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-   -   [REQ] WWI submarine mod (https://www.subsim.com/radioroom/showthread.php?t=155091)

Deamon 08-28-09 10:10 PM

Quote:

Originally Posted by keltos01 (Post 1161008)
a documentary : Gallipoli Submarine

Where can I get hold of it ?

Quote:

a movie (1933) : Morgenrot (filmed in a WWI sub in 1933, an early Das Boot)
This is one badass movie :yep: It's better than Das Boot, imo.

keltos01 08-29-09 02:38 AM

Quote:

Originally Posted by Deamon (Post 1161143)
Where can I get hold of it ?

This is one badass movie :yep: It's better than Das Boot, imo.

I have it, I found it on mininova I think, but it's 700 mb... and my internet connection isn't working great these days but I should change provider soon, will try and upload then.

so you saw Morgenrot ? do you know if there are any subtitles outthere ? I speak some german, but not enough...

keltos

keltos01 08-29-09 03:08 AM

[quote=Deamon;1161141]I think when you study this subject in-depth you will realize SH needs A LOT more than juts prize rules to play like a real WWI sim.

To this reason alone SH was never an option for my own project.
what was the option you'd have preferred then ?

Even if it would just look like one I would subscribe to it. :yep:
ever tried
Die Schalen der Zorns ? made by Rondomedia

And I think the answere to your question is clearly NO.

I think there is a number of things that can be get out of SH. Obviously you would need to remove all asdics. The early war hydrophones need to be ****ty and not even all ships have them, include air ships/blimps.
and they had to stop the engines to use them..

Are q-ships even possible in SH ?
maybe make the guns visible at very short range only ?

But so many other things would be still missing, a hell of a lot of minefields(especially the early british mines were malfunctioning but overall mines were omnipresent and a big probelm, big navigational challenge ( but there is no realistic navigation in SH ) )
they closed off the north sea between Norway and Scotland with mines...

, many huge nets, there are no nets towed by ships to fish for you and stuff. No early war towed water bombs, no flares ect, ect.

As the war progresses there would need to be SOSUS systems on british coasts, remote controlled mine fields,
what are those ?

beam barriers( britain exploited the circumstance that the german torpedos had no safety mechanism. Once put in the tube they would go off when it would collide with the tube hatch, so british forces would tow a long chain of heavy logs at night across the channel for example. At night the u-boat would not see it and collide with it and the torpedo in the tube would slide against the tube hatch and detonate.

:o

All sort of spy boats, drifter at night listening with hydrophones for you and stuff.
late war then.

In good weather when an u-boat is detected somewhere, everything afloat would be sent out to hunt it or just keep it submerged till it suffocates. Especially in WWI you have a myriad of auxillary vehicles of all sorts ( since nothing else was available or would be detached ). This is the main force you have to deal with actually and not destroyers, at least not in the first half of the war. A lot of armed fish trawlers, yachts, sail boats and stuff.
you sure did your research !

Contraband classification would be changing constantly.
that's gonna be hard to implement in SH4... how do you search ships ???

This are just some random examples and not even to mentioned the peculiarities of the WWI technologies and different operational procedures.

There is so much needed for a proper WWI sim. Overall WWI is so much different from WWII, there is so so much that is overlooked, I can easily bubble all night long about it. Anybody who studied it realizes that.
yeah but still, Die Schalen der Zorns isn't that bad, just looks awful...

But even if most of this is not possible just driving this old boats would be a fresh new wind and certainly appreciated. I was waiting for this, so go ahead. :salute:

who will write the campaign layers ?

I'll help any way I can though..

keltos


Sledgehammer427 08-29-09 04:02 AM

Quote:

beam barriers( britain exploited the circumstance that the german torpedos had no safety mechanism. Once put in the tube they would go off when it would collide with the tube hatch, so british forces would tow a long chain of heavy logs at night across the channel for example. At night the u-boat would not see it and collide with it and the torpedo in the tube would slide against the tube hatch and detonate.

I died laughing when I read that. how simple that is

I remember reading that the only defense they (the brits) had for scapa flow was a bunch of enlisted in rowboats with hammers, when spotting a german periscope, they would row over and smash the periscope until it disappeared:har:

iambecomelife 08-29-09 09:01 AM

Sledgehammer and Keltos, check your PM's please.

And Deamon, my mod's intended to be an approximation of WWI warfare within the limitations of SH4. I agree that the Silent Hunter series does not take a precison-oriented "study sim" approach to underwater craft. This is basically going to be an effort to give SH4 a WWI flavor - not replicate some of the more complicated aspects in detail. However, some crucial features definitely will be included. Q-ships are in, as are mine barrages. I have thought of a way to implement contraband searching for merchants, thanks to the excellent S3ditor v 9.9 - this is being tested at the moment.

For a detailed WWI sub sim we'll have to wait for your mod (which I want now - badly - but that's another story!) Thanks for your comments.:salute:

keltos01 08-29-09 10:09 AM

http://img215.imageshack.us/img215/4210/qship.jpg


right, so we can open the SOF meshes in blender (which I do not know) and export them to 3ds (which I do know) but when I apply the texture in 3ds, all black...

here above : a Q ship

there are also 4 ? subs in SOF.

keltos

horsa 08-29-09 01:33 PM

Quote:

when I apply the texture in 3ds, all black...
I think I had this problem when I used the SOF models for Iron Seas. :hmm2:

If I remember correctly the solution was to reverse the faces ??

Good luck with the project guys :up:

Mikhayl 08-29-09 01:45 PM

I remember converting the fishing trawler and one of the dreadnoughts for SH4, IIRC I converted the model using Deep Exploration, from .x to .fbx I think, or any format that won't mess the uv-mapping.
Then in 3DSmax you have to rotate, resize, arrange some of the bits and delete some parts and that's about it :)

keltos01 08-29-09 03:17 PM

http://img200.imageshack.us/img200/789/u35b.jpg
U35

Fragmotion does it, iambecomelife told me

keltos

Sledgehammer427 08-29-09 03:47 PM

Ooooooo, I must start on something.
but what?
aye, that be the question

EDIT:Started on a UB class, it is a heavily modified Type II, but you can hardly tell anymore :D
http://i391.photobucket.com/albums/o...gehammer50.jpg

keltos01 08-29-09 05:22 PM

model from Shells of Fury and 2 more that we have so far
 
models from Shells of Fury

http://img194.imageshack.us/img194/8610/u35r.jpg

U35

http://img36.imageshack.us/img36/8391/u53.jpg

U53


http://img86.imageshack.us/img86/7530/ub1.jpg http://img86.imageshack.us/img86/ub1.jpg/1/w717.png

UB1




http://img223.imageshack.us/img223/3131/uc2y.jpg

UC2

seen here in fragMOTIONhttp://i391.photobucket.com/albums/o...gehammer50.jpg

Sledgehammmer427 UB Class


and an unidentified Uboot by Iambecomelife ;)
(didn't say the class he was working on in his post)


keltos

Sledgehammer427 08-29-09 05:45 PM

and suddenly we have all the subs we need :D

EDIT: IABL identified it as the U-9

gimpy117 08-29-09 07:33 PM

is it legal to pull them from shells of fury?

Sledgehammer427 08-29-09 07:43 PM

from the liscense agreement
Quote:


3. Prohibited Uses. The following uses of the Software are prohibited. If you wish to use the Software in a manner prohibited below, please contact the Company at the address, phone, or fax numbers listed above for information regarding a "Special Use License. "Otherwise, you may NOT :
(a) Make or distribute copies of the Software or documentation, or any portion thereof, except as expressly provided in this Agreement.
(b) Use any backup or archival copy of the Software (or allow someone else to use such copy) for any purpose other than to replace the original copy in the event it is destroyed or becomes defective;
(c) Alter, decompile, modify, reverse engineer or disassemble the Software, create derivative works based upon the Software, or make any attempt to bypass, unlock or disable any protective or initialization system on the Software;
(d) Rent, lease, sub-license, time-share, or transfer the Software or documentation, or your rights under this Agreement.
(e) Remove or obscure any copyright or trademark notice(s) on the Software or documentation;
(f) Upload or transmit the Software, or any portion thereof, to any electronic bulletin board, network, or other type of multi-use computer system regardless of purpose;
(g) Include the Software in any commercial products intended for manufacture, distribution, or sale; or
(h) Include the Software in any product containing immoral, scandalous, controversial, derogatory, obscene, or offensive works.

EDIT: so it really depends on what your definition of "software" is.
other than that, as long as we credit them for the original models, it seems to be okay.
Another edit. Section (f) worries me, as well as (c)

Highbury 08-29-09 11:58 PM

I hate to say it (I want a WWI mod sooo bad) but the EULA definitely says no. This is the stance taken by pretty much all game companies. Sometimes they will allow you to mod their past work into current engines. (Example, SimBim racing titles. You are allowed to port cars from older to newer titles made by SimBin, but not the other way around, or to titles by other companies.) But extracting the models from one game to another is usually "taboo" if not outright illegal.

Lines (c) and (f) aside, you can't get by (a):

"(a) Make or distribute copies of the Software or documentation, or any portion thereof, except as expressly provided in this Agreement."

The models are definitely a portion of the software by anyone's definition. Putting them in the mod for download is distributing them.


You can always ask permission and see......

iambecomelife 08-30-09 12:59 AM

Quote:

Originally Posted by Highbury (Post 1161827)
I hate to say it (I want a WWI mod sooo bad) but the EULA definitely says no. This is the stance taken by pretty much all game companies. Sometimes they will allow you to mod their past work into current engines. (Example, SimBim racing titles. You are allowed to port cars from older to newer titles made by SimBin, but not the other way around, or to titles by other companies.) But extracting the models from one game to another is usually "taboo" if not outright illegal.

Lines (c) and (f) aside, you can't get by (a):

"(a) Make or distribute copies of the Software or documentation, or any portion thereof, except as expressly provided in this Agreement."

The models are definitely a portion of the software by anyone's definition. Putting them in the mod for download is distributing them.


You can always ask permission and see......

Not a problem - I will simply use the SOF models as references instead. There are already several models for the game (including U-9) that are either scratchbuilt or incorporate small numbers of SH4 parts.

iambecomelife 08-30-09 01:07 AM

Quote:

Originally Posted by Sledgehammer427 (Post 1161541)
Ooooooo, I must start on something.
but what?
aye, that be the question

EDIT:Started on a UB class, it is a heavily modified Type II, but you can hardly tell anymore :D

Wow; that is just superb! Who needs SOF? I will do my best to help out with the submarines in the unit list I gave you but that's going to be hard to equal. By all means model what you want but it might be best if I focused on the surface units.

Sledgehammer427 08-30-09 01:15 AM

thank you IABL!
I just emailed rondomedia on the off-chance they will allow us to use their models (which i doubt, but it is worth a try).

I will start on a U-cruiser type now :DL
after I post a picture or two of the finished UB before I split the Hull and tower into seperate models.
http://i391.photobucket.com/albums/o...gehammer51.jpg
Bridge helm, as the screenshot provides, might be removed.
http://i391.photobucket.com/albums/o...gehammer52.jpg

keltos01 08-30-09 01:49 AM

Quote:

Originally Posted by iambecomelife (Post 1161838)
Wow; that is just superb! Who needs SOF? I will do my best to help out with the submarines in the unit list I gave you but that's going to be hard to equal. By all means model what you want but it might be best if I focused on the surface units.

I can clone the SOF units and make new ones so as not to have any copyrights problems, btw I couldn't find the game on rondomedia so it might be they don't sell it anymore...

I'll use them as a blueprint and add stuff seen from photos if any are outthere.

we also need British subs and US subs.

keltos

Sledgehammer427 08-30-09 01:57 AM

I started on the U-cruiser class IABL put in his WWI sub classes thread, starting from scratch, I'll have to post a thread, to show all the work it takes to build a sub from scratch...


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