ok mate!
The important is that now we have a very good and solid mod...and with options!
I will play a bit with the tweak and if i find something useful I will post here!
Thanks again for this great mod! Just waiting it for the others uboats!

Rubini.
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Last edited by Rubini; 08-02-07 at 11:26 AM.
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Old 08-02-07, 12:57 PM   #88
TheDarkWraith
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Quote:
Originally Posted by Rubini
Quote:
Originally Posted by Racerboy
Rubini,

I know you said you'd make this for me but after I thought about how I wanted the items to read and the dropdown menu items to read I knew that I needed to make this. Thanks for the offer though!!

Racerboy
That is ok mate!
The important is that now we have a very good and solid mod...and with options!
I will play a bit with the tweak and if i find something useful I will post here!
Thanks again for this great mod! Just waiting it for the others uboats!

Rubini.
After making the tweak file for this I came to the conclusion that the Mini-Tweak tool needs a revision. Can anyone get ahold of Timetraveller and see if he will release the code for this to me? I need to know what he coded it in also (I'm assuming VB6 or something). I have Visual Basic .Net, Visual C++ and others so I should be able to use his code. I have some great ideas and features to add to this wonderful tool.
If he won't release his code then I'm forced to writing a new tool with the additional features needed. Don't get me wrong his tool is good but it could be awesome! What I think needs to be added:
- change history kept for the file tweaking
- last settings button for each item
- ability to enter hex address from and to and have it export with a press of a button
- ability to define new items within mini-tweaker and have them added real time
- a notes section for each item so you can add notes. I.E. this does this, changed this and this happened, etc.
- Larger label boxes for the Version and File. You're currently limited to a certain # of characters to display and then it gets clipped
- The textboxes for the items needs to be larger and user adjustable
- The tool window itself needs to be user adjustable
- ability to press a button and have all the items and their values for that drop down menu's items exported to a text file
- Ability to add a 'Not User changeable' or something to that effect to the tweak file so that the item can be listed and it's value shown but not able to be tweaked
- Ability to do searches real time within the tool and not having to edit the tweak file for this and then reloading the tweak file

that's all that pops to mind currently. I'm sure I'll think of more.
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Old 08-02-07, 01:15 PM   #89
skwasjer
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If you didn't know yet, see footer...
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Old 08-02-07, 04:19 PM   #90
TheDarkWraith
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Quote:
Originally Posted by skwasjer
If you didn't know yet, see footer...
Great app though it still has some issues that need to be worked out. I've found that it doesn't report some of the values correctly BUT that's probably because of how it's being told to read those values which should be easy fixes. You've almost saved me from writing a new app of my own though I may still since .NET programs can be fairly easily reverse-engineered and I don't like that feature. It does give you rapid development which is good though!! I will use your tool, it has many features that I'm currently looking for. A most excellent job so far!
One question: How do you enter notes for each item?
Can you release the settings that tell it how to look for and decipher the hex? One setting that comes to mind is the life settings in the particle generators. It's not just 8 bytes that define this - there are two 4 byte parts. The first 4 bytes control the life (probably in some plane) and the other 4 bytes seem to be a scale factor or control life in another plane. It's the second 4 bytes I'm not sure about.
Using your tool I've found a different TGA that I may use for the smoke in my mod in the next release.
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