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Old 09-29-13, 09:03 AM   #211
SnipersHunter
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Hey my sub is sinking down automatical but i dont have floodings and my dive plane transmission is 97%
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Old 09-29-13, 09:19 AM   #212
Mikemike47
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Quote:
Originally Posted by SnipersHunter View Post
Hey my sub is sinking down automatical but i dont have floodings and my dive plane transmission is 97%
I've had the same situation. Planes could be at 97% in the down position, not level. I blowed the ballast and/or (full) reverse engines depending how deep you are.
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Old 09-29-13, 10:18 AM   #213
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Quote:
Originally Posted by vdr1981 View Post
Gap, should i upload sensors.gr2 so you can add that transparent mesh to GHG hidrophon? Is that big work or you can do it quick?
We can't add new meshes to a GR2 model, if it didn't get them at all. We can only replace existing meshes. This is one of the current limitations of GR2 Editor.

What we can do, is creating a separate GHG model in a cloned GR2 file (or in a new dat file), give it the appropriate controllers, and make upc/eqp files to point to the new model instead of the old one. It shouldn't take too long. While I am preparing the new files, you could look into "settings files" for any reference to the stock GHG model, and bookmark them for future modification
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Old 09-29-13, 10:36 AM   #214
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Quote:
Originally Posted by Mikemike47 View Post
I've had the same situation. Planes could be at 97% in the down position, not level. I blowed the ballast and/or (full) reverse engines depending how deep you are.
If i surface completly iam 2-5 minutes later 10 meters depth . For example now i was 120 meter depth and after 3 minutes on 135-140m
I think that the Planes stocking at down position with 97% is very extrem at 80 or 70 % but at 97%, really??
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Old 09-29-13, 01:51 PM   #215
vdr1981
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Quote:
Originally Posted by SnipersHunter View Post
If i surface completly iam 2-5 minutes later 10 meters depth . For example now i was 120 meter depth and after 3 minutes on 135-140m
I think that the Planes stocking at down position with 97% is very extrem at 80 or 70 % but at 97%, really??
I don't understand what are you exactly trying to say but you maybe had damaged compartments with significant flooding , but this is not shown in damage menu.
Aft.Quarters and conning tower aren't present in damage menu but their damage will effect flotability significantly, For example, Aft quarters have flotability same as the command room while connig tower has flotability something like 1/4 of comm.romm.

I've added (for v5) two new damage slots which will show current damage state for those compartmens... See picture...



Edit:
I experienced something similar while i was testing sinking mechanic but only until i spend all the commpresed air...After that, sub went strait down...
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Old 09-29-13, 02:06 PM   #216
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Kommandotürme is the Plural of Conning Tower. Kommandoturm is correct
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Old 09-29-13, 02:16 PM   #217
vdr1981
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Quote:
Originally Posted by SnipersHunter View Post
Kommandotürme is the Plural of Conning Tower. Kommandoturm is correct
Fixed!
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Old 09-30-13, 12:28 AM   #218
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Allright
I got another problem sometimes i get randomly damage without being hit what is that?
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Old 09-30-13, 02:44 AM   #219
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Originally Posted by vdr1981 View Post
RSD update + continued campaign=CTD
RSD update + new campaign= No CTD
Correct?

I see, this means that we need to start new campaign even if i do not update any of the upc files?... My mistake then, i'll update first post then...
So I did a complete uninstall yesterday .. deleted left overs, reinstalled, patched to 1.2, copied JSGME to my install dir, ran it, closed it, copied mods into MOD dir, loaded .mep file, added patcher, new campaign, silentotto, mare nostrum, CTD while loading dock graphics, right after sounds started playing for the dock..

Remove R.S.D. from modlist, restart sh5, continue game: loads ok.


It's unclear to me from this topic if tis issue is resolved in the next version, or should not be here at this moment either with a new campaign, but in case it's the 2nd option: no luck for me

Modlist:

Code:
Accurate German Flags
sobers game loading tips V8 SH5
DBM Background Video
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
sobers multi color mod V5
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
DynEnv v2.9 - 12. Sounds
Small_trees_SH5_V1
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers water splash anim SH5
sobers best ever fog  V22 SH5
sobers base sky mechanics V1
sobers better terrain v3 SH5
sobers waves mod V12 27032013
sobers more trees SH5
SH5_7A_Conning_Fix
Fuel Gauge WoGaDi_SteelViking's Interior
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_3_ byTheBeast
SH5 Longer Repairs v.1
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
AI_sub_crew_1_0_2_TheDarkWraith
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_5_0_Real_Navigation
NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha
Submarine's .sim&cfg (modified for engine ratio + independent control patches)
Sjizzles - Charts for NewUIs part1_07.06.2013
Sjizzles - Charts for NewUIs part 2_07.06.2013
Sjizzles - Charts for NewUIs part 3_24.06.2013
Sjizzles - Charts for NewUIs part 4_20.07.2013
Manos Scopes-patch for 16x9
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
Depth Charge Fix Reduced Explosion Range
Cerberus62 Corrected Depth Charge Projector 1.0
Reworked Morale and Abilities v.1.1
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
Speech fixes and additions (english version)
sobers green crew training V4 SH5
TDW FX Fix for Sobers chimney smoke
silentmichal's interior mod 1.2.3
Church's Compass Dials Mod v2.2 - Option One
OPEN HORIZONS II_full v2.2
R.S.D. - Reworked Submarine Damage v4 by vdr1981
SkyBaron's Leigh Light for SH5 1.1
Sobers Terrain fix for OH2 V2.2
RPM Hydrophone v2.2.1
Expanded Navies by Cybermat47 v.1.0.01
smaller flags for Warships 1_0b
sobers Lights Cfg V5 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally TDC Help v2
MadMaxs_SH5_Subdiesel (mono) v2
sobers hud sounds V1 SH5
sobers no footstep sound mod
sobers Realistic contrast V6 SH5
EQuaTool 01.01 by AvM - Large Style
AOB slide ruller for TDW UIs and MO by stoianm
sobers deck crew always whispering v2 SH5
gap - HD 1 deg Scope Bearing v 1.0
Shadow Improvement ModLR
sobers bad weather deck gun V5 SH5
sobers map colors SH5 V1
Im not sure what I'm doing wrong this time ... ?
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Old 09-30-13, 06:34 AM   #220
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So, thinking it was probably my mod order, I adapted from mikemike47's list in one of the other topics ... I no longer have a CTD on mare nostrum.

Will open another topic for my new issue :p
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Old 09-30-13, 07:17 AM   #221
vdr1981
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Hm Plj, you don't use FX update 0.0.22 ?

Edit: newermind , i saw your new thread...

Last edited by vdr1981; 09-30-13 at 07:35 AM.
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Old 09-30-13, 08:02 AM   #222
vdr1981
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Code:
DamageDescription1= NULL,0,0.1,0,1,1,small malfunction,0,0,NULL,0.1,0.2,   30
DamageDescription2= NULL,0.1,0.2,0,1,1,small malfunction,0,0,NULL,0.2,0.2, 30
DamageDescription3= NULL,0.2,0.3,0,1,1,Misaligned Axis,0,0,NULL,0.3,0.2,   60
DamageDescription4= NULL,0.3,0.4,0,1,1,Misaligned Axis,0,0,NULL,0.4,2,   60
DamageDescription5= NULL,0.4,0.5,0,1,1,Misaligned Axis,0,0,NULL,0.5,0.5,   120
DamageDescription6= NULL,0.5,0.6,0,1,1,fuse blown,0,0,NULL,0.6,0.5,        120
DamageDescription7= NULL,0.6,0.7,0,1,1,fuse blown,0,0,NULL,0.7,2,        240
DamageDescription8= NULL,0.7,0.8,0,1,1,Broken Axle,0,0,NULL,0.8,0.6,       240
DamageDescription9= NULL,0.8,0.9,0,1,1,Broken Axle,0,0,NULL,0.9,0.7,       480
DamageDescription10= NULL,0.9,1,0,1,1,Broken Axle,0,0,NULL,1,1,            480
Gap what do you think, could sometnig like this work for diesel/electric engines? And what's with red values (MaxMaintenance). I noticed that in SH4/RFB/OM files those values are 0, most of the time ,while in SH5 they are set to 1...What does that mean?
Also, this entry fuse blown, does this define anything or is it just some randome mesage, can i enter anything in this area, like "happy hew year" or something?
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Old 09-30-13, 09:26 AM   #223
gap
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Quote:
Originally Posted by vdr1981 View Post
Gap what do you think, could sometnig like this work for diesel/electric engines?
Dunno, by personal experience, beyond a certain level of damage an engine would stop working all the way, rather than loosing power gradually. I would therefore set efficency reduction of Damage Descriptions from 6 to 10, to 1 (similar to what Rongel did for his "longer repair times").

I have also noticed that you have set repair skill of some damage descriptions to 2, probably for simulating random unreparable damages. The idea is nice, but it contains a paradox: after getting a percent of damage whose reapair skill is set to 2 (let's say DamageDescription4, from 30 to 40%), engines would become unreparable. Nonetheless, any potential further damage could make them to "jump" to the next damage description and, provided that boat crew got the required skill level (0.5 in our example, according to your settings), it is likely that their reapair would start again. Moreover, I would expect an unreparable damage to be more often a fatal than a minor damage (i.e. higher effecincency reduction) and to be associated with higher percents of HP depletion. For all of the above reasons, I would keep your setting for one of the last damage descriptions.

Last, repair times. Imo, even in a cramped space as the interior of an u-boat, a good mechanician should be able to fix a minor damage in few hours. Moreover, I can't imagine a repair to last for more than 2-3 days of continuous work, at worst. After that time I would assume that either the suffered damage is unreparable, or its fix requires a missing spare. Unfortunately we don't have spare part deliveries in game. At least not yet: you never know what TDW can excogitate when he is inspired

Quote:
Originally Posted by vdr1981 View Post
And what's with red values (MaxMaintenance). I noticed that in SH4/RFB/OM files those values are 0, most of the time ,while in SH5 they are set to 1...What does that mean?
Not really sure about it... the quantity of functionality and/or HP's that can be restored after repairs (not used in SH4), maybe?

Quote:
Originally Posted by vdr1981 View Post
Also, this entry fuse blown, does this define anything or is it just some randome mesage, can i enter anything in this area, like "happy hew year" or something?
I think so. Devs had to plan a damage description to be displayed in game, but I never saw one. It that was true, that entry would just be the leftover of an SH4 or unfinished feature

P.S: have you read my previous message? Today I am busy with the redaction of a project, but tomorrow I will work on the new GHG hydrophone with 3d meshes.
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Old 09-30-13, 10:09 AM   #224
vdr1981
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I see your point Gap...

Quote:
Originally Posted by gap View Post

P.S: have you read my previous message? Today I am busy with the redaction of a project, but tomorrow I will work on the new GHG hydrophone with 3d meshes.
No need to hurry , take your time...
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Old 09-30-13, 11:52 AM   #225
vdr1981
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Question Gap...What will happen with diesel engine if receive damage with definition like this?

Code:
DamageDescription1= NULL,  0,    0.1,  0,  1,  1,  small malfunction,  0,  0,  NULL,  1,  2,  30
DamageDescription2= NULL,  0.1,  0.2,  0,  1,  1,  small malfunction,  0,  0,  NULL,  1,  2,  45
DamageDescription3= NULL,  0.2,  0.3,  0,  1,  1,  Misaligned Axis,    0,  0,  NULL,  1,  2,  60
DamageDescription4= NULL,  0.3,  0.4,  0,  1,  1,  Misaligned Axis,    0,  0,  NULL,  1,  2,  90
DamageDescription5= NULL,  0.4,  0.5,  0,  1,  1,  Misaligned Axis,    0,  0,  NULL,  1,  2,  120
DamageDescription6= NULL,  0.5,  0.6,  0,  1,  1,  fuse blown,         0,  0,  NULL,  1,  2,  180
DamageDescription7= NULL,  0.6,  0.7,  0,  1,  1,  fuse blown,         0,  0,  NULL,  1,  2,  240
DamageDescription8= NULL,  0.7,  0.8,  0,  1,  1,  Broken Axle,        0,  0,  NULL,  1,  2,  360
DamageDescription9= NULL,  0.8,  0.9,  0,  1,  1,  Broken Axle,        0,  0,  NULL,  1,  2,  480
DamageDescription10= NULL, 0.9,  1,    0,  1,  1,  Broken Axle,        0,  0,  NULL,  1,  2,  720
Ok, i will answer then...NOTHING, engine still gets repaired and efficiency drop is the same like without changes?! The only thing it's changed is repair time...This leads to the conclusion that there is (somewhere) some file which is also taken into account...Comment?

Last edited by vdr1981; 09-30-13 at 03:07 PM.
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