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02-17-10, 06:53 PM | #1 | |
Stowaway
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SH5 Popular Mods, Tools, Technical advice & Tactical tips
To cut back on some of the sticky congestion, this thread will have links to the popular SH4 mods that were stickied before. These are very popular threads, so they will probably stay on the front page, but if you cannot find it easily, you can find it here.
Much of this thread is from sh4 and some from sh3 so you may see tips or guides not designed for sh5 that still work or are close enough to help you solve your sh5 problems using methods from the other games. I will try to edit and adapt them as i can so it avoids confusion as much as possible. Please use the correct location for Readme files http://www.subsim.com/radioroom/showthread.php?t=163015 Thread Prefix Guidelines http://www.subsim.com/radioroom/showthread.php?t=162048 New Silent Hunter 5 All in One Mods http://www.subsim.com/radioroom/showthread.php?t=207362 The Complete Idiots Guide to Goblin Editor(large image warning) http://www.subsim.com/radioroom/showthread.php?t=165805 Note - Go straight to post #2 for the mods list - Here Subsim's recommended modding etiquette (please read these guidelines) Quote:
Do you have a mod you want to upload? Are you a mod maker or mission designer? To get access to upload your mods, click here to become one of the Modmen! After getting permission from neal you will be able to upload, edit and update your mods at anytime. Please remember that all mods should be in zip format and the free open source 7-zip utility is a good choice to use for this. If your mod is an oversized mod larger than the maximum size allowed then you need to upload it in a special way as neal will explain how or you can contact member Laufen zum Ziel who will upload oversized mods here for you and then he will turn control of it back over to you. All mods should include a read me for them to explain what the mod does and how it should be used. It is strongly recommended that every new mod have its own thread so the mod can be discussed and any mod issues can be resolved there. Thread Prefix Guidelines: These prefixes should be used when posting a new thread. If your thread doesn't fall into any of the catagories below then dont use any prefix. If you are posting a "tutorial" or "technical info" thread then start the thread title with - [TEC] If you are posting a "work in progress" thread then start the thread title with - [WIP] If you are posting a "mod release" thread then start the thread title with - [REL] If you are posting a "request" thread then start the thread title with - [REQ] NOTE - when you are starting a mod thread it is recommended that the "version" number should NOT be used as part of thread title but instead please put any mod version number in the first line of the thread text so you can go back anytime and edit or update it as you see fit. Commonly Asked Questions NeonSamurai's most commonly asked questions (see post #2) (for sh3 but still works for sh4) helpful hints and information Where is My Home Port, Why Can't I Dock? Game Not Working? Check These Threads [TEC] How to re-install SH4 SH4 and Vista Installation Mods Not Working? Check These Threads [TEC] How to Fix Mod Soup Issues Step by step MOD installation Technical Help Guides and Trainings: TDC, Radar, Sonar and More.... Sub Skipper's Bag of Tricks--Techniques, tactics, tutorials, videos Tutorial : adding playable units (basics) Simple Text Modding Tutorial Sub skinning tutorial Bump mapping for SH4 in GFX Suites SH4 models and texture maps High Realism Tutorial Advanced Firing Solution using Sonar only Tutorial for 100% realism manual targeting Wazoo's manual charting & targetting tutorial (for sh3 but also works for sh4) Real Submarine Technology & History Q&A [TEC] Shells.dat + Shells.zon Node Numbers in 1.5 v1.1 (shows which gun is which for modding them) Step by step MOD installation [TEC] How to make multiple sh4 installs Mission Building Tips, Tricks, and Advice [TEC] Import/export 3D models to/from game using S3D Mod Tools [REL] S3D - Silent 3ditor [REL] JSGME Generic Mod Enabler Paint.Net WinMerge Hex-Editor XVI32 GIMP 7-zip 3D Mod Tools Misfit Model 3D Truespace 7.6 gmax 1.2 Blender (takes some time to get used to) Last edited by Onkel Neal; 06-17-17 at 05:09 PM. |
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12-15-10, 08:43 PM | #3 |
Torpedoman
Join Date: Dec 2008
Location: CC, Texas
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[REL] Decks Awash link goes to the same thread....that we're on.
Probably should go here, instead: http://www.subsim.com/radioroom/show...ht=Decks+awash Last edited by Threesixtyci; 12-20-10 at 01:15 AM. |
01-05-11, 06:27 PM | #4 |
Torpedoman
Join Date: Dec 2010
Posts: 112
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skimming thru the mods i'm not able to find what i'm looking for :c
i want a mod that lets me control how many motors i have running (i.e. 1 desiel 2 electric) any suggestions? |
01-05-11, 11:18 PM | #5 |
Stowaway
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independent motor/engine control has been on everyones wishlist for sh series but the only game i ever saw it in was "enigma rising tide" (not made by ubi)
sadly its just not a feature built into the game |
01-06-11, 09:40 AM | #6 | |
Torpedoman
Join Date: Dec 2010
Posts: 112
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Quote:
if it's not possible i'm not at a loss ^_^ |
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01-06-11, 12:34 PM | #7 |
Torpedoman
Join Date: Dec 2010
Posts: 112
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ok, not complain but... can we update the first post and maybe catagorize them between sh5 and sh4 =/ i keep clicking on links that sound interesting but find they are sh4 mods/tutorials, and while i'm sure the general idea is the same.... it's the little differences that can be insanely annoying (like .misge instead of .mis for example )
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01-06-11, 06:57 PM | #8 | ||
Stowaway
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Quote:
if you want to rewrite the tutorials then be my guest in most cases for things, there are only small differences between how they apply to sh3 and sh4 as you pointed out so no one was willing to redo all that work to make each apply to each specific game. i simply put a link to the info so you can have "close enough" info to be able to figure out your own answers if the tutorial doesnt. as for sh5 there were no sh5 tutorials when this thread was created. most were written for sh3 and give you enough info to figure things out even if it wasnt written to apply to sh4 or sh5 Quote:
so the answer is yes |
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01-09-11, 03:51 PM | #9 | |
Torpedoman
Join Date: Dec 2010
Posts: 112
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Quote:
http://www.subsim.com/radioroom/showthread.php?t=178774 |
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02-03-11, 01:43 PM | #10 |
Stowaway
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Thanks for the massive clean up. I was interested in just reading about some of the modding stuff. I've started to understand that most people enjoy this stuff because you can mod it so much. I'm pretty sure I'm not smart / talented enough for modding, but it's still an interesting read for a submarine junkie like me.
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03-22-11, 04:19 PM | #11 | |
Stowaway
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Quote:
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01-06-11, 03:36 PM | #12 |
Sea Lord
Join Date: Dec 2009
Location: In my U-552 and Tiger
Posts: 1,732
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Kapitäne, [REL] SHIV extra messages is only SH4 mod or not?
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U-552 Tiger IDF |
05-10-12, 03:06 PM | #13 |
Swabbie
Join Date: May 2012
Posts: 9
Downloads: 52
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More then 50% of these mods have invalid download links , great!
Ofcoarse its all the good ones that are gone , while the crap is left untouched. wtf? |
06-22-12, 11:57 AM | #14 |
Swabbie
Join Date: May 2012
Posts: 12
Downloads: 56
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where is the mod with the officers bar?heeeeeeeeeeeeeelp!!!
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06-22-12, 12:02 PM | #15 |
Ocean Warrior
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here is the answer - http://www.subsim.com/radioroom/show...93&postcount=5
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. Where does human stupidity end? . El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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