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-   -   [REL] Type XXI 1939 (https://www.subsim.com/radioroom/showthread.php?t=143816)

Wreford-Brown 10-30-08 04:11 PM

[REL] Type XXI 1939
 
This mod will make a type XXI U-boat available from the start of the war with a mixture of TIII and TIX torpedoes. It is a beta, so any comments or complaints (preferably constructive!) should be posted on this thread.

Thanks to the sterling work of JScones, this mod is now fully functional and you will be allocated patrol grids. Thank you, Jaesen.

Remember, you realism gurus - it's just for fun, OK.

WB

http://hosted.filefront.com/WrefordBrown

evan82 10-30-08 04:20 PM

Quote:

Originally Posted by Wreford-Brown

There is a known fault that SH3 will not allocated patrol grids for my XXI and gives the patrol grid as 'Null'. You can allocate a patrol grid through SH3 Commander or just cruise around looking for something to sink! I'm still working on this and JScones has kindly offered his help.

Remember, you realism gurus - it's just for fun, OK.

WB

http://hosted.filefront.com/WrefordBrown

Yes. Patrols grid are located in Data/Flotilla cfg. I also don't made the patrol grid scheme for XXI in my version of the game. If someone do this please contact me.:yep:

Graf Paper 10-30-08 04:29 PM

Thank you, WB! :D

You da man! :|\\

Wreford-Brown 10-30-08 04:29 PM

I've adjusted data/cfg/flotilla but I'm obviously missing the key to the door that will allow the amended patrol grids to be picked up by SH3.:damn:

evan82 10-30-08 04:36 PM

Quote:

Originally Posted by Wreford-Brown
I've adjusted data/cfg/flotilla but I'm obviously missing the key to the door that will allow the amended patrol grids to be picked up by SH3.:damn:

So the game need the additional info for patrol grids?:hmm:

Wreford-Brown 10-30-08 04:39 PM

That's the million dollar question:yep:

meduza 10-30-08 04:44 PM

Good mod. :up:

evan82 10-30-08 04:47 PM

Quote:

Originally Posted by Wreford-Brown
That's the million dollar question:yep:

Maybe this is stupid question, but do You look into the CFG file SSTypeXXI sub in the folder: Data/Roster/German/Submarine?:hmm:

Wreford-Brown 10-30-08 04:55 PM

Yes - I've adjusted all of those values as well:damn:

evan82 10-30-08 05:16 PM

So what is wrong? Maybe this is depending on the name (numbers of the boat).
For example:

Date01=1940
Month01=9
Starting01=Yes
TypeSub01=3; XXI
VersionSub01=0
iNbName01=3
Name010=U-137 - Here
Name011=U-138 - Here
Name012=U-139 - and Here
T0_010=80
T0_011=100
T2_010=20
T2_011=25
PlayerStartRenown01=500

Maybe the numbers from XXI must be added here. What You think?:hmm:

LZBTD 10-31-08 11:09 AM

Quote:

Originally Posted by evan82
Quote:

Originally Posted by Wreford-Brown
That's the million dollar question:yep:

Maybe this is stupid question, but do You look into the CFG file SSTypeXXI sub in the folder: Data/Roster/German/Submarine?:hmm:

Looking into the 'roster' file as we speak (write)

On the subject of *.cfg files is anybody aware of info on their exact function.

Graf Paper 10-31-08 12:11 PM

I'll tell you what I know...and it ain't much.

cfg stands for configuration. These files are used to set various "plug-in" values for elements in the game, such as how renown is accumulated or the maximum speed of a vessel.

cfg files in SH3 work much like lua scripts in other games. Altering or adding entries and values changes the behavior and attributes applied to the game elements.

eqp (equipment) files deal more directly with the allowed weapons and devices of a submarine or ship by date.

Both cfg and eqp files can be edited with a plain text editor, such as Notepad. Using Microsoft Word or other similar office applications is not recommended because of the embedded formatting used by those word processors.

Other files that control attributes... val, zon, sim, dat, cam, dsd...have values that can be edited using S3D, Silent 3ditor, skwas' very excellent tool that makes modding SH3 fairly simple compared to the days when a lot of SH3 mods were done with a hex editor.

val (value) files control attributes and behaviors of vessels and objects as seen from within the game, like how buoyant your uboat is or the size and length of a ships's wake.

zon (zone) files deal with the specific parts of a ship or submarine, such as how many hit points the conning tower has or when a compartment is considered flooded.

sim (simulation) files concern specific behaviors of a vessel or object as seen from within the game, such as how far your deck gun can turn and how quickly it can be raised/lowered.

dat (data) files relate to the 3D models like the positioning, texture, and lighting effects used on the various parts that make up a submarine.

cam (camera) files set the various points of view for the player, such as where you are standing when you move to the u-boat's bridge.

dsd (direct sound data) sets all the various associated sound effects associated with a vessel or object within the game, like when the noise of your u-boat's diesels kicks in after sufacing and which sound file is played for that diesel noise.


I hope this info helps but I cannot promise you it is complete or 100% accurate. Like I said, it's what I know at this time.

If there's a more experienced modder that has better information on this, please do tell.

evan82 10-31-08 02:27 PM

Quote:

Originally Posted by evan82
So what is wrong? Maybe this is depending on the name (numbers of the boat).
For example:

Date01=1940
Month01=9
Starting01=Yes
TypeSub01=3; XXI
VersionSub01=0
iNbName01=3
Name010=U-137 - Here
Name011=U-138 - Here
Name012=U-139 - and Here
T0_010=80
T0_011=100
T2_010=20
T2_011=25
PlayerStartRenown01=500

Maybe the numbers from XXI must be added here. What You think?:hmm:

I write above about U-Boat numbers from flotilla CFG. Maby in this is a problem that the game don't reading a patrol grid scheme for XXI. If thouse numbers means nothing, then why I see thouse numbers there? If I'm thinking wrong, then please correct me. I don't have a time to check it ,because I still work on the water streams for XXI.
PS; I know - my language, sorry!:oops:

evan82 10-31-08 02:54 PM

I found something wrong in Wreford-Brown's Basic CFG file from "WBs XXI BETA" mod.
I downloaded this mod, and I check it on my PC.

This is wrong:

[SUBMARINE3]
NrMinOff=4
NrMaxOff=6
NrMinPO=14
NrMaxPO=24
NrMinSeamen=26
NrMaxSeamen=34
NbVersion=1
Version0=0 ;XXI
Name0=XXI
Month0=4
Year0=1944 - BAD DATE!
DaysSpentInBase=28

This is good:

[SUBMARINE3]
NrMinOff=4
NrMaxOff=6
NrMinPO=14
NrMaxPO=24
NrMinSeamen=26
NrMaxSeamen=34
NbVersion=1
Version0=0 ;XXI
Name0=XXI
Month0=4
Year0=1939
DaysSpentInBase=28

:yep:

Another bad date from the Basic CFG file. Here it is:

;[SUBMARINE_AMMO11];XXI
[SUBMARINE_AMMO10]
Type=3
Version=0
ForeTubes=6
AftTubes=0
ForeResIntern=17
ForeResExtern=0
ForeResExtra=0
AftResIntern=0
AftResExtern=0
ShellSlots=10
NbYears=3 - FROM 1939 TO 1945 ONLY 3 YEARS?
Renown=11

Look here:

Year 0 = 1939
Year 1 = 1940
Year 2 = 1941
Year 3 = 1942
Year 4 = 1943
Year 5 = 1944
Year 6 = 1945

So it is 7 Years for XXI!!!

This is good:

;[SUBMARINE_AMMO11];XXI
[SUBMARINE_AMMO10]
Type=3
Version=0
ForeTubes=6
AftTubes=0
ForeResIntern=17
ForeResExtern=0
ForeResExtra=0
AftResIntern=0
AftResExtern=0
ShellSlots=10
NbYears=7 - YES BECAUSE OF 7 YEARS OF WAR FOR XXI!
Renown=11

I think it will help.:yep:



PS:Sorry about my two posts at once, but this is a important information!

Wreford-Brown 11-01-08 03:51 AM

@evan82 - thank you. I missed that one and that's the way it should be configured (comparing it to the Type II).
It's points like this that can make a huge difference.

I've adjusted the mod (it's now BETA v1.1) and uploaded to FF.

That's what I love about subsim - the way we can pool our knowledge.


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