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File Name: rudewarrior's "Just Follow Orders!" Mod V2.0 (12.99 MB) Download
Author: rudewarrior (Uploaded by BL!TZKR!EG)
Date Added: 02-10-13
Downloads: 1047
Grade: A+
Description
rudewarrior's "Just Follow Orders!" Mod v2.0

Date: 10 Feb 2013

Contents of this mod written and assembled by rudewarrior.

Please contact me at: rude_warrior@yahoo.com

--I'd like to dedicate this mod to the modding community for Silent Hunter III. My favorite games are ones that not only make me learn but also inspire me to learn more. This is a fantastic community that does wonders to help a 8 year old game thrive with such wonderful vigor. Thank you for all you do!--

Table of Contents

1.0 Introduction
2.0 Requirements
3.0 Description of Sections
3.1 Standard Operating Procedures
3.2 Target Attack Restrictions
3.3 Torpedo Setting Procedures
3.4 Tactical Convoy Procedures
3.5 Route "Antar" Restrictions
4.0 Implementation
4.1 Radio Log
4.2 Templates
4.2.1 Permanent Templates
4.2.1.1 Zones Template
4.2.1.2 Antar Template
4.2.2 Date-based Templates
4.2.2.1 JFO! Mod.exe
4.2.2.1.1 Language Selection
4.2.2.1.2 Patrol Date Selection
4.2.2.1.3 Info
4.2.2.2 SH3 Commander
4.2.2.3 Combining the Two
5.0 Supplemental Files
5.1 G7e/TII Depth-keeping Issues
5.1.1 Description
5.1.2 Implementation
5.1.2.1 JSGME Implementation
5.1.2.2 SH3 Commander Implementation
5.2 Supplemental Bearing Tables
6.0 Reference Issues
7.0 Acknowledgements
8.0 Conclusion
8.1 Final Statement
8.2 Developer's Diary
9.0 Bibliography
10.0 Change Log

1.0 Introduction
Welcome to rudewarrior's "Just Follow Orders!" ("JFO!") Mod! The purpose of the "JFO!" Mod is to attempt to give the user an experience similar to real U-boat commanders (Kaleuns) during WWII, when dealing with orders issued from U-boat command (Befehlshaber der U-Boote or BdU). Kaleuns often faced confusing and constricting orders when engaging the enemy. In addition, technological issues and political considerations caused other unforseen situations as well, and Kaleuns were forced to constantly adjust to changing conditions in the ongoing Battle of the Atlantic.
This mod is somewhat unusual. There is very little in this mod that can actually make you abide by the orders and directives included in this mod. The best way to understand this mod is from the point of view of "immersion." You can choose to ignore any part of it you do not like. However, I have found that implementing this mod brings a missing part to Silent Hunter III that was not there before, and I am hoping that you will find it as enjoyable as I do.
2.0 Requirements
There is nothing that is absolutely necessary to run this mod. Since this mod operates externally to the game, it should be compatible with any installation of SH3. However, it is heavily recommended that you use the following mods to supplement the "JFO!" Mod:
1. SH3 Commander (This was originally more or less a required mod, but the new executable that I wrote for the mod no longer requires the implementation of SH3 Commander. The mod still remains one of the best mods available for this game, and I would still recommend it outside of that for use in the game. It can still be used for some lesser aspects of the game, see Sections 4.2.2.2 and 5.1.2.2.)
2. h.sie’s SH3.exe mod (This mod will let you experience the frustrations of the Torpedo Crisis and other issues that appear throughout this mod.)
3. An übermod, e.g. GWX, NYGM, LSH, etc.
(4. Jonesoft's Generic Mod Enabler)
3.0 Description of Sections
This is a breakdown of all sections of the orders involved in this mod.
3.1 Standard Operating Procedures
This section encompasses all orders that represent general orders or conditions that the U-boat commanders were expected to comply with. This includes Bay of Biscay procedures, orders of strategic political signficance, schnorkelling procedures, etc. Generally, it is orders that reflect the overall situation.
3.2 Target Attack Restrictions
These are orders that deal with the Second London Naval Treaty, specifically with the Prize Rules. In the early stages of the war, the Germans (and British) were concerned with world perceptions of how they were interacting with treaties that were to be in place even in the event of war. Later on, as the participant's loyalties solidified, these rules were eventually abrogated. These orders could have been grouped with the standard operating procedures and certainly fall under that umbrella; however, their volume and specificity requires their own set of orders.
3.3 Torpedo Setting Procedures
Throughout the first half of the war, Germany experienced issues with torpedo depth-keeping and pistol mechanisms. In order to combat these issues, BdU was constantly trying to implement fixes by issuing orders that involved setting torpedo depths and pistols.
3.4 Tactical Convoy Procedures
Once radar could be employed in aircraft and became a viable threat to U-boats attacking convoys, BdU began issuing orders to maximize U-boat opportunities against convoys, while attempting to mitigate the advantages that aircraft offered the Allies. Unfortunately, due to several issues with command, intelligence, and technology, often the orders were extremely counter-productive, e.g. for a period of time U-boats were actually ordered to engage aircraft on the surface instead of diving to escape.
3.5 Route "Antar" Restrictions
During WWII, Germany suffered from strategic supply issues due to the British blockade. One way they tried to overcome these issues was by running the blockade using ships that were flying neutral flags. During this time, orders were issued to U-boats requiring that they do not engage individual, unescorted, neutral ships in certain regions that were along a path that the blockade runners were known to take.
4.0 Implementation
To properly implement this mod requires implementing seperate parts.
4.1 Radio Log
Copy the entries from the messages_en.txt file located in the Xtras folder into the file in your installation under the same file name (located in the data/Campaigns/Campaign directory). What will happen is you will receive orders over the radio that will supercede the current orders that you have access to on the templates (Section 4.2.2). When you recieve orders from BdU, they will have headers listed at the top of the transmission like each of the titles listed under Section 3.0. The orders are not historically accurate in the sense that they are not taken directly from official logs or translated, but they are very direct explanations of the orders that were implemented on that date.
4.2 Templates
There are a series of templates used to help you keep up with the orders while in game. To place these templates into the game, you will have to edit your menu_1024_768.ini file. This is a complex process. I use GWX and makman94's GUI, and as a result, I edit my menu file a certain way. I have included the relevent entries with comments below. How you choose to edit the file may differ, but there is a wealth of information on subsim.com that will help you edit this file to work for you. The most difficult part is editing the position. The four numbers involved are roughly an x-position, a y-position, the pixel width of the .tga file, and the pixel height of the .tga file. The best thing to do is to experiment with the numbers and see where the template winds up showing up on the screen. It is important that the location of the files (data/Menu/OLC/) remain unchanged as that directory is used to update the orders using the new executable file (see Section 4.2.2.1). I will discuss the different types of templates below (see Sections 4.2.1 and 4.2.2).

[G31 I28]; <-needs to be sequential and in the same G## section, and the lower I## numbered items are stacked on top of the higher numbered items
Name=OLC Convoy Map; <- MaGui draggable item, not part of the mod
Type=1031;Stat bmp array
ItemID=0x3100008; <-any new entry requires that this value is different from any other ItemID in the file (I think)
ParentID=0x31000000
Pos=-968,1758,1026,1026; <-you will have to edit these numbers to place this template in the position that you want
Color=0xFFFFFFFF
Materials=1
Display=2
Mat 0=data/Menu/OLC/ConvoyMap.tga; <-this is the location of the template file (do not change directory)
Crop 0=0,0,1,1
MatFlags=0x29
TexFmt=0x9
Drag=true
BmpState=1
NeedFocus=true
SelOne=true
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFF

[G31 I29]
Name=OLC Speed Table; <- MaGui draggable item, not part of the "JFO!" mod
Type=1026
ItemID=0x31000007
ParentID=0x31000000
Pos=1023,768,1,1424
VertSlide=768

[G31 I30]
Name=OLC Speed Table; <- MaGui draggable item, not part of the "JFO!" mod
Type=1031;Stat bmp array
ItemID=0x31000006
ParentID=0x31000007
Pos=-1023,0,1024,656
Color=0xFFFFFFFF
Materials=1
Display=0;No stretch
Mat 0=data/Menu/OLC/SpeedTable.tga
MatFlags=0x29
TexFmt=0x9
BmpState=1

[G31 I31]
Name=Minen; <- MaGui draggable item, not part of the "JFO!" mod
Type=1031;Stat bmp array
ItemID=0x31000011
ParentID=0x31000000
Pos=-541,1388,656,656;-545,1391,656,656
Color=0xFFFFFFFF
Materials=1
Display=2
Mat 0=data/Menu/OLC/Mines.tga
Crop 0=0,0,1,1
MatFlags=0x29
TexFmt=0x9
Drag=true
BmpState=1
NeedFocus=true
SelOne=true
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFF

[G31 I32]
Name=OLC Protractor; <- MaGui draggable item, not part of the "JFO!" mod
Type=1031
ItemID=0x31000013
ParentID=0x31000000
Pos=945,938,256,256;908,920,256,256
Materials=1
Mat 0=data/Menu/OLC/Protractor.tga
Display=0
MatFlags=0x29
TexFmt=0x9
BmpState=1
Drag=true
NeedFocus=true
SelOne=true

[G31 I33]
Name=Zones
Type=1031;Stat bmp array
ItemID=0x31000014
ParentID=0x31000000
Pos=-923,1412,1095,680;-1037,1412,1095,680;
Color=0xFFFFFFFF
Materials=1
Display=2
Mat 0=data/Menu/OLC/Zones.tga
Crop 0=0,0,1,1
MatFlags=0x29
TexFmt=0x9
Drag=true
BmpState=1
NeedFocus=true
SelOne=true
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFF

[G31 I34]
Name=Antar
Type=1031;Stat bmp array
ItemID=0x31000015
ParentID=0x31000000
Pos=-679,1737,908,1005;-923,1412,1095,680;
Color=0xFFFFFFFF
Materials=1
Display=2
Mat 0=data/Menu/OLC/Antar.tga
Crop 0=0,0,1,1
MatFlags=0x29
TexFmt=0x9
Drag=true
BmpState=1
NeedFocus=true
SelOne=true
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFF

[G31 I35]
Name=Prize Rules
Type=1031;Stat bmp array
ItemID=0x31000016
ParentID=0x31000000
Pos=-727,1353,785,656;-923,1412,1095,680
Color=0xFFFFFFFF
Materials=1
Display=2
Mat 0=data/Menu/OLC/Prize.tga
Crop 0=0,0,1,1
MatFlags=0x29
TexFmt=0x9
Drag=true
BmpState=1
NeedFocus=true
SelOne=true
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFF

[G31 I36]
Name=Torpedo Tactics
Type=1031;Stat bmp array
ItemID=0x31000017
ParentID=0x31000000
Pos=-670,1353,785,656;-923,1412,1095,680
Color=0xFFFFFFFF
Materials=1
Display=2
Mat 0=data/Menu/OLC/Torpedo.tga
Crop 0=0,0,1,1
MatFlags=0x29
TexFmt=0x9
Drag=true
BmpState=1
NeedFocus=true
SelOne=true
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFF

[G31 I37]
Name=Convoy Tactics
Type=1031;Stat bmp array
ItemID=0x31000018
ParentID=0x31000000
Pos=-613,1353,785,656;-923,1412,1095,680
Color=0xFFFFFFFF
Materials=1
Display=2
Mat 0=data/Menu/OLC/Convoy.tga
Crop 0=0,0,1,1
MatFlags=0x29
TexFmt=0x9
Drag=true
BmpState=1
NeedFocus=true
SelOne=true
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFF

[G31 I38]
Name=Standard Operating Procedures
Type=1031;Stat bmp array
ItemID=0x31000019
ParentID=0x31000000
Pos=-556,1353,785,656;-923,1412,1095,680
Color=0xFFFFFFFF
Materials=1
Display=2
Mat 0=data/Menu/OLC/SOP.tga
Crop 0=0,0,1,1
MatFlags=0x29
TexFmt=0x9
Drag=true
BmpState=1
NeedFocus=true
SelOne=true
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFF
4.2.1 Permanent Templates
These templates are designed to overlay the map and give you current information. The information on them will not be updated, but it will have date based information on it to help you determine the current situation.
4.2.1.1 Zones Template
This template is designed to help you keep track of the situation with the various conditions under which U-boats could engage merchant shipping around England. To use it, set the map scale to 1000 km. Then align the black boxes over the appropriate grid coordinate letters. Check the conditions for attack on the far right of the template. Also, BdU will notify you by radio message when the zones are put in effect on those particular days. Please take the time to look at it closely, there is a lot of information. The information on there will also be current with the Target Attack Restriction date-based template (see Section 4.2.2).
4.2.1.2 Antar Template
This template is designed to let you know when certain regions of the Atlantic are excluded from attacking single, unescorted neutral vessels. To use this template, scale the map to 2500 km and align the black boxes over the appropriate grid coordinate letters. From there use the legend to determine the status of the various zones on the map. BdU will notify you by radio when the orders for that particular day have gone into effect.
4.2.2 Date-based Templates
These templates are to be loaded into the game so that Kaleuns can have an up-to-date set of orders that they can refer to in-game. There is one each representing one of four types of orders with a marker in the lower right corner for grabbing in order to drag: Standard Operating Procedures (marked SOP), Target Attack Restrictions (marked PRIZE), Torpedo Setting Procedures (marked TORPEDO), and Tactical Convoy Procedures (marked CONVOY). There is not one for Route Antar Restrictions, as all the information necessary is contained on that template (see Section 4.2.1.2) After that, you will be updated by radio, so any messages that come over the radio and contradict what is on the orders template take priority. Note: In the German translation, after 6 Dec 1944, the entries for the Einsatz Befehle templates (SOP.tga) don't have enough room for the full set of orders, and they are continued on the Angriffs Beschränkungen templates (Prize.tga)
Originally, the templates were intended to be loaded by SH3 Commander. I had incorrectly assumed that SH3 Commander would update the orders templates based on the current date in-patrol. However, this is not the case, and it only imports the orders based on the initial date of the patrol. I was never satisfied with this idea and as a result I have written a small executable file that will incorporate all aspects of the mod, with the exception of the Radio Log messages (see Section 4.1), the Zones and Antar templates (see Section 4.2.1), the supplemental bearing tables (see Section 5.2), and the torpedo.sim file (see Section 5.1.2.1). The orders may be implemented using two options or a combination thereof.
4.2.2.1 JFO! Mod.exe
The date-based templates are now loaded into the game using the new executable file written specifically for use with the mod. In order to install the mod, extract the folder labeled JFO!_Mod_v2 into a folder of your choice. The only files that are in the folder that are necessary to run are the JFO! Mod.exe file, the Orders folder, and the Documentation folder. Please make sure that these items are all together in the same folder.
Upon executing the file, to operate the executable in its simplest form, click the first browse button and navigate to the .crp file for your saved game. Then click the second browse button to browse to the folder where your copy of SH3 is located. The folder selected should contain the data folder for the installation of SH3 that you will be playing. Click "Execute!" and it will place the most current orders into the directory data/Menu/OLC in the SH3 installation you have chosen. A complete explanation of the menu bar items follows. All settings you choose will be saved each time you close the executable.
Note: I have set the Radio Log messages (see Section 4.1) to begin transmission at 0900 GMT on the day in question (1000 GMT for Sep 1940 to Mar 1943 when BdU was located in France). My reasoning is that orders would be issued after some sort of morning meeting. However, the messages in the Radio Log Extended v2 mod do have different times for when they are sent out (see Section 6.0), so they may not correspond. In order to ensure that you have the most up-to-date orders, please save your game sometime after 1200 GMT (the latest message time is 1120 GMT, and the vast majority of messages are sent out before 1030 GMT). This is not required in order to function, and the worst thing that could happen is that you will be issued orders templates that will be 100% current in a few hours.
4.2.2.1.1 Language Selection
This new version includes translations of the orders in both English and German. The German version allows an option to include or exclude the Swastika if you so choose. If the act of having a Swastika in any file on your computer is unacceptable, the files in the directory Orders/German may be copied over to the Orders/English and Orders/GermanS directories, or the folders in those directories may be deleted.
4.2.2.1.2 Patrol Date Selection
You may choose to select the patrol by the save game file or by the current date of the patrol. When selecting by patrol, use the browse button to select the appropriate .crp file for your save game. When selecting by date, use the calendar to select the current date of your patrol. Since the executable can only read a saved game, it can not be updated while in port. So selecting the current date may be an option for you. Otherwise, immediately after leaving port, save the game, exit compeletely, and run the executable. If you use SH3 Gen as I do, it is a good opportunity to do run both programs; however, when using the "JFO!" Mod you cannot just "ALT+TAB" out of SH3 in order to run the mod, and you must completely exit the game, as it will not update the orders when reloading the game without exiting. In addition, immediately prior to saving the game, make sure to perform an action that will appear in the message log, e.g. check the weather or report the nearest visual contact. This will ensure that your orders match the current date.
4.2.2.2.3 Info
This gives you an "about" screen, an option to open the readme (this file), and links to all of the notes. The notes are included summaries of each of the orders issued by date in a text format. You may want to print them out and keep them handy for reference. Sometimes, it helps to have them around as occaisionally the rationale for the up-to-date orders doesn't make sense without knowing the history and/or the context of the orders given up to that point. Plus, you may just find them a little easier to read as I had to use a small font in order to get all the info on the template, and it is a little bit of an "eye chart."
4.2.2.2 SH3 Commander
If you would like a lower maintenance option, you can copy all of the date folders from the appropriate Orders folder into the SH3 Commander Date folder. This will load the appropriate orders for the first date of the patrol. However, these orders will not update in-patrol, so you will have to find another way to keep track of changes.
4.2.2.3 Combining the Two
The method I actually use is a combination of the above two. I use JSGME to enable the SH3 Commander solution when I am in port. After saving and exiting the game, I disable the SH3 Commander solution and then use the executable to update the in-game orders. This allows implementation of orders that are relatively up-to-date when immediately exiting port, and then upon my first save (usually after the first weather change), I exit the game, run SH3 Gen and the "JFO!" Mod. This gives me a reasonable way to deal with the two methods for implementing the orders.
5.0 Supplemental Files
I have included supplemental files in the Xtras folder.
5.1 G7e/TII Depth-keeping Issues
5.1.1 Description
In early '42 the source of the G7e TII depth-keeping issues was discovered. A pressure valve mechanism that was used to determine torpedo depth was susceptible to changes in pressure caused by the U-boat's routine surfacing and diving checks and procedures. As a result, an order was given forbidding venting and heating of the G7e TII torpedoes. The venting procedure was used to relieve accumulated pressure in the depth valve mechanism, but since the pressure changes were corrupting the pressure behind the valve, it was decided to eliminate venting altogether. This issue is dealt with in other mods that are on the recommended list (see Section 2.0). However, not heating the torpedoes resulted in a reduction in range and top speed. Ideally, the torpedoes were heated to 30° C and placed in the tube. The torpedoes then needed to be fired as quickly as possible, as their temperature decreased due to the cooler surroundings, e.g. the torpedo tube, the u-boat, and the ocean. As the torpedo cooled, it's maximum range reduced. Sources indicate that the torpedoes maximum range under ideal conditions (30° C and immediately fired) was approximately 5000 m. Data shows that under the worst conditions (torpedo at -5° C and idle for 4 weeks) range reduced to 2120 m. The data also suggests that the top speed reduced from 30 knots to 28 knots.
5.1.2 Implementation
On 29 Jan 1942, you will receive an order that forbids the venting and heating of electric torpedoes. It will also tell you to enable your torpedo file that simulates this reduction in range and speed by using the Jonesoft Generic Mod Enabler (JSGME).
You have two methods to implement this mod.
5.1.2.1 JSGME Implementation
Save the game, quit, enable the edited file, and reload. I have included a sample file, but you may edit your own torpedo.sim file by using Silent 3ditor or any other appropriate tool hex editing tool. Edit the range of the G7e/TII to 3000 m and the speed to 28 kts. This goes on until 1 Jun 42 when the problem was fixed with the introduction of the G7e/TIII and a new depth-keeping mechanism, and you will receive a message on that date indicating that the issue has been corrected. Use the same procedure to disable the file.
5.1.2.2 SH3 Commander Implementation
You can also use SH3 Commander to implement this mod. However, you may still experience the same issue as mentioned in Section 4.2.2.2, i.e. SH3 Commander may only update the torpedo.sim file based on the beginning date of the patrol. (I haven't confirmed this, mainly because I prefer the JSGME implementation, but that appears to be the behavior.) I have included the text necessary to be cut and pasted in the Randomised events.cfg file in the SH3 Commander Cfg folder.
;---------------------------------------------------------------------------------JFO! Mod
[0:data\Library\Torpedo.SIM]
;Altered speed and range due to restriction of heating (and venting)
ApplyToPeriod=19420129|19420601
ChooseFrom=1
RndMidPat=1

0_x0EF6=28<-You may need to alter the hex address for this item as it varies between individual installations of the torpedo.sim file
0_x0F04=3000<-You may need to alter the hex address for this item as it varies between individual installations of the torpedo.sim file

5.2 Supplemental Bearing Tables
Since I use makman94's excellent GUI, I have created a couple of bearing tables based on one of his templates to reflect speeds of torpedoes in the game that he did not include. They are designed for speeds of 28 kts and 45 kts, and they can be included using the menu.ini file procedure listed under section 4.2 above. Their use is strictly optional.
6.0 Reference Issues
I have used a multitude of references to compile the information for this mod. The research has been quite extensive, and I have included a bibliography in Section 9.0. However, even with the extent of my research I feel confident that I still have made some errors. One of my concerns is that in the Radio Log Expanded v2 mod some of the dates (and times) for their messages do not always align with my own, and I suspect that if anyone has made an error, it is I. I cannot find the resources that they used for their mod; however, I suspect that they may have used something to do research that I did not list. If you find an error, please feel free to contact me so that I can correct it, but I do require that you include a source, as I must verify it against my own sources of info.
In addition, there were some compromises made in order to preserve continuity and ease in presenting the information, e.g. the Route "Antar" template is slightly off from the actual zones, especially for the entries in 1944, as they started reducing the size of the restricted areas into smaller sub-areas. Often the areas were split into sections that were in effect for only a day before being restored to the old section, so I edited the template and its implementation for ease of use and clarity.
Also, I actually included very little information from The U-boat Commander's Handbook, but I would suggest that you read it. It is a list of best practices put together by experienced u-boat commanders and issued in the winter of '42/'43 to be used as a guide. None of the information in that book was issued as orders per se, so I generally didn't include it in the orders for the mod. The only exception is in the first paragraph of the Prize Rule entries. The procedure for approach of merchant shipping is summarized from the book. Usually, ships would stop when hailed or attempt to outrun the uboat if possible. Unfortunately, the game mechanics don't do that, as the ships slow down and start weaving. So the first paragraph is a compromise to fit the game mechanics into the model of an actual attempt to stop a ship. Most of the information in the book would not actually have an effect in game, e.g. it would suggest that you approach such that you are not between the sun and the convoy, but the game doesn't account for the position of the sun. However, it contains a wealth of useful information for applicable tactics when conducting operations in the game. You can access it online using the webpage listed in the bibliography.
7.0 Acknowledgements
There are several people I would like to thank and credit for accomplishing this mod. First and foremost is andqui. He helped me with the initial research on this mod, and often served as a great sounding board for new ideas and options. I would like to thank La vache for providing a wonderful German translation for the entire mod. I would also like to thank sublynx and makman94, both of whom provided some pieces to the mod through their work. Sublynx provided the template for the date-based temlates, and makman94 provided the idea for the identifier tag in the lower right corner of all the draggable templates. I would also like to give a special thank you to Wreford-Brown, who provided the solution that allowed me to finally implement the orders in a fashion that allows the player to access them in-game. Finally, I'd like to offer a special thanks for all the modders that inspired this mod, h.Sie, Stiebler, the GWX team, and many others that are too numerous to count. It is because of your work and persistance that I found the desire to complete such an ambitious project.
8.0 Conclusion
I'd just like to make a final statement about this mod and what it contains.
8.1 Final Statement
As a final statement, this mod is ultimately for those of us who look for historical accuracy in simulations. I developed this mod for those of us who like to play with "iron man" rules. I hope you find this mod as an enjoyable, playable, and entertaining enhancement to your SH3 experience.
8.2 Developer's Diary
For more information and a little history of the background of this mod, please go to this link: http://www.subsim.com/radioroom/showthread.php?t=195452
9.0 Bibliography
Great Britain Ministry of Defense (November 1989). The U-boat War in the Atlantic. Stationary Office: Norwich, England.

Helgason, Guðmundur (2012). u-boat.net. Retrieved from http://www.uboat.net/index.html.

Oberkommando der Marine (1942). The U-boat Commander's Handbook. Historic Naval Ships Association. Retrieved from http://www.hnsa.org/doc/uboat/index.htm

Ubootwaffe.net. Retrieved from http://ubootwaffe.net/index.html

U-boat Archive. Retrieved from http://www.uboatarchive.net/

Wright, David Habersham (2010). Wolves Without Teeth: The German Torpedo Crisis in World War Two. Georgia Southern University, Statesboro, Georgia.
10.0 Change Log
-Edited 10 Sep 1939 Target Attack Restrictions radio message, template, and notes to better reflect the status of French escorted convoys.
-Edited 12 Sep 1939 Target Attack Restrictions template to better reflect the status of French escorted convoys.
-Edited 1 Aug 1939 Tactical Covoy Procedures orders template to have the correct tile.
-Edited 19 Oct 1939 Torpedo Setting Procedures message time to 0910.
-Edited 30 Jun 1940 Torpedo Setting Procedures message intro date to 30 Jun 40
-Edited 1 Nov 1944 Torpedo Setting Procedures orders template to include the date.
-Edited the permanent zones template (Zones.tga) identifier tag to say ZONES.
-Edited the permanent zones template (Zones.tga) such that the final extension on unrestricted sections says 19 Oct 39 instead of 17 Oct 39.
-Edited the permanent zones template (Zones.tga) such that Zone D is now in effect on 9 Feb 40.
-Edited the permanent zones template (Zones.tga) such that the Zone F legend shows the undefined border.

-Added 31 Aug 1943 Standard Operating Procedures message and template to align with the notes on the "Piening" route.
Images
rudewarrior's by rudewarrior on 02-10-13
rudewarrior's by rudewarrior on 02-10-13
rudewarrior's by rudewarrior on 02-10-13
rudewarrior's by rudewarrior on 02-10-13
rudewarrior's by rudewarrior on 02-10-13
rudewarrior's by rudewarrior on 02-10-13

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Comments
msumpsi
10-22-13 at 06:30 AM
Hi, good idea for a mod. Bdu is suppossed to direct you from headquarters as Donitz was very much involved in the micromanagement of his u boat forces. The standar go to that grid and remain 24 hours it is tediuos and boring. It would be nice to have some more interaction with your supiriors and giving you more orders and directng you to acive areas or something.
voy some of the escorts
Also, although this is not the place to write this, i must say that in reality you were supposed to get some help from other u boats when intercepting convoys and it good be nice to have some sort of mod or scripted layers that there is chances that when you intercept a convoy some of the ecorts are off searching for a u boat or out od position, cause in this game you are all alone against th convoys which is pretty hard, specially as war progresses and thay become well protected.
Anyways, thanks for the contribution i might give it a try.


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