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Old 07-04-10, 05:29 AM   #16
reaper7
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Thats pretty much what I had too.

EQUIPMENT.UPC
Code:
[Equipment 62]
ID=EqpSnorkel
NameDisplayable= Snorkel
FunctionalType= EqFTypePeriscopeBody
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= SCHNORCHEL_RWR,data\Objects\Sensors\UBoot_Sensors\UBoot_Sensors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse
UPGRADEPACKS.UPC
Code:
[UpgradePack 60]
ID= EqpSnorkel
NameDisplayable=Snorkel-Name
Info=Snorkel allows Diesel to Run Underwater-Info
Notes= 
FunctionalType= EqFTypePeriscopeBody
UpgradePackSlotType= UpFTypeSensorPeriscope
Type=NULL
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
UnitUpgradePackIntervalOptions1=NULL, NULL, 100
IDLinkUpgradePackElements= EqpSnorkel
TrackingID=3888
NSS_UBOAT7C41.UPCGE
Code:
[UserPlayerUnit 1.FunctionalSubsystem 44]
ID= EqpSnorkel
NameDisplayable= Snorkel
FunctionalType= SensorPeriscope
IDLinkFunctionalSubsystemSlots= EqFTypePeriscopeBody, 0
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Old 07-04-10, 05:53 AM   #17
BIGREG
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Hi

Have you try with this snorkel :

C:\Ubisoft\Silent Hunter 5\data\Submarine\NSS_Uboat7c\Submarine Parts\Room_EXT - Snorkle + Anim.GR2

and why not merge the snorkel in a .prt ( i have see the torpedo annim in ) other in .lnx ( links )

and i think snorkel is not a sensor , but just an object with annimation

I want Granny SDK
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Old 07-04-10, 02:27 PM   #18
TheBeast
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Maybe adding the Snorkel (SCHNORCHEL_RWR) as Radar Warning Receiver (RWR) rather then Periscope will work???

I was just starting to play with that as you can see in my previous post.
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Old 07-04-10, 02:41 PM   #19
TheBeast
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Quote:
Originally Posted by BIGREG View Post
Hi

Have you try with this snorkel :

C:\Ubisoft\Silent Hunter 5\data\Submarine\NSS_Uboat7c\Submarine Parts\Room_EXT - Snorkle + Anim.GR2

and why not merge the snorkel in a .prt ( i have see the torpedo annim in ) other in .lnx ( links )

and i think snorkel is not a sensor , but just an object with annimation

I want Granny SDK

This animation is Hinged Type Snorkel that lifts out of cavity in Deck. Not like Telescoping Snorkel in Uboot_Sensors.GR2/.SIM
Appears the Height is a little higher then the ObsPeriscope.
Maybe we can copy this to "data\Submarine\NSS_Uboat7C41\Submarine Parts" folder? Worth a try...

NOTE: The Animation will not render on 7C/41 so apears it only works on the 7C

Maybe the Snorkel is added as Radar Warning Receiver (SCHNORCHEL_RWR(Hinged)) for the Type-VIIC and added as Periscope (SCHNORCHEL(Telescoping)) for Type-VIIC/41

Code:
[Equipment xx]
ID=ObsPeriscopeST
NameDisplayable= Observation Periscope with ST Radar
FunctionalType= EqFTypePeriscopeBody
EquipmentInterval= NULL, NULL
EquipmentSlotType=USPeriscope
ExternalLinkName3D= NULL
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction,  0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis,  0, 0, NULL,  0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown,   0, 0, NULL, 1, 0.2, 15
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Last edited by TheBeast; 07-04-10 at 04:44 PM. Reason: NOTE added
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Old 07-04-10, 07:34 PM   #20
Capt Jack Harkness
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Well it would make sense, the naxos detector was mounted on snorkels quite often. I wonder about the placement, though, since most pics I've seen show the snorkel right alongside the front of the tower when raised...

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Old 07-05-10, 05:07 AM   #21
TheBeast
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Quote:
Originally Posted by Capt Jack Harkness View Post
Well it would make sense, the naxos detector was mounted on snorkels quite often. I wonder about the placement, though, since most pics I've seen show the snorkel right alongside the front of the tower when raised...

I've noticed that when using Goblin Editor to view the Model's that the Tower appears to be a little out of position, mislocated to the aft and a bit to starboard. This mislocation may be why texture lighting FX do not render correctly on the Tower when viewing all components of the models loaded at the same time. Just another bug in SH5 and of no concern to Ubi.
I think I have had enough of SH5. At first glance SH5 looks promising but the more I dig, the more issue's (bugs, stability) and locked doors I discover. Some obsticles and or locked doors appear to be intentional, by design. Almost as if they are trying to make it hard for MOD's to actually adjust/change game play atempting to keep SH5 as a Arcade game rather then a Simulation.
IMO, SH5 barely meets Beta-Testing requirements let alone releasing it to the world charging money for it. (DRM, Auto-Save and documentation ZOMFG! Can you say "Brain-Fart")
I think Ubi does not respond to any questions because they are so ashamed of what they have released, as they should be.
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Old 07-05-10, 06:38 AM   #22
BIGREG
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Yes

Now, he must succeed to change. Gr2 by any means!

Great Food UBI$OFT to give us a way to edit
(new Goblin editor not buggy)

Buy Granny SDK license $ 12,500 !
(I am ready to put 100 €uros in, but we must agree among ourselves to buy)

Try to converted the .gr2 in an other format to export/import ?

Hex editing ?

In any case we must find a way !
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Old 07-05-10, 04:54 PM   #23
Capt Jack Harkness
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Quote:
Originally Posted by BIGREG View Post
In any case we must find a way !
That's the spirit!
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Old 07-17-10, 12:20 AM   #24
TheBeast
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Default Snirkel

I was looking at Conning Towers for TDW and something dawned on me. The Snorkel was not defined as a Upgrade Pack and maybe it is not supposed to be.
Maybe the Snorkel is just supposed to be installed at a certain date. With that said, what do you think about adding something like this below to the NSS_Uboat7c.upcge?
Code:
[UserPlayerUnit X.UnitPartSlot X];<--X to be determined
ID=VIICSnokelSlot
NameDisplayable=SnorkelSlot-UnitPartSlot-Name
Type=NULL
AcceptedTypes=VIICSnorkel 
IDLinkUnitPartIntervalDefault1= NULL, 1946-01-01, VIICSnorkel
ExternalNodeName3D= SNK
Do you think the game will just do it on the defined start date?
But then again, it is late and I am very tired. That is why I haven't tried it.

ALSO: We need to find a way to link the Snorkel to the deisel engines so the deisel engines can run while at Snorkel Depth with Snorkel engaged. Maybe we can do this in the NSS_Uboat7c.upcge some how?
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Last edited by TheBeast; 07-21-10 at 01:50 AM.
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Old 07-17-10, 12:25 AM   #25
TheDarkWraith
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Quote:
Originally Posted by TheBeast View Post
I was looking at Conning Towers for TDW and something dawned on me. The Snorkel was not defined as a Upgrade Pack and maybe it is not supposed to be.
Maybe the Snorkel is just supposed to be installed at a certain date. With that said, what do you think about adding something like this below to the NSS_Uboat7c.upcge?
Code:
[UserPlayerUnit X.UnitPartSlot X];<--X to be determined
ID=VIICSnokelSlot
NameDisplayable=SnorkelSlot-UnitPartSlot-Name
Type=NULL
AcceptedTypes=VIICSnorkel 
IDLinkUnitPartIntervalDefault1= NULL, 1946-01-01, VIICSnorkel
ExternalNodeName3D= SNK
Do you think the game will just do it on the defined start date?
.eqp file defines the dates
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Old 07-21-10, 09:05 AM   #26
TheBeast
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Default Extend/Rotate the Round Radio Antenna Continued

I released this info in this post because there are a few good MOD's available that already adjust the UBoot_Sensors.sim file. If you or the MOD Author's want to use this information, GO FOR IT....
"Original Concept discovered by BIGREG"

  1. Open Gobline Editor and Load the Uboot_Sensors.GR2 file.
  2. Now - Merge the UBoot_Sensors.sim file.
  3. Locate the Dummy_Round_Antenna -> Round_Antena in Scene Tree.
  4. Right-Click the child named Round_Antena and select Edit Controllers.
  5. Currently the "Existing Behaviors" Column is blanks so we need to add a "Dial" control from the Available Behaviors column -> SHControllers list. So expand the SHControllers and Double-Click Dial to add it to Exhisting Behaviors list.
  6. Now Click on the new Dial control we just added to view it's properties.
Here are the value's to adjust that I used for the Type-VIIC:
Code:
Type = DIAL_WATER_LEVEL
Display = DIAL_LINEAR
MinDVal= -0.01
MaxDVal = 0.1
MinRVal = 9.1
MaxRVal = 9
LogFactor = 0
Cammand = 
Both Drag options = NO
NOTICE the MinRVal is greater than the MaxRVal. This makes the antenna raise when surfaced and lower when you submerge

Now if you want the Antenna to Rotate we need to add a "GenericAxisRotation" using the same steps described above.

Here are the value's to adjust that I used for the Type-VIIC:
Code:
RotationSpeed = 25
RotationInertia = 0.01
Angles Min = 0
Angles Max =359
Axe = Y
KNOWN ISSUE: I have not been able to figured out how to stop the antenna rotation when I submerge. I tried adding WaterInteraction and or WaterSurfaceTransition controllers to stop the rotation but they didn't work. I think they have to be added "Special" as child of the "GenericAxisRotation" controller. Not sure how to do this yet...

You can also Extend the Dummy_ROD_Antena using almost the same settings. The thing is, you want the Rod Antenna to raise when you submerge.

Here are the value's to adjust that I used for the Type-VIIC:
Code:
Type = DIAL_WATER_LEVEL
Display = DIAL_LINEAR
MinDVal= -0.01
MaxDVal = 0.3
MinRVal = 5
MaxRVal = 10
LogFactor = 0
Cammand = 
Both Drag options = NO
NOTICE the MinRVal is less than the MaxRVal. This makes the Dial work the other way so the Rod Antenna is lowered when surfaced and it raises when you submerge.

Save Changes, Enable the MOD, Restart Game, Reload Saved Game
Note the Round DF Radio Antenna should be raised out of stowed position when Surfaced.
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Last edited by TheBeast; 07-21-10 at 09:34 AM.
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Old 07-21-10, 09:36 AM   #27
SteelViking
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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.
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Old 07-21-10, 09:57 AM   #28
BIGREG
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Hi all

If you want make a good rotation dial for the round antenna , use the radio random indicator dial , i have try it and is a good solution ,the antenna will turn with the radio research , but that need to find the good value for that
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Old 07-21-10, 10:01 AM   #29
Madox58
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Quote:
Originally Posted by TheBeast View Post
KNOWN ISSUE: I have not been able to figured out how to stop the antenna rotation when I submerge. I tried adding WaterInteraction and or WaterSurfaceTransition controllers to stop the rotation but they didn't work. I think they have to be added "Special" as child of the "GenericAxisRotation" controller. Not sure how to do this yet...
The "GenericAxisRotation" controller should be assigned as a child of the
WaterSurfaceTransition controller.

Just like the water drain effect is controlled.
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Old 07-21-10, 10:21 AM   #30
TheBeast
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Quote:
Originally Posted by privateer View Post
The "GenericAxisRotation" controller should be assigned as a child of the
WaterSurfaceTransition controller.

Just like the water drain effect is controlled.
I tried this as well and was unable to assign a child either way. I even tried using S3D to change Parent ID of the "GenericAxisRotation" controller to the "WaterSurfaceInteraction" controler. Problem is either S3D is not translating the Parent ID correctly so it ends up as a lost controller or the "Special" is actually imbedding one controller into the other one.
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Last edited by TheBeast; 07-21-10 at 10:41 AM.
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