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 (the issue most likely arises due to the Torpedo.dat beeing the one originally made for NYGM where the problem first arose) NOTICE: I do in no way claim to have originally created this mod, its called torpedo HAHD 1024 and can be found in the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). |
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. |
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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) |
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Didn’t touched any campaign file! |
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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 ;) |
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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. |
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- 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. |
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: |
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 ;) |
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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: |
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! :) |
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... |
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Very easy to fix :up: |
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:
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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. |
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? |
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.
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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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