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 05-25-13, 06:24 AM   #1921
THE_MASK
Ace of the deep .
 
THE_MASK's Avatar
 
Join Date: Jan 2006
Posts: 9,226
Downloads: 901
Uploads: 73


Default

Quote:
Originally Posted by Krys_Von_Shnorke View Post
great!
Hello Krys_Von_Shnorke
THE_MASK is offline   Reply With Quote
Old 05-25-13, 04:59 PM   #1922
Bathrone
Ensign
 
Join Date: Jan 2007
Posts: 234
Downloads: 82
Uploads: 0
Default

Hey Sober

1. http://www.subsim.com/radioroom/show...&postcount=480

2. And new uis got bumped to 7.4.1

3. Fifi is talking about these from you? Not in your modlist however?

Memel Terrain fix for OH2 V2.2
Scapa Terrain fix V4 for OH2 V2.2

OHII V2 Memel Terrain Fix http://www.gamefront.com/files/23339...or+OH2+V2.2.7z

OHII V4 Scapa Terrain Fix http://www.gamefront.com/files/23340...or+OH2+V2.2.7z

What specifically do they do? Something about not showing land lock in the map view?

4. With the links to the fuel gauge fix, what about this adding this fix for the VIIa clock? Its in the same discussion as your fuel gauge fix link

My mod list goes like this for that:

DynEnv v2.9 - 12. Sounds
SH5_7A_Conning_Fix
Fuel Gauge WoGaDi_SteelViking's Interior
Fix clock rear torpedo room VIIA
Equipment_Upgrades_Fix_v1_4_byTheBeast

5. Update for FX. http://www.subsim.com/radioroom/show...postcount=1034

E.g. in modlist

FX_Update_0_0_21_ByTheDarkWraith
New Torpedoes Explosion - FX Update add-on
FX Update torpedoes - MagDet range 3m (modified for torpedoes failure patches)

Last edited by Bathrone; 05-25-13 at 07:21 PM.
Bathrone is offline   Reply With Quote
Old 05-25-13, 07:40 PM   #1923
THE_MASK
Ace of the deep .
 
THE_MASK's Avatar
 
Join Date: Jan 2006
Posts: 9,226
Downloads: 901
Uploads: 73


Default

added sobers 1000 26052013
NewUIs_TDC_7_4_1_ByTheDarkWraith
NewUIs_TDC_7_4_1_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_4_1_Real_Navigation
NewUIs_TDC_7_4_1_RadCapTools_0_2_alpha
THE_MASK is offline   Reply With Quote
Old 05-25-13, 07:46 PM   #1924
THE_MASK
Ace of the deep .
 
THE_MASK's Avatar
 
Join Date: Jan 2006
Posts: 9,226
Downloads: 901
Uploads: 73


Default

Quote:
Originally Posted by Bathrone View Post
Hey Sober

1. http://www.subsim.com/radioroom/show...&postcount=480

2. And new uis got bumped to 7.4.1

3. Fifi is talking about these from you? Not in your modlist however?

Memel Terrain fix for OH2 V2.2
Scapa Terrain fix V4 for OH2 V2.2

OHII V2 Memel Terrain Fix http://www.gamefront.com/files/23339...or+OH2+V2.2.7z

OHII V4 Scapa Terrain Fix http://www.gamefront.com/files/23340...or+OH2+V2.2.7z

What specifically do they do? Something about not showing land lock in the map view?

4. With the links to the fuel gauge fix, what about this adding this fix for the VIIa clock? Its in the same discussion as your fuel gauge fix link

My mod list goes like this for that:

DynEnv v2.9 - 12. Sounds
SH5_7A_Conning_Fix
Fuel Gauge WoGaDi_SteelViking's Interior
Fix clock rear torpedo room VIIA
Equipment_Upgrades_Fix_v1_4_byTheBeast

5. Update for FX. http://www.subsim.com/radioroom/show...postcount=1034

E.g. in modlist

FX_Update_0_0_21_ByTheDarkWraith
New Torpedoes Explosion - FX Update add-on
FX Update torpedoes - MagDet range 3m (modified for torpedoes failure patches)
Thanks for this info , most helpful as usual .
Updated sobers mod list to include NewUIs_TDC_7_4_1_ByTheDarkWraith .
The terrain fixes will be included in the next version of OH2 but for the time being you can add them to your mod list last and enable anytime . They are just eye candy , and to give the terrain some features so that you can use them when using real navigation IE: look at the navmap and see where the higher terrain is on the map so you can work out where you are . Applies to Scapa Flow when using no external cameras . I will look at the other things when i get time . Thanks for you help as always .
THE_MASK is offline   Reply With Quote
Old 05-25-13, 08:10 PM   #1925
Bathrone
Ensign
 
Join Date: Jan 2007
Posts: 234
Downloads: 82
Uploads: 0
Default

Many thanks Sober

I was reading that ships inertia isnt compatible with RPM merchants

http://www.subsim.com/radioroom/showthread.php?t=204151

I'll call that query #6

On query #1 later today I can get windiff out and compare fixed v9 to your v9. I'm in the middle of updating my mod list at the moment which is how I spotted that query #6

Query #4 and #5 I'll wait till you have time to look at em
Bathrone is offline   Reply With Quote
Old 05-25-13, 08:23 PM   #1926
THE_MASK
Ace of the deep .
 
THE_MASK's Avatar
 
Join Date: Jan 2006
Posts: 9,226
Downloads: 901
Uploads: 73


Default

Quote:
Originally Posted by Bathrone View Post
Many thanks Sober

I was reading that ships inertia isnt compatible with RPM merchants

http://www.subsim.com/radioroom/showthread.php?t=204151

I'll call that query #6

On query #1 later today I can get windiff out and compare fixed v9 to your v9. I'm in the middle of updating my mod list at the moment which is how I spotted that query #6

Query #4 and #5 I'll wait till you have time to look at em
I dont use ship inertia do i .
THE_MASK is offline   Reply With Quote
Old 05-25-13, 08:32 PM   #1927
Bathrone
Ensign
 
Join Date: Jan 2007
Posts: 234
Downloads: 82
Uploads: 0
Default

Mate sorry I might be confused but I see in your mod llist

IRAI_0_0_39_Inertia_Damage

And the RPM merchant mod author says that ship inertia is incompatible with his mod
Bathrone is offline   Reply With Quote
Old 05-25-13, 08:42 PM   #1928
THE_MASK
Ace of the deep .
 
THE_MASK's Avatar
 
Join Date: Jan 2006
Posts: 9,226
Downloads: 901
Uploads: 73


Default

Quote:
Originally Posted by Bathrone View Post
Mate sorry I might be confused but I see in your mod llist

IRAI_0_0_39_Inertia_Damage

And the RPM merchant mod author says that ship inertia is incompatible with his mod
I will take a look at it .
THE_MASK is offline   Reply With Quote
Old 05-25-13, 09:02 PM   #1929
Mikemike47
Grey Wolf
 
Join Date: Sep 2006
Location: NY
Posts: 994
Downloads: 1078
Uploads: 6
Default

Quote:
Originally Posted by Bathrone View Post
Mate sorry I might be confused but I see in your mod llist

IRAI_0_0_39_Inertia_Damage

And the RPM merchant mod author says that ship inertia is incompatible with his mod
Quote:
Originally Posted by sober View Post
I will take a look at it .
Quote:
Originally Posted by Macardigan View Post
* SHIP INERTIA 1_1_0 INCOMPATIBLE with my mod becuase it removes the sound of the merchants (for the hydrophone), doing my mod unusable.
Could he be talking about TDW_Ship_Inertia_1_1_0, and not IRAI_0_0_39_Inertia_Damage?

I will send link information to Macardigan.
Mikemike47 is offline   Reply With Quote
Old 05-26-13, 06:17 AM   #1930
volodya61
Ocean Warrior
 
volodya61's Avatar
 
Join Date: Feb 2012
Location: Rostov-on-Don, local time GMT+4
Posts: 3,300
Downloads: 374
Uploads: 0


Default

Quote:
Originally Posted by Mikemike47 View Post
Could he be talking about TDW_Ship_Inertia_1_1_0, and not IRAI_0_0_39_Inertia_Damage?

I will send link information to Macardigan.
IRAI_0_0_39_Inertia_Damage was made for using with TDW_Ship_Inertia_1_1_0 only..
__________________
.
Where does human stupidity end?

.


El sueño de la razón produce monstruos © - and for some people awakening will be cruel
volodya61 is offline   Reply With Quote
Old 05-26-13, 04:42 PM   #1931
Mikemike47
Grey Wolf
 
Join Date: Sep 2006
Location: NY
Posts: 994
Downloads: 1078
Uploads: 6
Default

Quote:
Originally Posted by Macardigan View Post
As said Volodya, the ship_inertia not compatible with my mod. So if you do not use the ship_inertia, no need to install Inertia_damage.
Hope this will clear matters up.
Mikemike47 is offline   Reply With Quote
Old 05-26-13, 06:01 PM   #1932
DerMo
Sailor man
 
Join Date: Mar 2010
Posts: 49
Downloads: 71
Uploads: 0
Default

Has anyone tried the lifeboat/ wooden lifeboat mod together with sobers mega mod so far?
DerMo is offline   Reply With Quote
Old 05-26-13, 06:03 PM   #1933
Macardigan
Engineer
 
Join Date: Mar 2012
Posts: 219
Downloads: 198
Uploads: 0
Default

This post I got some time.

Quote:
I found.

The problem with ship_inertia.
This mod decreases the value "eng_power" of some ships. inside .sim file.

for example:

C1-B type medium merchant.
default value: eng_power 4000 <------ is heard by the hydrophone.
ship_inertia value: eng_power 1200 <---- not hear anything by the hydrophone.

Tested.


RPM_Hydrophone_merchants and Ship_Inertia: modifying the same values​​, so that they can not work together.

Ship_inertia If not installed, then You don't need install the Inertia_damage.
__________________
.
.
.
.
.
.
my mod:
RPM Hydrophone 2.2 (updated July/06/2013)
http://www.subsim.com/radioroom/showthread.php?t=205625
.

Last edited by Macardigan; 05-26-13 at 06:38 PM.
Macardigan is offline   Reply With Quote
Old 05-26-13, 07:10 PM   #1934
calinho
Watch
 
Join Date: Jul 2011
Location: Brazil
Posts: 29
Downloads: 198
Uploads: 0
Default

Sobers, i have questions about TDW Patcher:


1ª - Which patches should I apply this list?




2ª - I must enable TDW patch before or after your mod list?
__________________
Sorry for my bad english
calinho is offline   Reply With Quote
Old 05-26-13, 07:29 PM   #1935
calinho
Watch
 
Join Date: Jul 2011
Location: Brazil
Posts: 29
Downloads: 198
Uploads: 0
Default

TDW as implemented snapshot.
you could pass me your snapshot? it's easier!
__________________
Sorry for my bad english
calinho 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 06:34 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.