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Old 04-21-14, 04:22 PM   #3196
TheDarkWraith
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Quote:
Originally Posted by Gammel View Post
There are five seatypes? does it have some effect if one more is added?
There are 4 sea types defined. You cannot add more as the game only reads in the first 4 (0-3). That's a hard coded 4 sea types.
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Old 04-21-14, 04:24 PM   #3197
TheDarkWraith
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Quote:
Originally Posted by sober View Post
What the game needs is long rolling waves so your periscope vision gets blocked
Wind speeds of 60m/s will definitely block your vision The waves are HUGE even with stock settings. Edit a single mission file and set the wind speed to 60.0 and see for yourself.
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Old 04-21-14, 04:57 PM   #3198
THE_MASK
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Quote:
Originally Posted by TheDarkWraith View Post
Wind speeds of 60m/s will definitely block your vision The waves are HUGE even with stock settings. Edit a single mission file and set the wind speed to 60.0 and see for yourself.
Does the sub get blown off course with real nav with 60 ? When I go to change a wind speed parameter in a single mission it doesn't allow to go above 15m/s .

Last edited by THE_MASK; 04-21-14 at 05:12 PM.
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Old 04-21-14, 05:47 PM   #3199
TheDarkWraith
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Quote:
Originally Posted by sober View Post
Does the sub get blown off course with real nav with 60 ? When I go to change a wind speed parameter in a single mission it doesn't allow to go above 15m/s .
No idea. Try it and see

I haven't updated the feature in my UIs mod yet to allow you to specify windspeeds > 15m/s. You have to currently hand edit the file to adjust the wind speed.


Some interesting tidbits I uncovered today during some of my flights:

When the game encounters a GR2 file to load it also looks for the following extensions of the same file to load:

.prt
.fx
.val
.cam
.zon
.sim
.dsd
.dat

In those files the first 12 bytes (it's version #) have to be:
A4 0D 6D 71 02 00 00 00 00 00 00 00

Or the game will NOT load the file.
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Old 04-22-14, 12:30 PM   #3200
gap
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Quote:
Originally Posted by TheDarkWraith View Post
I don't get your following point
Stock SeaParameters.cfg only contains wave settings for winds up to 15 m/s. The same goes for all the wave mods released so far. I don't get from where your patch reads wave settings relative to winds higher than than 15 m/s

Quote:
Originally Posted by TheDarkWraith View Post
There are 4 sea types defined. You cannot add more as the game only reads in the first 4 (0-3). That's a hard coded 4 sea types.
Following the Beaufort scale, I was planning to create a SeaParameters.cfg file with at least 13-14 sea types. Is there a way you can patch the game to accept more sea types than the stock 4?

On a side note: by any chance have you stumbled upon the random function which generates current wind speeds? I would like to know how it looks like

Quote:
Originally Posted by Gammel View Post
@gap it would be awesome if you manage to make zones around shore and esp. harbous with calmer seastates. It' anoys me most when my boat is hopping up and down due to high seastate in bunker.
However I guess this is much work.
I have already created something like that for German ports. Doing the same for other areas might require several hours of work on the climates zones tga map though.

Quote:
Originally Posted by Gammel View Post
I'll play aound with the files in ENV folder a little for myself to see some effect inn campaign. Will only alter the *_Hur.cfg files to keep the randomness and don't make it look silly.
Okay
In order to further increase randomness I would also extend the wind ranges of other weather zones by keeping, if possible, average wind unvaried. If for instance we had a zone/season with min and max wind speeds respectively of 13 and 15 m/s (average: 14 m/s), we should change the wind settings into 0 and 28.

Quote:
Originally Posted by Gammel View Post
]Can you give me a hint about the SeaParameters.cfg?
I think sober is the one among us who knows most about the various wave parameters. All I know about them (see below) is desumed by common sense:

Code:
[SeaType #]
WindSpeed= the wind speed that each sea type applies to
ScaleX= main wave width. In game units? (1 unit = 10 m)
ScaleY= main wave height
ScaleZ= main wave length
ScaleNormal= ?  
BumpScaleU= how many times waves' bump map (which file is that?) is sampled over a square of sea surface  (in width) (?)
BumpScaleV= how many times waves' bump map is sampled over a square of sea surface (in length) (?)
NormalSharpness= ?
BumpScale= the size of the sea surface square that the bump map is sampled on (in game units?)
BumpStrength= bump map sharpness?
FarWavesScale= this could be a wave scale (X, Y, and Z) modifier, applied to waves far from player's sub (?)
FarWavesStrength= this could be a wave strength (the force applied to seagoing vessels) modifier, applied to waves far from player's sub (?)
FresnelBias= applies to water reflections
FresnelPower= applies to water reflections
LargeWavesArmonics= max number of large waves travelling in a string (?)
LargeWavesCoef= ?
SeaSpeed= how fast waves are travelling compared to wind speed (?)
WaveChoppinessFactor= self explanatory
ReflectionIntensity= self explanatory
ReflectionDeformation= self explanatory
TransparencyDistance=?
TransparencyDistanceUnder= ?
SpecGlossiness= specular reflections glosiness
SpecIntensity= specular reflections strength
SpecSpread= specular reflections angle of spread (?)
UnderSpecGlossiness= ?
UnderSpecIntensity= ?
ExtraSpecGlossiness= ?
ExtraSpecIntensity= ?
ExtraSpecSpread= ?
HeightColorFactor= ?

[SeaFoamParameters]
UseSlope= this must be a boolean parameter
IncreaseSpeed= ?
DecreaseSpeed= ?
IncreaseAngleMin= ?
IncreaseAngleMax= ?
TextureScale= the scale of the texture used for sea foam (makes bubbles bigger/smaller)
MaskTextureScale= ?
AnimationSpeed= the speed of foam's animation
WindSpeed= this is probably the wind speed at which white caps become noticeable on the sea surface
I wish someone could complete my parameters descriptions and/or correct any misinterpretation by me.

Quote:
Originally Posted by Gammel View Post
How this file is corresponding with the WetTropS_Hig.cfg and the others in the folder?
Weather type cfg files (WetTropS_Hig.cfg, etc.) contain weather change intervals and wind ranges for each season/zone set in the ClimateZones.tga map. How each wind speed will affect ocean waves is determined by SeaParameters.cfg. The latter applies to all the weather zones/seasons.
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Old 04-23-14, 01:39 AM   #3201
Sartoris
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As always, thank you for all the hard work going on in this thread.

Since someone earlier posted a list of things that could be improved in SH5, I was wondering how hard it would be to add some sort of a crew management system to replace the current roster of never-changing officers? I assume this wouldn't be easy, but considering how much the game has been changed so fat, a man can at least dream.
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Old 04-23-14, 02:18 AM   #3202
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Id also like to have a crew management panel like in SH3. I know big pain in the ass, well I liked that method of hands on control. I liked when you had more guys work on a task that were skilled, it went faster, reloading torps, damage control. That sorta thing.

This may be a pipe dream in SH5 because I know they built the game around interaction menus but well they suck. No offense to the mod crew, they are better than when they started but they still, there is little point. I also find that sometimes when you try an activate things via the buttons or key commands, things work different than when you talk to the guys. Vice versa.

Hmmmmm? Thats sorta weird.
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Old 04-23-14, 09:23 AM   #3203
shunter101
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Quote:
Originally Posted by sober View Post
Does the sub get blown off course with real nav with 60 ? When I go to change a wind speed parameter in a single mission it doesn't allow to go above 15m/s .
I am not sure with real nav; not using real nav, the sub does not get blown off course. Must admit, with 60m/s winds, it is howling out there, clouds a moving very quickly, but I did expect higher waves. I am using Dynamic Env plus Hurricane waves, so I guess I have already maxed the wave size. At periscope depth, I do get a number of 3 meter waves, plus the odd 4m wave (used the attack periscope to measure).

Best,
Shunter
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Old 04-29-14, 11:38 AM   #3204
Sjizzle
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heya tdw after some test with the sextant i have see that is a -8 degree error in angle ( sextant angle measurement is less with 8 degree )... i have made this test and compared with stellarium ....

EDIT

my bad sorry i didn't calculated the time btw UTC and and my location time
take a look here i made the first tutorial using your sextant

http://www.subsim.com/radioroom/showthread.php?t=206103

Last edited by Sjizzle; 05-01-14 at 12:57 AM.
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Old 05-05-14, 12:41 PM   #3205
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@TDW! I spent a experiment: added cmdr_AIShip to cmdr_AISubmarine. The result - a submarine fires a cannon and AAguns, surfaced, submerged, shoots torpedoes, at all everything is fine, as it should be, this is working in the missions and campaign.
Yes, yes, I know, it's is not right, and it is the cause of CTD in the museum.
Actually I think:

cmdr_AISubmarine
|
x <----------------error here
|
-->cmdr_AIShip
|
|
-->cmdr_AIFight <---or here
|
|
-->cmdr_AIUnit


May be worth paying attention to? This will open up new opportunities.
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Old 05-08-14, 04:21 PM   #3206
evildragon44
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Hello,

Nice job with all the patches!

I've just made them work on my steam version!

Nothing tricky.

For those in my situation the steps are the following :

1-Find a no steam version
2-install it
3-patch it to 1.2 version
4-Replace your steam sh5.exe version by this one.
5-Youre done! Enjoy the patches.

Or simply ask someone to give you the original no steam 1.2 patched exe of his version.

Last edited by evildragon44; 05-09-14 at 04:51 AM.
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Old 05-17-14, 02:29 PM   #3207
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Hi all,

Nice work here !! Thanks alot !!
I am going back to SH5..

My problem is : as soon as a try to patch sh5.exe (no modifications yet, just clicking yes to allow file modification by the patcher) my game won't start after that. Error message is Application error sh5.exe (0xc0000005)

Do you have an idea of the problem ?

My SH5 version is UPLAY patched to 1.2

thanks !
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Old 05-17-14, 02:50 PM   #3208
Defiance
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OK,

I'll assume you have the dvd or non-steam version and it's patched (1.2 or 1.02 whatever it is)

So games in and patched

Get a known working vidcard driver (sometimes the latest is not always the best/most stable )

Go google for something like cccleaner and display driver uninstaller

Get latest free version of ccc and ddu is free always

Run ccc to check for malware etc

Run ddu from windows, it will auto reboot to safemode (it will prompt for this)

Remove all traces of your vid driver

Follow prompts if asked and install fresh driver

Before the above check to see what MS visual C ++ you have (post back asap)

And one more thing, check your anti-virus/firewall settings, some like norton cause sh5 to not run, you have to set it to allow etc (don't ask me i hate norton and alike, always seemed like bloatware to me)

Most cases of that error are due to vidcard driver problems/malware (never had this myself) or ram going south (extremely rare)

Food for Thought

EDIT : best add, it's either one/some of the above or something you're doing, it's not the patcher

Don't dl the tool, but makes good reading doubleya doubleya doubleya 0xc0000005.com/
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Last edited by Defiance; 05-17-14 at 03:01 PM. Reason: added link
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Old 05-17-14, 03:00 PM   #3209
Serge65
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Quote:
Originally Posted by Mikelab View Post
Hi all,

Nice work here !! Thanks alot !!
I am going back to SH5..

My problem is : as soon as a try to patch sh5.exe (no modifications yet, just clicking yes to allow file modification by the patcher) my game won't start after that. Error message is Application error sh5.exe (0xc0000005)

Do you have an idea of the problem ?

My SH5 version is UPLAY patched to 1.2

thanks !
From myself I will add, absolutely unexpected CTD:

APPCRASH
Application Name: SH5.exe
Application Version: 1.2.0.0
Application Timestamp: 4bce9a96
Fault Module Name: SHSim.act
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 4bce9a5c
Exception Code: c0000005

Last edited by Serge65; 06-25-14 at 01:36 PM.
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Old 05-17-14, 03:15 PM   #3210
Defiance
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Problem signature:
Problem Event Name: APPCRASH
Application Name: sh5.exe
Application Version: 1.2.0.0
Application Timestamp: 4bce9a96
Fault Module Name: AIFramework.dll
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 4bce98d8
Exception Code: c0000005
Exception Offset: 0000da19

Problem signature:
Problem Event Name: APPCRASH
Application Name: sh5.exe
Application Version: 1.2.0.0
Application Timestamp: 4bce9a96
Fault Module Name: ntdll.dll
Fault Module Version: 6.1.7601.18247
Fault Module Timestamp: 521ea8e7
Exception Code: c0000005
Exception Offset: 000326f1

Problem signature:
Problem Event Name: APPCRASH
Application Name: sh5.exe
Application Version: 1.2.0.0
Application Timestamp: 4bce9a96
Fault Module Name: SH_NClient.dll
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 4bce99b3
Exception Code: c0000005
Exception Offset: 0008de37

Just a quick selection of having mods installed when trying to patch, or mods conflicting

Best idea, make a post in main forum, mention the error code, saves all this detracting from the topic
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