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 11-08-13, 05:38 PM   #4141
Trevally.
Navy Seal
 
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 5,451
Downloads: 166
Uploads: 28


Default

Quote:
Originally Posted by privateer View Post
Missions\Artic_Convoys_M\AC_PQ_Commando files

That's stock SH5 though.
Thanks privateer - I will check that one out
__________________
Trevally Mods for SH5
Trevally. is offline   Reply With Quote
Old 11-10-13, 05:56 AM   #4142
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by Trevally. View Post
@ Gap
How did you get on with the reduction in cables?
I am working on it
__________________
_____________________
|May the Force be with you!|
...\/
gap is offline   Reply With Quote
Old 11-10-13, 02:45 PM   #4143
Targor Avelany
Ace of the Deep
 
Join Date: Jan 2010
Location: Vancouver, BC, Canada
Posts: 1,183
Downloads: 225
Uploads: 0


Default



Targor Avelany is offline   Reply With Quote
Old 11-10-13, 02:47 PM   #4144
Madox58
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

That's purtty!
  Reply With Quote
Old 11-10-13, 03:33 PM   #4145
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default

@ Targor

simply awesome!
(I mean your model and privateer's new avatar )
__________________
_____________________
|May the Force be with you!|
...\/
gap is offline   Reply With Quote
Old 11-10-13, 03:44 PM   #4146
THE_MASK
Ace of the deep .
 
THE_MASK's Avatar
 
Join Date: Jan 2006
Posts: 9,226
Downloads: 901
Uploads: 73


Default

Regarding the scapa raid . Should it be fairly easy to enter the harbor during the raid thru the eastern passage like historically . Then after the raid date is cmpleted add lots of nets , dds etc .
THE_MASK is offline   Reply With Quote
Old 11-12-13, 12:19 PM   #4147
Katze
Loader
 
Join Date: Mar 2011
Posts: 85
Downloads: 186
Uploads: 0
Default

Quote:
Originally Posted by Trevally. View Post
Thanks guys

To fix this should not be hard - the hard part if finding the correct mission.mis file that is wrong. Looking that the save game tsr file did not help, but it was worth a try

next attempt should be to scan the mission folder with a text editor looking for any files with "bear island" in it.
Text-crawller is the one I used to use as it can scan subfolders.

the folder that needs to be scanned is (not at my games PC so guessing here) data/campaign/campaign projects/missions/artic convoys

so if anyone has some time to try this and identify any .mis or .tsr file that has bear island - that would be great

Thanks for looking into that.

While you're checking missions in the Arctic Convoys campaign can you also check Soviet Waters please?
The marker appears north of Trondheim even though the description is to patrol north of Murmansk and Arkhangelsk, and my first mission marker ( To "Intercept convoy and sink at least 1 escort" ) was further West of that.

Arctic Convoys -Soviet Waters screenshot

When I did encounter a convoy and sink 3 ships near the Soviet Waters marker the kills didn't count for the Soviet Waters mission tonnage. I had already failed the intercept mission at that point.

I'm heading off to north of Murmansk but perhaps the mission marker should be moved to north of Murmansk and Arkhangelsk? I will see if tonnage counts over there.

Thanks!
Katze is offline   Reply With Quote
Old 11-16-13, 11:04 AM   #4148
Trevally.
Navy Seal
 
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 5,451
Downloads: 166
Uploads: 28


Default

@ Targor
Mines are looking great

Quote:
Originally Posted by Katze View Post
Thanks for looking into that.

While you're checking missions in the Arctic Convoys campaign can you also check Soviet Waters please?
The marker appears north of Trondheim even though the description is to patrol north of Murmansk and Arkhangelsk, and my first mission marker ( To "Intercept convoy and sink at least 1 escort" ) was further West of that.

Arctic Convoys -Soviet Waters screenshot

When I did encounter a convoy and sink 3 ships near the Soviet Waters marker the kills didn't count for the Soviet Waters mission tonnage. I had already failed the intercept mission at that point.

I'm heading off to north of Murmansk but perhaps the mission marker should be moved to north of Murmansk and Arkhangelsk? I will see if tonnage counts over there.

Thanks!


I will move this
__________________
Trevally Mods for SH5
Trevally. is offline   Reply With Quote
Old 11-16-13, 11:46 AM   #4149
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 Trevally. View Post


I will move this
I asked you to do it more than a year ago
__________________
.
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 11-16-13, 12:08 PM   #4150
Trevally.
Navy Seal
 
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 5,451
Downloads: 166
Uploads: 28


Default

Quote:
Originally Posted by volodya61 View Post
I asked you to do it more than a year ago


Ah - this is good, I must be running out of things to fix
__________________
Trevally Mods for SH5
Trevally. is offline   Reply With Quote
Old 11-22-13, 09:05 AM   #4151
Trevally.
Navy Seal
 
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 5,451
Downloads: 166
Uploads: 28


Default

@ Targor & Gap - any updates guys

__________________
Trevally Mods for SH5
Trevally. is offline   Reply With Quote
Old 11-22-13, 11:50 AM   #4152
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 Trevally. View Post
@ Targor & Gap - any updates guys

Sorry for the wait, Trev. It has been pretty busy RL wise for me, so able to work only about 10-20 minutes a day on the model.
Run into some problems with properly reducing poly count (the high polygon model is done, but I doubt we want a 22k quad poly count model in the game), proper uvw unwrapping & creating a normal map that will work properly. Sorry for the delay.
Targor Avelany is offline   Reply With Quote
Old 11-23-13, 05:30 AM   #4153
Trevally.
Navy Seal
 
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 5,451
Downloads: 166
Uploads: 28


Default

Quote:
Originally Posted by Targor Avelany View Post
Sorry for the wait, Trev. It has been pretty busy RL wise for me, so able to work only about 10-20 minutes a day on the model.
Run into some problems with properly reducing poly count (the high polygon model is done, but I doubt we want a 22k quad poly count model in the game), proper uvw unwrapping & creating a normal map that will work properly. Sorry for the delay.
Thanks for the update Targor
Take your time
__________________
Trevally Mods for SH5
Trevally. is offline   Reply With Quote
Old 11-24-13, 04:13 AM   #4154
Aktungbby
Gefallen Engel U-666
 
Aktungbby's Avatar
 
Join Date: Jul 2013
Location: On a tilted, overheated, overpopulated spinning mudball on Collision course with Andromeda Galaxy
Posts: 30,068
Downloads: 24
Uploads: 0


Default

Quote:
Originally Posted by distillery View Post
great job
Welcome to the surface Distillery! on the occasion of post #1!
__________________

"Only two things are infinite; The Universe and human squirrelyness?!!
Aktungbby is offline   Reply With Quote
Old 11-24-13, 05:27 AM   #4155
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by Trevally. View Post
Thanks for the update Targor
Take your time
Sorry for the delay Trevally. Today I will start work on the planned updates, I hope to get them ready in a few hours.

On a side note, I have found some further information on balloons' physics. Apparently they were flown exactly as a kite, and they relied on hydrogene filling them as well as on wind force, for generating the lift needed to keep them flying. Depending on gas purity and on wind speed, they would have had a positive pitch (nose up) between 3 and 11 degrees, and the tension of their cable would have varied between 780 and 1120 lbs.

This is obviously clashing with my previous idea of balloons simply floating at mid air, and their cable hanging from them, free to form a catenary curve. Should I take the above information into account?

Sources:
http://www.britishpathe.com/video/ba...itle-heres-how
http://www.bbrclub.org/Theory%20of%2...20Balloons.htm

Quote:
Originally Posted by Targor Avelany View Post
Run into some problems with properly reducing poly count (the high polygon model is done, but I doubt we want a 22k quad poly count model in the game), proper uvw unwrapping & creating a normal map that will work properly. Sorry for the delay.
I suppose you want to finish your model by yourlsef, and I won't take away from you the pleasure of doing it, but keep me informed anyway in case you need for help with any of the above tasks.

Re. poly reduction, have you tried using Softimage Mod Tool? Its Polygon Reduction tool is quite powerful. It lets you to customize many options, rendering the results on screen in real time
__________________
_____________________
|May the Force be with you!|
...\/
gap is offline   Reply With Quote
Reply

Tags
awesome, campaign, graf zeppelin, harbour, new bases, new ships, ohii


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 01:23 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.