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-   -   [REL] Dark Waters (https://www.subsim.com/radioroom/showthread.php?t=243322)

Viktoria 02-05-20 07:11 AM

UPDATE:
Holy **** guys I got Torpedo HAHD to work without issues....I will package it up nicely and provide a DL link to all the stuff I got working so far (I'm really ****ing happy rn). :) <3


http://www.mediafire.com/file/hyaszs...es_DW.zip/file
heres the link to my fixes

Install:
-you can just replace the Type 2 files without issues.

-to install the torpedo mod safely you have to first delete the old torpedo.dat, this is very important since there is still some "ghost torpedo " in there that isnt listed but will overwrite most torpedo data
thus creating conflicts.
then boot up the game and select a mission from the quick mission builder in 1940 where g7eTIIs are used.
the game will crash and will thus fully delete the "ghost torpedo".
afterwards copy paste the torpedo files into the correct folders and boot up the game as usual.
(the issue most likely arises due to the Torpedo.dat beeing the one originally made for NYGM where the problem first arose)

NOTICE: I do in no way claim to have originally created this mod, its called torpedo HAHD 1024 and can be found in the community server mod archives under the SH3 tab, i just made it work for the Dark Waters mod (although this method should make it work with SH3 NYGM also).

dashyr 02-05-20 12:35 PM

Just had a go with V5.

I see you moved some of the mission waypoint.

Gibraltar has been good to me.

Stopped right in the path of a convoy. Unloaded all front and rear tubes. On 10 torpedoes (loosely calculated) I had 4 hits. Sank 2 merchant ships. Another one hit crippling the ship wich was left behind. Surfaced to finish it off with the deck gun once the escorts got bored with me. Found another tank I sank with the deck gun... ignited its cargo wich cut it in half with a very satisfying explosion. Last but not least, a 300 tons steam traveler with the deck gun.

Considering my level of experience with this game ill call this a win.

dashyr 02-05-20 12:39 PM

Quote:

Originally Posted by Viktoria (Post 2647867)
UPDATE:
Holy **** guys I got Torpedo HAHD to work without issues....I will package it up nicely and provide a DL link to all the stuff I got working so far (I'm really ****ing happy rn). :) <3


http://www.mediafire.com/file/hyaszs...es_DW.zip/file
heres the link to my fixes

Install:
-you can just replace the Type 2 files without issues.

-to install the torpedo mod safely you have to first delete the old torpedo.dat, this is very important since there is still some "ghost torpedo " in there that isnt listed but will overwrite most torpedo data
thus creating conflicts.
then boot up the game and select a mission from the quick mission builder in 1940 where g7eTIIs are used.
the game will crash and will thus fully delete the "ghost torpedo".
afterwards copy paste the torpedo files into the correct folders and boot up the game as usual.
(the issue most likely arises due to the Torpedo.dat beeing the one originally made for NYGM where the problem first arose)

NOTICE: I do in no way claim to have originally created this mod, its called torpedo HAHD 1024 and can be found in the community server mod archives under the SH3 tab, i just made it work for the Dark Waters mod (although this method should make it work with SH3 NYGM also).

What does this mod do?

Viktoria 02-05-20 12:40 PM

Quote:

Originally Posted by dashyr (Post 2647923)
What does this mod do?

its mainly aimed at fifi,

it adds high definition torpedo models and textures and fixes some ambient occlusin map isues on the later type 2 submarines ( you can see the issue in the screenshots above):Kaleun_Cheers:

(also compatible with sh3s NYGM)

Fifi 02-05-20 01:48 PM

Quote:

Originally Posted by dashyr (Post 2647922)
Just had a go with V5.

I see you moved some of the mission waypoint.
.

Nope :doh:
Didn’t touched any campaign file!

dashyr 02-05-20 05:26 PM

Quote:

Originally Posted by Fifi (Post 2647937)
Nope :doh:
Didn’t touched any campaign file!

Really? Oh well then. I got very lucky.

Viktoria 02-05-20 05:58 PM

Could we maybe get the alternative Typ7b Turn aswell as the alternate IX/40 hull?

If it's planned I might start work on that also.....
I can't wait to see this mod come truly alive with all the special stuff from a heavily modded sh3, just without the issues and limitations of the sh3 engine.
If we get dark waters up and running perfectly silent Hunter 5 will basically be obsolete ;)

Fifi 02-06-20 04:30 AM

Quote:

Originally Posted by Viktoria (Post 2647972)
Could we maybe get the alternative Typ7b Turn aswell as the alternate IX/40 hull?

If it's planned I might start work on that also.....
I can't wait to see this mod come truly alive with all the special stuff from a heavily modded sh3, just without the issues and limitations of the sh3 engine.
If we get dark waters up and running perfectly silent Hunter 5 will basically be obsolete ;)

Not in the plans. Furthermore in this case, couldn’t it be the IXC40 turning too fast? :D
If you have original real datas, we could fine tune the boats turning radius...well, try to, anyway.
But without real datas, Lurker made them not that bad IMHO.

Currently trying to make U-Boats automatic upgrades (new command offered) but ... very difficult to make it work so far.

Fifi 02-06-20 05:17 AM

Quote:

Originally Posted by Viktoria (Post 2647867)
UPDATE:
Holy **** guys I got Torpedo HAHD to work without issues....I will package it up nicely and provide a DL link to all the stuff I got working so far (I'm really ****ing happy rn). :) <3


http://www.mediafire.com/file/hyaszs...es_DW.zip/file
heres the link to my fixes

Install:
-you can just replace the Type 2 files without issues.

-to install the torpedo mod safely you have to first delete the old torpedo.dat, this is very important since there is still some "ghost torpedo " in there that isnt listed but will overwrite most torpedo data
thus creating conflicts.
then boot up the game and select a mission from the quick mission builder in 1940 where g7eTIIs are used.
the game will crash and will thus fully delete the "ghost torpedo".
afterwards copy paste the torpedo files into the correct folders and boot up the game as usual.
(the issue most likely arises due to the Torpedo.dat beeing the one originally made for NYGM where the problem first arose)

NOTICE: I do in no way claim to have originally created this mod, its called torpedo HAHD 1024 and can be found in the community server mod archives under the SH3 tab, i just made it work for the Dark Waters mod (although this method should make it work with SH3 NYGM also).

I noticed few things in your mod:

- In your Torpedo.dat, the SMA mines are missing...you should bring it back for those playing with VIID type. Quite important.

- Torpedoes we see in game are not the ones we see in the .dat
In .dat the G7a TI has the head with the little blades

https://i.goopics.net/1ylqN.png

In game what we see firing a TI:

https://i.goopics.net/j8RKN.jpg

What happened to the TI torpedo head? Obviously it's not a TI, even though i fired a TI!

- Last, when you said you MUST delete the old Torpedo.dat, it’s not mandatory at all...the fact is when you activate via Jsgme an other Torpedo.dat, the new one overwrite all the old Torpedo.dat with all the datas inside. Even if there is a « ghost » data included...

But your new type IIC propellers are nice :yeah:
Will include it in next update if you are OK.

Fifi 02-06-20 06:41 AM

Ok, i have re-done the whole Torpedo.dat with new textures according to the one we have in the torpedo page management :up:
New trail for the G7aTI also.
I’ve added URC to all torpedoes, and deleted old caustics. They look perfect now.

And added new SMA mines for VIID with new animation when launched :ping:

Will be available for next update :yep:

Viktoria 02-06-20 10:53 AM

Perfect Fifi well done, I have never come across the mines thing that's why I didn't want to touch it bc I thought you could handle it better however I've not come across the switched T1 thing....idk tbh.

Is it working now tho?

Keep me updated :)

Also if you have discord maybe add me there so we don't spam the forum here with our de facto private conversation ;)

Fifi 02-06-20 11:07 AM

Quote:

Originally Posted by Viktoria (Post 2648086)
Perfect Fifi well done, I have never come across the mines thing that's why I didn't want to touch it bc I thought you could handle it better however I've not come across the switched T1 thing....idk tbh.

Is it working now tho?

Keep me updated :)

Also if you have discord maybe add me there so we don't spam the forum here with our de facto private conversation ;)

Yes it’s working now:up:
SMA mines are ONLY to be used with the VIID rear tubes (otherwise with other types it will CTD like Lurker said)
And in reality, that was VIID who was used as mines layer.

I don’t have discord...anyway my English speaking is awful, i much better like the writing :yep:

magerrer 02-06-20 03:36 PM

Bonsoir! In the IX-C/40 there is a graphical glitch involving the flange circled in the photo. It does wobble a lot :)


https://i.imgur.com/O6IAHey.png


Also, I do wonder: It never rains in my campaign. Played from Sept till April and I have never gotten any rain. Is this intentional? I did change the main cfg as you did recommend.


Also, airplanes get detected very late by the crew, even in clear weather. When I get out of timewarp the British bombers are just maybe 20-30 seconds away from dropping their bombs. It is a challenge but not so sure how realistic it is.


Enough nagging! Thanks for V5! :)

Fifi 02-07-20 02:42 AM

Hi magerrer,

Yes, if i recall well, this graphical glitch exists from day one of SH4 U-Boat mission add-on. I suspect Ubisoft made it intentional...
I never looked into it to try to fix it, because it never bothered me in fact.

You are right, rain is not falling often, but it still happens sometimes…
Weather is a complex mechanism in all silent hunters, not really predictable and adjustable by modders.
Furthermore SH4 was created for Pacific theater, and as you know, the quieter seas over there are in January/February … and we get it too in Atlantic theater! (Should be the inverse here)… nothing can be done to counter this of what I know. And we can’t import SH3 weather in SH4!
The fact remains the more you TC (time compression) the less the weather will change, and the game inside clock will go offset … best is to play from 1 to x1024.

About planes, keep in mind AI doesn’t see clouds! Clouds are not a handicap in game unfortunately (except for storms where planes can’t fly)
Also, the more you run high TC, the less the game will react instantly! That is a handicap for player...
It remains with high waves planes will not see you like with flat sea. So flat sea + plane around is very dangerous...even periscope depth with periscope raised! They can see a periscope trail now in V5....if the sea is flat enough.
What i do is keep a man on the AA gun until last moment of crash dive, to cover me. And best is to hit C as soon as a plane is detected. As in real, each second is vital...

Fifi 02-07-20 03:22 AM

Quote:

Originally Posted by Fifi (Post 2648195)
Hi magerrer,

Yes, if i recall well, this graphical glitch exists from day one of SH4 U-Boat mission add-on. I suspect Ubisoft made it intentional...
I never looked into it to try to fix it, because it never bothered me in fact.

OK, next version will be without this visual glitch in type IX (in fact i confirm it was intentional because of the notset nodes inside the part)
Very easy to fix :up:

Viktoria 02-07-20 11:17 AM

I found the snorkel doesnt resupply the ships air and only allows the diesel ngines to be used, so even with snorkel you have to surface... is that intentional or a bug?:hmmm:

Fifi 02-07-20 01:21 PM

It’s a known SH bug, nothing can be done to solve it.
You have to surface to get 100% air. It takes 3 seconds, nothing big.

Viktoria 02-07-20 07:39 PM

Aw well kinda ruins the immersion bc it worked in SH3 but well if it can't be changed then I'll have to live with it I guess.. :)


What are the next big plans for the mod?

Autopilotman 02-07-20 10:00 PM

Whenever I try to start a campaign with the 30th flotilla; it crashes immediately, also using F8 to bring up the mission orders hasn't worked since V4.

Fifi 02-08-20 04:49 AM

Quote:

Originally Posted by Autopilotman (Post 2648338)
Whenever I try to start a campaign with the 30th flotilla; it crashes immediately, also using F8 to bring up the mission orders hasn't worked since V4.

You are right there is a problem with the 30th flotilla :up:
We are going to look into it to fix it.
Thanks for reporting.

As for the F8, I’ve never used this key...i always hit M and then open the order tab.


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