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Old 09-28-13, 12:35 PM   #196
vdr1981
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Quote:
Originally Posted by SnipersHunter View Post
Yes i see what i can do for you . Please write me next time a PN that i really see that you want something from me. I dont look always in this thread
I write you a PM with the german words
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Old 09-28-13, 12:36 PM   #197
SnipersHunter
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You got a Message
I will send you more later this day
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Old 09-28-13, 12:40 PM   #198
vdr1981
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Hey here are the first Translations for the first pic you send me.
Torpedo Tube 1=Torpedorohr 1
Torpedo Tube 2=Torpedorohr 2
Torpedo Tube 3=Torpedorohr 3
Torpedo Tube 4=Torpedorohr 4

For.Torp.Room Preassure Hull=Bugtorpedoraum Druckhülle

Fore Diveplanes=Vordere Tiefenruder

Hydrophone Receivers= Hydrophon Empfänger
Oh Oh, this will be so cool, i think i'll ban English version completely..
Just kidding, i'll put englist translation in the equipment description area...
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Old 09-28-13, 12:41 PM   #199
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Or you can do 2 versions one in german and one i english so can everybody use the version he want
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Old 09-28-13, 01:08 PM   #200
Mikemike47
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Quote:
Originally Posted by Stormfly View Post
possible bug, need to be verified...

if activating R.S.D. and starting a new campaign using "silentotto", selecting campaign Mare Nostrum, i got a CTD while loading the campaign (at the end, after the loading screen disapear).

if starting a new campaign without "silentotto" al went ok.
Something similar but not exactly the same. I changed the mod version from 3 to 4 after I returned to the bunker? I just finished happy times then tried Mare Nostrum in the campaign. Restarted game and CTD. Most documenation says to start a new campaign when changing mods. But I usually try a mod change to see if I can get away with it after returning to bunker. Other than this mod version change, all mods are the same as listed below in the code section.

[QUOTE=vdr1981;2120432]Hm, just started ""Mare nostrum" with silenotto without any problems..., althouh, with files from unreleased v5.
Someone else maybe?

Changed to version 4. Started new campaign at Mare Nostrum and no CTD.

Code:
Accurate German Flags
RemoveLogoIntroTheDarkWraith
sobers game loading tips V8 SH5
DBM Background Video
sobers green spinning thing SH5
SMission - D-Day Landings
Grossdeutscher Rundfunk
U-Boat Watch Crew Routine SFX
WolfPack Wotan
Messervy_s_gramophone_pack1
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
Fuel Gauge WoGaDi_SteelViking's Interior
Fix clock rear torpedo room VIIA
Depth Charge Range Fix
Capthelms Audio+SV Touch Ups
sobers multi color mod V5
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - No Underwater Impurity Patch
DynEnv v2.9 - 5.e Ambient Settings - Brighter Nights-No Murky Waters
DynEnv v2.9 - 9. Sobers Best Ever Tweaks
DynEnv v2.9 - 12. Sounds
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers best ever fog V22 SH5
sobers waves mod V12 27032013
Window_Lights_Redone_V1
Torpedo_Door_Sound_Mix
Pascal-sh5-Crew-Uniforms
SH5_7A_Conning_Fix
SteelViking's Bunker Fixes V1.0
German U-Boat Hydrophone SFX
Equipment_Upgrades_Fix_v1_4_byTheBeast
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
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
FX_Update_0_0_22_Torpedoes - MagDet range 3m (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_jimimadrids_map_tools
NewUIs_TDC_7_5_0_TDW_MessBoxMinWidth
Manos Scopes-patch for 5x4
Sjizzle's - Charts for NewUIs part 1_07.06.2013
Sjizzle's - Charts for NewUIs part 2_07.06.2013
Sjizzle's - Charts for NewUIs part 3_24.06.2013
Submarine's .sim&cfg (mod engine ratio + ind cont patches)
gap - armaments & equipments patch v 0.2
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
silentmichal's interior mod 1.2.3
Cerberus62 Corrected Depth Charge Projector 1.0
Flower_Class_Corvette_Pack
NDD_Soldati Fix
NOZAURIO'S SKIN (Standar No Emblem) v-1.1.0
Expanded Navies by Cybermat47 v.1.0.01
OPEN HORIZONS II_full v2.2
OPEN HORIZONS II v2.2 - ORP Gryf and HMS Rocket no reflection patch
OHII v2.2 Sobers Terrain fix
Open Horizons II - Hospital Ship Texture Fix v1
OH II Minefield map for TDWs Ui
Reworked Submarine Damage v4
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
SH5Lifeboat_Wooden ver. 0.2
SkyBaron's Bold SFX for SH5 1.0
SkyBaron's Leigh Light for SH5 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
Crew scripting by TheDarkWraith
sobers green crew training V4 SH5
TDW FX Fix for Sobers chimney smoke
sobers Lights Cfg V5 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Krauters Automated Scripts (v5_0_0 compatible)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally TDC Help v2
MadMaxs_SH5_Subdiesel (mono) v2
Sonar Sound Collection v 1.0 for SH5 - Distorted
sobers hud sounds V1 SH5
sobers bad weather deck gun V5 SH5
Reworked U-boat Guns (incomplete version)
sobers Depth of Field V6 SH5
sobers map colors SH5 V1
Shadow Improvement Mod
Nauticalwolf's_Damage_and_Torpedo_UI(b)_Mod_v1.1
TDW_GenericPatcher_v_1_0_149_0
Voice, Sounds & Help - 
Dialogs(xx) and sound cfg - [wip] voices reloaded testing

Last edited by Mikemike47; 09-28-13 at 01:19 PM.
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Old 09-28-13, 01:18 PM   #201
vdr1981
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Quote:
Originally Posted by Mikemike47 View Post

Changed to version 4. Started new campaign at Mare Nostrum and no CTD.
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...
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Old 09-28-13, 01:32 PM   #202
gap
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Quote:
Originally Posted by vdr1981 View Post
Yes and yes i have... Other equipment is fine
A this point we should ask ourselves what deck gun and flaks have in common (in therms of their settings, indeed) which makes them different from other equipments

Quote:
Originally Posted by vdr1981 View Post
No,it's simple... There is father=(zone index number) options in zones definitions from zone.cfg
Ah okay, have you tested it yet? Does it work?

While your workaround is not free from flaws (basically external sensors would inherit damage from their stations, whereas they obviously shouldn't), it could be the only way to avoid the save/reload cheat.

I am thinking out loud now. So far we have assumed that the culprit for damages not getting recorded into save files, is a code bug and that only TDW can fix it. Nonetheless, the damage of some equipments is updated correctly after reloading a saved game. In conideration of that, could the problem be related to some bad/missing settings in one of the upc/upcge files? Maybe we should compare the settings of a "cheaty" equipment with the ones of an equipment whose damage is saved regularly. Moreover, have you ever thought that EUF might have messed unadvertently some equipments, making their damage not to be saved?

Quote:
Originally Posted by vdr1981 View Post
Well, in general...what's it's meaning, like "nothing",or "search here" or
what... Is it same like empty space?
NULL is the same as "none":

if referred to an external 3d link, it means "no external 3d object linked" to the given equipment;
if referred to one of the positions of an upgrade pack element, means "no equipment loaded" in the given position;
if referred to an equipment/upgrade pack interval, it means "no start/end date limit" for the given equipment/upgrade, and so on...
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Old 09-28-13, 01:48 PM   #203
Mikemike47
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Quote:
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...
Yes. Can not wait for the new changes to v5. Sweet work!
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Old 09-28-13, 02:03 PM   #204
vdr1981
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Quote:
Originally Posted by gap View Post
Ah okay, have you tested it yet? Does it work?
Yes, it works...

Quote:
Originally Posted by gap View Post
While your workaround is not free from flaws (basically external sensors would inherit damage from their stations, whereas they obviously shouldn't), it could be the only way to avoid the save/reload cheat.
Well, they wont inherit damage from their stations, only when station's HP reach 0, controlers will be deactivated, in other words, you dont need antena when station is compleatly broken.... So far this is the only way... Now it would be really cool if we can introduce some periods of "unusability" for station equipment when it take some damage, but i don't think that's possible. That EfficiencyReduction entry from damage description works only for some equipment, like engines ect...


Quote:
Originally Posted by gap View Post
I am thinking out loud now. So far we have assumed that the culprit for damages not getting recorded into save files, is a code bug and that only TDW can fix it. Nonetheless, the damage of some equipments is updated correctly after reloading a saved game. In conideration of that, could the problem be related to some bad/missing settings in one of the upc/upcge files? Maybe we should compare the settings of a "cheaty" equipment with the ones of an equipment whose damage is saved regularly. Moreover, have you ever thought that EUF might have messed unadvertently some equipments, making their damage not to be saved?
The problem is this...By default, NSS_Uboat7*.zon had only two conntrolers,
SH3ZonesCtr@NSS_Uboat7* and CollisionableObject@NSS_Uboat7* and only damage which is registered in those two will be savable...I've add numerous new controllers in this .zon file together with new .zon files with new controllers for guns... Game save wont see those new zone files and controllers...

Quote:
Originally Posted by gap View Post
NULL is the same as "none":

if referred to an external 3d link, it means "no external 3d object linked" to the given equipment;
if referred to one of the positions of an upgrade pack element, means "no equipment loaded" in the given position;
if referred to an equipment/upgrade pack interval, it means "no start/end date limit" for the given equipment/upgrade, and so on...
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Old 09-28-13, 02:36 PM   #205
SnipersHunter
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I sendet you tranlations for all pics vdr and one correction
And sorry for those many pm's next time i do all in one sir
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Old 09-28-13, 02:49 PM   #206
vdr1981
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Quote:
Originally Posted by SnipersHunter View Post
I sendet you tranlations for all pics vdr and one correction
And sorry for those many pm's next time i do all in one sir
Well done Herr Snipershunter!

I like it...

Last edited by vdr1981; 09-28-13 at 03:34 PM.
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Old 09-28-13, 04:38 PM   #207
gap
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Originally Posted by vdr1981 View Post
Well, they wont inherit damage from their stations, only when station's HP reach 0, controlers will be deactivated, in other words, you dont need antena when station is compleatly broken....
So, unless a station is destroyed (in which case both parts are destroyed), damage levels of the station and of its sesor remain separate, right?

Quote:
Originally Posted by vdr1981 View Post
Now it would be really cool if we can introduce some periods of "unusability" for station equipment when it take some damage, but i don't think that's possible. That EfficiencyReduction entry from damage description works only for some equipment, like engines ect...
You could set EfficiencyReduction of all the DamageDescriptions relative to equipments not supporting a gradual decline of functionality, to 1 (i.e. maximum efficency reduction). Theoretically, with this setting even minor damages should prevent equipments for working until they are fixed. If the equipment is set to destructible, and its HPs reach 0, damage would not be reparable of course.

Quote:
Originally Posted by vdr1981 View Post
The problem is this...By default, NSS_Uboat7*.zon had only two conntrolers,
SH3ZonesCtr@NSS_Uboat7* and CollisionableObject@NSS_Uboat7* and only damage which is registered in those two will be savable...I've add numerous new controllers in this .zon file together with new .zon files with new controllers for guns... Game save wont see those new zone files and controllers...
I see. Have you tried adding new boxes directly to SH3ZonesCtr@NSS_Uboat7*, moving/resizing them so that they envelop the desired stations, and liking the boxes to those stations through the object linked to property?
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Old 09-28-13, 05:46 PM   #208
vdr1981
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Quote:
Originally Posted by gap View Post
So, unless a station is destroyed (in which case both parts are destroyed), damage levels of the station and of its sesor remain separate, right?
Correct!

Quote:
Originally Posted by gap View Post
I see. Have you tried adding new boxes directly to SH3ZonesCtr@NSS_Uboat7*, moving/resizing them so that they envelop the desired stations, and liking the boxes to those stations through the object linked to property?
I tried something like that before with torpedo tubes, i got CTD...That' why i created new .sim file for torpedo doors animation and copy wpnsubtorpedo (you know what i mean) controller into newly created file. Result was, all the tubes was present and you could fire torpedo but without aiming capabilities . This actually gave me an idea to somehow use this feature an make something from that. If i could not destroy torp tubes, maybe i could destroy TDC...Will see..
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Old 09-28-13, 06:07 PM   #209
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Quote:
Originally Posted by vdr1981 View Post
I tried something like that before with torpedo tubes, i got CTD...That' why i created new .sim file for torpedo doors animation and copy wpnsubtorpedo (you know what i mean) controller into newly created file. Result was, all the tubes was present and you could fire torpedo but without aiming capabilities . This actually gave me an idea to somehow use this feature an make something from that. If i could not destroy torp tubes, maybe i could destroy TDC...Will see..
The wpnsubtorpedo controller is actually more complicated than other controllers: it controls many torpedo-related features, and applying to all the torpedo tubes in a submarine, it must be placed on the main unit. By assigning it to a single torpedo tube model, you would end having multiple iterations of the same controller working at the same time, one for each tube, which is meaningless
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Old 09-29-13, 07:13 AM   #210
vdr1981
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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?
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