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05-22-11, 05:19 AM | #496 | |||
Navy Seal
Join Date: Jan 2011
Location: CJ8937
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05-22-11, 11:12 AM | #497 | |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
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...the version you got have also new bull eye`s, maybe you can add some leaking rusty water to on or two of them. ...ohh before i forget, the bull eyes render also for the aft side part of the ship, where normaly no bull eyes would be, this is because of the texture is repeating... i allready moved them a bit to remove texture parts showed also direclty on the stern.... i dont know but maybe it would be possible adding a blending texture to the dat file which is covering this aft side part of the ship, hiding them there
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Stormy...... Last edited by Stormfly; 05-22-11 at 12:26 PM. |
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05-22-11, 12:18 PM | #498 |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 366
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ohh just digged the link to AOTD_MadMax`s SH4 Ship Yard threat out...
you will also find his original and red cross version of the ship there ! http://www.subsim.com/radioroom/showthread.php?t=136146 ...someone should also make versions with working navigation lights for both of them (Trevally`s), if they sail as neutral "single driver"
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Stormy...... Last edited by Stormfly; 05-22-11 at 12:35 PM. |
05-23-11, 04:03 PM | #499 |
Watch
Join Date: Apr 2011
Location: Porto, Portugal
Posts: 23
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05-28-11, 10:31 AM | #500 |
Sea Lord
Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
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There is a problem I have in the campaign. I asked many times for small ships, even selected a pack from Uekel's mod.. still only big ships were imported. The only one small ship under 5K is Akita. So overall we have no only 2 ships under 5K tonnage: Akita and the small cargo from stock sh5.
Now that the traffic is improved, having 20-40K tonnage/month is easy even on high realism. Can anyone import at least 1 small ship, so I can divert the big ones in the ocean and have only small ships for coastal traffic? |
05-28-11, 11:43 AM | #501 | |
Grey Wolf
Join Date: Jan 2009
Location: Finland
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05-28-11, 12:01 PM | #502 | |
Sea Lord
Join Date: Mar 2010
Posts: 1,845
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I can change the values back, but I wonder what is the reason for these changes SteelViking, did you had any reason to increase the tonnage? |
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05-28-11, 01:57 PM | #503 |
The Old Man
Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
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I changed the cfg files to match the actual mass of the ships in the .sim files. That mass is used for flotation, and changing it can mess up how they sit in the water. I have imported multiple ships below 6000 tons now though. I have basically ran out of small ships to import, this is why I asked for someone to point me towards a ship pack made for sh4.
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He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
05-29-11, 02:21 AM | #504 |
Sea Lord
Join Date: Mar 2010
Posts: 1,845
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Guys, this is a problem and lets see if we can find a fix. The reason of importing new ships is not only the diversity, but also the realism. The sh5 fleet is mainly about huge trans-atlantic ships, all over 5K tons. Same ships sail along the coast so having 50-100K tonnage/month is not a big deal. But kills the realism.
The plan with the new campaign is to divert the big ships into Atlantic and keep the small ship for the coast traffic. But the only ship fitted for the coastal traffic is the small N-Type coastal cargo from SH5 and Akita. We cant use only these 2 ships + the new passenger transport ship, people will get bored to sink over and over the same ships. Rongel's ship had around 3K and during the tests and I saw no flotation problems, not even the community reported flotation problem when testing the MN test campaign. So whats the problem here, why she has now 6K? If the mass is used for flotation, can we use tricks like having 6K in the DAT, but 3K in the cfg? I suppose the game read the cfg when ship sunk, not the DAT file. This small pack contains few small tonnage ships from Uekel's mod, nothing that can help on this matter? Ah.. one more thing. I received reports from testings that the new ships have sometimes serious flotation problems, they are sailing almost under water. I think is because they are loaded with cargo.. so there is still some problem with the flotation. |
05-29-11, 03:17 AM | #505 |
Ace of the deep .
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If you look at the cfg file for the C3 it has this line .
DisplacementVariation=5 Not sure what this means . I vaguely recall some dev saying that cargo weight would be taken into account with SH5 . |
05-29-11, 03:21 AM | #506 |
Sea Lord
Join Date: Mar 2010
Posts: 1,845
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05-29-11, 03:34 AM | #507 |
Ace of the deep .
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ok , so we just have to find where ?
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05-29-11, 03:39 AM | #508 | |
Grey Wolf
Join Date: Jan 2009
Location: Finland
Posts: 859
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I agree that the point was to get small ships to the game, they were missing previously. SteelViking has done a lot of work and my hat goes off to him, not mean to diminish his work . Fixing the flotation is a time consuming process, there are many different variables and a very small change can fix it or ruin it. I'm not a expert in this field, but again, I know that stoainm is pretty good . When this is fixed, there is still one thing to do, but it seems that TDW holds the answers to this: modifying the zon-file to get better sinking mechanics and missing FX sounds. I have tried it i'm but I'm like a blind man fixing stuff, don't know what I'm doing. |
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05-29-11, 06:04 AM | #509 |
Sea Lord
Join Date: Mar 2010
Posts: 1,845
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So if I will set back ONLY in the cfg the old displacement values will cause any problem with the new ships?
I have an important question to you guys. Now that I created many new nation entries in the roster, will these ships use these nations flag or it needs more adjustments? For example, Algeria will use an algerian flag or it will sail without any flag? |
05-29-11, 06:37 AM | #510 | |
Navy Seal
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Here you can see a ship from Brasil I did this with ships from 5 nations. All had the " red ensign" Not sure what the Ice Tomb is about. I did read somewhere that the UK and Canada were trying to make a carrier out of ice and straw. Here is my mod list:- Generic Mod Enabler - v2.6.0.157 [C:\Ubisoft\Silent Hunter 5\MODS] FX_Update_0_0_18_ByTheDarkWraith IRAI_0_0_32_ByTheDarkWraith Black_Skin_albrecht NewUIs_TDC_6_5_1_ByTheDarkWraith Dynamic Environment SH5 Basemod (light) V2.0 TheDarkWraith_DC_Water_Disturbances_v1_0_SH5 No Logo Intro Menu_Animation v. 01.00 by AvM MightyFine Crew Mod 1.2.1 Alt w beards Trevally Harbour & Kiel Canal Pilot v2.4 Trevally Scopes 8x5 stoianm key commands Trevally TDC Help Das_Campaign WIP2 Trevally Automated Scripts v0.5 Mission10 use JSGME Anyone seen this before |
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