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 09-10-12, 07:46 AM   #1351
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by Kalleblom View Post
@ TDW

why you use the stock game message engine and not yours


@Trevally:
Have you find a solution for that problem http://www.subsim.com/radioroom/show...postcount=1089
Because I have to fail-safe and use something that I know everyone is using. By using the stock game message engine I know there will be no problems/compatibility issues
TheDarkWraith is offline   Reply With Quote
Old 09-10-12, 07:50 AM   #1352
Kalleblom
Lieutenant
 
Join Date: May 2012
Location: Waterkant
Posts: 252
Downloads: 74
Uploads: 0
Default

Aaaah, i see That makes sense.
__________________
My Modlist
Kalleblom is offline   Reply With Quote
Old 09-10-12, 08:40 AM   #1353
=TFO=Katarn
Watch
 
Join Date: Aug 2012
Location: Vlissingen,Holland.
Posts: 21
Downloads: 225
Uploads: 0
Default patcher

Ok this might be a dumb question but i`m puzzled...I just saw in Kalleblom`s modlist he`s got TDW`s patcher last.
The hexeditor was to be used on a unmodded sh5.exe if i remember correct,doesn`t that apply to the patcher too?
With other words: is it possible to install the patch after other mods in JSGME?
=TFO=Katarn is offline   Reply With Quote
Old 09-10-12, 09:03 AM   #1354
Kalleblom
Lieutenant
 
Join Date: May 2012
Location: Waterkant
Posts: 252
Downloads: 74
Uploads: 0
Default

Now you irritated me. Until now it works and with enabling it at last, I patched the copied "stock"files by making a mod before enabling this one and then the JSGME overwrites the 3 related "stock"files in the game folder.

I also thought that no MOD(except the patcher-MOD ) can overwrite the sh5.exe, SH5Collision or the SH5Sim, so where could be a Problem?

Except for this fact, i patched the 3 files after playing some missions with my old Mod-List and this worked too. Those related 3 files are, after modding, the same files from stock, date 21042010.
__________________
My Modlist

Last edited by Kalleblom; 09-10-12 at 09:28 AM.
Kalleblom is offline   Reply With Quote
Old 09-10-12, 09:24 AM   #1355
=TFO=Katarn
Watch
 
Join Date: Aug 2012
Location: Vlissingen,Holland.
Posts: 21
Downloads: 225
Uploads: 0
Default

Hey Kalleblom it was never my intention to irritate anyone,it was just a question,perhaps i should have made the question without mentioning you or your modlist.Thx for the reply,but no need to be irritated so fast
I will `copy` your patch-method,thx.
=TFO=Katarn is offline   Reply With Quote
Old 09-10-12, 09:38 AM   #1356
Kalleblom
Lieutenant
 
Join Date: May 2012
Location: Waterkant
Posts: 252
Downloads: 74
Uploads: 0
Default

Oh, it´s ok I did not understand it negative.
For that my english is too bad

But after installing a hundred of times and starting a new carrer feel like 200 times, everything which can causes a new intallation, a new carreer or just ctd will always irretated me.

BTW: it´s not my method, i took it from here.
http://www.subsim.com/radioroom/showthread.php?t=197960

Except enabling at last. But as i say, see no problems. For certainty this would require a pro.
__________________
My Modlist

Last edited by Kalleblom; 09-10-12 at 09:53 AM.
Kalleblom is offline   Reply With Quote
Old 09-11-12, 03:14 AM   #1357
TheBeast
The Old Man
 
Join Date: Jan 2010
Location: Lynnwood, WA
Posts: 1,533
Downloads: 876
Uploads: 23


Just encountered BAD Depth Under Keel issue.
Current Course = 0 (Heading away from Malta in deep channel area)
Current Speed = 1 knts
Current Depth = 110m
Reported Depth Under Keel = 35m
I am running aground at 110m
External View it appears bottom is at least 35m below keel.

Wish that Sitting on Bottom Patch worked.
IMO, I think this issue is related more to the World 3D Model and World Hidden 3D Collision Model not being the same.
Or, Submarine 3D Model has Hidden Bones extending below Keel that are some how linked to Submarine Hidden Collision Model.
Or, combination of both.
At any rate, this is a really bad Bug that UbiSoft should fix. Like thats going to happen...
__________________
Fear me! I am, TheBeastBelow

SHIV-MediaFire | SHV-MediaFire
TheBeast is offline   Reply With Quote
Old 09-11-12, 05:05 AM   #1358
Kalleblom
Lieutenant
 
Join Date: May 2012
Location: Waterkant
Posts: 252
Downloads: 74
Uploads: 0
Default decks awash

Hello @ all

one thing i noticed when decks awash. There are some options which cannot be used, because the system thinks it´s submerged. Crew is on the bridge, door is open, but binoculars doesn´t work and some functions of the ship detection (depth) not worked. Also the displays switch from Diesel to Batterie (but only the display, running on Diesel work!)

Some issue are ok, because i don´t need to use my binocculars, because the deckgun is not usable at decks awash, logical.

But if there´s any which has to work and the problems are not normal or logically related i´m happy about any idea.
__________________
My Modlist
Kalleblom is offline   Reply With Quote
Old 09-11-12, 05:31 AM   #1359
THE_MASK
Ace of the deep .
 
THE_MASK's Avatar
 
Join Date: Jan 2006
Posts: 9,226
Downloads: 901
Uploads: 73


Default

There has to be a trade off otherwise you would use it all the time
THE_MASK is offline   Reply With Quote
Old 09-11-12, 07:12 AM   #1360
Kalleblom
Lieutenant
 
Join Date: May 2012
Location: Waterkant
Posts: 252
Downloads: 74
Uploads: 0
Default

Thx sober ,

have now problem with to be trade off in this case. Only interest's sake, because some of the noticed issues in this forum lead back to an user mistake. Only want to be sure.

And once more thank´s alot for your modlist thread, helped very well. Can´t use all of them, but this give an amateur a great red thread to figure a personel mod list out.

Yours faithfully

Kalle
__________________
My Modlist
Kalleblom is offline   Reply With Quote
Old 09-11-12, 07:15 AM   #1361
TheBeast
The Old Man
 
Join Date: Jan 2010
Location: Lynnwood, WA
Posts: 1,533
Downloads: 876
Uploads: 23


Default

Radar shuts down a lot due to Operational Depth for Radar Station.
I have tried changing Operation Depth for Radar Antenna and Radar still shuts off if Submerged Warning Icon is triggered.
I could not find where this is configured so most likely this is hard coded in EXE.
__________________
Fear me! I am, TheBeastBelow

SHIV-MediaFire | SHV-MediaFire
TheBeast is offline   Reply With Quote
Old 09-11-12, 10:22 AM   #1362
Dogfish40
Ace of the Deep
 
Join Date: Sep 2010
Location: LA Area, Central coast, California
Posts: 1,023
Downloads: 827
Uploads: 0
Default

Quote:
Originally Posted by TheDarkWraith View Post
Now make a patch mod. Make a new folder in your MODS folder called patched files. Place the stock SH5.exe, SHCollisions.act. and SHSim.act into it. Point the patcher to those files so that when you patch it's modifying those files and not your original ones. I might just automate this (creating of Patched files folder and copying of files) in next version of the patcher

Will do. I will create this folder...
This stuff is great. Can't wait to see the Wolfpacks.
One more thing; Ok, I created a file called patches that I keep in the SH5 main folder that contains only the current patcher.
However, I thought that since I've already patched this it would be too late to do this as the SH5.exe, SHCollisions and SHsim have already been patched?! Wouldn't I have to Disable the Patcher first?
__________________
Dogfish40

Last edited by Dogfish40; 09-11-12 at 10:35 AM.
Dogfish40 is offline   Reply With Quote
Old 09-11-12, 11:25 PM   #1363
blkdimnd
Planesman
 
Join Date: May 2010
Location: Vermont, USA
Posts: 186
Downloads: 492
Uploads: 0
Default Mag Detanators

What awesome work TDW!!

But I seem to have an issue now with mag detonators.
When I was playing at the beggin of the year using the MMM mod, the mag detonators worked great.

Now I'm using a moded version of Sober's mod-soup, and when playing the TDW TorpTutorial (selected through Historical missions, not running he tutorial scripts) the torpedo passes right under the Liberty Cargo ship.

I have applied the sh5.exe patches you have made and have copied over the files in my SH5 directory with the ones provided in Magnetic_Detonators_4m.zip.

Any ideas??

My System Specs and mod-soup are linked in my signature. Thanks
__________________
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, 12:21 AM   #1364
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

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
__________________
.
Where does human stupidity end?

.


El sueño de la razón produce monstruos © - and for some people awakening will be cruel

Last edited by volodya61; 09-12-12 at 07:21 AM.
volodya61 is offline   Reply With Quote
Old 09-12-12, 03:59 AM   #1365
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
Default

About BdU-Uboat, Uboat-BdU and Uboat-Uboat radio communications:

http://www.uboat.net/articles/35.html
http://www.uboatarchive.net/KTBNotesCommunications.htm
http://www.ibiblio.org/hyperwar/ETO/.../SRH025-8.html
http://en.wikipedia.org/wiki/Goliath_transmitter

Seems that U-boat radio equipment was able to intercept VLF signals even underwater, at variable depths depending on the distance from the transmitter.

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 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 05:26 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.