SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH4 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 02-10-09, 05:20 AM   #76
tomhugill
Planesman
 
Join Date: Sep 2008
Posts: 184
Downloads: 23
Uploads: 0
Default

Ill have to get Peabody to show me how as hes added one for the iowa
tomhugill is offline   Reply With Quote
Old 02-10-09, 08:49 AM   #77
Alex_SoboL
Seaman
 
Join Date: Feb 2009
Location: Russia
Posts: 31
Downloads: 7
Uploads: 0
Default

Ok! A have one more question, how add this ship in Operation Monsun mod?
Alex_SoboL is offline   Reply With Quote
Old 02-10-09, 11:27 AM   #78
DarkFish
Sea Lord
 
Join Date: Aug 2008
Location: Stinking drunk in Eindhoven, the Netherlands
Posts: 1,844
Downloads: 28
Uploads: 0
Default

Quote:
Originally Posted by Alex_SoboL
OK. How I can add UZO on this ship myself?
You can do this by adding something like this to the ships upc file (Data\Submarine\Subname\Subname.upc):
Quote:
[UnitPart 1.Compartment 1.EquipmentSlot 7]
ID= DeckInstruments
NameDisplayable= Deck Attack Station
Type=NULL
AcceptedTypes= NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, TBT
ExternalNodeName3D= O04
ExternalDamageZoneTypeID3D= -1
Now for your next question:
Quote:
Originally Posted by Alex_SoboL
Ok! A have one more question, how add this ship in Operation Monsun mod?
In UPCData\UPCCampaignData\Flotillas.upc you'll find something like
Quote:
[Flotilla 1.UserPlayerUnitType 1]
ID= F1Porpoise
NameDisplayable= Porpoise class
AvailabilityInterval= NULL, 1944-11-11
IDLinkUserPlayerUnitType= Porpoise
UnitTypeCommonality= 4 ; to be used when a random choice is assigned
IDFlotillaLinkTransferTo= NULL ; when the flotilla is disbanded, the subs of this type are transferred to this one. If NULL then submarine assigned to training -> desk job or reassignment
now if you want to change this submarine class to for example Balao, replace this with:
Quote:
[Flotilla 1.UserPlayerUnitType 1]
ID= F1Porpoise ;I suggest you leave it this way, if you change it you'll have to change hundreds of other entries too.
NameDisplayable= Balao class ;Doesn't have to be changed, the new ship will load successfully if you leave this.
AvailabilityInterval= NULL, 1944-11-11 ;When this ship is available. Change if you only want to enable it for a certain time period.
IDLinkUserPlayerUnitType= Balao ;must be the same as the ships ID in the ships upc file, look for ID=Balao under [UserPlayerUnit 1].
UnitTypeCommonality= 4 ; to be used when a random choice is assigned
IDFlotillaLinkTransferTo= NULL ; when the flotilla is disbanded, the subs of this type are transferred to this one. If NULL then submarine assigned to training -> desk job or reassignment
It works the same for OM and the yamato, only look under UPCDataGE for the Flotillas.upc file.
Alternatively you can just wait for TSWSM to come out.
DarkFish is offline   Reply With Quote
Old 02-10-09, 04:43 PM   #79
tomhugill
Planesman
 
Join Date: Sep 2008
Posts: 184
Downloads: 23
Uploads: 0
Default

Shameless plug ftw!
tomhugill is offline   Reply With Quote
Old 02-11-09, 04:45 AM   #80
Alex_SoboL
Seaman
 
Join Date: Feb 2009
Location: Russia
Posts: 31
Downloads: 7
Uploads: 0
Default

[QUOTE=DarkFish]You can do this by adding something like this to the ships upc file (Data\Submarine\Subname\Subname.upc):
Quote:
[UnitPart 1.Compartment 1.EquipmentSlot 7]
ID= DeckInstruments
NameDisplayable= Deck Attack Station
Type=NULL
AcceptedTypes= NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, TBT
ExternalNodeName3D= O04
ExternalDamageZoneTypeID3D= -1
It has not worked at me One more. After adding Yamato in Operation Moonsut, i have lost a AA weapons. In what a problem, and how correct this?

Last edited by Alex_SoboL; 02-11-09 at 10:05 AM.
Alex_SoboL is offline   Reply With Quote
Old 02-11-09, 03:33 PM   #81
antarcite
Nub
 
Join Date: Feb 2009
Posts: 3
Downloads: 3
Uploads: 0
Default Need help

Sorry

Where i put these files in SH4 folder in way to play with Yamato?

how can i run it. It is simple?


Thanks
antarcite is offline   Reply With Quote
Old 02-11-09, 04:32 PM   #82
Alex_SoboL
Seaman
 
Join Date: Feb 2009
Location: Russia
Posts: 31
Downloads: 7
Uploads: 0
Default

Quote:
Originally Posted by antarcite
Sorry

Where i put these files in SH4 folder in way to play with Yamato?

how can i run it. It is simple?


Thanks
Use program Generic Mod Enabler(JSGME) http://www.users.on.net/~jscones/sof...sgme_setup.exe. Download and install jsgme. In game directory you will find MODS folder. Download and unpack this ship in MODS folder, then run jsgme.exe you should see the “yamato”. Activate mod by pressing ">" button. Run the game and in the single mission or career choose Yamato.
__________________
«Jedem das Seine»
Alex_SoboL is offline   Reply With Quote
Old 02-11-09, 04:51 PM   #83
antarcite
Nub
 
Join Date: Feb 2009
Posts: 3
Downloads: 3
Uploads: 0
Default thanks

my thanks for the tip

antarcite is offline   Reply With Quote
Old 02-14-09, 04:10 PM   #84
ElephantMemory
Seaman
 
Join Date: Aug 2007
Posts: 35
Downloads: 78
Uploads: 0
Default

Anyone have any idea's as to why my Radar will work on a quick mission, but It will not work in Campaign?
ElephantMemory is offline   Reply With Quote
Old 02-15-09, 04:03 AM   #85
tomhugill
Planesman
 
Join Date: Sep 2008
Posts: 184
Downloads: 23
Uploads: 0
Default

You have mail sir! For anyone else you just need to upgrade to the next radar up , cant quit eremember fug 16 or something and tht should sort it
tomhugill is offline   Reply With Quote
Old 02-17-09, 02:21 PM   #86
ElephantMemory
Seaman
 
Join Date: Aug 2007
Posts: 35
Downloads: 78
Uploads: 0
Default

PM sent about that other ship. Also, is there a way to get a fire to go out once it starts burning? Seems like once a ship is on fire its like that till the end of time.
ElephantMemory is offline   Reply With Quote
Old 03-12-09, 09:38 PM   #87
Marauder7
Watch
 
Join Date: Jan 2009
Location: My padded cell
Posts: 20
Downloads: 57
Uploads: 0
Default Secondary Guns

Hiya! The yamato looks great and the main guns are awesome but I was wondering about all the port/starboard weapons. Are they all AA? I'm asking because none of them would fire on ships in the one mission I've done so far and there were no aircraft. It made for very slow firing and I had a hell of a time tracking destroyers circling around me. I've played the Bismark and that ship can throw a ton of lead. The side guns will take out destroyers before I can even train the main gun on them! I love the yamato and her 18's but it doen't seem to match up to the Bismark in terms of rate of fire and amount of fire it can throw into a broadside.

PS anybody ever try putting the cannon info from the yamato 18's onto the bismark? I would really like to see what the bismark would be like with 18 inch guns
Marauder7 is offline   Reply With Quote
Old 03-13-09, 12:30 AM   #88
jmardlin
Soundman
 
Join Date: Jan 2009
Location: Millington, MI USA
Posts: 145
Downloads: 10
Uploads: 8
Default

Open the sim for the playable bismark main gun and paste this value into the node for the gun under ammo storage AP 0x184e4d13c98196cc. The gun will then be firing AP round for the yamato
jmardlin is offline   Reply With Quote
Old 03-13-09, 12:33 PM   #89
Marauder7
Watch
 
Join Date: Jan 2009
Location: My padded cell
Posts: 20
Downloads: 57
Uploads: 0
Default

Woohoo! Thanks alot! Time for some major commerce raiding
Marauder7 is offline   Reply With Quote
Old 03-13-09, 05:03 PM   #90
Marauder7
Watch
 
Join Date: Jan 2009
Location: My padded cell
Posts: 20
Downloads: 57
Uploads: 0
Default Damage problems

Hi all. Been having a blast trying out all the excellent BS mods but I have one very big problem. I can't repair any damage and my hull integrity gauge is always 000. This happens with all the mods I've tried, Graff Spee, Bismark, Yamato and Iowa so far.

Any ideas on what may be going on? I'm running SH4 with the uboat expansion v1.5

I also remove any mod before I try another one with JSGME to avoid any conflicts.

Thanks for the help
Marauder7 is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 06:28 PM.


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.