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Old 04-26-2008, 10:00 AM   #1
bigboywooly
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Default [REL] S boot flotillas for GWX 2.1

S boot Flotillas optional mod for GWX

This mod makes flotilla changes to GWX to run alongside Mikhayls playable schnellboot mod:

http://www.subsim.com/radioroom/showthread.php?t=130088

-replaces all the uboat flotillas with 4 S boot flotilla - 1st\3rd\4th and 6th
-new ports of departure and grid assignments
Not 100% historically accurate base usage but close enough

Playable theatres the Channel\North Sea\Baltic\Med and Black Sea








Installation
------------
Unpack to your SilentHunterIII\MODS folder and enable via JSGME.
Please ensure that you have rolled back SH3 Commander (if in use) before enabling this mod.

SH3 Commander users - Version 3 or greater
------------------------------------------
Follow the instructions below
- turn OFF simulate a realistic career length
- turn OFF historic U-boat availability
- turn ON set days in base and set to 5 <or some other small number>
- turn OFF model effects
- turn OFF randomise crush depth
- don't use SH3Cmdr's realistic crew option when starting new careers

Brief translation of grids
---------------------------
Kanal = English Channel
Ostsee = Baltic
Nordsee = North Sea
Mit_Meer = Mediterranean
Sch_Meer = Black Sea

GWX_S_Boot_Flotilla_mod


Special thanks to JSCones for guidance and assistance
And for JSGME which is a must when making these or any sort of mod
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Old 04-26-2008, 10:04 AM   #2
Penelope_Grey
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Big special thanks also goes to me for providing the needed pressure on BBW for him to work his magic. LOL

Tried and tested subsim... it good!
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Old 04-26-2008, 10:25 AM   #3
bigboywooly
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The channel isnt much netter



Too busy concentrating on the freighter to see the MTB coming
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Old 04-26-2008, 11:08 AM   #4
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Cheers BB....looks like now is the time to give this mod a go
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Old 04-26-2008, 06:05 PM   #5
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Are the emblems I did included? Haven't had time to DL and take a look at the mod.
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Old 04-26-2008, 06:07 PM   #6
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No sorry TJ I didnt
They need to be as the Uboat emblems without the background of the original boats

An idea for someone else to do
I know you are real busy mate and I appreciate you even looking at it

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Old 04-26-2008, 06:22 PM   #7
TarJak
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That was what I did, made .TGA's with transparent backgrounds the same as Uboat emblems. Cleaned them up a bit so they didn't have any background noise or weathering and cleaned up the colours a bit as well. They were not real hi res cos the original image was a bit small and this was a quick and dirty to give you something to release.

Not having DL the S-Boat mod I haven't had a chance to see if they even work on the model.
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Old 04-26-2008, 06:28 PM   #8
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Oops
I didnt try ingame
Just the backgrounds didnt look very transparent to I

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Old 04-26-2008, 07:02 PM   #9
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Is that the .TGA I uploaded here http://files.filefront.com/S+Boot+Em.../fileinfo.html or from the original .jpg? They should all be standard square .TGA's with transparent backgrounds. Or spent an hour on doing bugger all. LOL.


Screencap from Photoshop:
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Old 04-26-2008, 09:09 PM   #10
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Great stuff BBW.

Everyone please note that you can use SH3Cmdr R3.0+ with the S-boot mod; it works fine "out of the box".

However, to better integrate the two, pls ensure the following:
  1. You are running SH3Cmdr R3.0 or greater
  2. You have a separate installation of SH3Cmdr dedicated to your separate installation of the S-boot mod (a simple copy and paste will do)
  3. You have repointed this installation of SH3Cmdr to your separate S-boot mod installation (refer SH3Cmdr User Guide if unsure)
  4. You make the following setting changes:
    • turn OFF simulate a realistic career length (could be a very short career otherwise, as it's possible to do six patrols in a month or two)
    • turn OFF historic U-boat availability (well, atm there is only one boat type, LOL)
    • turn OFF model effects (this makes no difference, but just for certainty, at least until someone adds S-boat specific malfunctions)
    • turn OFF randomise crush depth (for compatibility)
The Crew Manager and Crew Lists will still refer to the U-boat Badge and Clasp, but that's not a real issue, and is fixable if so desired.

For greatest compatibility, two SH3Cmdr cfg files need minor updating. I've so far updated one, which you can get from here. UNZIP INTO THE CFG FOLDER OF YOUR S-BOOT MOD DEDICATED INSTALLATION OF SH3CMDR.

I've partially updated the other file - it's not as important and can easily be updated by yourself - I'll post when it's done. Hopefully, if that's before Mikhayl releases the next version of his mod, they can all be included with it too.
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Old 04-27-2008, 02:21 AM   #11
bigboywooly
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Thanx Jaesen

@Tarjack

Yes the screenie I posted was of the emblems on your FF site
The same as that link you just posted

:rotfl:
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Old 04-27-2008, 04:41 AM   #12
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Bizarre! :hmm:

The file I uploaded should only have .TGA's in it and they are definately transparent when I open the file. I just did a test DL and they all look OK to me.

From the other thread it looks like they won't work anyway. Mikhayl took the emblems out cos of problems in getting them to display in game. Perhaps one of the skin or turm meisters knows how they are controlled and can work a way of making them appear.

I'll not bother with higher res versions unless they can be displayed.
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Old 04-28-2008, 01:53 PM   #13
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This makes the S-boot mod more tempting:hmm: , just thinking about the possibility of going up and down the Channel at around 40 knts..........
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