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-   -   [REL] Ralles RealModSoup for TMO_RSRDC_OTC (https://www.subsim.com/radioroom/showthread.php?t=225443)

Bleiente 12-24-18 08:04 AM

I wish you all a merry and reflective Christmas.

https://www.youtube.com/watch?v=eJf9pAagPRI


:Kaleun_Salute:

Fearless 12-24-18 05:59 PM

Quote:

Originally Posted by Bleiente (Post 2582931)
I wish you all a merry and reflective Christmas.

https://www.youtube.com/watch?v=eJf9pAagPRI


:Kaleun_Salute:

And you and family as well Bleiente :Kaleun_Salute:

propbeanie 12-25-18 12:03 AM

Merry Christmas Bleiente! :salute:

GOZO 12-27-18 05:03 AM

Quote:

Originally Posted by propbeanie (Post 2583066)
Merry Christmas Bleiente! :salute:

"God Jul och Gott nytt År" aus Schweden:Kaleun_Cheers:

bybyx 12-30-18 04:07 AM

Hello,
I am getting back to another campaign in SH4. I noticed 2 mods, Bubblehead's ship compilation and Air traffic patch. What do they do? They are already included or they must be enabled, and they shoul be enabled last?

Thanks and Happy Holidays and Happy New Year!!!:Kaleun_Cheers:

Bleiente 12-30-18 05:18 AM

Yes - they must be activated last.
"Bubblehead's ship compilation" adds a few ships and the "Air traffic patch" fixes the problem of various unarmed aircraft.
This is a preliminary solution, next year I would like to close the weak points consistently.


:Kaleun_Salute:

jokerl90 01-03-19 03:20 PM

Just started playing SH4 again, stumbled onto this modsoup and I'm loving it! Much more playable now, even got to sink a couple of destroyers, they never saw it coming (night surface attack).
I was getting a 75% dud rate on torps with speed set to high, moved it to low speed and no more duds. I have read about the firing pins in real life, don't know if that's in the game/modsoup, but it works.
There's not enough slots in damage control to move all the deck watch into the hull of the sub. I wanted to add some slots to damage control but they are not showing up. I added the following to the subs .upc file

[UserPlayerUnit 1.Compartment 7.CrewMemberSlot 8]
ID=CrewMemberSlot_DamageC7
NameDisplayable= Damage Control Crew
Type= Crewman
WatchIndex= 0
IDLinkCrewMember= NULL
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 7.CrewMemberSlot 9]
ID=CrewMemberSlot_DamageC8
NameDisplayable= Damage Control Crew
Type= Crewman
WatchIndex= 0
IDLinkCrewMember= NULL
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL
and so on up to 12 slots


Any idea why it's not working?
Guess I could make some room in aft battery before leaving port, but I didn't know if that's the thing to do..
Thanks for any help and thanks for the great mod!

KaleunMarco 01-03-19 04:39 PM

Quote:

Originally Posted by jokerl90 (Post 2584601)
Just started playing SH4 again, stumbled onto this modsoup and I'm loving it! Much more playable now, even got to sink a couple of destroyers, they never saw it coming (night surface attack).
I was getting a 75% dud rate on torps with speed set to high, moved it to low speed and no more duds. I have read about the firing pins in real life, don't know if that's in the game/modsoup, but it works.
There's not enough slots in damage control to move all the deck watch into the hull of the sub. I wanted to add some slots to damage control but they are not showing up. I added the following to the subs .upc file

[UserPlayerUnit 1.Compartment 7.CrewMemberSlot 8]
ID=CrewMemberSlot_DamageC7
NameDisplayable= Damage Control Crew
Type= Crewman
WatchIndex= 0
IDLinkCrewMember= NULL
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 7.CrewMemberSlot 9]
ID=CrewMemberSlot_DamageC8
NameDisplayable= Damage Control Crew
Type= Crewman
WatchIndex= 0
IDLinkCrewMember= NULL
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL
and so on up to 12 slots


Any idea why it's not working?
Guess I could make some room in aft battery before leaving port, but I didn't know if that's the thing to do..
Thanks for any help and thanks for the great mod!

joker,


the solution for what you want to do is in two parts.
you did the first one perfectly.
the second part is that you have to add the additional crew to the crew functional subsystem. hey, it's not my description. :03:
while you are editing the ActiveUserPlayerUnits.Upc file, go to the bottom of the file where you will see all of the damage crew listed by their ID from the section(s) you just added in the crew sections. (a lot of sections...i know). now add an entry for each new crew member and the task is complete. the new entry will mimic what is there already and remember to separate the entries with a comma. here is an example of a DC with fourteen crew.
IDLinkFunctionalSubsystemSlots=CrewMemberSlot_Dama geL1,0,CrewMemberSlot_DamageC1,0,CrewMemberSlot_Da mageC2,0,CrewMemberSlot_DamageC3,0,CrewMemberSlot_ DamageC4,0,CrewMemberSlot_DamageC5,0,CrewMemberSlo t_DamageC6,0,CrewMemberSlot_DamageC7,0,CrewMemberS lot_DamageC8,0,CrewMemberSlot_DamageC9,0,CrewMembe rSlot_DamageC10,0,CrewMemberSlot_DamageC11,0,CrewM emberSlot_DamageC12,0,CrewMemberSlot_DamageC13,0


good luck. and good hunting.


mb
:salute::subsim:

jokerl90 01-03-19 07:03 PM

Ok will get to work on the second part. Thanks!

Bleiente 01-04-19 01:05 PM

Quote:

Originally Posted by jokerl90 (Post 2584601)
There's not enough slots in damage control to move all the deck watch into the hull of the sub.

Why do you need the additional slots? :hmmm:


According to my memory protocol, Ducimus had executed the tower team in its latest versions of TMO as well as the rest of the crew as protected.
Only the slots for Flak and the deck guns are unprotected and should not be occupied while diving.
This was a compromise not to disturb SH4's great team management. :03:

:salute:

jokerl90 01-04-19 06:17 PM

Quote:

Originally Posted by Bleiente (Post 2584766)
Why do you need the additional slots? :hmmm:


According to my memory protocol, Ducimus had executed the tower team in its latest versions of TMO as well as the rest of the crew as protected.
Only the slots for Flak and the deck guns are unprotected and should not be occupied while diving.
This was a compromise not to disturb SH4's great team management. :03:

:salute:

I was not aware of that. I thought the deck watch was still unprotected.
Thanks.

divemonkie 01-24-19 05:09 PM

thanks for a great mod.:Kaleun_Salute:
Im looking for a little help with something. I play in 1024x768 because higher res is very hard for me to read my gauges. Id like to remove the Omnimeter that slide ruler looking thing from under my messeg box. I dont use it but it gets in the way when using the lower res.

I tried deleting the ini file entries for it but didn't work. are there other file or entries i need to delete.
thanks.

Bleiente 01-24-19 05:27 PM

Correction - I probably had 2 beer too much... :shucks:
Quote:

Originally Posted by Bleiente (Post 2588286)
Now the right recommendation, then a resolution as low as 1024x768 is no longer necessary:
http://www.subsim.com/radioroom/down...o=file&id=3355

:Kaleun_Salute:

divemonkie 01-24-19 05:53 PM

Quote:

Originally Posted by Bleiente (Post 2588265)
There is a tool from our great CapnScurvy that fixes this problem.
http://www.subsim.com/radioroom/show....php?p=1492335

It should then be possible to play with higher or appropriate resolution.


:Kaleun_Salute:

thanks Bleiente
those are great tools but my problem is in parascope mod when trying to read my crews messages, there that big honkin slid ruler attached to the bottom of my message box forcing me to slip the box all the way down below the commands bar. I think its part of OTC. it sits at the bottom of my screen behind my commands bar and sometimes can get stuck in freecam mod...Its not something I use and was hoping i could just delete it.

Bleiente 01-24-19 06:04 PM

Alright - I understand.
You can push the "field" over the communication box (messages of the crew) simply down, simply go to the box and push with a long left click down. :03:


For me it looks like this:
https://preview.ibb.co/hLkGqa/13-SH4...-33-38-522.png


:Kaleun_Salute:


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