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 > SHIII Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 03-09-08, 03:02 PM   #691
Madox58
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

They were hand cranked open and closed.
From old videos, I ruff set them for 9 seconds.
  Reply With Quote
Old 03-09-08, 03:51 PM   #692
mkubani
Lieutenant
 
Join Date: Apr 2005
Posts: 256
Downloads: 0
Uploads: 0
Default

Thanks for reply guys. Hand cranked? Ouch.
mkubani is offline   Reply With Quote
Old 03-09-08, 04:18 PM   #693
CaptainNemo12
Frogman
 
Join Date: Sep 2005
Posts: 307
Downloads: 15
Uploads: 0
Default

Sweet! Can't wait for the next beta!
CaptainNemo12 is offline   Reply With Quote
Old 03-09-08, 06:50 PM   #694
latemail
Gunner
 
Join Date: May 2006
Location: Germany
Posts: 92
Downloads: 10
Uploads: 0
Default

Quote:
Originally Posted by Mikhayl
Privateer did it again

Superb work, even the latch is moving!! VERY talented guys around !!!
__________________


______________________________________

finished
OLC1.1.4/1.2.1-Sale-Kombimod for Stock (Thread)
OLC1.2.1-Sale-Kombimod for GWX 2.0 (Thread)
OLC1.2.3-Sale-Kombimod for GWX 2.0 (Thread)

working on
Modding-Tutorial for menu_1024_768.ini (Thread, presently only german)

latemail is offline   Reply With Quote
Old 03-09-08, 07:01 PM   #695
Dutchie-one
Officer
 
Join Date: Jan 2007
Location: the Netherlands
Posts: 249
Downloads: 255
Uploads: 0
Default Rafdio direction finder

Hello Mikhayl, I remember that the radioman tells me that the radio signal came from 600 KM.? away. So in my opinion the RDF works.Greetz Dutchie-one
__________________
Old in Age but young of Heart





Dutchie-one is offline   Reply With Quote
Old 03-09-08, 08:51 PM   #696
Templar_4450th
Watch
 
Join Date: Mar 2008
Location: Pensacola, FL, USA
Posts: 16
Downloads: 31
Uploads: 0
Default

That new torpedo launch animation (and launching speed out of tube) is utterly fantastic, better than I could have ever hoped for!

Quote:
Due to the limitations imposed on the modding of the programme by the game engine, I don't believe it's currently possible to upgrade the power of a single 20mm in isolation, without it having the same effect on every 20mm in the game.
Hmm, that is quite the bummer. Changing the ammo type was kind of a secondary thing, however. Top priority for me is to try to fool SHIII into thinking that the bow 2cm is actually a small caliber deck gun

I'm sure it can be done, heck, there's even a mod on this forum to make AI PT Boats fire their torpedos

With that in mind, modding SHIII may be frustrating... but I have a feeling once you're in the mindset of "How can I trick this game into doing what it is that I really want it to do today," well, cool things start happening
Templar_4450th is offline   Reply With Quote
Old 03-09-08, 09:48 PM   #697
Boris
Sea Lord
 
Join Date: Jun 2005
Location: Hamburg, Germany
Posts: 1,691
Downloads: 41
Uploads: 0
Default

Holy moly, that torp just shoots right out of there purely awesome That's the stuff Privateer!


It's been slow going on doing the new texture for the boat... only just finishing up on the main skin and still need to get onto doing the deck... then it's the cam skins. I'll admit I haven't spent alot of time on it in the last few days. I've had to tie up some Uni stuff and partake in the usual celebratory binge drinking. Tomorrow I need to clear my room out for my subtennant, pack my stuff... and run a whole host of other last minute errands before I head back to Australia for a couple of months. I'll take my hard drive though, so I'll continue on the S-Boot stuff there.

@ Mikhayl... If you send be the latest dat I'll have a go at making a sound that matches the torpedo door animation, with something that sounds like its being hand cranked.
Also... another small thing that might imrove things... is it possible to have the default torpedo speed set to schnell rather than langsam?

BTW: here's a video with real footage of the torpedo door opening and the torp launching...

Boris is offline   Reply With Quote
Old 03-09-08, 11:19 PM   #698
JScones
Navy Seal
 
Join Date: Apr 2005
Posts: 5,501
Downloads: 19
Uploads: 0
Default

OK, here's my thoughts re creating full careers.

S-Flotilla bases changed frequently. One minute a flotilla could be in Helsinki and the next in Rotterdam.

This doesn't port well to SH3 considering the in-game limitations surrounding transfers, let alone the fact that SH3 was developed with U-boats in mind. In SH3 it's not practical to change bases every few months and certainly not practical to move bases beyond the S-Boat's 800nm or so range in any one go; players may not like "base hopping" simply to get to their next home base (how far is it from Helsinki to Cherbourg?).

It also undermines transferring - for you may go from a flotilla based at Rotterdam to a flotilla based at...Rotterdam.

So I'm now thinking of theatre-based flotillas. Still five "flotillas" but structured thus:

BALTIC SEA
08/1939 - 06/1941 Pillau
07/1941 - 08/1944 Helsinki

NORTH SEA + CHANNEL
08/1939 - 05/1940 Wilhelmshaven
06/1940 - 02/1941 Den Helder
03/1941 - 10/1941 Ostende
11/1941 - 10/1942 Cherbourg
11/1942 - 06/1944 Le Havre
07/1944 - 05/1945 Rotterdam

MEDITERRANEAN SEA
11/1941 - 12/1942 Cagliari
01/1943 - 10/1943 Toulon
11/1943 - 05/1945 Pula

BLACK SEA
06/1942 - 07/1944 Constanza

NORWAY
05/1940 - 05/1942 Bergen
06/1942 - 05/1945 Kristiansand

These are all based on the real movements of real flotillas, but this way avoids all the limitations that we have with the SH3 engine. Indeed, if you think about it, this is how SH3 U-boat flotillas are set up. It just so happens that U-boat flotillas map nicely to specific theatres so it's not as obvious.

Anyway, I've done some tests and this way works sweet. Gotta check a few things with BBW, but unless anyone vigourously complains, I'll continue down this path...it's practically done now.
JScones is offline   Reply With Quote
Old 03-10-08, 04:51 AM   #699
USS Sea Tiger
XO
 
Join Date: Oct 2006
Posts: 425
Downloads: 52
Uploads: 0
Default Outer Torpedo tube hatch

FYI

Once opened, they could not be closed until she returned. A boat returneing with open doors is commonly seen in pics of a returning successful boat
USS Sea Tiger is offline   Reply With Quote
Old 03-10-08, 05:15 AM   #700
latemail
Gunner
 
Join Date: May 2006
Location: Germany
Posts: 92
Downloads: 10
Uploads: 0
Default

Quote:
Originally Posted by USS Sea Tiger
FYI

Once opened, they could not be closed until she returned. A boat returneing with open doors is commonly seen in pics of a returning successful boat

Hmmmmmm ....... :hmm: :hmm: :hmm:

That doesn´t make any sense, thats my opinion. Open the hatch, going through rough waters, getting spray (salty) in the tubes ..... not the best treatment for the main weapon of a SBoot, what do you think??

Maybe after the last shot, but already after the first one?? WEIRD!!
__________________


______________________________________

finished
OLC1.1.4/1.2.1-Sale-Kombimod for Stock (Thread)
OLC1.2.1-Sale-Kombimod for GWX 2.0 (Thread)
OLC1.2.3-Sale-Kombimod for GWX 2.0 (Thread)

working on
Modding-Tutorial for menu_1024_768.ini (Thread, presently only german)

latemail is offline   Reply With Quote
Old 03-10-08, 05:28 AM   #701
JScones
Navy Seal
 
Join Date: Apr 2005
Posts: 5,501
Downloads: 19
Uploads: 0
Default

Quote:
Originally Posted by Mikhayl
@Jaesen : fixed bases for a given theatre sound good to me, being towed by a flottenbegleiter for 2000km useless trips around Norway doesn't really appeal me I've read that osprey book in a blink yesterday, seems that some of the base changes were big deals for no operationnal value etc. Besides with Dutchie's additionnal bases the player who likes to wander around will have enough friendly bases to refuel and operate from.
Besides the Channel as it is in GWX campaign should open the possibility to reach some u-boot like tonnage if one sets the "time in base" to only a few days, I suppose the Med too should offer quite some fun :hmm: (from a very few tests, the Black Sea is gonna be tough captains )
Just an ignorant's question though (never did it in SH3 yet), when you transfer say from the channel to the med, do you have to make the trip in game or do you "teleport" there ?
If in base: teleport
If in patrol: you sail! Hence why I am going the way of separating theatres. Imagine being in, say, 3 Flotilla otherwise...Boulogne, Ostende, Rotterdam, Pillau, Libau, Windau, Riga, Turku, North Africa, Sicily, Crete, Neapel, Toulon, Marseille, Venice, Pola, Zara, Sibenic, Split, Dubrovnik, Cattaro & in the Aegean Patras & Piraeus. Imagine getting "base changed" messages mid-patrol with that lot!

I'll prolly "tweak" some of the bases used (maybe add one or two more Baltic ports), but my list above is pretty much what I'll go with.

Last edited by JScones; 03-10-08 at 05:40 AM.
JScones is offline   Reply With Quote
Old 03-10-08, 07:09 AM   #702
Cheapskate
XO
 
Join Date: Apr 2005
Location: Darkest Essex
Posts: 403
Downloads: 47
Uploads: 0
Default

Quote:
Originally Posted by Mikhayl
@Sea Tiger : I'll agree with Latemail here, I've seen some pics showing schnellboote entering home base with open tubes too, but my guess is that it was pure lazyness from the guys. When reloading after the first shot they most probably had to close that door didn't they ?
Hi Mikhayl

I think (although I don't know for certain) that Sea Tiger could well be correct. He sounds pretty emphatic. Maybe he could cite his source.

The S-Boot was a proper deep hulled ocean going vessel, and carved through the water rather than skimming/planing over the surface like the MTB and ELCO opposition.

In S-Boote: German E Boats in Action by Jean Philippe Dallies-Labourdette ,there are numerous photos of S Boots at speed (including one in a high speed turn at an angle of about 45deg) and the tubes are well clear of the water. The spray effect starts aft of the tubes in all of these pics.

Also in this book is a passage illustrating the Schnellboot's seagoing capabililites:-

In May 1945 two SBoots left Den Helder for Felixstowe to sign the surrender of the German naval forces in Holland. They were met offshore by a British escort of 10 MTBs and some English officers transferred over to the S-Boots. One officer, Captain Peter Scott left the following account:-

We still had a few dozen miles to cover before arriving at Felixstowe. This was the first time I had ever sailed on an enemy boat and I was immediately impressed by the size of the S-boot. The general silhouette was hardly visible above the surface of the water and everything seemed to have been designed to offer minimum resistance to the elements and maximum protection for the crew when the boat was travelling at full speed. In spite of the rolling we soon reached 30 knots. The MTB's behind couldn't keep up, and inspite of the speed we kept perfectly dry, while my colleagues on our boats had to pull on their oilskins.

Having said this, some of the photos show spray reaching the rear decks. So maybe the tarpaulins over the side rails, which Boris has mentioned a few times, would be a good idea.

Cheers

Cheapskate

PS: The reloading aspect may not have been an issua anyway. It seems spare torps were seldom carried as they added extra weight and unbalanced the boats.

PPS: To all concerned ....Fantastic work
Cheapskate is offline   Reply With Quote
Old 03-10-08, 07:55 AM   #703
mkubani
Lieutenant
 
Join Date: Apr 2005
Posts: 256
Downloads: 0
Uploads: 0
Default

@Privateer or other GWX boyz:Any chance for the new updated 3D model of S-boot to be included in GWX 2.1 please? Not the playable features. Just the improved 3D model shape as AI boat. I mean, it would be nice to have it there, you know.
mkubani is offline   Reply With Quote
Old 03-10-08, 08:46 AM   #704
Jimbuna
Chief of the Boat
 
Jimbuna's Avatar
 
Join Date: Feb 2006
Location: 250 metres below the surface
Posts: 181,217
Downloads: 63
Uploads: 13


Default

I always thought GWX was a sub simulation mod, not a FAC one :hmm:
__________________
Wise men speak because they have something to say; Fools because they have to say something.
Oh my God, not again!!


GWX3.0 Download Page - Donation/instant access to GWX (Help SubSim)
Jimbuna is online   Reply With Quote
Old 03-10-08, 11:02 AM   #705
Jimbuna
Chief of the Boat
 
Jimbuna's Avatar
 
Join Date: Feb 2006
Location: 250 metres below the surface
Posts: 181,217
Downloads: 63
Uploads: 13


Default

Quote:
Originally Posted by Mikhayl
@Mkubani : I worked a bit on that yesterday, it still needs some tweaking and textures but the AI s-boot will be updated in the next release. And now that you point this out I will also release it as a single unit to replace the AI s-boot while playing a "normal" GWX u-boot patrol

PS : what's "FAC" ? :hmm:
Fast Attack Craft....a term more commonly used these days.

Actually in going over mkubani's post again, I notice he's not asking for the playable version

http://en.wikipedia.org/wiki/Fast_Attack_Craft

http://en.wikipedia.org/wiki/E-Boat
__________________
Wise men speak because they have something to say; Fools because they have to say something.
Oh my God, not again!!


GWX3.0 Download Page - Donation/instant access to GWX (Help SubSim)
Jimbuna is online   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 01:40 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.