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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Rear Admiral
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I must say when i originally picked up SH3, i was impressed. It was the first Sub Sim i've played since The orginal Silent hunter. For some reason that game just didnt grab me like Aces of the Deep. It was too cut and dry, lacked atmosphere. However, almost immediatly when i started playing SH3, i found things which annoyed me for whatever reason. These annoyances are what led me to this forum.
Orginaly i did not consider myself a modder, but a user of mods. And like the stock Silent Hunter 3, I found some aspects of mods which were cool, and others which annoyed me. So began the long and winding road of tweaking your game. So to that end i'd have admit that 90% of the mod material i used was not my own, just a revision of someone elses. The strikve was to find the ideal settings which you, for whateve reason, thought were the best. And in that strive eventually you cross from mod user, to mod tweaker, to mod maker. Over time you develop a fairly good idea of how many facets of the game work, and over time, i think it looses it's luster. For me now, it doesnt matter where i play SH3. Caribean, North atlantic, south atlantic, Indian ocean, the med, or even what boat, it doesnt matter to me anymore because the action is always the same. Find em, chase em, sink em in a German Uboat. So im at a point now where to me, it's all the same. In sum, im ready for a little break (although id be lying if i said i wasnt going to play SH3 at all), and im REALLY ready for SH4. At any rate, i feel compelled to summerize my contributions to the SH3 community. Im not talking about other peoples stuff, just the stuff I did. I dont think anyone can truly claim that i can't talk about my own work. Some may accuse me of being eogtistical. To this i disagree. My contributions to the SH3 community have been few, and i feel minor by comparision to other works. I acknowledge this, my only cavet being im quite proud of what few orginal works i did do. Others may be angry at me for talking about what little i did, or just angry at me for just being me. To them all i can say is, don't blame me, blame your mouthpiece's amazing ablity to piss someone off enough to say to themselves," Ok thats it, ive had enough." This goes to both sides the supermod fence. To conclude, the following is my meager contributions, im a bit burned out on alot of things, albiet im still addicted to sub simming. I wish i could say i quit, i feel like im hanging up the hat, I want to hang it up, but i know thats's a lie because id be back here sooner or later. For now I bid thee adieu. |
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#2 | ||||
Rear Admiral
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Cloak and dagger aside, here is the summation of what little orginal work i did, and how to do them. Feel free to use any of this as you see fit, all i ask is you cite your source.
Type XXI uboat recharging bug "fix" I came up with the orginal concept, If you want to know the gist of it, heres the threads: http://www.subsim.com/radioroom/showthread.php?t=87168 http://www.subsim.com/radioroom/showthread.php?t=87140 Von Helsching has fine tuned it further i beleive and i would most certainly use his mod. AI Hydrophones: I'm not sure if i can claim this as a mod, but i beleive (and i could be mistaken) that i was the first one to experiment with this. http://www.subsim.com/radioroom/show...=86629&page=16 (theres also a wealth of other info in that thread) In a nutshell: Quote:
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#3 | ||||||||||||||
Rear Admiral
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Finally we come to what is arguably my best achievement. At first glance it seems hard, but once you understand it, its incredibly simple.
How to do New Flotilla's and Bases. I've talked about them quite a bit in the past: http://www.subsim.com/radioroom/showthread.php?t=87316 http://www.subsim.com/radioroom/showthread.php?t=89619 http://www.subsim.com/radioroom/showthread.php?t=93647 Ironiclly my orginal release of new base's arrangements appears as a file called "GPLAY_MONSUN_BOATS.zip" . You can find it on UBRS in the SH3/SKINS section of all places. How it got there i don't know, i've never uploaded anything to UBRS. Anyway here's the gist. You cannot create an entirely new flotilla. At least i dont think you can, and ive poured over this for hours upon hours. I belelieve the number of flotilla openings (i call them slots) is hardcoded. To allow more flotila's, i think (not sure) that you'd have to totally rewrite the 1024_ini.file and that is simply out of the question and well beyond anyones ablity to mod. So You have 8 flotilla slots. They are occupied by: 1.) 1st 2.) 2nd 3.) 7th 4.) 10th 5.) 11th 6.) 12th 7.) 29th 8.) 33rd. You can however, define what these flotilla openings are any way you see fit. I wont go into full concepts on how to best utlize and get the most use out of each flotilla slots, ill just tell you how to edit them. Lets take the 3rd flotilla mod. You can find this in NYGM's documentation directory. All the 3rd flotilla mod, is a rewrite of the 10th. So heres a step by step process of how this is done: Step 1: Make sure the base you want to start your flotilla in exists in the LND layer. If it does not, place it. Preferbly where theres a harbor defined in the locations.cfg ![]() Step 2: Open the file sh3/data/menu/en_menu.txt Using the find function, type in "10th". That will bring you to this line: Quote:
Step 3: Continuing with the find function of "10th" will bring you to this line: Quote:
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Step 4: Again continuing with the find function of "10th" will bring you to this line: Quote:
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Here we are going to define the base number that the rewritten flotilla will use. For simplicities sake, just search for "Kiel" in the EN_menu.cfg, After hiting "next" once, you should arrive at this block of code: Quote:
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Step 6: Open the file sh3/data/cfg/flotilla.cfg and search for "10th". That will bring you this like block: Quote:
Now note the italicied parts. It's the starting position, We'll get to that next step. For now, change: Quote:
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Step 7. Time to get those coordinates for the starting position. Open sh3/data/campaign/campaigns/Campaign_LND.mis in WORDPAD. Search for "La Rochelle". Make sure its a german naval base, and then copy the lat and long coords you find there straight into your flotlla.cfg in the appropriate place. Congradulations, you have now moved the 10th flotilla to La Rochelle, and renamed it as the 3rd flotlla. (note, in the flotilla transfer menu in game, it will still be listed as the 10th, you'll have to edit the 1024_768.ini file for that, but it's not neccessary, and honsetly i woudlnt advise it) But, where not done yet. Step 8: File sh3/data/menu/cfg/Flotillas.cfg If you want to properly place the flotilla on the map in the flotilla selection screen, this is the Not so much fun file to play with. I wont go into too much detail here except its trail and error. Heres a basic example, ill use the 2nd flotilla which moves starts in wilhelmshave and moves to Lorient later on.: [FLOT903] Quote:
PosFlot i think is the flotlla name PosBase i think is the cirlcuar dot PosBitMap the word flotilla PosSubM is the sub icon. The coordinates are a sort of grid that behaves like an XY grid. I could be mistaken on what does what where, it was sort of a trial and erorr thing and while ive adjusted flotlla locations on the slection screen before, its not something i documented very well. Quote:
Step 9: The rest of this is just sort of cleanup to make sure you got the flolilla dates correctly. I can't go into any major detail here without explaining how the flotilla.cfg file works. Instead ill give you a before and after blocks of code, highlighting changes youd be making about now and hopefully the picture will become clear for you: BEFORE: Quote:
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#4 |
Rear Admiral
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Last but not least we come some map work ive done. I don't claim to be any ace campaign writer, but i dabbled in it here or there and learned as i went. Both of these files are add ons to your existing campaing layer. You simply merge them into the campaign_RND.mis, and they become intergrated into your campaing game. These files are compatiable with Unified Campaign Vanilla, and GW11a. NYGM users will have to make some changes the NYGM/data/rooster/English.cfg (or German.cfg) or go through the files and remove all generic entires.
The instructions for NYGM users and how to merge the files are outlined in this thread: http://www.subsim.com/radioroom/showthread.php?t=99422 The file additions themselves. The Caribean. ![]() http://www.ducimus.net/sh3/Carribean_2.zip The other is a bit i did in the indian ocean: ![]() You can grab that file here: http://www.ducimus.net/sh3/indian_convoys_3.7z |
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#5 |
Navy Seal
![]() Join Date: Oct 2005
Location: Cornwall, UK
Posts: 5,499
Downloads: 45
Uploads: 1
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![]() ![]() Don't go, you have a wealth of information that many people find useful. Water under the bridge and all that.
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#6 |
Ace of the Deep
![]() Join Date: Nov 2006
Location: Toulouse France
Posts: 1,140
Downloads: 51
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I have played every sub game since Silent Service, and in the end they were all about find them, chase them, sink them... In SHIV you will probably end doing the same job in a US sub instead of a german one.
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![]() NYGM 3.4A / Living SH3 V5.1 + SH3 Commander |
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#7 |
Sea Lord
![]() Join Date: Jun 2005
Location: Lux, betw. G, B and F
Posts: 1,898
Downloads: 66
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i dont know what you are talking about when you say "both sides of the supermod fence" or what ever. I am glad i dont know, and my personal advice to you is to get some time off, and then Play again. SOME isnt meant to be a few hours. i do think a few months, 3 or 4 might be more what you need.
And when you come back, Play it. take the newest version of any supermod, and get your head around all the "sucking" problems it poses you, return to base if you ever manage to. You say you foiund your own representation of how you feel SH3 should be.That can not be a good thing, because , under the surface of historical accuracy, complexity,etc... you engineered all that. Correct? It is, to a major extent, your variant of VIII and IX type subs bashing that Allies. So... take Someone elses Variant, PLAY IT PLAY IT and survive. While you play it, do not partake in modding discussions, jhust USE mods and talk about your experiences in the main Forum. I know how you feel (CFS3) and i have been there. done what i jhust advised you. Now get the feck outtahere, and visit the Pubs and playhouses in Brest and Lorient, La Spezia and Kiel. See you in a few months, but make shure you come back ![]() ![]()
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In conclusion: SH3 is the shizzle, yo. -Frau Kaleun Another negative about using your deck gun is that you are definately DETECTED, which has long term effects on your relationship with aircraft. -snestorm |
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#8 |
Sea Lord
![]() Join Date: Jun 2005
Location: Lux, betw. G, B and F
Posts: 1,898
Downloads: 66
Uploads: 0
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And i DID forget a Major pert of the above post.
Thank you for your time, for the time you invested makes me smile and sail the seas. may you find peace of mind and a taste of ubnboats when you come back
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In conclusion: SH3 is the shizzle, yo. -Frau Kaleun Another negative about using your deck gun is that you are definately DETECTED, which has long term effects on your relationship with aircraft. -snestorm |
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#9 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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You cant stay away Ducimus
The bug has you ![]() But take a break We all need one now and again |
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