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 09-12-12, 05:01 AM   #1366
Kalleblom
Lieutenant
 
Join Date: May 2012
Location: Waterkant
Posts: 252
Downloads: 74
Uploads: 0
Default

Quote:
Originally Posted by gap View Post
I am still looking for a complete list of HF/VLF radio transmitters used by Kriegsmarine with their respective power/range. Does anyone know where I can collect this information?
gap,

my english isn´t good enough, but this ca be a part thereof
http://www.uboatarchive.net/KTBNotes...iveEdition.htm

it´s from this side:
http://www.uboatarchive.net/KTBNotesCommunications.htm

There´s also an good dictionary for radio related stuff.
__________________
My Modlist
Kalleblom is offline   Reply With Quote
Old 09-12-12, 08:39 AM   #1367
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by Kalleblom View Post
gap,

my english isn´t good enough, but this ca be a part thereof
http://www.uboatarchive.net/KTBNotes...iveEdition.htm

it´s from this side:
http://www.uboatarchive.net/KTBNotesCommunications.htm

There´s also an good dictionary for radio related stuff.
Kalle,

the links you have posted are about U-boote radio equipments. I didn't make myself clear in my previous post, but what I am actually looking for are location and specs of land-based radio transmitters used by nazi Germany. You know... those complexes of huge antennas as the ones seen in the picture below.

Thank you anyway


Nauen Transmitter Station phographed in 1931
gap is offline   Reply With Quote
Old 09-12-12, 09:38 AM   #1368
Kalleblom
Lieutenant
 
Join Date: May 2012
Location: Waterkant
Posts: 252
Downloads: 74
Uploads: 0
Default

So now i have an information overload

Maybe there´s something you can work with.

So i have an other side:
http://www.cdvandt.org/index.htm

But that seems to be a melting pot for all technical things in this time.

Some about "Norddeich Radio"
http://www.pust-norden.de/index_gb.htm

And some about "feld-hell"
http://www.nonstopsystems.com/radio/...-mil-tx-rx.htm
http://www.nonstopsystems.com/radio/...rosssender.pdf

There are information about receiver and transmitter!
Go from button to top of the side, in the end there are the references and above is the information about goliath and a list with other transmitters for comunication with uboots. The reference for that is here
http://books.google.de/books?id=20fR...4-19-1&f=false

But i don´t know if you can read this language, i´m definitly not. Have already problems with english

Hope it is useful.
__________________
My Modlist

Last edited by Kalleblom; 09-12-12 at 12:33 PM.
Kalleblom is offline   Reply With Quote
Old 09-12-12, 10:17 AM   #1369
mookiemookie
Navy Seal
 
mookiemookie's Avatar
 
Join Date: Nov 2005
Location: Houston, TX
Posts: 9,404
Downloads: 105
Uploads: 1
Default

Quote:
Originally Posted by gap View Post
Kalle,

the links you have posted are about U-boote radio equipments. I didn't make myself clear in my previous post, but what I am actually looking for are location and specs of land-based radio transmitters used by nazi Germany. You know... those complexes of huge antennas as the ones seen in the picture below.

Thank you anyway
As requested: http://en.wikipedia.org/wiki/Goliath_transmitter

You posted a picture of the Nauen transmitter which was the main one used for submarine communications until 1943. From 1943 to the end of the war, it was the Goliath.

This thread may also be of interest to you: http://uboat.net/forums/read.php?20,...4097#msg-64097
__________________
They don’t think it be like it is, but it do.

Want more U-boat Kaleun portraits for your SH3 Commander Profiles? Download the SH3 Commander Portrait Pack here.
mookiemookie is offline   Reply With Quote
Old 09-12-12, 10:56 AM   #1370
blkdimnd
Planesman
 
Join Date: May 2010
Location: Vermont, USA
Posts: 186
Downloads: 492
Uploads: 0
Default

Quote:
Originally Posted by volodya61 View Post
You should enable Magnetic Detonators 4m like a mod after the FX Update

EDIT: here - Magnetic Detonators 4m by TDW - http://www.gamefront.com/files/21636..._4m_by_TDW_rar

I enabled Magnetic Detonators 4m in JSGME after FX Update as you sugested, No Luck
__________________
My Mod Soup and System Specs.

"Those who would give up essential liberty to purchase a little temporary safety deserve neither liberty nor safety."
Benjamin Franklin, Historical Review of Pennsylvania, 1759

AB1TA
blkdimnd is offline   Reply With Quote
Old 09-12-12, 11:26 AM   #1371
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

Don't know..
Maybe another mod overwrites these files - data\Library\torpedoes_g7a-e.sim and Torpedos_AI.sim?

EDIT: check again your patcher..
__________________
.
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 09-12-12, 01:06 PM   #1372
blkdimnd
Planesman
 
Join Date: May 2010
Location: Vermont, USA
Posts: 186
Downloads: 492
Uploads: 0
Default

Quote:
Originally Posted by volodya61 View Post
Don't know..
Maybe another mod overwrites these files - data\Library\torpedoes_g7a-e.sim and Torpedos_AI.sim?

EDIT: check again your patcher..

Dubled checked the patcher, all files patched.
Moved "Magnetic Detonators 4m by TDW" to the end of my mod-soup list so it's the last thing loaded, still not working.

Oh well, thanks for the tips
__________________
My Mod Soup and System Specs.

"Those who would give up essential liberty to purchase a little temporary safety deserve neither liberty nor safety."
Benjamin Franklin, Historical Review of Pennsylvania, 1759

AB1TA
blkdimnd is offline   Reply With Quote
Old 09-13-12, 07:30 AM   #1373
Kalleblom
Lieutenant
 
Join Date: May 2012
Location: Waterkant
Posts: 252
Downloads: 74
Uploads: 0
Default

Kaleu´s

Notice that no longer the beta NewUI 7.2.0 for testing the independent engine controls can be downloaded. The links in the thread are dead.

Any reason
__________________
My Modlist

Last edited by Kalleblom; 09-13-12 at 08:13 AM.
Kalleblom is offline   Reply With Quote
Old 09-13-12, 08:40 AM   #1374
Dax
Swabbie
 
Join Date: May 2009
Location: Rome
Posts: 10
Downloads: 105
Uploads: 0
Default Doubts and thing i want to ask

Hello everyone i have some questions for you (sorry for my english)


after last sober's megamod and tdw patch 1069 i notice:

1) Ships sinking is taking too much time despite damaged suffered or they don't sink at all (recent problem, they sunk well before)

2) Cargo ships hit never list on a side, never capsize (i know maybe you are working on it)

3) Enemy warship are still too dumb. Too easy to remain undetected. In some cases at 1000m distance they follow me with lamps at night when i am surfaced but they don't fire.. (maybe i miss something during mod installation)

4) Somethimes they seems to follow me underwater with lamps even when i am at 150 200 m, but they don't drop bombs

5) Some mods after unzipping have another folder inside with the same mod name and finally inside them there is the data folder. DO i have to unzip all mods making the data folder the first folder of the mod, or i have to leave the mods as i find it after the first unzip?

6) is enough to delete the SH5 folder when i want to start from clean installation or do i have to remove application from control panel?


Thank you for your hard work. And for the answers.
Dax is offline   Reply With Quote
Old 09-13-12, 09:05 AM   #1375
Kalleblom
Lieutenant
 
Join Date: May 2012
Location: Waterkant
Posts: 252
Downloads: 74
Uploads: 0
Default

Quote:
Originally Posted by Dax View Post
Hello everyone i have some questions for you (sorry for my english)

You´re not alone

5) Some mods after unzipping have another folder inside with the same mod name and finally inside them there is the data folder. DO i have to unzip all mods making the data folder the first folder of the mod, or i have to leave the mods as i find it after the first unzip?

You have to check, before enabling, that after the "Modnamed" folder there´s only the data and documents folder

6) is enough to delete the SH5 folder when i want to start from clean installation or do i have to remove application from control panel?
it´s better to deinstall per control panel, when you reinstall then make a copy of the game folder, so you have everytime "vergin" files to restore

Thank you for your hard work. And for the answers.
Dax,

i´ll try. Look at the colored lines. The other points i can´t answer, sorry.
__________________
My Modlist
Kalleblom is offline   Reply With Quote
Old 09-13-12, 10:51 AM   #1376
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 Dax View Post
Hello everyone i have some questions for you (sorry for my english)


after last sober's megamod and tdw patch 1069 i notice:

1) Ships sinking is taking too much time despite damaged suffered or they don't sink at all (recent problem, they sunk well before) - You can remove the TDW's AI crew damage control mod (don't have the exact name on had atm. I know TDW is aware of the problem and is working on it.)

2) Cargo ships hit never list on a side, never capsize (i know maybe you are working on it) - Stock game problem. The damage/sinking engine is not allowing it to happen as it is right now. Many of us wish it can be fixed, but at the moment I don't think anyone knows how.

3) Enemy warship are still too dumb. Too easy to remain undetected. In some cases at 1000m distance they follow me with lamps at night when i am surfaced but they don't fire.. (maybe i miss something during mod installation) - Do you have TDW's IRAI? You can change some settings too..

4) Somethimes they seems to follow me underwater with lamps even when i am at 150 200 m, but they don't drop bombs - same as above.

5) Some mods after unzipping have another folder inside with the same mod name and finally inside them there is the data folder. DO i have to unzip all mods making the data folder the first folder of the mod, or i have to leave the mods as i find it after the first unzip? - Up to you. I would strongly recommend that you have a separate folder for extracting mod archives and sorting them out. What you need to understand is that (for MOST of the mods) the structure of the folders when you put them into the MODS folder for the J-Enabler: Name of the Mod |
> data folder (there is a picture somewhere around here with good explanation)

6) is enough to delete the SH5 folder when i want to start from clean installation or do i have to remove application from control panel? - No only the latter, but you also want to go through your Documents and delete SH5 folder (gotta start clean right?) and, probably, find the Ubisoft Launcher installation and clean it too.


Thank you for your hard work. And for the answers.
see the colored answers for each. I decided to use the same approach as Kall
Targor Avelany is offline   Reply With Quote
Old 09-13-12, 10:52 AM   #1377
Dax
Swabbie
 
Join Date: May 2009
Location: Rome
Posts: 10
Downloads: 105
Uploads: 0
Default

Thank you, Sir!
Dax is offline   Reply With Quote
Old 09-13-12, 11:02 AM   #1378
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 Targor Avelany View Post
see the colored answers for each. I decided to use the same approach as Kall
2) Cargo ships hit never list on a side, never capsize (i know maybe you are working on it) - Stock game problem. The damage/sinking engine is not allowing it to happen as it is right now. Many of us wish it can be fixed, but at the moment I don't think anyone knows how.

While mucking around with the submarine sim file i noticed if i change unit_sub\gc_height to zero (Gravity center height from the object's bottom [m]. If 0, then the half of geometric bounding box is taken.) the sub would roll over . Maybe this applies to ships as well .
THE_MASK is offline   Reply With Quote
Old 09-13-12, 11:20 AM   #1379
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 sober View Post
2) Cargo ships hit never list on a side, never capsize (i know maybe you are working on it) - Stock game problem. The damage/sinking engine is not allowing it to happen as it is right now. Many of us wish it can be fixed, but at the moment I don't think anyone knows how.

While mucking around with the submarine sim file i noticed if i change unit_sub\gc_height to zero (Gravity center height from the object's bottom [m]. If 0, then the half of geometric bounding box is taken.) the sub would roll over . Maybe this applies to ships as well .

Heh, it's something interesting to try or maybe implement into the script even.

I don't know enough about the game files at the moment, but if we have a way to control that value from withing the game based on conditions (things happening in the game) it would be interesting to test. I guess you figured it out while messing with the bounciness of the uboat, didn't you?

Would be interesting to look at the stoianm's pitch&roll mod in that sense.

Unfortunately I'm moving from computer to computer at the moment (got a free 1.5 yo $4k XPS system from a friend for free, cause he got himself Alienwear XPS - sick machine), but it is something to try and figure out.

need to get comfortable with the Goblin editor too. Eh, so much to learn, so little time...
Targor Avelany is offline   Reply With Quote
Old 09-13-12, 09:47 PM   #1380
Targor Avelany
Ace of the Deep
 
Join Date: Jan 2010
Location: Vancouver, BC, Canada
Posts: 1,183
Downloads: 225
Uploads: 0


Default

i'll post this here, even though it has nothing to do with the patcher (i think), but cause TDW periodically checks this thread..

so, if you remember my crashes on approaching keil (and I'm literally no more then 5-8 km from the entrance now).

So, here is what one of the windows debuggers caught, 2ce in a row:

Code:
Problem signature:
  Problem Event Name:    BEX
  Application Name:    sh5.exe
  Application Version:    1.2.0.0
  Application Timestamp:    4bce9a96
  Fault Module Name:    MSVCR90.dll
  Fault Module Version:    9.0.30729.6161
  Fault Module Timestamp:    4dace5b9
  Exception Offset:    00036bf4
  Exception Code:    c0000417
  Exception Data:    00000000
  OS Version:    6.1.7601.2.1.0.256.1
  Locale ID:    1033
  Additional Information 1:    5cac
  Additional Information 2:    5cac19c5992ea6d479927012387b4f58
  Additional Information 3:    64ff
  Additional Information 4:    64fff50a27c9afb48f5a37aac14557cd
Different computer alltogether, same system (win 7 x64) and the problem seems to be persistent.
Targor Avelany 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 01:17 AM.


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.