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 01-28-12, 03:35 PM   #16
Webster
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Quote:
Originally Posted by mobucks View Post
I hate to derail this, but can your periscope really be blown off in SH5? I've been playing SH4 TMO 2.5 and the escorts constantly fire at my periscope, sometimes directly hitting it with a deckgun, and it never breaks. One time a DE slammed into the thing perfectly perpendicular and instead of breaking the tube the entire boat rolled almost 90degrees! For zero hull damage/periscope damage...
So then can your periscope take damage in SH5 like being shot and broken or rammed and bent off??
might be a TMO thing, in stock the scope is very very easy to destroy

i dont think it ever disappears or looks broken thou because i dont believe there are any damage files for it
  Reply With Quote
Old 01-29-12, 01:42 PM   #17
pedrobas
Seasoned Skipper
 
Join Date: Apr 2007
Location: Huelva, Spain
Posts: 664
Downloads: 301
Uploads: 0
Default

First test with your mission. As soon as they saw my periscope started to shoot at me, but only the DD, didnŽt see any merchant firing at me.
After a while doing a crash dive got CTD. IŽll try again later on and iŽll report results.
pedrobas is offline   Reply With Quote
Old 01-29-12, 03:17 PM   #18
Rongel
Grey Wolf
 
Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
Default

Quote:
Originally Posted by mobucks
I hate to derail this, but can your periscope really be blown off in SH5? I've been playing SH4 TMO 2.5 and the escorts constantly fire at my periscope, sometimes directly hitting it with a deckgun, and it never breaks. One time a DE slammed into the thing perfectly perpendicular and instead of breaking the tube the entire boat rolled almost 90degrees! For zero hull damage/periscope damage...
So then can your periscope take damage in SH5 like being shot and broken or rammed and bent off??
The periscopes are missing a damage box in the Uboot_sensors.zon file. While testing the periscope shooting, I added the boxes and have witnessed couple of times that my periscope is shot and destroyed completely (0 % health). Once I even saw that the actual periscope wanished when it was broken. But not sure if adding the boxes did the trick or it was working from the start.

Quote:
First test with your mission. As soon as they saw my periscope started to shoot at me, but only the DD, didnŽt see any merchant firing at me.
After a while doing a crash dive got CTD. IŽll try again later on and iŽll report results.
The ships act in a bit different way everytime you try the mission, sometimes they continue shooting 8 mins, sometimes 2 mins. The merchants should attack also. When you lower the scope, merchants will cease firing, but the dd's will continue. Not sure about the crash, I guess it still needs more testing .
Rongel is offline   Reply With Quote
Old 01-29-12, 04:52 PM   #19
THE_MASK
Ace of the deep .
 
THE_MASK's Avatar
 
Join Date: Jan 2006
Posts: 9,226
Downloads: 901
Uploads: 73


Default

Rongel What mods are you using ?
THE_MASK is offline   Reply With Quote
Old 01-29-12, 09:18 PM   #20
Husksubsky
XO
 
Join Date: May 2008
Location: oslo,Norway
Posts: 424
Downloads: 254
Uploads: 0
Default

This is fantastic. shall I change to exactly this:Plane:CanFireCannons() and Ship:ContactPresenceIs(PRESENCE_SENSORS, 15) and Ship:GetContactDepth() >= -15
or are the "and" ment not to be there.Anyone with some screenshots? I can only remember finding weird numbers(when modding for hydrophone)
I don t remember what hexedit I used but the ones I tried seemed to show slightly different things. I managed when someone said I used this hexeditor , it look like this and should be changed to this.
Will they hit your sub, or just periscope btw

Last edited by Husksubsky; 01-29-12 at 09:48 PM.
Husksubsky is offline   Reply With Quote
Old 01-30-12, 01:57 PM   #21
Rongel
Grey Wolf
 
Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
Default

Quote:
Originally Posted by sober View Post
Rongel What mods are you using ?
Here goes! I can't think any other mods affecting the periscope shooting than IRAI. Maybe TDW's UI and FX mod. But yes, compatability may have something to do with the problems people have reported.

RemoveLogoIntroTheDarkWraith
MightyFine Crew Mod 1.2.1 Stock faces
MCCD_1.04_MFCM_1.2.1_compatible
Speech fixes and additions (german version)
Reduced_crew_abilities
Dynamic Environment SH5 Basemod (realistic version) V2.0
Dynamic Environment SH5 BrighterNights V2.0
Dynamic Environment SH5 Undersea (temperate and polar) V2.0
Dynamic Environment SH5 Sounds V2.0
Dynamic Environment SH5 Atlantic Floor V2.0
sobers best ever fog V4 SH5
Small_trees_SH5_V1
sobers chimney smoke V2
SteelViking's Interior Mod V1.2
Naights Submaine Textures v1.2 (PUV)
NOZAURIO'S SKIN (Standar No Emblem) v-1.0.0
FX_Update_0_0_19_ByTheDarkWraith
Tastatur_1.2_Fi
IRAI_0_0_30_ByTheDarkWraith
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
NewUIs_TDC_6_9_0_ByTheDarkWraith
NewUIs_TDC_6_9_0_New_radio_messages_German
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v2.8
Compatible Conus00's Graphic Mod+SV's work
Window_Lights_Redone_V1
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
Stormys DBSM SH5 v1.3 Basemod
Stormys DBSM SH5 v1.3 additional crew sounds beta6
Stormys_DBSM_SH5_v1.3_optional_louder_engine_sound s
OPEN HORIZONS II_full v1.6
Equipment_Upgrades_Fix_v1_4_byTheBeast
DeckGunMod
Enhanced FunelSmoke1.2_by HanSolo78
Grossdeutscher Rundfunk
SH5Lifeboats_by_Rongel_TDW_stoianm_v2_1
Battlestations_soundmod_1.1
Shoot_at_Periscope
Quote:
This is fantastic. shall I change to exactly this:Plane:CanFireCannons() and Ship:ContactPresenceIs(PRESENCE_SENSORS, 15) and Ship:GetContactDepth() >= -15
or are the "and" ment not to be there.Anyone with some screenshots? I can only remember finding weird numbers(when modding for hydrophone)
I don t remember what hexedit I used but the ones I tried seemed to show slightly different things. I managed when someone said I used this hexeditor , it look like this and should be changed to this.
Will they hit your sub, or just periscope btw
You can edit the file with just notepad. Be sure to have to ANSI coding option on. And you must keep the "and" there also. I will revise the first post soon and give better instructions. And, yes, they will hit other parts of the sub too when firing the periscope (I rarely get hull damage, same thing as with the depth charges).
Rongel is offline   Reply With Quote
Old 01-31-12, 12:57 AM   #22
Husksubsky
XO
 
Join Date: May 2008
Location: oslo,Norway
Posts: 424
Downloads: 254
Uploads: 0
Default

Thx .
hrmm whats ANSI coding?
Husksubsky is offline   Reply With Quote
Old 01-31-12, 01:10 AM   #23
dcb
Grey Wolf
 
Join Date: Apr 2005
Location: Bucharest, Romania
Posts: 845
Downloads: 544
Uploads: 0
Default

I am not very skilled at scripting, so I apologize if I'm asking a stupid question, but wouldn't this command:

action
{
Plane:FireCannons();

mean that only planes will fire their cannons?
Don't we also need something like

action
{
Ship:FireCannons();


if we want ships to shoot at scope?
dcb is offline   Reply With Quote
Old 01-31-12, 06:35 PM   #24
pedrobas
Seasoned Skipper
 
Join Date: Apr 2007
Location: Huelva, Spain
Posts: 664
Downloads: 301
Uploads: 0
Default

Sorry Rongel, what mod is Tastatur_1.2_Fi ?, never heard of it.
pedrobas is offline   Reply With Quote
Old 02-01-12, 06:00 AM   #25
Rongel
Grey Wolf
 
Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
Default

Quote:
Originally Posted by Husksubsky View Post
Thx .
hrmm whats ANSI coding?
I don't know really! It's just a option when saving with notepad, when you save with "save as" command, in the bottom of the page reads "coding" (or something like it) and you can select ANSI or unicode, and so on. I had the ANSI option as a default, maybe other options cause problems...

Quote:
I am not very skilled at scripting, so I apologize if I'm asking a stupid question, but wouldn't this command:

action
{
Plane:FireCannons();

mean that only planes will fire their cannons?
Don't we also need something like

action
{
Ship:FireCannons();


if we want ships to shoot at scope?
Airplanes have their own .aix file which tells how they behave, and when shoot cannons. Ship-weapons.aix tells how ship use their weapons. The default Ship:FireCannons(); command is not workin properly. It only makes ships fire cannons at you if you are surfaced. You can have the conning tower already surfaced, but ships wont fire it if you are still technically underwater.

Planes can attack you when you are underwater so switching the Ship:FireCannons(); to plane:FireCannons(); is just a workaround to use planes hardcoded actions. It's not a perfect solution but it makes armed ships much more dangerous (like they should be).

Quote:
Sorry Rongel, what mod is Tastatur_1.2_Fi ?, never heard of it.
It's just the keyboard bindings I use, I got it from ustahl

There is a now screenshot in the first page so you can double check that you have the right script-format in your file. And if you have still problems, please tell and I'll try to help!
Rongel is offline   Reply With Quote
Old 02-01-12, 10:56 AM   #26
pedrobas
Seasoned Skipper
 
Join Date: Apr 2007
Location: Huelva, Spain
Posts: 664
Downloads: 301
Uploads: 0
Default

Quote:
Originally Posted by Rongel View Post
It's just the keyboard bindings I use, I got it from ustahl

There is a now screenshot in the first page so you can double check that you have the right script-format in your file. And if you have still problems, please tell and I'll try to help!
Thanks for answer.
IŽm using your code since the first day you posted here, not via jgsme, just directly (edited with notepad) and didnŽt notice any CTD related with this. IŽm happy with it.
pedrobas is offline   Reply With Quote
Old 02-01-12, 01:42 PM   #27
Husksubsky
XO
 
Join Date: May 2008
Location: oslo,Norway
Posts: 424
Downloads: 254
Uploads: 0
Default

Much better instructions now, thx Rongel. I misunderstood first time and thought we were gonna mess with the exe file
Husksubsky is offline   Reply With Quote
Old 02-01-12, 02:24 PM   #28
dcb
Grey Wolf
 
Join Date: Apr 2005
Location: Bucharest, Romania
Posts: 845
Downloads: 544
Uploads: 0
Default

Thanks for the answer, Rongel
dcb is offline   Reply With Quote
Old 02-01-12, 07:50 PM   #29
Husksubsky
XO
 
Join Date: May 2008
Location: oslo,Norway
Posts: 424
Downloads: 254
Uploads: 0
Default

your picture say GetContactDepth() >= -13 and you describe GetContactDepth() >= -15..just a little adjust for liking?
Edit:
quote:So the only bad thing about this is that when the escorts lose you, they will bombard the last location 4-8 minutes causing possibly havoc. When they know you are deeper, they'll stop the firing.

(Had great fun with this.One DD bombarded the other )


Anyways I found that with GetContactDepth() >= -13 They never saw my scope until I was 13 m depth or less. short test with eange aob practice and fx update test They stopped when I took down scope but when I wenr deeper they just shot the "old "spot until my depth was above 13 m again regardless of my unmodded attackscope towering couple of meters above the surface. I put that to -17 the merchants never shot now but the dds started whit me just below 15 m. They never hit though . Not sure what to make of this.

SO now Im curious what this value does: ContactPresenceIs(PRESENCE_SENSORS, 15)

Edit: with -17 they didn t shoot at all. I really just try fail here

Last edited by Husksubsky; 02-01-12 at 10:53 PM.
Husksubsky is offline   Reply With Quote
Old 02-01-12, 11:20 PM   #30
Husksubsky
XO
 
Join Date: May 2008
Location: oslo,Norway
Posts: 424
Downloads: 254
Uploads: 0
Default

Now I tested with your test mission and it seem to work as purpoused. I put value to -15 again (GetContactDepth() >= -13) Felt weird that they could spot me with peri barly touching surface like they did when I put it to -17.
But what do they see actually? just periscope, or do they spot me like if I was surfaced when above this value? Can I cruise around at 15.5 meters and all is safe since I m to deep for shooting and too shallow for depthcharge? Anyways its a big step in the right directon thx
Husksubsky is offline   Reply With Quote
Reply

Tags
attack, cannons, periscope


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 11:05 AM.


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.