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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#106 |
Samurai Navy
![]() Join Date: Nov 2007
Posts: 567
Downloads: 210
Uploads: 1
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Actually I think that gauge is supposed to be for fuel level or fuel flow, seeing as it's connected to the overhead fuel gravity tank...
http://www.uboatarchive.net/U-570Plate9.htm |
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#107 |
Grey Wolf
![]() Join Date: Oct 2005
Location: Bretagne-FRANCE
Posts: 813
Downloads: 155
Uploads: 0
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#108 |
Samurai Navy
![]() Join Date: Nov 2007
Posts: 567
Downloads: 210
Uploads: 1
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Haha, yeah just noticed that myself, nice work.
![]() Looking forward to the next version. |
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#109 |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
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Hey BIGREG, I have not heard from you in a couple days, just wandering how things are going.
I fixed the way the center compass ring was rendering in the command room, I fixed the invisible clock hand in the radio room, and I made the clock in the command room look better. I did all this by fixing the shadow maps, take a look at my interior mod's thread for more info on some of my interior fixes. I hope everything is ok ![]()
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![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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#110 |
Grey Wolf
![]() Join Date: Oct 2005
Location: Bretagne-FRANCE
Posts: 813
Downloads: 155
Uploads: 0
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![]() ![]() This week I am in displacement (near the base of a Keroman Lorient ![]() I come home tomorrow night and I'll watch it, as soon as I get home Argh ! write with phone ! but is free i am in an Hotel with Wifi ![]() Last edited by BIGREG; 07-15-10 at 04:15 PM. |
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#111 |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
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I just thought of a way that we can turn the electric gauge needles the golden color we need if you have not been able to do it already. I could find them in the shadow map for the generator room, and color the shadow on them yellow, that way they would appear golden/yellowish in game. I have been working with shadow maps so much, that I have figured out a way to locate stuff in them pretty easily. I know this sounds a little odd, but I have been doing this sort of thing a lot, trust me it turns out looking pretty nice.
Edit: Actually, we may be out of luck. I just tried to find the needles in the shadow maps for the electric engine room, and they are not there. Maybe they are being controlled by another file, I have seen crossover between rooms when it comes to shadows. So, all hope is not lost yet.
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![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! Last edited by SteelViking; 07-15-10 at 11:05 PM. |
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#112 |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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Hi Bigreg, just noticed this while testing my Soundman orders that I'm currently Implementing.
(Something you possibly can fix - given your love for needles ![]() First if we go the Hydrophone and rotate the needle to 0 degrees you'll notice the Bearing in the hydrophone notepad reads 180 degrees. ( A difference of 180 Degrees ![]() Now using it in game: Using the Nearest Sound Contact or Follow Nearest Sound contact commands in my officer orders. The soundman notified me a sound contact at 041 degrees. I rotate the needle to 041 degrees (No Sound there), I continue to rotate to approx 220 degrees (Guess what we got a sound here). Also The note pad is reading 042 degrees at the point I'm getting the loudest sound return. (So the Notepad and the Soundmans report in the message log both are saying +/-040 degrees (Perfect). But the needle is reading approx 220 degrees, so the needle is placed on the hydrophone 180 degrees of centre ![]() Can this be fixed ![]() Can anyone else confirm there hydrophone reading off by 180 degrees. ![]() |
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#113 |
Grey Wolf
![]() Join Date: Oct 2005
Location: Bretagne-FRANCE
Posts: 813
Downloads: 155
Uploads: 0
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![]() ![]() Yes, i have see this ,i get send a fix today for that and for the compas innerdisc ![]() |
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#114 | |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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![]() Quote:
![]() Is it ok to iclude your fix in it when done. Will make the Sondman orders useable at the hydrophone ![]() Ps just wondering if there is a way to crop the lenght of the actual 3d model of the Obs scope, its just when used with you Periscope height fix the obs scope is just only out of the floor when the avatar enters the obs scope (look strange ![]() and only at knee height hen fully extended. ![]() |
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#115 |
Grey Wolf
![]() Join Date: Oct 2005
Location: Bretagne-FRANCE
Posts: 813
Downloads: 155
Uploads: 0
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![]() ![]() ![]() C:\Ubisoft\Silent Hunter 5\data\Submarine\Common\Parts\Room_CR - Periscop + Anim.gr2 and that bug when i try to merge the .sim with goblin ![]() |
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#116 | |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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![]() Quote:
Just downloaded your fix and its bang on - works perfectly. Contacts called out, noise bearing on scope and hydrophone notepad all match now. ![]() Is it ok to include the fix with my Mod - full credit of course ![]() |
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#117 |
Black Magic
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the sonar 'dial' used on the sonar station was probably set to 0,360 instead of -180, 180 like in the dials.cfg file no?
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#118 | |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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![]() Quote:
Guess its at the 3D attachment model point is where the 180 offset occured, another thing the devs just attached and never confirmed it works like the clock hands etc. ![]() Bigreg has detached the needle in the hydrophone rotaed it 180 degrees and re-attached ![]() ![]() Actually TDW have you ever lookes at the hydrophone script the devs never finished the volume part of the script - so the volume dial has no effect. Code:
def Hydrophone_Dial_MouseWheel( sender, Handled ): if Handled.Value < 0.0: HydrophoneStation.RotateHydro(-1.0, True) else: HydrophoneStation.RotateHydro(1.0, True) pass def Hydrophone_Volume_MouseWheel( sender, Handled ): pass would something like this work like for the rotating Hydrophone lever? Code:
if Handled.Value < 0.0: HydrophoneStation.Hydrophone_Volume(-1.0, True) else: HydrophoneStation.Hydrophone_Volume(1.0, True) |
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#119 |
Black Magic
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actually there are dials made in the files - I saw them in the interior files. Dials can be defined in the dials.cfg file and also via 'code' in the .sim, .val, etc. files. I remember seeing dials code for the hydrophone station. The real problem with the sonar is probably because they defined the dial in code to be 0, 360 instead of -180, 180 like in the dials.cfg file (just a hunch). If that's not it then the position of the dial was set incorrectly in the 'code' and just needs to be set to the correct value (pitch, yaw, and/or roll value). Flipping the dial would work but that's not the best way to fix the problem. The problem needs to be fixed at the source of it. I'll have to look over that when I get home. Actually I think I made a backup copy of patch 1.2 on my home server. I'll check my home server to see if I did. Give me a few (I'm out on a jobsite currently - new hospital startup).
EDIT: just realized my company laptop doesn't have SH5 installed on it and thus don't have access to Goblin editor to find the ID for the sonar station. I'll have to look at this when I get home. |
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#120 | |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
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![]() Quote:
__________________
![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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