SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
02-14-19, 10:31 AM | #11716 |
Samurai Navy
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02-14-19, 11:34 AM | #11717 |
Swabbie
Join Date: Oct 2011
Posts: 6
Downloads: 7
Uploads: 0
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it is disabled but nothing shows up on the map like at all..
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02-14-19, 12:48 PM | #11718 |
Bosun
Join Date: Apr 2016
Posts: 65
Downloads: 34
Uploads: 0
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How to solve problem with 2 destroyers sticked with me? I travel from Lorient to Athlantic, and two DDs are always on constant distance to me, can't get rid off them, no matter i do, going on surface or submerged...
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02-14-19, 01:17 PM | #11719 |
Samurai Navy
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02-14-19, 02:27 PM | #11720 |
Argentinian Skipper
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If you donīt use Real Nav, you should have the icons, or they are disabled by OFEV. Open OFEV and check the options for Nav Map and TAI.
BTW, there is an addon mod for Map Contacts Colors. Try it. If you donīt have the icons, open OFEV and see the options. Also, in the options of the game (in the options menu), see if you have the contacts enabled. Realism options. Fitzcarraldo
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My subject is War, and the pity of War. The Poetry is in the pity - Wilfred Owen. |
02-14-19, 03:37 PM | #11721 |
Samurai Navy
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I dug a bit into the game files to figure something out, and wow, I couldnīt believe my eyes that apparently so much code from Silent hunter 4 has been used to make this game. There is bits of SH4 code everywhere, although, often without function, since many features SH4 had were not implemented. Things like proper crew management, an office room you visit between patrols, etc.
Now I wonder if they simply used "unscrubbed" SH4 code to save time, or if they at some point intended to get these features into SH5? What a shame that Ubisoft has ruined what this game could have been by rushing it out the door. I guess the devs would have also had more time for developing the game if Ubisoft didnīt insist that this game should be a testbed for their bull**** DRM they had back then.... EDIT: Disregard the following. I departed on a new patrol, and the submerged torpedo loading boost works again..... This game sometimes.... Anyway, what I wanted to do is have a look why I can not activate the faster torpedo ability while at periscope depth. I guess it is because of this part of code in Silent Hunter 5\data\UPCDataGE\UPCCrewData\SpecialAbilities.upc Code:
[SpecialAbility 19] ; *Faster torpedo tubes reloading-submerged ID=Ability-Active-Overcharge-Torpedo NameDisplayable=Ability-Active-Overcharge-Torpedo-Name Description=Ability-Active-Overcharge-Torpedo-Description, Ability-Active-Overcharge-Torpedo-Description, Ability-Active-Overcharge-Torpedo-Description, Ability-Active-Overcharge-Torpedo-Description, Ability-Active-Overcharge-Torpedo-Description Levels= 5 AbilityType=TorpedoLoadingTimeSimple ; *Faster torpedo tubes reloading-submerged AbilityValue= -10, -12, -15, -17, -20 RunOnActivate= IfIsSubmerged PointsRequirement= 0, 0, 0, 0, 0 AbilityRequirements= 0, 1, Ability-Active-Overcharge-Torpedo, 1, 1, Ability-Active-Overcharge-Torpedo, 2, 1, Ability-Active-Overcharge-Torpedo, 3, 1, Ability-Active-Overcharge-Torpedo, 4 LevelUpTree= 2, 3, 4, 5, 0 MoraleCost= 1, 1, 1, 1, 1 PointsCost= 1, 1, 2, 2, 3 AbylityActsIn= ALL Activation=OnDemand Duration=1200, 1800, 2400, 3000, 3600 Cooldown=16200, 14400, 14400, 10800, 7200 So, doesnīt Periscope depth count as IfIsSubmerged ? There is not persicope depth function in that file. Code:
; RunOnActivate - functions ; ; SpeedAheadFlank ; IfIsSurfaced ; IfIsSubmerged ; Last edited by Tonci87; 02-14-19 at 03:51 PM. |
02-14-19, 05:41 PM | #11722 | |
The Old Man
Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,364
Downloads: 475
Uploads: 11
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Quote:
Very sloppy if you ask me. |
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02-15-19, 11:54 AM | #11723 |
Swabbie
Join Date: Jan 2018
Location: Germany
Posts: 11
Downloads: 39
Uploads: 0
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I have one quick question:
Is it normal for the U-Flak to not have any internal or external storage for torpedoes? |
02-15-19, 12:19 PM | #11724 |
Commodore
Join Date: Aug 2016
Location: Netherlands
Posts: 620
Downloads: 31
Uploads: 0
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U-Flak had limited Torpedo loads. I am not sure whether it is working in-game since I have not played a U-flak yet.
https://uboat.net/types/u-flak.htm .
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02-15-19, 12:59 PM | #11725 | |
Grey Wolf
Join Date: Jan 2014
Location: 50.1° N, 14.4° E
Posts: 834
Downloads: 82
Uploads: 5
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Quote:
if you think about it, all of us work this way. |
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02-15-19, 05:37 PM | #11726 |
Samurai Navy
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Sure, iteration is not bad per se, but in the code of this game you even have things like the complete crew roster from SH4. The files are just there, and not really used by the game I imagine. I think that looks like the programmers didnīt have time to "clean up" after adapting the features to SH5.
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02-15-19, 05:56 PM | #11727 |
The Old Man
Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,364
Downloads: 475
Uploads: 11
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Was doing a test dive to 200m today in a Type7b. Before i even made it that depth my KDB Hydrophone reciever was reported destroyed. Wut?
A quick look from the bridge after surfacing confirmed it was gone. Since when? |
02-15-19, 06:18 PM | #11728 |
Commodore
Join Date: Aug 2016
Location: Netherlands
Posts: 620
Downloads: 31
Uploads: 0
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Never experienced that. What was your speed?
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Last edited by Ashikaga; 02-16-19 at 01:36 PM. |
02-15-19, 06:57 PM | #11729 |
Samurai Navy
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Look into the description for the KDB. Those things were historically easily damaged by too much pressure. Either by going below 100m, or by depth charges. Donīt worry, your boat still has the GHG as a Hydrophone.
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02-16-19, 12:22 PM | #11730 |
Mate
Join Date: May 2009
Posts: 57
Downloads: 46
Uploads: 0
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Am I doing something wrong? I don't have any way to TC past 64 when near units, is there a setting I'm missing?
TimeStop=0 RealTime=1 LandProximity=1,128 CriticalDamage=1 CrewEfficiency=2048 AirEnemyDetected=2048 SoundEffects=2 CharacterAnim=64 FriendDetected=32,2048 EnemyDetected=8,256 RadioReport=2048 Particles=32 PrayState=1 HunterState=1 3DRender=2048 Maximum=2048 |
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