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03-28-18, 10:05 PM | #1 |
Stowaway
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I suppose this doesn't work with GWX3?
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03-29-18, 03:07 AM | #2 |
Officer
Join Date: Sep 2012
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No, because of a big bug in GWX I can't create a working mod for it. The ships would only carry the early Mark VII/Mark 6 DCs and not the advanced ones. @all: After playing WAC for some hours I'm really impressed by the mod and I'm working on a version for it.
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03-29-18, 04:11 AM | #3 | |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
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Maybe I am overseeing something obvious, but to the the best of my understanding there is not reason for this mod being compatible/uncompatible with one particular mod configuration. Only damage levels (hit points) might need some finetunigs from one supermod to the other, due to different U-boat (and ASW escorts) damage settings |
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03-29-18, 04:17 AM | #4 | |
Officer
Join Date: Sep 2012
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Quote:
The bug is that due to an error in the mission editor the ships are driving with 1939 equipment for the whole war... The mod isn't compatible with other mods because I had to change the .eqp-file of any included ship, so the new DCs really work.
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03-29-18, 04:37 AM | #5 | |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
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That's a lame bug. GWX has represented a standard and the state-of-art of SHIII modding for quite a long time. I am surprised that after all these years no one attempted to fix that error. Do you have any idea on its causes? That's true. Editing all those eqp files one by one can be a PITA. Not to mention the fact that some ASW vessels might need their equipment nodes moved or new ones added |
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03-29-18, 05:05 AM | #6 | ||
Officer
Join Date: Sep 2012
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Real ASW Mod
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The cause is a error in the mission editor, you have to fix it manually in the files. Quote:
Thats right, for example the Fletcher need to have two more K-Guns added...
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03-29-18, 05:39 AM | #7 | |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
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Quote:
I am going by memory here: there is a series of parameters applying to each unit in campaign (i.e. camoufflage, equipment and sensors) whose value can be set to "early", "mid" and "late" within Mission Editor. In practice, these parameters overseed start/end dates in units' .cfg, .eqp and .sns files and they make the game to look for the 1st, 2nd or 3rd item in the sequence of upgrades applying to the same node/unit, regardless of date settings of that item. If I rememeber correctly, "early", "mid" and "late" visible in ME, translate to values of 0, 1 and 2 in the campaign/mission files, as we see them in notepad. I have no proof of what I am going to say, but I think that for making date settings to be applied as supposed, those numbers must be set to -1. This is something that must be done manually, as ME doesn't allow this kind of setting. |
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03-29-18, 02:52 PM | #8 | |
Sea Lord
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So most of the units should not have the problem. |
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03-29-18, 10:55 PM | #9 |
Sonar Guy
Join Date: Apr 2005
Location: Middlebury, VT, USA
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So, I have been following a couple of mods here, and I just thought I should go ahead and post. I am not going to claim to be an expert modder, but I (think I) have done some modding to make this work. I am willing to accept that I could be completely wrong.
The mods I have been following are the Real ASW mod, the Depth Charge noise mod, and, to a lesser extent, the Torpedo Alarm Mod. Basically, I play a heavily mod-souped version of GWX. I have managed to mod the Real ASW Mod into it. I went through and modified all of the .cfg files (at least some of the time working with MFM 3.3 .cfg files) and all of the .eqp files (at least some of the time working with RCB's SH4 effects for SH3 mod). I basically powered through the PITA and edited all the files to incorporate padi's mod, and, well, I think it works. Later in the war, the depth charges seem more powerful and reach depth to explode a lot sooner, as it should (this is not empirically determined, tho, it just seems that way). It is also stable, considering the soupyness of my mod list. Now, I have been working(-ish) with schlechter pfennig on his Depth Charge noise mod. I haven't been doing near as much as he. It seems also he has started running into a CTD problem that I was experiencing too (and I also experienced it with TDW's Depth charge water disturbances). I am going to let that play out a little bit, since he seems to be focused on getting it to work with WAC as opposed to GWX. What I would like to see, is not only this mod working, but also working with the Depth Charge noise mod (and also the Torpedo Alarm Mod, since it generates DC's, which would in turn generate Bold decoys). It would be nice to see this combination of mods such that more powerful DC's exist later in the war, but you can still escape escorts that are DC only (obviously, with hedgehogs, it can get really bad). As a side note, I think it would be nice to have your torpedoes create disturbances too ala the Torpedo Alarm Mod, but that doesn't absolutely have to happen. Ultimately, I don't know if this information will help anyone. But it seems to me that:
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03-30-18, 02:29 AM | #10 |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
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Thank you for your report rudewarrior.
Hopefully, when each new DC / DC dropping mechanism will have its own model, it will be a lot easier for us telling wether a certain upgrade has been applied when supposed. Talking about start/end dates though, we should keep in mind that the ones set in eqp and sns files seem to be randomized in game, as discussed in this thread: http://www.subsim.com/radioroom/show...11#post2468211 |
03-30-18, 02:40 AM | #11 | |
Officer
Join Date: Sep 2012
Posts: 249
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Quote:
Interesting, never realized that... I have only checked the year and not the exact date...
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Tags |
asw, depth charge, mod, real, realismn |
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