SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
-   -   Playable Type XXIII for GWX3.0 (https://www.subsim.com/radioroom/showthread.php?t=154378)

Jimbuna 08-31-09 06:02 AM

Quote:

Originally Posted by Hitman (Post 1162131)
The white stripe is in fact yellow, (Looks white in the w/b pictures of that era) and yes, it means this is a training boat -or at elast a boat during its shakedown period, not yet "frontbereit" i.e. ready for combat action. So I guess you shouldn't have that skin in a combat boat, but only in the academy training missions boat :DL

One question here: I know there was a parameter somewhere to modify the camera position of the captain's view on the bridge. Where is it? I don't want to wait until flakmonkey models his cage to be able to look over at the bow :shucks:

I'd be interested in that too.....a tad busy in RL atm.

Quote:

Originally Posted by Dimitrius07 (Post 1162209)
jimbuna

I have a small question, if you have time to answer (i don`t have the game in my posetion right now). What is the crash dive time of thise pice of art in the game?

Couldn't say offhand.....the mod is not on my rig atm.....she should be as quick or even quicker than a Type II though.

flakmonkey 08-31-09 07:49 AM

Quote:

Originally Posted by Hitman (Post 1162131)
One question here: I know there was a parameter somewhere to modify the camera position of the captain's view on the bridge. Where is it? I don't want to wait until flakmonkey models his cage to be able to look over at the bow :shucks:

A temporary solution...http://www.filefront.com/14388471/wateronlendmod.7z

This adds free move to the bridge cam (with the cursor keys), so you can just place it wherever looks right for you.
I would have done a proper mod to edit the view height but my pc has gone a bit nuts lately so i cant get at s3d to edit anything.

+the original purpose of this mod was to add some ripple effects to the bridge and free cam views, so they are in there too until i get my pc working and can do things properly.

andqui 07-09-11 10:42 AM

Can anyone confirm that the radar warning receiver works with this? Do I need to do anything special with the late war sensors mod for the Schnorkel RWR?

thanks

Jimbuna 07-09-11 02:21 PM

In GWX simply activate the late war sensors mod.

andqui 07-09-11 03:14 PM

Thanks- this and late war sensors overwrite basic.cfg. I gather that I should enable late war sensors first and then put the XXIII on top of that?

Jimbuna 07-09-11 04:15 PM

Rgr that.

LGN1 11-15-11 04:33 PM

Hi Jimbuna,

do you know what is changed in the AI_Sensors.dat file in the mod? Hydrophone values, ASDIC values,...?

Regards, LGN1

Jimbuna 11-15-11 04:35 PM

Quote:

Originally Posted by LGN1 (Post 1788334)
Hi Jimbuna,

do you know what is changed in the AI_Sensors.dat file in the mod? Hydrophone values, ASDIC values,...?

Regards, LGN1

Sorry mate....it was so long ago :-?

LGN1 11-16-11 01:31 PM

Thanks for the reply, Jimbuna.

I found the changes in the AI_Sensors.dat (surface values for the ASDIC devices).

However, using the AI_Sensors.dat from the mod in combination with SH Commander can result in a CTD (It was modified with S3D which adds a header. This header changes the offset of the variables in the file and SH Commander will write values to the wrong address --> screwed up AI_Sensors.dat file).

Regards, LGN1

Jimbuna 11-16-11 02:06 PM

Quote:

Originally Posted by LGN1 (Post 1788821)
Thanks for the reply, Jimbuna.

I found the changes in the AI_Sensors.dat (surface values for the ASDIC devices).

However, using the AI_Sensors.dat from the mod in combination with SH Commander can result in a CTD (It was modified with S3D which adds a header. This header changes the offset of the variables in the file and SH Commander will write values to the wrong address --> screwed up AI_Sensors.dat file).

Regards, LGN1

That may well be the case....it was just so long ago :-?

Sepp von Ch. 06-03-12 06:42 AM

Should I use with this mod (playable XXIII) the GWX - Late War Sensors Snorkel Antennas mod too?

Jimbuna 06-03-12 03:26 PM

No problem or conflicts.

Sepp von Ch. 06-03-12 04:21 PM

This is not true jimbuna:


http://s15.postimage.org/c77vi561j/XXIII.jpg

mikey117us 06-04-12 01:50 AM

you have to open the submarine folder and enable the year 1944 in sensor 11, by deleting these ;; ( two semi-colon ) and place these ;; in front of 1945, it will give you Fumb 391 on the schnorkel, in 10/44, I changed alot of things to enable Fumb 26 Tunis on the turm and also 391 leros on the schnorkel, the Fumb 26 antenne Fliege and mucke sre not in the game, and honestly 1/45 is the only date you can use the two together as was typical. Allthough the antenne Bali was used on the typxxiii not 391. I wanted an early typxxii for 4/44, and a later one for patrols, I reskinned mine to U-2332 with emblem, my early training boat I wanted fumb 9 wanze cypern II which is located in the sensor.dat file. again not a correct radar detector it is Bali antenne on the type ixD2 schnorkel in the game. ( same mesh as the model 391 ) other problem is i need to learn alot of editing skills to model an interior from a type 2, to a xxiii, the Funk and Horch Raum moved into the port side of the Zentrale, where the TDC is, pack it with radios sound and the optical display for the radar detector, tell the game there are two people but only have one appear, bring the Mutter Kompass from the typIX also to the port side, in front of the new sound room, then place the new wall, use the the torpedo room from the type II mod with the captains bed on the star board side and the kochnische from the type II on the port, fewr beds and only two tubes, place the tdc from the conning tower between the tubes and tell the game the weapons officer is at his station but not render him in the game, close off the back whith a new wall after the compressor, entrance to diesel room. remove second telegraph and rpm indicator, to reflect single engine, remove small electrical panel as it was in the electric motor room and was as big as a type IX. What I have done so far is not so much, added a type xxiii blueprint, added an engine start sequence and sounds from a real MWM diesel from a type XXIII, changed the basic configuration to a single port diesel, a single port electric motor, a single creep motor, screw and proppelor, and moved these to the stern quarters, the electric motor room has just the motor and triebol bunker I, the deisel room has the diesel a druckluft and triebol bunker II
the command room it won't let me add the other druckluft, I need to figure out if I can lie and add tauchzelle regelzelle and freizelle more parts to break longer repair time, i moved akkum raum I and II to the BugTorpedo Raum so aft and fore batteries are in the bow and also triebol bunker 3, I am trying my best to grasp the interior rework I have plans photos and the picture in my head, my computer sucks though, hard crashes when trying to open 3d models.

Sepp von Ch. 06-18-12 04:07 AM

Hello, soudns really great. Can you please send me your updated XXIII mod?


All times are GMT -5. The time now is 07:12 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.