SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH5 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 11-10-15, 02:30 PM   #3076
vdr1981
Navy Seal
 
Join Date: May 2010
Location: Србија
Posts: 6,078
Downloads: 581
Uploads: 13


Default

Quote:
Originally Posted by gap View Post
Well, just imagine placing those coastal bunkers all around Britain's coast line, not only near ports. If you get too close to the shore, they detect you and call in the nearest airbase for an air raid. That's exactly what they were meant for. Cool, don't you think
Weeeell, I guess so... Given the fact that almost all destroyers near coast line will probably be stuck and with well known "efficiency" of SH5 planes ...Why not, it's better than nothing, I guess...


Quote:
Originally Posted by gap View Post
Well, if you are into it, I can rip a pier or two from any of the stock port models, and make it into a new unit to be equipped with artillery. How long should be the leg of the pier for it to reach land, while the main unit is at safety distance from the coast?
No, the pier has to be unit for it self, more exactly sea unit which shouldn't have any collision spheres and which will "meld" with the coastline.

If you create artillery and pier as one unit/object, the game will probably again detect coast proximity and block the gun, from some reason...

The pear should be something like 60-70m long and if possible wider in the base than on it's top (that's where bunker will be placed).

EDIT

OR maybe round shaped concrete platform with radius of 60 m , that would be even better I think...

Last edited by vdr1981; 11-10-15 at 02:41 PM.
vdr1981 is offline   Reply With Quote
Old 11-10-15, 03:42 PM   #3077
Cyborg322
Scurvy Dog of the Deep
 
Cyborg322's Avatar
 
Join Date: Dec 2009
Location: Manchester England
Posts: 1,119
Downloads: 370
Uploads: 0


Default Bunker

Could you use the model from for example the Iron Front mod for Arma or similar ? it looks the part
__________________
Cyborg322 is offline   Reply With Quote
Old 11-10-15, 04:05 PM   #3078
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by vdr1981 View Post
Weeeell, I guess so... Given the fact that almost all destroyers near coast line will probably be stuck and with well known "efficiency" of SH5 planes ...Why not, it's better than nothing, I guess...
If coupled with your RSD, I don't think SH5 aircraft are much worse than real WWII aircraft. U-boats were small targets, and most attacks ended with a miss. There are even reports of planes having to fly so low (in order to increase the probability of hitting their target) that they ended crashing into the water or damaging themselves with the detonation of their own bombs. We rarely take this sort of odd accidents when judging AI, but we must admit that SH5 simulates them pretty well. In any case our metal cylinder is too fragile for us to try our luck, which in general is exactly the main factor that real ASW was based on.


Quote:
Originally Posted by vdr1981 View Post
No, the pier has to be unit for it self, more exactly sea unit which shouldn't have any collision spheres and which will "meld" with the coastline.

If you create artillery and pier as one unit/object, the game will probably again detect coast proximity and block the gun, from some reason...

The pear should be something like 60-70m long and if possible wider in the base than on it's top (that's where bunker will be placed).

EDIT

OR maybe round shaped concrete platform with radius of 60 m , that would be even better I think...
I tell you my idea: a sea unit shaped as a squared or circular platform, with a number of equipment bones/nodes used for the linking of artillery guns through eqp file. Collisionable object controller added to the new unit, with collision spheres all around it but not damage boxes, so that other units can collide with it (would be weird seeing other ships to sail though our piers), but the platform itself won't take damage from collision/enemy fire. Guns on top of the platform will have both spheres and boxes though, so to make them subject to bombs/big guns damage. Pier connecting the platform to the shore optional, to be stored in another file in the library folder and linked to the main unit through eqp file. The pier should only have collision spheres near its top, except for its distal end (where it is supposed to connect with land) which will have no spheres at all. Would it work?
__________________
_____________________
|May the Force be with you!|
...\/
gap is offline   Reply With Quote
Old 11-10-15, 04:06 PM   #3079
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by Cyborg322 View Post
Could you use the model from for example the Iron Front mod for Arma or similar ? it looks the part
Thank you Cyborg, can you point me to that mod, and how do I extract the 3d model from it?
__________________
_____________________
|May the Force be with you!|
...\/
gap is offline   Reply With Quote
Old 11-10-15, 04:08 PM   #3080
Tonci87
Captain
 
Join Date: Jun 2012
Posts: 546
Downloads: 116
Uploads: 0


Default

Well technically Iron Front isn´t a Mod, but a standalone game. There is a mod that allows you to use Iron Front assets in Arma 3 if you own both. And I´m not sure what model he is talking about...
Tonci87 is offline   Reply With Quote
Old 11-10-15, 05:18 PM   #3081
vdr1981
Navy Seal
 
Join Date: May 2010
Location: Србија
Posts: 6,078
Downloads: 581
Uploads: 13


Default

Quote:
Originally Posted by gap View Post
If coupled with your RSD, I don't think SH5 aircraft are much worse than real WWII aircraft. U-boats were small targets, and most attacks ended with a miss. There are even reports of planes having to fly so low (in order to increase the probability of hitting their target) that they ended crashing into the water or damaging themselves with the detonation of their own bombs. We rarely take this sort of odd accidents when judging AI, but we must admit that SH5 simulates them pretty well. In any case our metal cylinder is too fragile for us to try our luck, which in general is exactly the main factor that real ASW was based on.
It seems to me that you havent played SH5 for some time...
They are quite incompetent, trust me...

Quote:
Originally Posted by gap View Post
I tell you my idea: a sea unit shaped as a squared or circular platform, with a number of equipment bones/nodes used for the linking of artillery guns through eqp file. Collisionable object controller added to the new unit, with collision spheres all around it but not damage boxes, so that other units can collide with it (would be weird seeing other ships to sail though our piers), but the platform itself won't take damage from collision/enemy fire. Guns on top of the platform will have both spheres and boxes though, so to make them subject to bombs/big guns damage. Pier connecting the platform to the shore optional, to be stored in another file in the library folder and linked to the main unit through eqp file. The pier should only have collision spheres near its top, except for its distal end (where it is supposed to connect with land) which will have no spheres at all. Would it work?
As long as the unit/ship which will act like coastal gun is not closer than something like 50-60 m to the shoreline, it may work...

But first(PLEASE ) can you give me simple round GR2/dat object with radius of 70m? Without any nodes , bones ect ... Just the object without any sim, zon or eqp files...
vdr1981 is offline   Reply With Quote
Old 11-10-15, 05:34 PM   #3082
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by vdr1981 View Post
It seems to me that you havent played SH5 for some time...
They are quite incompetent, trust me...


As long as the unit/ship which will act like coastal gun is not closer than something like 50-60 m to the shoreline, it may work...

Quote:
Originally Posted by vdr1981 View Post
But first(PLEASE ) can you give me simple round GR2/dat object with radius of 70m? Without any nodes , bones ect ... Just the object without any sim, zon or eqp files...
Okay, what should be its height?

Quote:
Originally Posted by Tonci87 View Post
Well technically Iron Front isn´t a Mod, but a standalone game.
Buying a whole game just for extracting a cylinder from it...
__________________
_____________________
|May the Force be with you!|
...\/
gap is offline   Reply With Quote
Old 11-10-15, 07:03 PM   #3083
vdr1981
Navy Seal
 
Join Date: May 2010
Location: Србија
Posts: 6,078
Downloads: 581
Uploads: 13


Default

Quote:
Originally Posted by gap View Post
Okay, what should be its height?

It doesn't matter...Any height will be sufficient...
vdr1981 is offline   Reply With Quote
Old 11-15-15, 04:59 AM   #3084
Shaefer
Navy Dude
 
Join Date: Sep 2013
Location: Bergen (Norway)
Posts: 171
Downloads: 150
Uploads: 0
Default

Quote:
Originally Posted by gap View Post
There are even reports of planes having to fly so low (in order to increase the probability of hitting their target) that they ended crashing into the water or damaging themselves with the detonation of their own bombs. We rarely take this sort of odd accidents when judging AI, but we must admit that SH5 simulates them pretty well.
At 27 minutes in episode 21 this happened. The plane dives to deep and don`t have time to pull up, so it crash into the sea.
I agreed, SH 5 simulates that pretty well.
__________________
I play Silent Hunter 5 on Youtube.
Full realism settings.
85% Luck.
15% Skill.

"Submarine life most of the time is hours and hours of boredom with intermittent terror thrown in to keep you on your toes!"

Shaefer is offline   Reply With Quote
Old 11-15-15, 03:57 PM   #3085
YoYo
Ensign
 
Join Date: Aug 2005
Posts: 228
Downloads: 36
Uploads: 2
Default

Quote:
Originally Posted by vdr1981 View Post
Beautiful!
Small OT.

Thx, some of progress of Collectors edition for WofS .





Flak M42 37mm (LM42U)



G7e.



FuMO 61.





Regards.
__________________
Webmaster of yoyosims.pl


SH fan, btw. my U-boot Typ VII C41 Click!

Last edited by YoYo; 11-16-15 at 09:05 AM.
YoYo is offline   Reply With Quote
Old 11-16-15, 10:14 AM   #3086
vdr1981
Navy Seal
 
Join Date: May 2010
Location: Србија
Posts: 6,078
Downloads: 581
Uploads: 13


Default

Looking awesome Yoyo!
Not to mention precision needed to create something like this...
vdr1981 is offline   Reply With Quote
Old 11-17-15, 12:27 AM   #3087
elder_gutknecht
A-ganger
 
Join Date: Nov 2015
Posts: 79
Downloads: 10
Uploads: 0
Default

3 blue screen on 2 days, the last crash my boot.ini
Trying to repair today
__________________
Proud to be noob
Support the widow´s noobs at weneedmorenoobs.com
elder_gutknecht is offline   Reply With Quote
Old 11-17-15, 03:13 AM   #3088
vdr1981
Navy Seal
 
Join Date: May 2010
Location: Србија
Posts: 6,078
Downloads: 581
Uploads: 13


Default

Quote:
Originally Posted by elder_gutknecht View Post
3 blue screen on 2 days, the last crash my boot.ini
Trying to repair today

https://support.microsoft.com/en-us/contactus

Last edited by vdr1981; 11-17-15 at 03:39 AM.
vdr1981 is offline   Reply With Quote
Old 11-17-15, 09:11 AM   #3089
Sailor Steve
Eternal Patrol
 
Sailor Steve's Avatar
 
Join Date: Nov 2002
Location: High in the mountains of Utah
Posts: 50,369
Downloads: 745
Uploads: 249


Default

Quote:
Originally Posted by YoYo View Post
Small OT.
Those are beautiful, but it is actually a rather large OT. We have a full forum dedicated to just this sort of thing.

http://www.subsim.com/radioroom/forumdisplay.php?f=186

You are more than welcome to start a thread there charting your progress with this outstanding model.
__________________
“Never do anything you can't take back.”
—Rocky Russo
Sailor Steve is offline   Reply With Quote
Old 11-18-15, 12:10 PM   #3090
fitzcarraldo
Argentinian Skipper
 
fitzcarraldo's Avatar
 
Join Date: Jul 2009
Location: Somewhere between Buenos Aires and the Bungo Suido
Posts: 5,130
Downloads: 3216
Uploads: 0


Default

A little question:

I want to change the rendered distance in TWoS. I know there is a post or thread for it, but I can´t find it now!!!

Many thanks in advance!

Fitzcarraldo
__________________



My subject is War, and the pity of War. The Poetry is in the pity - Wilfred Owen.
fitzcarraldo is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 04:15 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.