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Old 08-03-10, 09:06 PM   #61
gvogt12000
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Default Surface Hydrophone

I'm using whatever is on the stock VIIIA model. Picking up contacts while on the surface sailing back to Kiel from Poland.
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Old 04-01-11, 07:45 PM   #62
TheBeast
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Default Starting from Scratch

When I uninstalled SH5 last year I lost all the MOD's I had been working on at that time. Now I am starting from Scratch to continue this work.

NOTE: Some of the equipment I have added is not for the Typ-VII Class, I added them anyway because if all goes well they will be needed at later date.

Here is what I have done so far.

NOTE:Some of the equipment I have added is not for the Typ-VII Class, I added them anyway because if all goes well they will be needed at later date.

Data\UPCDataGE\UPCUnitsData\Equipement.upc

- Fixed out of sequence numbering.




- Added the following Equipments:
  1. ID=EqpRadioDFAntenna - 3D= Dummy_Round_Antena
  2. ID=EqpRadioDFAntennaTyp2 - 3D= Dummy_Round_Antena_Type2
  3. ID=EqpAttackPeriscopeHeadStealthTyp2 - 3D= atack_periscop_type2_wire
  4. ID=EqpObsPeriscopeHeadStealthTyp2 - 3D= obs_periscop_type2_wire
  5. ID=EqpFuMO65 - 3D= FUMO_65_base_dummy
  6. ID=EqpSCHNORCHELRWR - 3D= SCHNORCHEL_RWR (for cfg#R02)
  7. ID=EqpFuMB10 - 3D= FuMB10Borkum
  8. ID=EqpFuMB26 - 3D= FuMB26Tunis
  9. ID=EqpAlberichImp - 3D= Alberich_Improved
  10. ID=EqpTarnmatte - 3D= Tarnmatte
  11. ID=EqpTarnmatteImp - 3D= Tarnmatte_Improved
  12. ID=EqpEmblem6 - 3D= data\Textures\TNormal\tex\emblems\Merchant_Raiders .dds
  13. ID=EqpEmblem7 - 3D= data\Textures\TNormal\tex\emblems\Wolf_Emblem.dds
  14. Added data\Textures\TNormal\tex\emblems\Merchant_Raiders .dds Texture
  15. Added data\Textures\TNormal\tex\emblems\Wolf_Emblem.dds Texture

I would like to see all Emblems move out of the tex folder into the emblems folder to reduce a little clutter.

Data\UPCDataGE\UPCUnitsData\UpgradePacks.upc

- Fixed out of sequence numbering.

- Added the following Upgrade Packs:
  1. ID= UpackUb7FUMO61Radar - Availability Dates and Renown Cost need adjustment
  2. ID= UpackUb7FUMO65Radar - Availability Dates and Renown Cost need adjustment
  3. ID= UpackUb7SCHNORCHELRWR - Availability Dates and Renown Cost need adjustment
  4. ID= UpackUb7FuMB10 - Availability Dates and Renown Cost need adjustment
  5. ID= UpackUb7FuMB26 - Availability Dates and Renown Cost need adjustment
  6. ID= UpackCoatingAlberich_ImpVIIC - Availability Dates and Renown Cost need adjustment
  7. ID= UpackCoatingTarnmatteVIIC - Availability Dates and Renown Cost need adjustment
  8. ID= UpackCoatingTarnmatte_ImpVIIC - Availability Dates and Renown Cost need adjustment
  9. ID= UpackCoatingAlberich_ImpVIIC41 - Availability Dates and Renown Cost need adjustment
  10. ID= UpackCoatingTarnmatteVIIC41 - Availability Dates and Renown Cost need adjustment
  11. ID= UpackCoatingTarnmatte_ImpVIIC41 - Availability Dates and Renown Cost need adjustment
Data\Objects\Sensors\UBoot_Sensors.sim
  1. Changed Alberich_Improved TextureSuffix=albrecht to TextureSuffix=alb_imp
  2. Changed Tarnmatte TextureSuffix=albrecht to TextureSuffix=tarn
  3. Changed Tarnmatte_Improved TextureSuffix=albrecht to TextureSuffix=tarn_imp
  4. Add Data\Menu\Skins\German\Gui\Upgrade\Uboat7c_alb_imp .dds Sample Texture
  5. Add Data\Menu\Skins\German\Gui\Upgrade\Uboat7c_tarn.dd s Sample Texture
  6. Add Data\Menu\Skins\German\Gui\Upgrade\Uboat7c_tarn_im p.dds Sample Texture
  7. Add Data\Menu\Skins\German\Gui\Upgrade\Uboat7c41_alb_i mp.dds Sample Texture
  8. Add Data\Menu\Skins\German\Gui\Upgrade\Uboat7c41_tarn. dds Sample Texture
  9. Add Data\Menu\Skins\German\Gui\Upgrade\Uboat7c41_tarn_ imp.dds Sample Texture
NOTE: This change adds 3 new Unique Skin Textures that can be used for all Submarine Classes.

i.e Conning_XX_01_alb_imp.dds, Conning_XX_01_tarn.dds, Conning_XX_01_tarn_imp.dds, UboatXX_structure_alb_imp.dds, UboatXX_structure_tarn.dds, UboatXX_structure_tarn_imp.dds
XX can = 2A, 7A, 7B, 7C, 7C41
NOTE: Currently using Stock GR2 files you can have up to 21 unique skins per submarine class and 24 using this change. Just need to MOD UPC files.

Data\Menu\Pages\Page WeaponsAndSensors.ini

Section [G4E I26] Changes:
Since we are adding 6 new unique skins I changed Materials=43 to Materials=49. This will allow the new skins to have unique image textures in the Upgrades Menu List. Note that the Materials=## value is +1 higher then actual materials.
Added the following lines:
Mat 43=data/menu/skins/german/gui/upgrade/Uboat_7C_alb_imp.dds
Crop 43=0,0.867188,0.390625,0.132813
Mat 44=data/menu/skins/german/gui/upgrade/Uboat_7C_tarn.dds
Crop 44=0,0.867188,0.390625,0.132813
Mat 45=data/menu/skins/german/gui/upgrade/Uboat_7C_tarn_imp.dds
Crop 45=0,0.867188,0.390625,0.132813
Mat 46=data/menu/skins/german/gui/upgrade/Uboat_7C41_alb_imp.dds
Crop 46=0,0.867188,0.390625,0.132813
Mat 47=data/menu/skins/german/gui/upgrade/Uboat_7C41_tarn.dds
Crop 47=0,0.867188,0.390625,0.132813
Mat 48=data/menu/skins/german/gui/upgrade/Uboat_7C41_tarn_imp.dds
Crop 48=0,0.867188,0.390625,0.132813
Section [G4E I39] Changes:
Since we are adding 6 new unique skins I changed Materials=43 to Materials=49. This will allow the new skins to have unique image textures in the Upgrades Menu List. Note that the Materials=## value is +1 higher of actual materials.
Added the following lines:
Mat 43=data/menu/skins/german/gui/upgrade/Uboat_7C_alb_imp.dds
Crop 43=0,0,1,0.859375
Mat 44=data/menu/skins/german/gui/upgrade/Uboat_7C_tarn.dds
Crop 44=0,0,1,0.859375
Mat 45=data/menu/skins/german/gui/upgrade/Uboat_7C_tarn_imp.dds
Crop 45=0,0,1,0.859375
Mat 46=data/menu/skins/german/gui/upgrade/Uboat_7C41_alb_imp.dds
Crop 46=0,0,1,0.859375
Mat 47=data/menu/skins/german/gui/upgrade/Uboat_7C41_tarn.dds
Crop 47=0,0,1,0.859375
Mat 48=data/menu/skins/german/gui/upgrade/Uboat_7C41_tarn_imp.dds
Crop 48=0,0,1,0.859375
NOTE: There are 2 image entries per equipment upgrade option because 1 image crop is for the Menu List and 1 image crop is for when that option has been selected.
Currently I am experiencing a issue with the Tower Emblem textures not showing in the Upgrades Menu List. Hope to resolve this shortly.
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Last edited by TheBeast; 04-05-11 at 03:13 AM.
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Old 04-01-11, 08:41 PM   #63
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Quote:
Originally Posted by SteelViking View Post
Well, we don't have to have the round antenna actually rotating if it does not stop rotating when submerged, it would be nice if it would. But, it would be a big improvement if the thing would just extend and retract when realistic.

Keep us posted if you find anything. I would work on this with you, but I have gone and gotten myself stuck on another project.
Maybe someone can verify this?

Can we add another Round DF Antenna at same mount location that does not rotate and is in lowered position that is Visible Underwater only.
Then we can make the Round DF Antenna that is rotating and in raised position Not Visible Underwater.

I think this would require a Techno Guru to HEX edit Copy/Paste exiting Round DF Model as another Model and Change the Node ID's. Then we can edit controllers for new Model so it does not rotate or extend and not SensorData controller.
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Old 04-02-11, 02:19 AM   #64
TheBeast
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Default Adding the Schnorchel as Upgrade Pack

I have played with getting the Snorkel available as upgrade option for a very long time.
I can load both types of the Snorkel. Either the Telescoping or Hinged Type Models.

The Typ-VII, IX classes use the Hinged Snorkel Type.
The Typ-XVIII, XXI, XXIII classes use the Telescoping Snorkel Type.


The problem is:
  1. I can not figure out how to add these Snorkel's as optional equipment upgrades.
I can edit the NSS_Uboat7c.SNS file and manually add the Telescoping Snorkel model replacing the Attack Periscope model and replace the Observation Periscope model with the Attack Periscope model.
I did this because the Attack Periscope is aft of the Observation Periscope and you wouldn't want the Diesel Exhaust getting your Periscope Outer Lens dirty. Using this Method you could set StartDate/EndDate to have the Snorkel load on or after set dates when you enter Port.
Code:
;attack periscope
[Sensor 2]
NodeName=O03
;LinkName=atack_periscop,data\Objects\Sensors\UBoot_Sensors
;LinkName=atack_periscop_wire,data\Objects\Sensors\UBoot_Sensors
LinkName=SCHNORCHEL,data\Objects\Sensors\UBoot_Sensors
StartDate=19380101
EndDate=19451231
 
;Observation periscope
[Sensor 3]
NodeName=O02
;LinkName=obs_periscop,data\Objects\Sensors\UBoot_Sensors
;LinkName=obs_periscop_wire,data\Objects\Sensors\UBoot_Sensors
LinkName=atack_periscop_wire,data\Objects\Sensors\UBoot_Sensors
StartDate=19380101
EndDate=19451231
The Hinged Snorkel is another issue all together. It is a Exterior Room.
I can add the Hinged Snorkel by using GoblinEditorApp to loaded the NSS_Uboat7c.GR2 file.
Then merged the NSS_Uboat7c.prt file and double click the MergeCtrl @ Room_EXT located in the Project Tree at the bottom of list.
Then add another MergeCtrl @ Room_EXT.
Then edit the new MergeCtrl @ Room_EXT and add data\Submarine\NSS_Uboat7c\Submarine Parts\Room_EXT - Snorkle + Anim.GR2 in the File slot.
Now the New Controller is the Project Tree but it is listed RED. Drag it to the NSS_Uboat7c.prt node.
Save changes and Exit.
Activate MOD using JSGME.
Restart SH5, Load Your Save and you will find the Snorkel beside the Deck Gun.

I hope someone can make use of this information because I am not going to pursue the Snorkel Upgrade any more.
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Old 05-15-11, 05:01 AM   #65
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Default

My question is little bit off topic but I figured that you or TheDarkWraith should now for sure because both of you got involved with periscope height adjustment in your mods.
Some time ago my observation periscope started extend just 3 meters and absolutely unusable if wind is more than 9 meters per second because of waves that covering it (in stock wave mode, nothing is enlarged). It is really annoying issue because during nights I have to use attack periscope that works just fine (but it's darker as you know). Attack periscope is extending for like 6+ meters and fully retracts. I can't even hide my observation periscope while at periscope depth - it does not retracts completely as it used to.
Can you advise me of files and locations that I can play with trying to change that?
I removed all the mods. Same thing.
I've uninstall the game, restarted PC and installed the game, trying to run stock version- same thing. Now I just put all my mods back.

I don't mind to to something even on HEX editing level, no problem.
Thanks.

P.S. My mods soup just in case:

Generic Mod Enabler - v2.6.0.157
[C:\Ubisoft\Silent Hunter 5\MODS]

NewUIs_TDC_6_5_0_ByTheDarkWraith
SubFlags_0_0_6_byTheDarkWraith
Accurate German Flags
Grossdeutscher Rundfunk
Nauticalwolf's_Torpedo_Textures_v1.2
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
Torpedo_Speed_Abilitie_Fix_for_TDC_SH5_v120
Emtgufs Aspect ratio 8_5
emtguf_rscopes whit thiny crosshair by Torpedo
SteelViking's Interior Mod V1.2
MightyFine Crew Mod 1.2.1 Stock faces
Conning Tower Compass Fix
Nauticalwolf's_Poster_Mod_v1.0
gap - HD 1 deg Scope Bearing v 1.0
EQuaTool 01.01 by AvM - Large Style
sobers hyrophone fix
Trevally Automated Scripts v0.5
Dynamic Environment SH5 Basemod (normal ) V2.0
Dynamic Environment SH5 Sounds V2.0
Dynamic Environment SH5 Sleet For Winter Campaigns V2.0
Dynamic Environment SH5 Atlantic Floor V2.0
Dynamic Environment SH5 Waves (normal) V2.0
Dynamic Environment SH5 BrighterNights V2.0
Dynamic Environment SH5 Undersea (temperate and polar) V2.0
Dynamic Environmental SH5 Shallow Waters V2.0
Enhanced FunelSmoke_by HanSolo78
BRF 1.3 full
IRAI_0_0_30_ByTheDarkWraith
AirTorpedoes
A Fistful of Emblems v1.51
A Fistful of Emblems v1.51 (Weathered)
#Equipment_Upgrades_Fix_byTheBeast
Equip_Upgrades_AFFOE
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Old 05-15-11, 03:19 PM   #66
TheBeast
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#1 thing to remember when adding new MOD's.
- Make sure you are in port when activating MOD's.
- Enabling MODs while at Sea may cause unusaul behaviour

Not saying this is what happened, just something to keep in mind.

I think it was Stormfly or Anvart that did the math and pointed out that the Observation Periscope is suppose to be usable in calm sea at depth of approximately 15 meters. This is like extending the Obs Periscope 2.5 meters more then most available MODs.

You may want to add [WIP] FX Update by TheDarkWraith as last MOD.

The settings for ObsScope Extend height are located in this file
data\Objects\Sensors\UBoot_Sensors.sim
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Old 05-19-11, 09:30 AM   #67
Xrundel
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Thanks man. I've made a little solution after locating this file with your help and help from my Russian friends. Now I am very happy with my periscopes.
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Old 03-21-21, 06:28 PM   #68
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is there a way to make this thing work?

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Old 03-22-21, 10:10 AM   #69
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Where are you finding that part?
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Old 03-22-21, 11:51 AM   #70
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Quote:
Originally Posted by Jeff-Groves View Post
Where are you finding that part?
UBoot_Sensors.GR2
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Old 03-22-21, 12:30 PM   #71
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A quick look at the Sim doesn't even list a Search light.
To make it playable by User?
Work to the sim would be needed.
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