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Old 07-03-09, 01:55 PM   #16
Silverwolf
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!!FOR CAMPAIGN!!

I just tested this about five times starting a new campaign and both deck guns do appear. Why it's working now I don't know. But anyway, this sub should be compatible with any large mod out there. Like TMO or FOTRS.


All you need to do is follow keltos01 Tutorial:
Instead of Newsub1 use BlackWolf,8 and enjoy using the sub in the campaign.
Quote:
Originally Posted by keltos01 View Post
Now go to UPCDataGe\UPCCampaignData and open Flotilla.upc with your notepad :

copy paste one of the units' data :

[Flotilla 1.UserPlayerUnitType 1]
ID= F1IXD2
NameDisplayable= Type IX-D2 U-boat
AvailabilityInterval= NULL, NULL
IDLinkUserPlayerUnitType= IXD2
UnitTypeCommonality= 10 ; to be used when a random choice is assigned
IDFlotillaLinkTransferTo= NULL

[Flotilla 1.UserPlayerUnitType 3]<-change the unit number according to the number of subs in game : here it's the third one
ID= F1Newsub1 <-change
NameDisplayable= Type Newsub 1 U-boat <-change
AvailabilityInterval= NULL, NULL
IDLinkUserPlayerUnitType= Newsub1 <-change
UnitTypeCommonality= 10 ; to be used when a random choice is assigned
IDFlotillaLinkTransferTo= NULL

save

go a bit down and you'll see this :

[Flotilla 1.UserPlayerUnitType 1.Objective 1]
ID= MB11OBj1
NameDisplayable= NULL
AvailabilityInterval=1943-04-01, 1943-06-15
ObjectiveCode= China-Sea

[Flotilla 1.UserPlayerUnitType 1.Objective 2]
ID= MB11OBj2.......


copy paste all missions (9 normally)

change the Unit number to your Newsub1 number, which here is number 3 :

[Flotilla 1.UserPlayerUnitType 3.Objective 1]
ID= MB11OBj1
NameDisplayable= NULL
AvailabilityInterval=1943-04-01, 1943-06-15
ObjectiveCode= China-Sea

[Flotilla 1.UserPlayerUnitType 3.Objective 2]
ID= MB11OBj2.......

save and exit


now open CareerStart.upc

you'll see 4 flotilla files:

[CareerStart 1.Flotilla 1]
ID= C1Flotilla1
NameDisplayable= Penang
IDLinkFlotilla= Penang ; link to ID in Flotilla upc file
IDLinkUserPlayerUnits= F1IXD2, 1, F1XVIII, 1
FlotillaBriefingText=
FlotillaCommonality= 1

Add your ship to each one, do this for all careerStart( 1943, 1944, 1945) :

[CareerStart 1.Flotilla 1]
ID= C1Flotilla1
NameDisplayable= Penang
IDLinkFlotilla= Penang ; link to ID in Flotilla upc file
IDLinkUserPlayerUnits= F1IXD2, 1, F1XVIII, 1, F1Newsub1, 1 <--add
FlotillaBriefingText=
FlotillaCommonality= 1

save and exit, implement using JSGME, you should be able to start a campaign with your NewSub1 from Penang now.

Keltos01
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Old 07-03-09, 02:52 PM   #17
Sophont
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I can't follow that tutorial. It doesn't make sense to me. =( Would it be possible to upload the files edited somewhere?
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Old 07-03-09, 03:23 PM   #18
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Here are the files for the stock game (no mods). These are not JSGME compatible so you have to manually replace the files in your Silent Hunter Wolves of the Pacific\Data\UPCData\UPCCampaignData directory. Remember to back up the originals.

http://www.filefront.com/13961647/career.rar/
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Old 07-03-09, 05:25 PM   #19
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It's looking good so far. Quite hilarious, although the first contact with an enemy battlegroup happened to be in the pitch black, pouring rain, so I have to be careful that I don't get runover.

Maybe I'm just used to playing with the nuclear subs, but the torpedo storage for the boat seems to be quite thin.
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Old 07-03-09, 07:02 PM   #20
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Well the torpedo storage for this guy is not like that of a nuclear sub. I also thank you for mentioning that because that has been something I've been trying to fix since I started editing the files. I did find the thread on here that says how to do it. The load out for the bow is supposed to be only 4 tubes and 8 storage. However the stern was supposed to have 4 storage. Also you have to take into consideration that this thing has two main guns with 3 barrels and 12 broadside cannons. That's 15 weapons that need ammo.

If you can follow this little tut you can add more torps if you wish to do so.

1. open the blackwolf.sim file with s3d.
2. locate the wpn_SubTorpedoSys slot and expand it.
3. find the rooms tab and expand that, you'll see slots for aft and fore.
4. expanding either of those tabs shows the torp sotrage for each compartment.
5. right click on the slot will give you an option to add an array item.

You can add as many as you want.

After that you need to open the blackwolf.upc and you need to find these sections of data.

[UserPlayerUnit 1.Compartment 1.Bunker 1]
ID=SternTorpedoRoom
Capacity=2
IDLinkAmmunitionIntervalDefault1= NULL, NULL, Mk14Torpedo, 2

[UserPlayerUnit 1.Compartment 5.Bunker 1]
ID=BowTorpedoRoom
Capacity=8
IDLinkAmmunitionIntervalDefault1= NULL, NULL, Mk14Torpedo, 8

Then all you need to do is make the numbers match up with the ammount of storage torps from the .sim file and you're good to go.
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Old 07-03-09, 07:04 PM   #21
Sophont
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I probably should mention that I've never modded anything on SH4 in my life. :rotfl:

I've looked at S3D and gone 'wut' before... it is remarkably unintuitive for the uninitiated.

Last edited by Sophont; 07-03-09 at 07:37 PM.
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Old 07-03-09, 07:33 PM   #22
Silverwolf
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Ah, ok that would explain a bit about why you had a little trouble understanding the campaign tut. But the good thing is with this sub if you take out most of the main escorts you can take out the merchants with ease with the deck guns.

If you ever wanted to try and edit any of the files for the game just create back ups of the originals and just go messing around. That's how I figured out how most of the files work. That's pretty much the way most people figure out how to mod games.
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Old 07-03-09, 07:58 PM   #23
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Very well put!


Just do things till they don't work,
then back off a bit.


Keep notes and have fun!
You'll be amazed at what can be done if you really think about things.
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Old 07-03-09, 08:37 PM   #24
Sophont
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Awesome. Got it. =) It's not actually that hard when someone tells you what to do. =p
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Old 07-04-09, 01:49 AM   #25
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Quote:
Originally Posted by Sophont View Post
Awesome. Got it. =) It's not actually that hard when someone tells you what to do. =p
well, I'm glad some have it easy

keltos
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Old 07-04-09, 02:48 AM   #26
keltos01
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Default surcouf

Have you ever thought of making a RL sub like the Surcouf or the HM X1 ?

http://en.wikipedia.org/wiki/Surcouf_(N_N_3)

http://en.wikipedia.org/wiki/HM_Submarine_X1

submarine cruisers with huge guns.

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Old 07-04-09, 06:04 AM   #27
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The game crashes when I try to engage aircraft with the AA gun... I have no idea why...
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Old 07-04-09, 09:07 AM   #28
Silverwolf
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Quote:
Originally Posted by keltos01 View Post
Have you ever thought of making a RL sub like the Surcouf or the HM X1 ?

http://en.wikipedia.org/wiki/Surcouf_(N_N_3)

http://en.wikipedia.org/wiki/HM_Submarine_X1

submarine cruisers with huge guns.

keltos
Hmm, I have not given the thought to designing those. Perhaps I should after I finish up the two ships already in progress.

Quote:
Originally Posted by Sophont View Post
The game crashes when I try to engage aircraft with the AA gun... I have no idea why...
Exactly what are you doing when the game crashes. Cause I can use the AA gun no problem. If you tell me what you did I can try and recreate the situation and see if my game crashes.
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Old 07-04-09, 09:34 AM   #29
Sophont
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I'm not trying to do anything complicated. The boat is just sitting on the surface, going at Flank speed. Two planes, probably fighters, head towards the rear of the submarine. I tell the crew to man the AA gun, to fire at will, and to target closing targets. As soon as the planes get in range for the AA guns to fire, the game crashes.
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Old 07-04-09, 09:54 AM   #30
Silverwolf
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Is this during career or a single mission. Because I think during career the game may have a problem with the 40mm turret and you may need to put a 20mm one on it.
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