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File Name: SuperTurm_FX_SubFlags_v0_0_1d (22.87 MB) Download
Author: TheBeast (Uploaded by TheBeast)
Date Added: 04-11-16
Downloads: 538
Grade: A+
Description
Super Turms Sub Flags and FX 0.0.1c

Super Turms for SH5
- Added MG-34 Machine guns for Deck Watch. These are the guns in the Conning Tower behind the ladder.
- - These Guns are not usable at this time and would only really be good for shooting survivors.
- This is a [WIP] and only the VIIA, VIIB and VIIC are done.

Turm FX for SH5 by TheBeast
- Move DAT file type node placement from the .FX files to Granny Model GR2 Bones.
- Added missing FX bones to Turms that needed them.
- Fixed cfg# naming in GR2 Models that needed it done. example: Some turms had cfg#C01 and cfg#C02 bone locations swapped and some Turms were missing some cfg# bones.
- - cfg#C01 is for Early Radar Warning Reciever. These were taken below deck every time the Sub submerged.
- - cfg#C02 is for Mid/Late Radar Warning Reciever. These were typically hard mounted.
- - cfg#C03 is for Late Snorkel Mounted Radar Warning Reciever.
- - cfg#R01 is for Early Radar Fixed to front of Conning Tower.
- - cfg#R02 is for Mid/Late Radar.
- Added GenInvisibleControl to stop Sea Spray in Conning Interior when looking up the ladder.
- - This Controller does not stop Sea Spray when Looking down the Ladder from Bridge or while on top ladder. When entering Submarine, you are still using Exterior Camera View until bottom of Ladder in Conning Tower.

Sub Flags for SH5 by TheBeast
version 0.0.1b

This MOD contains a reworked version of Sub Flags 0.0.8 byTheDarkWraith
Changes:
- Upgraded Flag Animation from 25 frames to 100 frames Animation. This provides a much more fluid Flag Animation.
- Added SyncroMesh Controller to flag Animations to help fix CTD(Crash) issue at higher Time Compressions.
- Added Flagstaff/Flags to Aft Deck so GlobalWind Controller works correctly and they are not in the way of the AA Guns.
- - GlobalWind Controller doesn't work correctly if the flags are tilted.
- Added GlobalWind Controller to aft deck flags so that flags are actually blown by the Wind.
- Adjusted Flagstaff Material settings and added a AO map.
- Adjusted Flags Material settings and added a AO map.

This mod will add 4 flags, 2 to the Conning Tower and 2 to the Aft Deck of all Player Subs. Each flag is user customizable to whatever they want.
Each flag can also be enabled/disabled so user can choose which flag(s) he/she wants to have shown (or not shown).
Ensure that if you disable all flags and you want to disable the flagstaff also that you edit the .eqp file correctly.
The flags are not controllable - they are static entities. When you submerge they will 'disappear' as you slip under the water. As you surface the flag(s) will become visible as they come out of the water.

Currently this mod has only been done for all Players versions of the Type VII Class Submarines.
The reason is because I don't care about AI Subs and there are many problems with getting the reflections and underwater views working correctly and in the hopes that releasing this more people will look it over and maybe discover something that I'm missing. I'll continue to work on the MOD as info is gleaned from Users.

There are four(4) .dds flag files used for all Submarines listed, 1_FLG.dds, 2_FLG.dds, 3_FLG.dds and 4_FLG.dds. They can be changed to whatever the user wants. See \SupeTurms_FX_SubFlags_0_0_1b_byTheBeast\data\Text ures\TNormal\tex' for the files used.

Breakdown of naming convention:
Flag 1 and 3 are the top flags. Flag 2 and 4 are the bottom flags.

The flags have their alpha channels enabled so user can do some neat tricks with the flags (weathering, tearing, tattered look, etc.)

The mod defaults to the top flag 1 enabled only. To enable/disable flags you'll need to edit the sub's .eqp file (can be opened with Notepad). Here is an example for the VIIA (this file can be found in '\SupeTurms_FX_SubFlags_0_0_1b_byTheBeast\data\Sub marine\NSS_Uboat7a\NSS_Uboat7a.eqp'). My changes start with the notation of '; Edited by TheBeast'


; Edited by TheBeast
;################################################# #########
;### To Disable Any Flag or Gun Set StartDate=19451230 ###
;### To Enable Any Flag or Gun Set StartDate=19380101 ###
;################################################# #########
;### MG-34 Machine Guns ###
[Equipment 11]
NodeName=M92
LinkName=MG_34
StartDate=19380101
EndDate=19451231

[Equipment 12]
NodeName=M93
LinkName=MG_34
StartDate=19380101
EndDate=19451231

;### Aft Deck Sub Flags ###
[Equipment 13]
NodeName=M94
LinkName=Sub_Flagstaff
StartDate=19380101
EndDate=19451231

[Equipment 14]
NodeName=M95
LinkName=Deck_3_FLG
StartDate=19380101
EndDate=19451231

[Equipment 15]
NodeName=M96
LinkName=Deck_4_FLG
StartDate=19380101
EndDate=19451231

;### Turm Mount Sub Flags ###
[Equipment 16]
NodeName=M97
LinkName=Sub_Flagstaff
StartDate=19380101
EndDate=19451231

[Equipment 17]
NodeName=M98
LinkName=Turm_1_FLG
StartDate=19380101
EndDate=19451231

[Equipment 18]
NodeName=M99
LinkName=Turm_2_FLG
StartDate=19380101
EndDate=19451231


Setting the Start Date to 19451230 will Disables that equipment item.
Setting the Start Date to 19380101 will Enable that equipment item.
I commented the .EQP files so it should be easy to figure out.

This MOD is JSGME ready. Navigate to where you saved the dowloaded mod and open it up.
Select the folder 'SuperTurm_FX_SubFlags_v0_0_1b_byTheBeast'.
Now extract the archived files/folders to your '\Ubisoft\Silent Hunter 5\MODS' folder.
Enable via JSGME. (this assumes you setup JSGME to use the 'MODS' folder as default)


The following problems have been noticed with this mod:
- no reflections for the flags. There is a nasty visual bug when reflections are turned on. I have them disabled.
- flags are not viewable when camera is underwater and sub is surfaced and you look up to the sub. Part of the reflection problem that I don't have a solution for.


Contributors:
- TheDarkWraith SubFlags MOD
- reaper7 new german flags
- conus00 flags reworked (game defaults to his reworked flags)
- TheBeast updated Flag MeshAnimationData Models
- privateer MG-34 Machine Gun 3D Models
- BIGREG pointing out the use of the GenInvisibleControl Controller to stop Particles


Changelog:

04/05/2016 v0.0.1a - first official release (alpha)
Moves Flags from Conning Tower to Aft Deck.
Added MG-34 Machine Guns to Conning Tower Exterior.
Added Bug Fixes for VIIA, VIIB, VIIC and VIIC41 Conning Towers.
- Fixes incorrect Texture and Bump Maps.
- Adds missing CFG# bones.
- Fixes mislocated CFG# bones.
04/11/2016 V0.0.1b - Beta release
Put the Conning Tower Flagstaff and Flags back per request.
Made it so the MG-34 Guns can also be Enabled/Disabled in .EQP files
Adjusted MG-34 Materials
Adjusted MG-34 AO Color
Adjusted Flag Materials
Adjusted FlagStaff Materials
Added Flag AO Materials
Added FlagStaff AO Materials
Created/Added new Pendant Flag.
Updated .EQP files
Type VIIA, VIIB and VIIC are done.
4/19/2016 V0.0.1c - Beta Release Update
Added GenInvisibleControl to All Player Conning Tower Exteriors to stop Sea Spray Particle inside Conning Tower when Looking up the Ladder.
Added EnvMappingCtrl to MG-34 Model.
Adjusted MG-34 Material Defuse color setting to eliminate Red tint/hue on Machine Guns at Night.
5/1/2016 V0.0.1d - Beta Release Update
Fixed Port side MG-34 position on the VIIC Turm 01 that was pointing straight up.
Finished addiing changes on the VIIC41 Turms.

KNOWN ISSUES:
VIIB Conning Tower 02 missing Reflection for Aft AA Gun Platform.
Sea Spray Particles are visible when looking down into Submarine from Exterior Camera View.
Bubble Particles are visible when looking up the ladder from Control Room.
- May need GenInvisibleControl controller on hull in EUF_Uboat_FX MOD since bubbles start there.

TheBeast
Images
None

You must be registered with this forum to download files. If you are registered and getting this message,
then the Downloads section is experiencing heavy load volumes and has been temporarily restricted to members
who are in the Subsim Navy (donors). Please try again later.

 

Become an officer in the Subsim Navy here and have your download limit increased to 25, 35 or even 60 a day! Click here to join.

A website this big uses a lot of bandwidth and needs a really powerful server to stay online day after day, for 20 years. Thanks for the support!



Comments
submarinajohn
09-11-16 at 04:37 PM
ok turned off the aft flags now need to find out how to get rid of the coning towers white emblem box as my skullnbones emblem doesnt show?
pinner2010
05-01-16 at 08:49 AM
Hello mr Beastie.
Favourite mod of mine, Sub flags. However, I must be doing something wrong here. Playing SH5 but not for love or money can I get this mod to work.

Constant CTD just trying to get it to install on a Bunker installation.
Any ideas welcomed.
thanks.
pinner2010
05-10-16 at 01:03 PM
Regards Mr Beast.
made number of changes to JGSME mod list out to compensate as per your instructions to me.
Current mod list below:-

SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
sobers multi color mod V5
silentmichal's interior mod 1.2.4
Room_QR1
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 2. Main Mod Low Resolution Patch
DynEnv v2.9 - 4.a Camera Filters - Realistic Colors
DynEnv v2.9 - 5.d Ambient Settings - Brighter Nights
DynEnv v2.9 - 10.II Seafloor (medium resolution)
DynEnv v2.9 - 11.a.II Sea Plants - Atlantic Kelp Forests (medium resolution)
DynEnv v2.9 - No Underwater Impurity Patch
DynEnv v2.9 - Wave Mechanics - Gale (Improved)
DynEnv v2.9 - 12. Sounds
sobers best ever fog V31 SH5
sobers better terrain v3 SH5
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers more trees SH5
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Paajtors_Renown_cheat (compatible with Equipment_Upgrades_Fix_v1_4_byTheBeast)
EUF_UBoat_FX_v0_0_6c_ byTheBeast
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
FREE SPECIAL Abilities
Speech fixes and additions (german version)
FX_Update_0_0_21_ByTheDarkWraith
FX_Update_0_0_22_ByTheDarkWraith(sobers funnel smoke)
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
FXU_0_0_22_Ship zon Files
SuperTurm_FX_SubFlags_v0_0_1c_byTheBeast
NewUIs_TDC_7_5_0_ByTheDarkWraith
Large Optics for TDW UI for NewUIs_TDC_7_5_0
Large Optics for TDW UI 16 by 9
NewUIs_TDC_7_5_0_jimimadrids_map_tools
NewUIs_TDC_7_5_0_No_Snorkel_Exhaust_Smoke
NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha
Manos Scopes-patch for 16x9
gap - HD 1 deg Scope Bearing v 1.0
IRAI_0_0_41_ByTheDarkWraith
Sjizzle's - Charts for NewUIs part1_27.05.2013
Sjizzle's - Charts for NewUIs part 2_27.05.2013
Sjizzle's - Charts for NewUIs part 3_24.06.2013
Sjizzle's - Charts for NewUIs part 4_20.07.2013
Sjizzle's - Charts for NewUI's part 5_23.05.2015
Sjizzle's - MarineQuadrat Charts for NewUIs v. 0.00.2
R.E.M_by_Xrundel_TheBeast_1.2
Church's Compass Dials Mod v2.2 - Option Two
OPEN HORIZONS II v2.5
SUB mod for OH II
OH II v2.5 Grid Request fix Patch SH5
OHII v2.5 - No Stupid Tonnage Bar_Free Style Campaign_TDWv750
OH II v2.5 Flag_Wind_Patch
MQK LocationMaps_IO
MQK ShapeTextures_NO
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
MadMaxs_SH5_Subdiesel (mono) v2
sobers less resources shadows SH5
MightyFine Less Annoying Footsteps 1.0
Warfox deck crew always whispering SH5 German Version
WHF-FUC_We Have Flooding-Flooding Under Control_Fix
Shallow Waters Voice Be Gone
Pascal-sh5-Crew-Uniforms-Updated
Invincible U-Boat Mod v1.0_2
Chart Colour Scheme 4
Nazi Medals
one ship, one torpedo v1.00a
TDW Round Fire Button v12 by Torpedo
VII-C Skin by Naights
HCT_Deutsche U-Boote Theme
ALTAC
AMMO_v1.0_SH5_by_Raven_2012
Overlay for TAI and Navigation maps by Shmal
Less Annoying Stopwatch Ticking - LAST - v. 01.00 by AvM

The outcome is that i have 2 small flags located on the rear flag pole, unfortunately,facing inwards (wrong direction) as opposed to streaming out behind the submarine.

Even though the guns and the flags for the conning tower are set to start codes you suggested, nether the guns or the flags show.

I am at a bit of a loss as to where to go from here.

kind regards.
submarinajohn
08-14-16 at 05:37 PM
how do i turn off the rear flag pole as it looks odd were they are facing inwards?
verganojoda23
01-18-17 at 11:05 PM
Hello! Thanks for this really cool looking mod.

One question:

Is there a way to make the flagstaff flags to follow the wind? just like the rear ones.

I just want to test something, so if there's a way to achieve that, i would like to know, i dont mind having the flags facing inwards, i just want to test some things about the wind in game.

Thanks in advance.
Vgj
MANoWAR.U52
09-27-18 at 09:34 PM
How to remove those MG34 from the Turm? They look awkward, ugly, and block vision uneccessary.


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