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Old 09-26-13, 12:55 PM   #181
SnipersHunter
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Good Job. Gute arbeit
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Old 09-26-13, 01:24 PM   #182
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Unfortunately, my engineer does not care about extra UZO and antenna!



Bravo Vecko!
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Old 09-26-13, 01:39 PM   #183
gap
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Quote:
Originally Posted by vdr1981 View Post
I've noticed that all conning tower entries are located in UnitParts2VII*.upc (UPCdataGE/UPCunitsdata) file. There are one entry for every tower upgrade with bunch of options...Is that what you mean or something else?
Yes, they could be what I was looking for, but where are the reward cost settings? can we set availability dates for them as for other upgrades?

I was waiting for a group of settings like these ones which are used in UpgradePacks.upc's upgrades:

Code:
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
UnitUpgradePackIntervalOptions1=1943-01-01, 1943-10-01, 4000
UnitUpgradePackIntervalOptions2=1943-10-01, 1944-03-01, 2000
UnitUpgradePackIntervalOptions3=1944-03-01, NULL, 1500
Quote:
Originally Posted by vdr1981 View Post
Gap, what is goddamn "NULL" thing ?
Which one?

Quote:
Originally Posted by vdr1981 View Post
We do not need to change damage boxes location, those periscopes animations from common folder are just an eye candy!
No, unlike animated torpedo tubes, periscope bodies own a PeriscopeStationController and an InteractionContext each, and it is likely that damage on them would result in a loss of functionality

Quote:
Originally Posted by vdr1981 View Post
Code:
[UserPlayerUnit 1.Compartment 4.EquipmentSlot 4]
ID= EqSlotAtackPeriscope
NameDisplayable= EqSlotAtackPeriscope-EquipmentSlot-Name
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, EqpAttackPeriscope
ExternalNodeName3D= atack_periscop_wire,data\Objects\Sensors\UBoot_Sensors
ExternalDamageZoneTypeID3D= 26
GUIPlaceHolderIndex= 6
GeneralDescription= EqSlotAtackPeriscope-EquipmentSlot-General-Description
TechnicalDescription= EqSlotAtackPeriscope-EquipmentSlot-Tehnical-Description
This is from main sub upcge file...
Like i said before, it looks like it's just about proper linking in UPC files... We have also similar entries in UnitParts2VIIA.upc file...
Now we should discover how "Equipment slots" are associated to their respective bones in the boat 3d model. Understanding it would be a step forward into the possibility to add new equipments

Last edited by gap; 09-26-13 at 02:18 PM.
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Old 09-26-13, 04:26 PM   #184
Mikemike47
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Quote:
Originally Posted by vdr1981 View Post
My goal is that certain equipment shouldn't be repairable at all without dry dock(propellers, rudders...)... This is possible, but because of the "save" bug things are going to be a bit tricky...
I agree that certain equipment should not be repairable until being at a drydock, if historically correct.
Was any level of underwater welding possible in the 1940's? If so, then should a percentage or random level be put into equation for propellers, rudders... repairs at sea?
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Old 09-26-13, 05:49 PM   #185
gap
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Quote:
Originally Posted by Mikemike47 View Post
Was any level of underwater welding possible in the 1940's?
I don't think so. At that time (and probably even nowadays, for that matter) there were some damages whose fixing would have required drydocks and specialized personnel. Take the Bismarck for instance. Any attempt to repair her jammed rudder and steering gear came to nothing, and this fact finally lead to her defeat. If those repairs couldn't be performed aboard the most prized ship of the Kriegsmarine, how could they have been possible aboard a submarine?

In SH5 the damage handling of each equipment/room is set separately. For each equipment there are means to set any number of damage levels, as a min/max percent of its starting HPs. Each damage level got its own repair time, and it is also possible setting the skill level required for maintenance crew to repair it. If one wanted an equipment to be non-reparable beyond a certain damage suffered, he could set its repair time to an extremely high numer of hours, or he could set the maximum required skill bigger than 1 (i.e. maximum allowed skill). On the other hand, to the best of my knowledge there is no way to make some damages to be reparable only when the boat is surfaced. In other words, what Captain73 is suggesting is possible only in part.

The main problem that vdr1981 is currently facing though, is that most damages (if not all) are not recorded in savegames, so if you save a game, exit, and reload it, even the worst damage is fixed magically. At the moment the one possible workaround, is making most equipments destructible (i.e. making them to be completely removed from the boat when their HPs reach 0). If I got Vecko's notes correctly, when they are destroyed they can't be fixed, even after saving/reloading... because there is nothing left to fix
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Old 09-26-13, 06:16 PM   #186
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Quote:
Originally Posted by gap View Post
I don't think so. Take the Bismarck for instance. Any attempt to repair her jammed rudder and steering gear came to nothing, and this fact finally lead to her defeat. If those repairs couldn't be performed aboard the most prized ship of the Kriegsmarine.
Ahh, yes. I forgot about the Bismarck and have seen the movie. Amazing where I have read somewhere of what present naval divers/welders can do nowadays.

The main problem that vdr1981 is currently facing though, is that most damages (if not all) are not recorded in savegames, so if you save a game, exit, and reload it, even the worst damage is fixed magically.
Maybe this is something like TDW can find in the sh5.exe or **.dlls. A relationship between the saved games and damage variable being reset when it should not be.
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Old 09-26-13, 06:20 PM   #187
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Quote:
Originally Posted by Mikemike47 View Post
Maybe this is something like TDW can find in the sh5.exe or **.dlls. A relationship between the saved games and damage variable being reset when it should not be.
Yes, I hope so. Hopefully, it is not a matter of introducing a totally new feature, but of fixing a broken one: IIRC, savegames got damage entries for each equipment, but they just don't get updated...

Quote:
Originally Posted by Mikemike47 View Post
Ahh, yes. I forgot about the Bismarck and have seen the movie.
If you mean the B/W 1960 movie Sink the Bismarck!, I watched it too. Not totally realistic, but good anyway
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Old 09-27-13, 12:28 PM   #188
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I think i have found a bug. Game can't be reloaded if game is saved after the deck gun has been destroyed (removed). Can someone confirm this?
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Old 09-28-13, 08:26 AM   #189
vdr1981
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I've set deckgun and flack back to destructible=No , this is the only solution for now... destructible=Yes even with lower priority parts (like barrel) will cause CTD after reload...

I'm also having problems with repair times for radar and rwr antennas...They are somehow almost instantly repaired after they receive some damage. For example, antenna gets hit, 50% HP is visible in damage menu, in a few seconds crew reports "radar repaired" and both readings for RWR and radar antenna are back to 100%HP... This is rather strange because repair times for antennas in equipment.upc are the same like for other equipment...Even after antenna has been destroyed, readings in damage menu are somehow reverted back to 100% , but of course ,equipment is still unusable...

An idea how to overcame "save" bug for certain equipment...By deafult , damage levels for radar, hydrophone, radio aparatus ect are savable but this means nothing because all the controlers are located in diferent location (uboat sensors.sim- or something like that ). Now, if i index damage box of sensor object (hydrophone sensor, radar antenna) as a child zone of internal equipment zones, effects of previously received damage will be still visible even after game reload.
Example: You receive some damage and end up with 50% damaged radar apparatus and 80% damaged radar antenna. With this concept, after save-load you'll have 100%HP of radar antenna but still 50%HP of radar apparatus, so when you next time receive some fire and radar apparatus reach 0%HP, even if antenna don't receive direct hit, it will be removed and you'll finally have unusable equipment...
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Old 09-28-13, 09:54 AM   #190
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possible bug, need to be verified...

if activating R.S.D. and starting a new campaign using "silentotto", selecting campaign Mare Nostrum, i got a CTD while loading the campaign (at the end, after the loading screen disapear).

if starting a new campaign without "silentotto" al went ok.
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Stormy......

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Old 09-28-13, 10:16 AM   #191
vdr1981
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Quote:
Originally Posted by Stormfly View Post
possible bug, need to be verified...

if activating R.S.D. and starting a new campaign using "silentotto", selecting campaign Mare Nostrum, i got a CTD while loading the campaign (at the end, after the loading screen disapear).

if starting a new campaign without "silentotto" al went ok.
Hm, just started ""Mare nostrum" with silenotto without any problems..., althouh, with files from unreleased v5.
Someone else maybe?


List:
Code:
Generic Mod Enabler - v2.6.0.157
[E:\Instalirane igre Win7 -2\SH5\MODS]

Accurate German Flags
DBM Background Video
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 12. Sounds
DynEnv v2.9 - 4.a Camera Filters - Realistic Colors
DynEnv v2.9 - 5.d Ambient Settings - Brighter Nights
DynEnv v2.9 - No U-Mark
SH5_7A_Conning_Fix
Fuel Gauge WoGaDi_SteelViking's Interior
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_3_ byTheBeast
SH5 Longer Repairs v.1
AI_sub_crew_1_0_2_TheDarkWraith
FX_Update_0_0_22_ByTheDarkWraith
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_ByTheDarkWraith#1
NewUIs_TDC_7_5_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_5_0_Das_Boot_Crew_Mod_by_Illyustrator
NewUIs_TDC_7_5_0_New_radio_messages_German
NewUIs_TDC_7_5_0_No_Snorkel_Exhaust_Smoke
NewUIs_TDC_7_5_0_Real_Navigation
Sjizzle's - Charts for NewUIs part1_07.06.2013
Sjizzle's - Charts for NewUIs part 2_07.06.2013
Nauticalwolf's_Periscope_Mod_v1.0
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith patch 1
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
Cerberus62 Corrected Depth Charge Projector 1.0
OPEN HORIZONS II_full v2.2
Expanded Navies by Cybermat47 v.1.0.01
Sobers Terrain fix for OH2 V2.2
SkyBaron's Leigh Light for SH5 1.1
Reworked Morale and Abilities v.1.1
MFCMCCDLite
RPM Hydrophone v2.2 -for OHII full v2.2-
sobers green crew training V4 SH5
Church's Compass Dials Mod v2.2 - Option Two
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
EQuaTool 01.01 by AvM - Large Style
Shadow Improvement ModLR
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
Fix clock rear torpedo room VIIA
DBSM_Music_1_0_4
DBSM_Speech_1_0_4
sobers no footstep sound mod
sobers water splash anim SH5
Submarine's .sim&cfg (modified for engine ratio patches)-EDITED
gap - armaments & equipments patch v 0.2
Anti-Lag
Reworked U-boat Guns (incomplete version)
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
TDC Graphics by Naights v1.0
TDW options -zadnji
R.S.D. - Reworked Submarine Damage v5 by vdr1981
Nauticalwolf's_Damage_and_Torpedo_UI(b)_Mod_v1.1
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Old 09-28-13, 10:54 AM   #192
vdr1981
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Herr SniperHunter!

When You have time, you can write down correct German names for equipment from those screenshots...

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Old 09-28-13, 11:08 AM   #193
gap
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Quote:
Originally Posted by vdr1981 View Post
I've set deckgun and flack back to destructible=No , this is the only solution for now... destructible=Yes even with lower priority parts (like barrel) will cause CTD after reload...
Is this happening only with Flak and deck guns? Have you made similar save/reload tests with other equipments?

Quote:
Originally Posted by vdr1981 View Post
I'm also having problems with repair times for radar and rwr antennas...They are somehow almost instantly repaired after they receive some damage. For example, antenna gets hit, 50% HP is visible in damage menu, in a few seconds crew reports "radar repaired" and both readings for RWR and radar antenna are back to 100%HP... This is rather strange because repair times for antennas in equipment.upc are the same like for other equipment...Even after antenna has been destroyed, readings in damage menu are somehow reverted back to 100% , but of course ,equipment is still unusable...
Like other sensors, radar equipments are composed by two individual parts: an internal station (EqpFumo??RadarApp) and an external antenna (EqpFuMO??). From EUF's UpgradePacks.upc:

Code:
[UpgradePack 2]
ID= UpackUb7FUMO29Radar
NameDisplayable=UpackVIIFUMO29Radar-Name
Info=UpackVIIFUMO29Radar-Info
Notes=UpackVIIFUMO29Radar-Notes
FunctionalType= UpFTypeSensorRadar
UpgradePackSlotType= UboatType7Radar
ImageIndex=14
Type=NULL
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
UnitUpgradePackIntervalOptions1=NULL, 1942-06-01, 2000
;UnitUpgradePackIntervalOptions1=1942-02-01, 1942-06-01, 2000
UnitUpgradePackIntervalOptions2=1942-06-01, 1942-08-01, 1000
UnitUpgradePackIntervalOptions3=1942-08-01, 1942-10-01, 900
UnitUpgradePackIntervalOptions4=1942-10-01, 1943-02-01, 800
UnitUpgradePackIntervalOptions5=1943-02-01, NULL, 300
IDLinkUpgradePackElements= EqpFumo29RadarApp, NULL, EqpFuMO29
TrackingID=601

[UpgradePack 3]
ID= UpackUb7FUMOEagle29Radar
NameDisplayable=UpackVIIFUMOEagle29Radar-Name
Info=UpackVIIFUMOEagle29Radar-Info
Notes=UpackVIIFUMOEagle29Radar-Notes
FunctionalType= UpFTypeSensorRadar
UpgradePackSlotType= UboatType7Radar
ImageIndex=52
Type=NULL
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
UnitUpgradePackIntervalOptions1=NULL, 1942-06-01, 2000
;UnitUpgradePackIntervalOptions1=1942-02-01, 1942-06-01, 2000
UnitUpgradePackIntervalOptions2=1942-06-01, 1942-08-01, 1000
UnitUpgradePackIntervalOptions3=1942-08-01, 1942-10-01, 900
UnitUpgradePackIntervalOptions4=1942-10-01, 1943-02-01, 800
UnitUpgradePackIntervalOptions5=1943-02-01, NULL, 300
IDLinkUpgradePackElements= EqpFumo29RadarApp, NULL, EqpFuMOEagle29
TrackingID=602

[UpgradePack 4]
ID= UpackUb7FUMO30Radar
NameDisplayable=UpackIXFUMO30Radar-Name
Info=UpackIXFUMO30Radar-Info
Notes=UpackIXFUMO30Radar-Notes
FunctionalType= UpFTypeSensorRadar
UpgradePackSlotType= UboatType7RadarAdvanced
Type=NULL
ImageIndex=15
;UpgradePackInterval=1941-12-01, 1942-08-01
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
;UnitUpgradePackIntervalOptions1=1942-09-01, 1943-02-01, 2000
UnitUpgradePackIntervalOptions1=NULL, 1943-02-01, 2000
UnitUpgradePackIntervalOptions2=1943-02-01, NULL, 1500
IDLinkUpgradePackElements= EqpFumo30RadarApp, EqpFuMO30, NULL
TrackingID=603

[UpgradePack 5]
ID= UpackUb7FUMO61Radar
NameDisplayable=UpackIXFUMO61Radar-Name
Info=UpackIXFUMO61Radar-Info
Notes=UpackIXFUMO61Radar-Notes
FunctionalType= UpFTypeSensorRadar
UpgradePackSlotType= UboatType7RadarAdvanced
Type=NULL
ImageIndex=15
;UpgradePackInterval=1941-12-01, 1942-08-01
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
;UnitUpgradePackIntervalOptions1=1943-11-01, NULL, 1200
UnitUpgradePackIntervalOptions1=NULL, 1944-02-01, 1200
UnitUpgradePackIntervalOptions2=1944-02-02, NULL, 800
IDLinkUpgradePackElements= EqpFumo30RadarApp, EqpFuMO61, NULL
TrackingID=604

[UpgradePack 6]
ID= UpackUb7FUMO65Radar
NameDisplayable=UpackIXFUMO65Radar-Name
Info=UpackIXFUMO65Radar-Info
Notes=UpackIXFUMO65Radar-Notes
FunctionalType= UpFTypeSensorRadar
UpgradePackSlotType= UboatType7RadarAdvanced
Type=NULL
ImageIndex=15
;UpgradePackInterval=1944-02-15, 1942-08-01
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
;UnitUpgradePackIntervalOptions1=1944-01-31, NULL, 3000
UnitUpgradePackIntervalOptions1=NULL, NULL, 3000
IDLinkUpgradePackElements= EqpFumo30RadarApp, EqpFuMO65, NULL
TrackingID=605
As you can see from the code above, for some reason The Beast didn't set specific FuMO 61/65 stations, but used instead as UpgradePackElements of them, the FuMO 30 station .

Well, let's go on: radar antennas are connected to their 3d models in UBoot_Sensors.GR2 or Uboot_Sensor_parts.dat through their respective ExternalLinkName3D in Equipment.upc.
Talking about radar stations, the one of FuMO29 is linked to a PPI display apparatus (wasn't this kind of display only used on FuMO 65? ), and FuMO30's apparatus is not linked to any external object (which, seeing how similar non-external equipments are set in game, makes sense after all).

From Equipment.upc of the last R.S.D. version, modified from EUF (note the basence of FuMo 61/65 apparatus definitions and ExternalLinkName3D settings):

Code:
[Equipment 35]
ID=EqpFumo29RadarApp
NameDisplayable= A-scope display
FunctionalType= EqFTypeRadarDisplay
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= Radar_PPI,data\Objects\Radars\US_Radar_PPI
Hitpoints= 100
DamageDescription1= NULL,	0,	0.2,	0,	1,	1,	small malfunction,		0,	0,	NULL,	0.3,	0.4,	15000
DamageDescription2= NULL,	0.2,	0.4,	0,	1,	1,	Misaligned Axis,		0,	0,	NULL, 	0.5,	0.4,	30
DamageDescription3= NULL,	0.4,	0.6,	0,	1,	1,	fuse blown,			0,	0,	NULL,	1,	0.6,	60000
DamageDescription4= NULL,	0.6,	0.8,	0,	1,	1,	Broken Axle,			0,	0,	NULL,	1,	0.6,	120
DamageDescription5= NULL,	0.8,	1,	0,	1,	1,	Broken Axle,			0,	0,	NULL,	1,	0.6,	240

[Equipment 36]
ID=EqpFumo30RadarApp
NameDisplayable= PPI display
FunctionalType= EqFTypeRadarDisplay
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= NULL
Hitpoints= 100
DamageDescription1= NULL,	0,	0.2,	0,	1,	1,	small malfunction,		0,	0,	NULL,	0.3,	0.4,	15000
DamageDescription2= NULL,	0.2,	0.4,	0,	1,	1,	Misaligned Axis,		0,	0,	NULL, 	0.5,	0.4,	30
DamageDescription3= NULL,	0.4,	0.6,	0,	1,	1,	fuse blown,			0,	0,	NULL,	1,	0.6,	60000
DamageDescription4= NULL,	0.6,	0.8,	0,	1,	1,	Broken Axle,			0,	0,	NULL,	1,	0.6,	120
DamageDescription5= NULL,	0.8,	1,	0,	1,	1,	Broken Axle,			0,	0,	NULL,	1,	0.6,	240

[Equipment 37]
ID=EqpFuMO29
NameDisplayable= FuMO-29 "GEMA"
FunctionalType= EqFTypeRadarAntennaSJEarly
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= FuMO29GEMA_type7,data\Objects\Sensors\UBoot_Sensors
Hitpoints= 100
DamageDescription1= NULL,	0,	0.2,	0,	1,	1,	small malfunction,		0,	0,	NULL,	0.3,	0.4,	15000
DamageDescription2= NULL,	0.2,	0.4,	0,	1,	1,	Misaligned Axis,		0,	0,	NULL, 	0.5,	0.4,	30
DamageDescription3= NULL,	0.4,	0.6,	0,	1,	1,	fuse blown,			0,	0,	NULL,	1,	0.6,	60000
DamageDescription4= NULL,	0.6,	0.8,	0,	1,	1,	Broken Axle,			0,	0,	NULL,	1,	0.6,	120
DamageDescription5= NULL,	0.8,	1,	0,	1,	1,	Broken Axle,			0,	0,	NULL,	1,	0.6,	240

[Equipment 38]
ID=EqpFuMOEagle29
NameDisplayable= Typ-VIIC Eagle FuMO-29 "GEMA"
FunctionalType= EqFTypeRadarAntennaSJEarly
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= Turmeagle_dummy,data\Objects\Sensors\Uboot_Sensor_parts
Hitpoints= 100
DamageDescription1= NULL,	0,	0.2,	0,	1,	1,	small malfunction,		0,	0,	NULL,	0.3,	0.4,	15000
DamageDescription2= NULL,	0.2,	0.4,	0,	1,	1,	Misaligned Axis,		0,	0,	NULL, 	0.5,	0.4,	30
DamageDescription3= NULL,	0.4,	0.6,	0,	1,	1,	fuse blown,			0,	0,	NULL,	1,	0.6,	60000
DamageDescription4= NULL,	0.6,	0.8,	0,	1,	1,	Broken Axle,			0,	0,	NULL,	1,	0.6,	120
DamageDescription5= NULL,	0.8,	1,	0,	1,	1,	Broken Axle,			0,	0,	NULL,	1,	0.6,	240

[Equipment 39]
ID=EqpFuMO30
NameDisplayable= FuMO-30
FunctionalType= EqFTypeRadarAntennaSJEarly
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= FUMO_30_base_dummy,data\Objects\Sensors\UBoot_Sensors
Hitpoints= 100
DamageDescription1= NULL,	0,	0.2,	0,	1,	1,	small malfunction,		0,	0,	NULL,	0.3,	0.4,	15000
DamageDescription2= NULL,	0.2,	0.4,	0,	1,	1,	Misaligned Axis,		0,	0,	NULL, 	0.5,	0.4,	30
DamageDescription3= NULL,	0.4,	0.6,	0,	1,	1,	fuse blown,			0,	0,	NULL,	1,	0.6,	60000
DamageDescription4= NULL,	0.6,	0.8,	0,	1,	1,	Broken Axle,			0,	0,	NULL,	1,	0.6,	120
DamageDescription5= NULL,	0.8,	1,	0,	1,	1,	Broken Axle,			0,	0,	NULL,	1,	0.6,	240

[Equipment 40]
ID=EqpFuMO61
NameDisplayable= FuMO-61 ‘Hohentwiel-U’
FunctionalType= EqFTypeRadarAntennaSJEarly
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= FUMO_61_base_dummy,data\Objects\Sensors\UBoot_Sensors
Hitpoints= 100
DamageDescription1= NULL,	0,	0.2,	0,	1,	1,	small malfunction,		0,	0,	NULL,	0.3,	0.4,	15000
DamageDescription2= NULL,	0.2,	0.4,	0,	1,	1,	Misaligned Axis,		0,	0,	NULL, 	0.5,	0.4,	30
DamageDescription3= NULL,	0.4,	0.6,	0,	1,	1,	fuse blown,			0,	0,	NULL,	1,	0.6,	60000
DamageDescription4= NULL,	0.6,	0.8,	0,	1,	1,	Broken Axle,			0,	0,	NULL,	1,	0.6,	120
DamageDescription5= NULL,	0.8,	1,	0,	1,	1,	Broken Axle,			0,	0,	NULL,	1,	0.6,	240

[Equipment 41]
ID=EqpFuMO65
NameDisplayable= FuMO-65 ‘Hohentwiel-U1’
FunctionalType= EqFTypeRadarAntennaSJLate
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= FUMO_65_base_dummy,data\Objects\Sensors\UBoot_Sensors
Hitpoints= 100
DamageDescription1= NULL,	0,	0.2,	0,	1,	1,	small malfunction,		0,	0,	NULL,	0.3,	0.4,	15000
DamageDescription2= NULL,	0.2,	0.4,	0,	1,	1,	Misaligned Axis,		0,	0,	NULL, 	0.5,	0.4,	30
DamageDescription3= NULL,	0.4,	0.6,	0,	1,	1,	fuse blown,			0,	0,	NULL,	1,	0.6,	60000
DamageDescription4= NULL,	0.6,	0.8,	0,	1,	1,	Broken Axle,			0,	0,	NULL,	1,	0.6,	120
DamageDescription5= NULL,	0.8,	1,	0,	1,	1,	Broken Axle,			0,	0,	NULL,	1,	0.6,	240
One last note on radars: according to what you have discovered about sensor's station damage, station slots must be linked to an object with a damage box (I would say the Radar bone in Room_QR1.GR2 in this case) for their damage to be handled correctly in game. Well, look into NSS_Uboat7c41.upcge:

Code:
[UserPlayerUnit 1.Compartment 5.EquipmentSlot 4]
ID= EqSlot43
NameDisplayable= Radar-EquipmentSlot-Name
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, NULL
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= -1
GUIPlaceHolderIndex= 9
GeneralDescription= Radar-EquipmentSlot-General-Description
TechnicalDescription= Radar-EquipmentSlot-Tehnical-Description
Let's see Radar Warning Receivers now. Unlike radars, they are composed by just one part:

Code:
[UpgradePack 10]
ID= UpackUb7FuMB1
NameDisplayable=UpackIXFuMB1-Name
Info=UpackIXFuMB1-Info
Notes=UpackIXFuMB1-Notes
FunctionalType= UpFTypeSensorRadarWarningReceiver
UpgradePackSlotType= UboatType7RadarWarningReceiver
ImageIndex=16
Type=NULL
;UpgradePackInterval=1941-12-01, 1942-08-01
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
;UnitUpgradePackIntervalOptions1=1942-04-01, 1942-07-31, 1500
UnitUpgradePackIntervalOptions1=NULL, 1942-07-31, 1500
UnitUpgradePackIntervalOptions2=1942-08-01, 1943-01-01, 800
UnitUpgradePackIntervalOptions3=1943-01-01, 1943-03-01, 600
UnitUpgradePackIntervalOptions4=1943-03-01, 1943-05-01, 300
UnitUpgradePackIntervalOptions5=1943-05-01, 1943-08-01, 250
UnitUpgradePackIntervalOptions6=1943-08-01, NULL, 1000   ; Since it was banned in Kriegsmarine inventory, it costs a lot to get this outdated item. Collectors item, Herr Kaleun!
IDLinkUpgradePackElements= EqpFuMB1, NULL
TrackingID=701

[UpgradePack 11]
ID= UpackUb7FuG350
NameDisplayable=UpackUb7FuG350-Name
Info=UpackUb7FuG350-Info
Notes=UpackUb7FuG350-Notes
FunctionalType= UpFTypeSensorRadarWarningReceiver
UpgradePackSlotType=UboatType7AdvancedRadarWarningReceiver
ImageIndex=17
Type=NULL
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
;UnitUpgradePackIntervalOptions1=1942-12-24, 1943-11-01, 3000
UnitUpgradePackIntervalOptions1=NULL, 1943-11-01, 3000
UnitUpgradePackIntervalOptions2=1943-11-01, 1944-04-01, 1000
UnitUpgradePackIntervalOptions3=1944-04-01, 1944-07-01, 800
UnitUpgradePackIntervalOptions4=1944-07-01, 1944-10-01, 550
UnitUpgradePackIntervalOptions5=1944-10-01, NULL, 0
IDLinkUpgradePackElements= NULL, EqpFuG350
TrackingID=702

[UpgradePack 12]
ID=UpackUb7SCHNORCHELRWR
NameDisplayable=UpackUb7SCHNORCHELRWR-Name
Info=UpackUb7SCHNORCHELRWR-Info
Notes=UpackUb7SCHNORCHELRWR-Notes
FunctionalType=UpFTypeSensorRadarWarningReceiver
UpgradePackSlotType=UboatType7AdvancedRadarWarningReceiver
Type=NULL
ImageIndex=17
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
;UnitUpgradePackIntervalOptions1=1943-08-01, NULL, 300
UnitUpgradePackIntervalOptions1=NULL, NULL, 300
IDLinkUpgradePackElements=NULL,EqpSCHNORCHELRWR
TrackingID=703

[UpgradePack 13]
ID=UpackUb7FuMB10
NameDisplayable=UpackIXFuMB10-Name
Info=UpackIXFuMB10-Info
Notes=UpackIXFuMB10-Notes
FunctionalType=UpFTypeSensorRadarWarningReceiver
UpgradePackSlotType=UboatType7AdvancedRadarWarningReceiver
Type=NULL
ImageIndex=17
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
;UnitUpgradePackIntervalOptions1=1943-04-01, NULL, 300
UnitUpgradePackIntervalOptions1=NULL, NULL, 300
IDLinkUpgradePackElements=NULL,EqpFuMB10
TrackingID=704

[UpgradePack 14]
ID=UpackUb7FuMB26
NameDisplayable=UpackIXFuMB26-Name
Info=UpackIXFuMB26-Info
Notes=UpackIXFuMB26-Notes
FunctionalType=UpFTypeSensorRadarWarningReceiver
UpgradePackSlotType=UboatType7AdvancedRadarWarningReceiver
Type=NULL
ImageIndex=17
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
;UnitUpgradePackIntervalOptions1=1944-05-01, NULL, 300
UnitUpgradePackIntervalOptions1=NULL, NULL, 300
IDLinkUpgradePackElements=NULL,EqpFuMB26
TrackingID=705
Each element is linked to an individual antenna model in UBoot_Sensors.GR2 through its respective ExternalLinkName3D setting in Equipment.upc:

Code:
[Equipment 42]
ID=EqpFuMB1
NameDisplayable= FuMB-1 ‘Metox’
FunctionalType= EqFTypeRadarAntennaSJEarly
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= FuMB1Metox,data\Objects\Sensors\UBoot_Sensors
Hitpoints= 100
DamageDescription1= NULL,	0,	0.2,	0,	1,	1,	small malfunction,		0,	0,	NULL,	0.3,	0.4,	15000
DamageDescription2= NULL,	0.2,	0.4,	0,	1,	1,	Misaligned Axis,		0,	0,	NULL, 	0.5,	0.4,	30
DamageDescription3= NULL,	0.4,	0.6,	0,	1,	1,	fuse blown,			0,	0,	NULL,	1,	0.6,	60000
DamageDescription4= NULL,	0.6,	0.8,	0,	1,	1,	Broken Axle,			0,	0,	NULL,	1,	0.6,	120
DamageDescription5= NULL,	0.8,	1,	0,	1,	1,	Broken Axle,			0,	0,	NULL,	1,	0.6,	240

[Equipment 43]
ID=EqpFuG350
NameDisplayable= FuG 350 Naxos I
FunctionalType= EqFTypeRadarAntennaSJEarly
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= FuMB7Naxos,data\Objects\Sensors\UBoot_Sensors
Hitpoints= 100
DamageDescription1= NULL,	0,	0.2,	0,	1,	1,	small malfunction,		0,	0,	NULL,	0.3,	0.4,	15000
DamageDescription2= NULL,	0.2,	0.4,	0,	1,	1,	Misaligned Axis,		0,	0,	NULL, 	0.5,	0.4,	30
DamageDescription3= NULL,	0.4,	1.6,	0,	1,	1,	fuse blown,			0,	0,	NULL,	1,	0.6,	60000
DamageDescription4= NULL,	0.6,	0.8,	0,	1,	1,	Broken Axle,			0,	0,	NULL,	1,	0.6,	120
DamageDescription5= NULL,	0.8,	1,	0,	1,	1,	Broken Axle,			0,	0,	NULL,	1,	0.6,	240

[Equipment 44]
ID=EqpSCHNORCHELRWR
NameDisplayable= Snorkel FuMB 37 'Leros' + FuMB Antenne 3 - Bali 'Hächhen'
FunctionalType= EqFTypeRadarAntennaSJLate
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= SCHNORCHEL_RWR,data\Objects\Sensors\UBoot_Sensors
Hitpoints= 100
DamageDescription1= NULL,	0,	0.2,	0,	1,	1,	small malfunction,		0,	0,	NULL,	0.3,	0.4,	15000
DamageDescription2= NULL,	0.2,	0.4,	0,	1,	1,	Misaligned Axis,		0,	0,	NULL, 	0.5,	0.4,	30
DamageDescription3= NULL,	0.4,	0.6,	0,	1,	1,	fuse blown,			0,	0,	NULL,	1,	0.6,	60000
DamageDescription4= NULL,	0.6,	0.8,	0,	1,	1,	Broken Axle,			0,	0,	NULL,	1,	0.6,	120
DamageDescription5= NULL,	0.8,	1,	0,	1,	1,	Broken Axle,			0,	0,	NULL,	1,	0.6,	240

[Equipment 45]
ID=EqpFuMB10
NameDisplayable= FuMB-10 'Borkum'
FunctionalType= EqFTypeRadarAntennaSJEarly
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= FuMB10Borkum,data\Objects\Sensors\UBoot_Sensors
Hitpoints= 100
DamageDescription1= NULL,	0,	0.2,	0,	1,	1,	small malfunction,		0,	0,	NULL,	0.3,	0.4,	15000
DamageDescription2= NULL,	0.2,	0.4,	0,	1,	1,	Misaligned Axis,		0,	0,	NULL, 	0.5,	0.4,	30
DamageDescription3= NULL,	0.4,	0.6,	0,	1,	1,	fuse blown,			0,	0,	NULL,	1,	0.6,	60000
DamageDescription4= NULL,	0.6,	0.8,	0,	1,	1,	Broken Axle,			0,	0,	NULL,	1,	0.6,	120
DamageDescription5= NULL,	0.8,	1,	0,	1,	1,	Broken Axle,			0,	0,	NULL,	1,	0.6,	240

[Equipment 46]
ID=EqpFuMB26
NameDisplayable= FuMB-26 ‘Tunis’
FunctionalType= EqFTypeRadarAntennaSJEarly
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= FuMB26Tunis,data\Objects\Sensors\UBoot_Sensors
Hitpoints= 100
DamageDescription1= NULL,	0,	0.2,	0,	1,	1,	small malfunction,		0,	0,	NULL,	0.3,	0.4,	15000
DamageDescription2= NULL,	0.2,	0.4,	0,	1,	1,	Misaligned Axis,		0,	0,	NULL, 	0.5,	0.4,	30
DamageDescription3= NULL,	0.4,	0.6,	0,	1,	1,	fuse blown,			0,	0,	NULL,	1,	0.6,	60000
DamageDescription4= NULL,	0.6,	0.8,	0,	1,	1,	Broken Axle,			0,	0,	NULL,	1,	0.6,	120
DamageDescription5= NULL,	0.8,	1,	0,	1,	1,	Broken Axle,			0,	0,	NULL,	1,	0.6,	240
Yet, no slot link in u-boats' upgcge file:

Code:
[UserPlayerUnit 1.Compartment 5.EquipmentSlot 5]
ID= EqSlot44
NameDisplayable= Radar Warning Receiver
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, NULL
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= -1
Quote:
Originally Posted by vdr1981 View Post
An idea how to overcame "save" bug for certain equipment...By deafult , damage levels for radar, hydrophone, radio aparatus ect are savable but this means nothing because all the controlers are located in diferent location (uboat sensors.sim- or something like that ). Now, if i index damage box of sensor object (hydrophone sensor, radar antenna) as a child zone of internal equipment zones, effects of previously received damage will be still visible even after game reload.
Example: You receive some damage and end up with 50% damaged radar apparatus and 80% damaged radar antenna. With this concept, after save-load you'll have 100%HP of radar antenna but still 50%HP of radar apparatus, so when you next time receive some fire and radar apparatus reach 0%HP, even if antenna don't receive direct hit, it will be removed and you'll finally have unusable equipment...
Sensors' stations do own controllers which wil stop working when their owner object is damaged or destroyed. But being mostly human interaction controllers, they would probably affect only the human player.

Talking about your idea, yes, it could work, but how are you going to link the two boxes? Through the LinkedBoxes or the Link To fields of SH3ZoneCtrl maybe?

P.S: can you clarify your question about NULL entries? I wish to hep, if I can, but I dind't understand what did you want to know exactly.
gap is offline   Reply With Quote
Old 09-28-13, 12:25 PM   #194
vdr1981
Navy Seal
 
Join Date: May 2010
Location: Србија
Posts: 6,078
Downloads: 581
Uploads: 13


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Quote:
Originally Posted by gap View Post
Is this happening only with Flak and deck guns? Have you made similar save/reload tests with other equipments?
Yes and yes i have... Other equipment is fine

Quote:
Originally Posted by gap View Post
Talking about your idea, yes, it could work, but how are you going to link the two boxes? Through the LinkedBoxes or the Link To fields of SH3ZoneCtrl maybe?
No,it's simple... There is father=(zone index number) options in zones definitions from zone.cfg

Quote:
Originally Posted by gap View Post
P.S: can you clarify your question about NULL entries? I wish to hep, if I can, but I dind't understand what did you want to know exactly.
Well, in general...what's it's meaning, like "nothing",or "search here" or
what... Is it same like empty space?

P.S.
I'll post again , but i need to study your previous post a bit more...
vdr1981 is offline   Reply With Quote
Old 09-28-13, 12:28 PM   #195
SnipersHunter
Samurai Navy
 
Join Date: Dec 2012
Location: Germany
Posts: 596
Downloads: 201
Uploads: 0
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Quote:
Originally Posted by vdr1981 View Post
Herr SniperHunter!

When You have time, you can write down correct German names for equipment from those screenshots...
Yes i see what i can do for you . Please write me next time a PN that i really see that you want something from me. I dont look always in this thread
I write you a PM with the german words
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