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Old 08-06-11, 12:08 PM   #1
TheDarkWraith
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Default [REL] Uboat Snorkel

Uboat Snorkel for SH5 by TheDarkWraith

version 1.1.0

YOU HAVE TO BE PATCHED TO v1.2 OF THE GAME!!!

COPYRIGHT NOTICE:
The code changes made to the .py files are the intellectual property of TheDarkWraith and may not be used, modified, or duplicated in whole, or in part, without the express written permission of TheDarkWraith. The code changes made to these files may not be used in any commercial application of any form without the express written permission of TheDarkWraith.

To install this mod correctly do the following:
Navigate to where you unzipped the mod to and open it up. Select the 'MODS' folder and right click on it. Select copy. Navigate to your '\Ubisoft\Silent Hunter 5\' folder and open it up. Right click in an empty area and select paste. Enable 'Uboat_Snorkel_1_1_0_ByTheDarkWraith' via JSGME (this assumes you setup JSGME to use the 'MODS' folder as default)

NOTE: is this mod perfect? NO WAY. It will continue to evolve as I learn more about the files and the game itself. Does the mod contain any bugs or errors? I hope not but to say it doesn't would be foolish. I will address errors/bugs as users find them and post them in my Uboat Snorkel thread.

This mod will enable the snorkel in the game. The snorkel is not the hinged type as I cannot get that type to work correctly yet. Instead the snorkel is the dual tube telescopic one. It is also not placed in the correct position due to the size of the 3D model. Instead it is placed in the turm just left and aft of the XO.

To raise/lower the snorkel:
- non-new UIs mod: you'll have to edit the \data\Cfg\commands.cfg file to setup keys for the raising/lowering of the snorkel
- those using my UIs mod: simply click the raise/lower snorkel icons of the Chief Engineer's Propulsion order's bar
- those using other UIs mods: You'll have to ask the author of the mod

When the snorkel is raised it allows you to run diesels while submerged to a depth of ~15m (calm seas)

In order to make the snorkel work I had to add a new GR2 file to every sub and I had to edit the existing Uboat_Sensors.GR2 file. If a mod overwrites the Uboat_Sensors.GR2 then the snorkel will not work anymore.

When the sub is >= 6.25m in depth then watersprays, wakes, and exhaust smoke are enabled on the snorkel

For those using my UIs mod this mod is NOT to be installed. Reason is this mod is already incorporated into my UIs mod starting with v6.7.0 of it.

For those using my FX_Update mod (v0.0.18 or later) this mod (Uboat_Snorkel) has to be enabled before it (FX_Update) as it's not compatible with FX_Update

The snorkel is enabled for the subs by editing the sub's .sns file. Currently the game is not letting me define multiple starting and ending dates for the snorkel thus the snorkel is enabled for all subs all the time.

Contributors:
None

Current additions/changes working on for next version:
- Unknown

Add-On mods included:
Uboat_Snorkel_1_1_0_No_Exhaust_Smoke_TheDarkWraith - removes the exhaust smoke from the snorkel

This is JSGME ready. Navigate to where you unzipped the mod to and open it up. Select the 'MODS' folder and right click on it. Select copy. Navigate to your '\Ubisoft\Silent Hunter 5\' folder and open it up. Right click in an empty area and select paste. Enable via JSGME. (this assumes you setup JSGME to use the 'MODS' folder as default)

Changelog:
v1.0.0 - first official release
v1.1.0 - removed the ability to 'see' units when the snorkel is raised (units would be shown on maps as symbols instead of the hydrophone line when no periscopes are raised - now you only get hydrophone line with no scopes raised)
- added an add-on mod that will remove the exhaust smoke from the snorkel (Uboat_Snorkel_1_1_0_No_Exhaust_Smoke_TheDarkWrait h)

TheDarkWraith

v1.1.0: http://www.gamefront.com/files/20645...eDarkWraith_7z


Last edited by TheDarkWraith; 08-07-11 at 12:34 PM.
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Old 08-06-11, 12:14 PM   #2
mia389
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Quote:
For those using my FX_Update mod this has to be enabled last as it's not currently compatible with it.
By this you mean FX gets enabled last? If so does this mean FX will still work with snorkel?

This is great. Im only in 1941 but just maybe when I get back to port they might have experimental equipment for me
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Old 08-06-11, 12:15 PM   #3
TheDarkWraith
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Quote:
Originally Posted by mia389 View Post
By this you mean FX gets enabled last? If so does this mean FX will still work with snorkel?

This is great. Im only in 1941 but just maybe when I get back to port they might have experimental equipment for me
This mod (Uboat Snorkel) has to be enabled last until I update the FX_Update and my UIs mods.
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Old 08-06-11, 12:18 PM   #4
mia389
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got it! Thanks
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Old 08-06-11, 12:31 PM   #5
GT182
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That's sweet TDW. Now we need the IX U-boats in SH5.
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Old 08-06-11, 12:57 PM   #6
tonschk
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Unbeliveable, Incredible, Amazing
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Old 08-06-11, 01:46 PM   #7
Madox58
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Use the 'Hero' Tools and make the IX a GR2.
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Old 08-06-11, 02:02 PM   #8
Magic1111
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Wonderful news, many thanks TDW !!!

Best regards,
Magic
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Old 08-06-11, 03:32 PM   #9
[SJ]nailz
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Just tried this out, and whilst the snorkel does work, I've found a couple of problems...

The navigator cant work out "Max Range at Current Speed" whilst snorkling.

Carbon Dioxide still builds up within the sub...



Great mod though!!
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Old 08-06-11, 03:33 PM   #10
7thSeal
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Been wondering why you've been so quiet lately. Very nice, honestly I didn't think this would ever come to pass.
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Old 08-06-11, 03:41 PM   #11
TheDarkWraith
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Quote:
Originally Posted by [SJ]nailz View Post
Just tried this out, and whilst the snorkel does work, I've found a couple of problems...

The navigator cant work out "Max Range at Current Speed" whilst snorkling.

Carbon Dioxide still builds up within the sub...
hmm, doesn't carbon dioxide still build up when snorkeling? If not, then this is a game bug and will be hard to fix.

The navigator problem is a true game bug. He never can when submerged.
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Old 08-06-11, 03:58 PM   #12
Madox58
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Snorkel solved the problem of C02 build up along with allowing extended underwater operations.
It allowed in fresh air and was also an exhaust system.
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Old 08-06-11, 07:47 PM   #13
[SJ]nailz
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Quote:
Originally Posted by TheDarkWraith View Post
hmm, doesn't carbon dioxide still build up when snorkeling? If not, then this is a game bug and will be hard to fix.

The navigator problem is a true game bug. He never can when submerged.
The navigator thing isn't much really, but the CO2 is, even one of the loading screens in game goes on about the longest submerged, snorkling, patrol of length 68 days....
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Old 08-06-11, 08:01 PM   #14
TheDarkWraith
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Quote:
Originally Posted by [SJ]nailz View Post
...but the CO2 is, even one of the loading screens in game goes on about the longest submerged, snorkling, patrol of length 68 days....
that's going to require digging into the .exe and .act files. Will take some time to do.
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Old 08-06-11, 08:34 PM   #15
Vorkapitan
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Great mod....again!


What about magnetic torp?
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