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View Full Version : REL - My Great big Tweak Pack for GWX. - Final version


Ducimus
01-17-07, 02:40 AM
Updated 09March07:

Unless theres some major bug, this is the FINAL version, for real this time.

New to this version:
- adjusted some of the crew files for type 7 and 9 uboats to be a little more single mission friendly

- moved all uboat adjusments to seperate mods (Get one of them, you will need them if you use this mod pack:
http://www.subsim.com/radioroom/showthread.php?t=107163)

- added new observation periscope texture
- misc errata i probably forgot, as usual see readme.
- fixed background on ingame help menu. A big thankyou to Reece for helping me out with my lazyiness to fix it.
- revamped partial fatigue system. No micromanaging required, no muss, no fuss with the radioroom, engine room, or control room.




Forward:
This mod collection is testimate to someone who's never satisfied with the game. Some items ive changed since the last revision, and some items are new. Ive improved the documentation on this mod collection, allowing you to be able to better identify what does what, and delete the bits you don't like. This is probably the most extensive tweaking of GWX published by an independant modder to date. :oops:

Credits
Im just going to go ahead and say that nothing inthis mod is original work and is the culmination of many modders work over time. Some bits are borrowed from independant modders, and quite a bit was borrowed from NYGM.

Installation:

JSGME. This mod has incorporated "GWX - English Nav Map and Grid Refs" mod that came with GWX, so you should disable it before enabeling this one.

In order to properly use the low contrast UZO and periscope textures, you'll need to delete the file RedMask.tga found in the sh3/data/menu/gui directory. Ive backed thsi file up in this mods documentation directory for you.


KNOWN ISSUS AND COMPATABLITILY:

-Unfortunatly, due to conflicting files, this mod package is not compatible with Intergrated orders.


Features:

-Compromised Realism cam. You can F12 free view around your sub, but can't use the Next/previous camera keys to sneak a peak at sonar, radar, and RWR contacts. Sort of a cheat really. This removes that temptation. Gameplay realism values have been changed accordingly.

- A reason to get the VIIC/41 or IXC/40. In GWX the snorkel is normally available in 1944 as is historically correct. However, you can get the snorkel earlier by aquiring these two boats in early 43 - if you have enough influence in the Kreigsmarine to get one that is.

http://www.ducimus.net/sh3/release/mod_features.jpg

- Time in port increased for upgrades to help advance the game clock/timeline a little bit. Menu items changed to reflect time in port for upgrades. This is an adaptation of same feature found in NYGM, except upgrades still cost you renown.

-23rd/29th Flotilla now starts in 9/41 in La Rochelle. You'll be assigned a grid in the med. So you have to make it through gibralter!. In 10/41 your base is changed to Salamis.

- New leer: (this became neccessary with the clear GUI background)

-Marked Fuel gauge: (now has marks for 3/4 and 1/2)

-increased increments on bearing indicators to single degree's and not in 5 dgree increments

-Low Contrast UZO
http://www.ducimus.net/sh3/release/low_contrast_uzo.jpg
-----------
Low contrast Periscopes
http://www.ducimus.net/sh3/release/low_contrast_peri.jpg
-------------
New obs scope in low contrast (pic taken at dusk before sundown, hence red tint in ocular view)
http://www.ducimus.net/sh3/release/obs_scope.jpg

Intergrated TDC. This functionality is in the Attack periscope and UZO.
( The TDC is in two parts. Both of which slide down independantly)
http://www.ducimus.net/sh3/release/low_contrast_peri_1.jpg
--------------
http://www.ducimus.net/sh3/release/low_contrast_peri_2.jpg


Clear background on the GUI:
http://www.ducimus.net/sh3/release/clear_gui_1.jpg

Reduced crew compartments for engine and motor rooms:
(just an optical illusion really, a mask of sorts)
http://www.ducimus.net/sh3/release/clear_gui_2.jpg


Readme file listing all changes:

//Format wordrap

Personalized tweaks for GWX by Ducimus - FINAL version

I cannot say anything in this mod is orginal work. Its a recompliation of other mods, settings, tweaks, etc, that have been in existance.

Additional credits:
Anzacmick
Sober
OakGrove
NYGM
etc etc. Mod community Et all.
================================================== ====
Installation:

Ideally you should have a clean GWX installation with no other mods enabled excepting GWX's december fixes.

================================================== ====
Known issues & compatiblity:

- due to the size of this mod package it is recommended you install this mod before any other unoffical mod.

- Not compatible with Intergrated orders or any other mod that uses the 1024_768.ini file

- This mod includes 16K atmosphere and English nav map and grid references, therefore you do not need to enable these.

- This mod compatible with GWX-harbor traffic light and no medals on crew


WARNING: There is a *nasty* stock sh3 bug that will cause misses in certain situations if switching between different types of torpedoes with differing speeds. In order to protect against this bug, you MUST click the TORPEDO SPEED switch EVEN IF that selected torpedo only has one speed setting after you select the torpedo. This will update the gyro with the new torpedo speed.

EXAMPLE: If you have Tube #1 selected with a Type I Steam Torpedo set to FAST (i.e. 44 knots), the gyro will set accordingly for the speed of the torpedo to correctly lead the target. If you then switch to Tube #3 containing a Type III Electric Torpedo that only has one speed setting (i.e. SLOW of 30 knots), the gyro WILL NOT BE UPDATED to reflect the slower torpedo speed UNLESS THE TORPEDO SPEED SWITCH is clicked resulting in a probable missed shot.



================================================== ==
Changlog:


------------------
DATA/CFG/FLOTILLA.CFG

-The 23rd/29th Flotilla now starts in 9/41 in La Rochelle. You'll be assigned grid's in the med. So you'll have to go through Gibralter first to get there. Your base then transfers to Salamis in 10/41.

******NOTE: If using SH3 commander, start the game in 9/41, not 8/41 even though it allows you to. 8/41 i didnt supply with grid assigments, and starting that early essentiually defeats the purpose of this mod which is to start a med career game, but having to get through gibralter first.

******NOTE: I used the flotilla.cfg from the "GWX-English Nav Map and Grid Ref" mod. Having done that, i went ahread and intergrated that mod with this mod package so you won't have conflicting mods in JSGME. Disable the "GWX-English Nav Map and Grid Ref" mod before enabeling this one.

- added type 21 to 10th flotilla

- changed starting uboat for 1st flotilla, 1939 from type2a to type2D

------------------
DATA/CFG/BASIC.CFG

- Changed entries all entries for type7 and type9's to come fully equiped with available equipment from their first available year to 1945. That way i have No upgrading before first patrol shennaigans going on. That and you wont have to do single missions with an underquiped boat now.

- Sinking a neutral is now -1000 renown.

- corrected IXB's torpedo loadout to 22 torpedo's as is historically correct.

- Changed IXD2 torpedo loadout from 26 to 24 torpedo's by Removing two of the aft external stores. (reason: having that many external stores on the AFT end of the boat annoyed the hell out of me)

- IXC now starts with the turm IX/1 conning tower in 41 as is historically correct.

- changed torpedo loadouts for all uboats except for type's II, and XXI.

- Corrected flak gun assigments. Boat were getting the 2cm FK C/38 flak gun before it was available.

- Moved availability date of the 2cm FK C/38 from 1/43 to 6/42. You'll have to get it in port.

- basically removed the first radar version by dating it available in late 45. My new philosohy, If it doesnt have the newly working matresss style aerial, i ain't using it. After well over a year of waiting its finally fixed, im indulging myself, screw historical availabilty date. Fumo30 avialable in 2/42, and Fumo61 in 3/43

- T IIIe torpedo now available in 1/42 instead of 6/42

- removed renown costs on normal torpedo's. Homing torpedo's renown costs remain.

- Increased shellslots in various uboats so the ammunition list in the inventory screen isn't truncated.

- ALtered time in port on various upgrades

- Equiped VIIC/41 and IXC/40 uboats as an early option to obtain a snorkel in early 43 for 10,500 renown.

- Revamped fatigue system. Same 8 hour system, but I changed compartment effeciency ratings so they require less crew, and not all compartments have fatigue enabled. The premise being to do more with less crew required Less crew means more bunk space, more bunk space means less micromangment.
Special notes,

:Any area that deals with the normal operations of the uboat is fatigue free, so you dont have to manage it.

:deck gun, bridge watch, torpedo rooms, flak guns, and damage control have fatigue enabled.

(no fatigue file also included in documentation directory, i encourage you to at least try this fatigue system though )

- added 1942 entry for type 21 (availabity date remains 4/44, but you can change it to 1/42 if you wanted to)

------------------
DATA/CFG/CREW_CONFIG_*.CFG

- Redid all crew configs for type VII, IX and XXI uboats. Again. Crew's were reconfigured to accomidate new crew compartment effiecency settings. Token appearances by Hans Goebeler and Herbert Werner. This was acutaly alot of work, i hope you enjoy.

------------------
DATA/CFG/MESSAGE_*.CFG

- removed *some* of the fluff messages added by GW11a / GWX. (computing solution for aft tubes, sweeping ahead, sweeping astern, etc) They were just annoying.

-------------------------
DATA/MENU/COMMANDS_EN.CFG
- Added a Goback to previous view hotkey, ( Ins key on keypad with num lock enabled. )

- remarked out the Next and previous external camera keys. (search for CMD50 and CMD51 to renable)

- CNTRL + ENTER hokey combination fires torpedo's.

- CONTROL + T toggles the TDC Auto update on or off so you can make corrections in the AOB, range, bearing, etc from the periscope or UZO.

- added entry to support new bearing indicator

- added weather report hotkey CNRL + W. How now you can get your weather reports submerged, go go gadget cheat! :P

- added hotkey to lower radar antenna SHIFT + R

------------------
DATA/CFG/GAMEPLAYSETTINGS.CFG

-Removed the 10 value from free cam off, and added it to realistic fuel. If you turn the next_previous cam back on, id highly recommend removing the gameplaysettings.cfg from this mod ;)

------------------------
DATA/ENV/*.DAT

Brighter night enviormental Dats for people cursed with dark monitors. When upping the gamma and increasing monitor birghtness, just isnt enough.

----------------------
DATA/LIBRARY/CAMERA.DAT

- Tossed the motion sickness enducing camera file, and put in a slighly modded stock one.New magnification levels:

Obs scope goes to X4.5, Attack periscope goes to X8, UZO to X8, and binocular view should be at X 10, although i havent been able to tell the difference honestly.

----------------------
DATA/LIBRARY/DEPTHCHARGES.*

- New Ashcans!
you'll feel them a bit more. Increased explosion range from 34 to 50. Reduced the min radius from 4.5 to 3, increased max radius from 14 to 15, decreased accuracy from 18 to 20 meters.
----------------------
DATA/LIBRARY/TORPEDO.SIM
-adjusted T2e to a max range of 5000 meters and the T3e to 7500 meters.

according to stastics on this site.
http://www.navweaps.com/Weapons/WTGER_WWII.htm

----------------------
DATA/MENU/EN_MENU.TXT

- added tube selection lables to support perisope/uzo TDC

- added hull integrity readout back.

- added time in port labeling for ugprade descriptions.

- adjusted info for new T2 and T3 ranges.

- changed loading screen message to reflect reality.

----------------------
DATA/MENU/MENU_1024_768.INI

- added Periscope TDC that was featured in NYGM TW 2.2

- changed draggable chrono to NYGM's 2.2's version.

- Added engine and motor room compartment size reduction mod from NYGM. (basically masks over 3 crew slots so you dont feel compellelled to unneccessarily place crew there.

- improved/ fixed clear GUI mod. Special thanks to reece for his help.

----------------------
DATA/MENU/DATA/PETSEA0*.TGA
- Graphic files for the engine and motor room compartment reduction mod.

----------------------
DATA/MENU/DIALS.CFG

- added support elements to periscope TDC.

- Removed annoying clicking sounds while using the periscopes and UZO

----------------------
DATA/MENU/MENU/FLOTILLAS.CFG

- changed flotilla selection screen to support the 23/29th starting in la rochelle


----------------------
DATA/MENU/GUI/*.TGA

- Low contrast textures for UZO, obs persiscope and ATK periscope. For these to work properly you'll have to delete the file (SH3/DATA/MENU/GUI/REDMASK.TGA) If you don't like the low contrast textures, fear not, ive backed up the Redmask.TGA for you in this mods documentation directory.

- graphical files for new draggable chrono

- graphical file for more accurate bearing indicators for uzo, bino's, atk scope and obs scope

- graphical file that is a nomograph for easier manual speed calculations.

- added new obs scope texture


----------------------
DATA/MENU/GUI/LAYOUT/*.TGA

- Graphical files for periscope TDC

- clear background

- New leer

- Changed CE guage readout to something which more accurately shows fuel levels.

- Changed slideout CE guage readout to include 3/4 and 1/2 marks on the fuel gauge.

-------------------------
/DATA/MENU/LOADING/

-New loading screen

---------------------------------
/DATA/MISC/*_a.tga

- Return of stock damage decal. (black scorch marks) Other one was just didnt work unless you use external view and stared at the ship. I like to see my damage from the bridge of my boat. Also the GWX decal was lag enducing if you ever create a massive naval engagement mission and watch them slug it out.

---------------------------------
/DATA/MISC/Peak.tga
- Sobers' 3d waves.

--------------------------------
DATA/MOVIES/INTRO/*.WMV

- Disables both the intro movies

----------------------------------
/DATA/EMBLEMS/SUBEMBLEMS/*.TGA

- added the following uboat emblems: u-65, u-94, u-103, u-105, u-110, u-108, u-371, u-505, and u-605

- Added my personalized uboatswappen (Carribean_pirate.tga) that i used to use alot while playing TypeIX career games. Goes great with Fubar's IXC Late war skin. (the real rusty one with the white weatherbeaten conning tower)

-side note, if you ever want U-230's just rename U-96's insignia and there you go.
Also, this site is a great refererence:
http://www.uboataces.com/ref-insignia.shtml

---------------------------------
DATA/ROSTER/GERMAN/SUBMARINE/SSTYPEIXC.CFG

-bug i reported in beta thats STILL there. This fixes that.

-------------------------------------
/DATA/SEA/ENGLSHNAMES.CFG

-Cause a C2 is a C2, and a C3 is a C3, and a T2 is a T2, and a T3 is a T3. I never did like a C2 as a "mediem cargo" or whatever.



-------------------------------------
/DATA/SEA/N*/*.CFG

Reduced tonnage awarded for the following ships to values awarded in past SH3 mods (UC vanilla, GW11a, NYGM, etc):

-Medium Tanker
-C3 Cargo
-C2 cargo
-Large Merchant
-Large Tanker
-T2 Tanker
-T3 Tanker
-Passenger Liner (PPL)
-Passenger Liner (LPL)
-Heavy Transport
-Victory Cargo


----------------------------------------
/DATA/SOUND/*.*

- Changed creaks to something a bit more atmosphereic.

- Lowered ambient hydrophone background noise to make contacts easier to hear when manually using sonar.

- diving sound changed to one where no language is spoken. Just the sound of the hatch closing and the sub diving.

- New AI sonar ping sound from dasboot.

- dasboot fanfare.

- muted submarine bell

- slighly increased volume on engines to make them a little more audible.

- increased volume on stopwatch ticking sound.

----------------------------------------
/DATA/SOUND/MUSIC

- Added back background combat music, and JUST the combat music. ALL other music is disabled.

- Extra gramaphone files:

Rina Ketty's "J'attendrai"
Mons Gars from dasboot
"do right" from GW11a
Ken Burns, ww2 jazz
Glen miller, more ww2 jazz
Albot & castello's "who's on first"

------------------------
/DATA/SOUND/SPEECH

- Muted german version of "Yes sir" for CE.

- changed cheer to a more gutteral "JA!".

------------------------
/DATA/SOUND/SPEECH_EN

- misc speech files in das boot in english.

- "Yes sir" muted for CE

- changed crew cheer to make to a more beleiveable "Yeaaahh!!" when a torpedo hits. The crewman who were sucking on the end of a Helium tank have been booted from das boot.


--------------------
SCENE.DAT

From GWX 16K mod. Included because the new, env textures are 16K. Slighly increased unDerwater visible range for my fellow masochists who like to watch death explode around them.

------------------
DATA/TERRAIN/MAPS/MAP1

I went ahead and intergrated "GWX - English Nav Map and Grid Refs" offical mod into this one since i used said mods flotilla.cfg. Disable the "GWX - English Nav Map and Grid Refs" before enabeling this one, as it now includes it.


----------------------
EXTRA FILES IN THE DOCUMENTATION DIRECTORY

- GouldJG_ZONES.CFG
Gouldjg's special effects. See this thread for details:
http://www.subsim.com/radioroom/showthread.php?t=102769

- resampled stock submarine diving sound and dasboot submarine diving sound.

- Stock Master menu music and dasboot master menu music.

- dasboot crew cheer in english.

-RedMask.tga
backup file because you have to delete this file from the "data/menu/gui" in order to get the low contrast periscopes and uzo to work properly.

- previously unreleased modlet -Files to support the VIIC/42 if you want to play with one.

-this readme.




Download link:
(36.3 MB)
http://www.ducimus.net/sh3/release/REL_GWX_Flavored_to_Taste_FINAL.7z

Venatore
01-17-07, 02:56 AM
You've done what I do, since the game came out.....gee when was that? all I ever done is mod and download mods. Too date I still have not finished one patrol and I've had this game for 3/4 years..3 more like it. I've got every mod ever made and then my own. I look at a mod, study the files and have a go at it myself. This has basically taught me how to use my PC, 3 years ago, if you asked me what was a TGA/DAT file, merge/paste items with in a file, OOG/WAV files, I would have given you a look like this :o, but now all I do from sun up to sun up the next morning is mod. I'll download your mod ASAP, I saw the part about the limited visual look around, which is what I've been after for some time, the ability to admire your U-boat but nothing else.

Thankyou for your time & effort in collating this package. :rock:

danlisa
01-17-07, 03:12 AM
Nice work mate.:up: d/l now.

Is my IX going to be called 'Iron Coffin Type' from now on? ;) (see crew management screenie)

Ducimus
01-17-07, 03:33 AM
Nice work mate.:up: d/l now.

Is my IX going to be called 'Iron Coffin Type' from now on? ;) (see crew management screenie)

LOL no. I created a test mission at somepoint, and i named the player starting location "iron coffin" for some odd reason. *shrug* read the book like three times.

Myxale
01-17-07, 03:42 AM
Kudos Ducimus mate! I've had an eye on this pack since you put it up and now i'm tempted to give it a go, since its sound more than prommising!:up:

stabiz
01-17-07, 05:59 AM
Very interesting, Ducimus. Will have a go!

Woof1701
01-17-07, 06:42 AM
Me too. Tanks!!

Uber Gruber
01-17-07, 09:20 AM
:rock:

ReallyDedPoet
01-17-07, 09:27 AM
Great work here, like that it is easy to install. One question, anything that you would like to keep, do you just remove from your file, I like the German voices, etc, do I just delete the english stuff in yours?

Thanks.

Ducimus
01-17-07, 12:41 PM
Great work here, like that it is easy to install. One question, anything that you would like to keep, do you just remove from your file, I like the German voices, etc, do I just delete the english stuff in yours?

Thanks.

If you prefer german voices, then just delete the Speech_EN directory from this mods directory. You don't have to really though, you have to tell the game to talk in english anyway. You could install the mod as is via JSGME and not notice any difference at all in speech except for the submarine diving sound, where no language is spoken. You can however delete the file "Dive Sequence.wav" from ths mods sound directory if you prefer the german voiced diving sequence.


EDIT:
I should probably note it just occured to me that if you prefer German as the PRINTED language in the game, the labels for the periscope TDC wont be diplayed, hull integrity readout will not be displayed, and some of the functionality in the EN_commands.cfg obviously won't be in the DE_commands.cfg since i didnt touch that file or the DE_menu.txt.

If i need to add german language support, your going to have to kick me in the jimmy. :lol:

ReallyDedPoet
01-17-07, 01:02 PM
lol! No just the language in German, print in English is what I prefer. Funny thing is, when I was in university, early 90s, I took German, never finished it though.

FIREWALL
01-17-07, 01:13 PM
Great work :up: Will d\l now and give it a go. THX:)

zzsteven
01-17-07, 02:53 PM
Marked Fuel gauge:
(now has marks for 3/4 and 1/2)
http://www.ducimus.net/sh3/release/marked_guage.jpg




Finally! Marks on the fuel guage. Thank you. It works well in NYGM 2.3 also. :)

Just minor note, I think you're up one mark to high.

zz

Ducimus
01-17-07, 03:32 PM
Marked Fuel gauge:
(now has marks for 3/4 and 1/2)
http://www.ducimus.net/sh3/release/marked_guage.jpg




Finally! Marks on the fuel guage. Thank you. It works well in NYGM 2.3 also. :)

Just minor note, I think you're up one mark to high.

zz

The top of the float, is what you look at (not the body of the float or the bottom of it). Without realizing that, it makes the guage misleading. Match that to the top of the line ive drawn. Ive never liked that gauge honestly. Its abit more tolerable to me with other lines.

To get the marks what i did, was run the tell i had 3/4's fuel left, and at 1/2 fuel left using the other CE gauge ive included that is far far more accurate then the slideout. Taking a screenshot at both times of the slideout guage. Then i loaded the slide gauge and the screenshots i took t into the gimp, ran a comparison, and marked the lines. Im confident that they are fairly accurate. But again, its the top of the float that is the real measuring point.

The Munster
01-17-07, 04:54 PM
Hi Ducimus, sounds good but hope you don't mind me asking a few Q's ..

"- changed crew cheer to make it sound like the WO's is going, "Yeaaahh!!" when a torpedo hits, instead of hearing "out of the way, we hit heeerrrr" every damn time. A bit more believeable, and not annoying."

Cannot stand the high pitched 'Girly' "Yeaaahh!!", does it now sound more like the deep guttural German voice ?


"- Added back background combat music, and JUST the combat music. ALL other music is disabled."

Is the background combat music running in the background ALL the time ? If so, is there a way of disabling it ?

And to end with a conclusion..

"Glen miller, more ww2 jazz"

Oh yes, now you're cooking with gas ! :up:

GT182
01-17-07, 04:54 PM
I would love to have the 2 parts of the Intergrated TDC as a single mod Ducimus. It would be so much faster than switching from Periscope to TDC views.

Ducimus
01-17-07, 05:08 PM
Cannot stand the high pitched 'Girly' "Yeaaahh!!", does it now sound more like the deep guttural German voice ?

Yes, its deeper voiced. I hated the girly voice too; acutally i hated it with a passion.

s the background combat music running in the background ALL the time ?

Music only plays when youve detected an enemy unit that is unaware of your presence. It's bit of a cheat honestly, but it makes it a bit easier to ID neutral units. :roll: If you want to get rid of it, then delete the CFG file in the "data/sound/music" directory, or remark out the battle music tracks in the file itself.

I would love to have the 2 parts of the Intergrated TDC as a single mod Ducimus. It would be so much faster than switching from Periscope to TDC views.

What do you mean? Both parts exist in both the UZO and attack perisope. They DONT exist in the observation periscope however.

Darkseed
01-17-07, 06:03 PM
What's the point of the reduced crew spots in the engine rooms? I like to use the engine room currently not in use to put idle crewmen in when there's no room in the quarters since they get fatigued alot slower there than in the torpedo rooms. This means i'll have less room to do that, and your mod doesn't actually make crew in the engine room do more work, it just blocks out some of the spots graphically, right? Everything else sounds great though, i'm installing it now, good work! :up:

Ducimus
01-17-07, 06:21 PM
THe point of the engine/motor room mask was so that you dont feel compelled to place un needed crew there. All you really NEED was the 3 machinests and 2 seaman to be at 100% effiiciency. The crew slots masked over are essentually a 5th wheel. Personnaly i the mask. Makes everything look neat and tidy. You can still place crew there, but their not needed. Particurally since i turned off fatigue anyway. I found myself micromanging too much and it drove me nuts. I've "delegated" that crap to my Executive officer so to speak ;)

zzsteven
01-17-07, 08:36 PM
Marked Fuel gauge:
(now has marks for 3/4 and 1/2)





Finally! Marks on the fuel guage. Thank you. It works well in NYGM 2.3 also. :)

Just minor note, I think you're up one mark to high.

zz

The top of the float, is what you look at (not the body of the float or the bottom of it). Without realizing that, it makes the guage misleading. Match that to the top of the line ive drawn. Ive never liked that gauge honestly. Its abit more tolerable to me with other lines.

To get the marks what i did, was run the tell i had 3/4's fuel left, and at 1/2 fuel left using the other CE gauge ive included that is far far more accurate then the slideout. Taking a screenshot at both times of the slideout guage. Then i loaded the slide gauge and the screenshots i took t into the gimp, ran a comparison, and marked the lines. Im confident that they are fairly accurate. But again, its the top of the float that is the real measuring point.

Just checked and your 50% mark is correct on the slide-out gauge. The little marks in the white section are off. With 19 marks, one would think that the middle one would be 50% but it isn't. LOL

Thank you again for adding these marks, it's going to be so much easier reporting my fuel levels now.

zz

Steppenwolf
01-18-07, 02:03 AM
I would love to have the 2 parts of the Intergrated TDC as a single mod Ducimus. It would be so much faster than switching from Periscope to TDC views.

Not sure, but if you mean that you would like JUST the 2 sets of slideout TDC guages and not the rest of the mod, Ducimus put a mod out earlier with just this change (and a couple of other minor ones) see this thread:
http://www.subsim.com/radioroom/showthread.php?t=102424&highlight=Periscope+adapted

If I have misundertood your request, please ignore.

Ducimus
01-18-07, 02:25 AM
I have the Perisopce TDC standalone linked at the bottom of the orginal post. Along with a few other items.

trebby
01-18-07, 12:23 PM
Hello Ducimus!

Thanks for the cool additions, I like them all (but for the english text/voices as its not original for me but hey, thats the beauty of it ....you allow partial D/L too) thank you!

My wish for a long time is to start in the type IXA, with different speeds and range, original U number.:p

I know something of tweaking those, but cannot figure out how to:
1. have the text of the boat (in harbour and in crew management screen) to read "type IXA" (otherwise it doesnt feel like a IXA)
2. change the torpedo loadout to 19 instead of 21.

Knowing this, creating a type VIIA is childplay then.:rock:
Only this baby had (I think a significant difference to the VIIB) a larger turn radius,
dunno if thats moddable...

Cheers trebby

dean_acheson
01-18-07, 01:35 PM
Is there a proper order to install all of this?

I seem to have done something wrong, and corrupted everything. Whoops.

Ducimus
01-18-07, 01:40 PM
Is there a proper order to install all of this?

I seem to have done something wrong, and corrupted everything. Whoops.


Umm, what did you do?

dean_acheson
01-18-07, 05:27 PM
I loaded it with JSGME, and probably did something wrong, I unloaded it and will try it again after reloading it.

Not sure what exactly I did to be honest. I loaded some files manually after it didn't seem to load with the mod enabler.

Sorry, that was not much useful information, was it?

;)

Ducimus
01-18-07, 05:59 PM
When you unpacked it, did you extract it to the SH3/MOD directory?

Did you see something like "REL_GWX_Flavored_to_taste_V5" in JSGME?

GT182
01-18-07, 08:45 PM
Steppenwolf, I forgot all about that post Ducimus made. He removed it before I could download it all and I forgot to go back and check.

And yes it's the 2 TDC part version I wanted. Thanks Duc. ~S!~

Ducimus
01-18-07, 09:23 PM
Eh? I didnt remove it. I moved it to a different directory and forgot to update the links. DIdnt think it was neccessary since i linked it here>


From my original post on this thread, towards the bottom:


NYGM TW2.2's Periscope TDC standalone for GWX.
D/L Link: http://www.ducimus.net/sh3/release/TW_PeriTDC_For_GWX.7z
__________________

;)

irish1958
01-19-07, 10:17 AM
Decimus, I have a slower computer; will your mod work if I replace the scene.dat file with the 8 Km GWX file? If so, should I replace the evn files also? Does the lite harbor traffic mod screwup your mod?

geralt
01-19-07, 11:23 AM
Decimus, I have a slower computer; will your mod work if I replace the scene.dat file with the 8 Km GWX file? If so, should I replace the evn files also? Does the lite harbor traffic mod screwup your mod?
you can use the 8km evn files and the 8km scene.dat
env files from Ducimus's pack provide lighter night and the only change in scene.dat is increased underwater visibility you can tweak your own 8km scene.dat if you want this effect
I've tried this modpack with and without HT lite and no problems in both cases.

And for Ducimus... Keep up the good work:up: Although I don't use the whole modpack I like your point of view... fatigue, steam torpedos, fully equiped subs, lighter night etc.... nice.

Ducimus
01-19-07, 12:32 PM
Decimus, I have a slower computer; will your mod work if I replace the scene.dat file with the 8 Km GWX file? If so, should I replace the evn files also? Does the lite harbor traffic mod screwup your mod?

You'll have to lose the ENV files and the scene.dat as both are 16K.

As for harbor trffic light, i use it too. No conflcts there .

Roads88
01-19-07, 02:31 PM
Ducimus

I can't seem to get your stand alone TDC mod for GWX to work. I have the same trouble with Mavs mods.

Note: I am not trying to run them both at the same time.

Jsgme is up to date. The dec 23rd patch is loaded

Here is what I have done: Got the sub into port, rolled back sh3 commander.
Unziped the file into the mods folder, brung it up on JSGME and enable it. I have disabled the mods and tried loading them in differant orders but no luck

The mods that came with GWX work fine. I'm at a bite of a loss as to what to do.

Also anyone have some nice skins for the XIB, provided i can get them to work.:-?

Ducimus
01-19-07, 03:17 PM
Ducimus

I can't seem to get your stand alone TDC mod for GWX to work. I have the same trouble with Mavs mods.


Was your SH3 a clean install? Did you remove EVERYTHING from the Sh3 directory before reinstalling? I ask this because if your having trouble with Mav's mods, then it might be something universal thats effecting them both.

odinfish
01-19-07, 05:11 PM
I've installed the NYGM TW2.2's Periscope TDC standalone for GWX ...I'm extremely impressed. I can't imagine SH3 without it now. Will definitely help me with my transition to manual targeting go much easier. Thanks a bunch!:up:

Btw...anyone can benefit from this, whether you use auto, your WO, or full manual...unless you don't care to set your depth or arming type.:rotfl:

Roads88
01-19-07, 05:11 PM
Was your SH3 a clean install? Did you remove EVERYTHING from the Sh3 directory before reinstalling? I ask this because if your having trouble with Mav's mods, then it might be something universal thats effecting them both

Yes, completely removed the sh3 director, along with sh3 commander and the previous games then clean install with the B patch.

Installed GWX, Commander 2.7.

Using JSGME intalled the GWX mods and latter the Dec 23rd patch.

Untill your and Mavs mods no problem. I'm stumped.:hmm:

Shaffer4
01-19-07, 11:31 PM
How exactly does one go about putting the Next_Previous Camera views back? Love the changes so far, but the vouyer in me can't hardly do with out watching my Fishies strike gold.. realistic or not... I like to watch.. (boy that just sounds wrong.. :oops: )

Also, when installing the mod via JGME it gave me a conflict with the Integrated orders mod I have enabled. There seems to be an issue with this when selecting an action from my crew (in the header menu across the bottom of the screen) the graphics there seem to be messed up. I'll see if I can get a pic of it.

*Edit; Here is a pic of what I mean*
http://i8.photobucket.com/albums/a28/Shaffer4/Icons.jpg

Also noticing since installing it (only opened/shut the game twice ) that it has crashed when exiting the game. not that it is a big deal; just curious as to your thoughts.

Ducimus
01-20-07, 01:18 AM
The next previous cam. Have to have num lock on the keypad enabled, then use the INS key on the keypad. What it does, is, say for example your at the navagation map, and want to go back to the previous view, which, if you were acutally in the sub, would be the forward control room. Pressing INS brings you there.

Or in another example, say your looking in the attack persicope. Pressing INS will bring you to the view as if you were sitting at the attack periscope, but not acutally looking through the eyepiece, where, if you look down, can see the manual tube door controls. So you could for instance if you wanted to, look through the periscope, raise your eye out of the periscope to so speak by pressing INS, loook down, open tubes 1 to 4, then click on the eyepiece and be back looking through it.


As per intergrated orders. My apologies. I totaly forgot about that. And for that my apologies. I don't use it, but im pretty sure that it uses the same files that my mod pack does, hence causing a conflict. I do thank you for bringing this to my attention so i can update my documentation. In short, not compatible.


As to game crashs when exiting the game. Ive experienced this at random incidents and have been unable to determine a cause or even it's source. Usually when it does happen its an error with SOUND.ACT. Given my crappy soundcard. (a 3 or 4 year old phiillips audio 35 dollar sound card from best buy :roll:) my assumption was it was just a hardware conflict/sound with my own machine, and didnt think anything else of it. (this board is that crappy) However if you or anyone else is experiencing these crash's when exiting the game, ill do my best to track it down and see where the culprit is.

edit:
Ive updated the orginal post with a known issus and compatiablity warning. Thanks again.

Shaffer4
01-20-07, 02:03 AM
Okay, thanks I'll undo Integrated Order in JGME and see how it goes.

As for the Next_Previous Camera I was refering to , . next_previous target keys. I love to watch my hits, as well as the fixed view of my sub.

Ducimus
01-20-07, 02:34 AM
Ahh ok gotcha. The next/ previous cam.

Edit the Commands_en.cfg.

use the Find function and search for "cmd50"
That will bring you to these two blocks:

[Cmd50]
Name=Camera_on_next_unit
Ctxt=1
;Key0=0xBE,,">"
Page=0x34000000,3714

[Cmd51]
Name=Camera_on_prev_unit
Ctxt=1
;Key0=0xBC,,"<"
Page=0x34000000,3714

All you need to do, is remove the seimicolon before the Key assignments.

EDIT:
Found the cause of SH3 crashing when exiting the game, as if it were any tremendous big deal :roll: but.. it bugged me.

Submarine Bell.wav. Delete it from the mods directory. I used Windows sound recorder to make it a blank file because the english dasboot sound already had a bell in it. Apparenlty the game doesnt like that. Im uploading a new version of the mod package.

Additional fixes.
- Fixed flak gun assigment for the VIIC in 1942
- Updated EnglishNames.cfg (i inadvertnatly used an old beta file and a few ships that werene't in bet, but added for for final release werent in it. Hence for example, the "lake ship" you'd see its acutal Identificaion name of KLAKE)

EDIT:
New version uploaded. see orginal post

Shaffer4
01-20-07, 11:13 PM
Guess I'm too efficient, I made it to Salamis early on Sept. 22 with a little under a half a tank and full stern tubes and 20tons of shipping. Guess I need to go back out and play until October rolls around.. :rotfl:

Another thing I notice is that the mod interacts with the 16k atmosphere mod (Nevermind, I see where your mod already includes it ;) )

GT182
01-21-07, 07:54 PM
Dimucus, may I ask a favor?

This is what I've done so far:
For the IXB, IXB4, IXC, IXD2 subs I've changed the cfg for Salvo to now show I, II and III, IV instead of stock settings.

Also I have changed lines 1174 and 1176 in the de and en_menu .txt to change the salvo for lines 1174 and 1176 to now show I, II and III, IV respectively. The changes work fine as I have tested it in Single Mission. The only thing that was different was your mod. I didn't try any firing in Salvo as I wasn't sure if there would be a conflict and cause a CTD. I tried to change these settings in your mod but they wouldn't take. If they had worked I'm not sure what other changes would have been necessay in your mod.

The change I'd like to ask from you is in your TW_PeriTDC_For_GWX.7z mod to reflect the same if you would. Some of us feel that Slavo for 1/2 and 3/4 is much easier and seems more realistic to use. And you don't have to move torpedos when setting up your career so they are matched in tubes to use Salvo. That's the favor I'm asking. If you don't want to that's ok too. ;)

Other than that your mod works great. ~S!~

Ducimus
01-21-07, 09:04 PM
I'm not entire clear what your asking me, so It's probably easier to explain how to change the firing order for salvo's.

Normally, theres only one file you have to edit to change salvo firing order. For example for the IXC, its the file NSS_Uboat9c.cfg located in the data/submarines/NSS_Uboat9c directory.


[Salvo]
1=1,2,3,4
2=1,2,3
3=2,3,4
4=2,4
5=1,3
6=3,4
7=1,2
8=5,6


That part im sure you knew.

Now with a periscope TDC there's the EN_menu.txt that your aware of. The entries in this file are JUST LABELS. It's entirely possible to use the periscope TDC without edting this file at all, you just wont see salvo labels. (err, i think :roll: , did the TDC for GWX awhile ago so its not fresh on my mind)

That block is this (this block doesnt exist in a normal EN_menu.txt, its added):


;slideout selection dial
1171=I,II,III,IV
1172=I,II,III
1173=II,III,IV
1174=II,IV
1175=I,III
1176=III,IV
1177=I,II
1178=V,VI


Hopefully im not forgetting anything else. Now if you want to change the firing order, both the subs CFG and the EN_menu.txt need to match.

EDIT: I didnt change the firing order on the standalone TDC because the idea was to just ADD the TDC making no other changes to GWX. Changing the firing order would be changing existing content, not just adding new content, so i limited myself with the standalone with that mindset.

GT182
01-22-07, 07:59 PM
I pulled all the pertinent files to a folder for this mod with the de and en_menu.txts changed so lines 1174 and 1176 are changed to I, II and III, IV. Drop the folder in Mods and you're set to go. You aslo do have to make the same changes to these lines in any of the subs you want to use, either now or in the future.

Now salvo is changed as I wanted and now shows in the dropdown for periscope as this:

;slideout selection dial
1171=I,III,II,IV
1172=I,II,IV
1173=I,III,IV
1174=I,II
1175=II,III
1176=III,IV
1177=II,IV
1178=V,VI

When you start a new patrol and go to torpedo section where you select the torpedos you want, you don't have to move them to have matching torpedos in tubes 1&3 and 2&4 for salvo as before.

Sorry I didn't get back to you sooner on this. I've been at the hospital all day today. I now have a new grandson born this day.... Logan Shores, born at 2:10 EST and weighing in at 8lbs 11ozs. And doing fine. :)

Ducimus
01-22-07, 08:49 PM
now have a new grandson born this day.... Logan Shores, born at 2:10 EST and weighing in at 8lbs 11ozs. And doing fine

Congradulations!

Roads88
01-25-07, 11:37 PM
Quote:

Originally Posted by Roads88
Ducimus

I can't seem to get your stand alone TDC mod for GWX to work. I have the same trouble with Mavs mods.



Was your SH3 a clean install? Did you remove EVERYTHING from the Sh3 directory before reinstalling? I ask this because if your having trouble with Mav's mods, then it might be something universal thats effecting them both.
Ok found the problem while reading another post: When I unzipped the mods it placed the mods in a folder inside another folder with basically the same name. This explanes why the mods that came with GWX worked and the others didn't. Everything works great now.
Very nice and useful mod. Thanks:up:

Ducimus
01-28-07, 04:56 AM
Ok, so i lied...

Not the final version.
This is coming. Soon.
http://www.ducimus.net/sh3/renown_as_tonnage.jpg


Acutally, it's done. I just need to go out and sink some ships and test it to make sure its working correctly.

What is this you might be asking? Current or previous NYGM users need no explanation.

In short, renown costs taken out of the game. Upgrades cost you time in port. Renown is used to mirror your tonnage sunk. THis does however, require that you play at 100% realism. (not a big deal really, ive included an upgraded gamesettings, you dont have to use manual targeting or have gods eye view turned off and such). What it does mean however, is no warping back to base.


Duci, didnt you argue the case for renown before?

Yup. As an ex serviceman, i totally agree with the renown system. It works in real life in todays military, and im sure it was in place in WW2.. (i wont go into an explanation right now, quick summary, "you scratch my back i scratch yours", "good ole boy network", Joe schome vs someone known, "call in a favor").

So why the NYGM system? Simply because i like it, and its convienant.

q65
01-29-07, 05:56 PM
Decimus, I have a slower computer; will your mod work if I replace the scene.dat file with the 8 Km GWX file? If so, should I replace the evn files also? Does the lite harbor traffic mod screwup your mod?

You'll have to lose the ENV files and the scene.dat as both are 16K.

As for harbor trffic light, i use it too. No conflcts there .

I really like this addition to GMX but I have a slower puter. How do I "lose" these files and where do I find the right one?
Thanks

Ducimus
01-29-07, 06:22 PM
By "lose" thats my american slang coming through meaning to delete or get rid of something.

If you want to run 8K visual distance (impoving computer performance) then go to the data directory in the mod, and delete the entire ENV directory, and the SCENE.dat. That way when you enable the mod, the game will use the 8K visual distance.

To reiterate, delete the following:

Flavored_to_taste/data/ENV

Flavored_to_taste/data/scene.dat

q65
01-29-07, 06:43 PM
By "lose" thats my american slang coming through meaning to delete or get rid of something.

If you want to run 8K visual distance (impoving computer performance) then go to the data directory in the mod, and delete the entire ENV directory, and the SCENE.dat. That way when you enable the mod, the game will use the 8K visual distance.

To reiterate, delete the following:

Flavored_to_taste/data/ENV

Flavored_to_taste/data/scene.dat

Well I'm good at losing stuff so this should be easy. I only understand stuff that ends in Eh eh.
Thanks for the info. I really like what you have done here. Keep up the good work

johan_d
01-30-07, 02:30 AM
Interresting.. can you explain this a bit more? do not capish..

"In short, renown costs taken out of the game. Upgrades cost you time in port. Renown is used to mirror your tonnage sunk. THis does however, require that you play at 100% realism. (not a big deal really, ive included an upgraded gamesettings, you dont have to use manual targeting or have gods eye view turned off and such). What it does mean however, is no warping back to base."

Abd_von_Mumit
01-30-07, 05:36 AM
I've installed the "Periscope TDC standalone for GWX" and used it throughout two patrols. Damn you, that's a really good mod. Thanks.

But I've got a problem that almost bought death on me. My observation periscope "is broken", i.e.:
- there is no texture of the round-metal-thing that keeps the lenses, so actually the scope view is a quadrant,
- the screen doesn't refresh properly, so for example the cursor leaves its pattern in every point it was placed on the screen (than u can 'paint' whole the screen with your cursor sign). The same with TDC dials that appear above - when they hide again, you can still see them partially (but it's only "a mirror", as the dials are hidden).

Unfortunately I can't post screens cause they are corrupterd after burning on CD (bloody '@' in the file names), will try again tomorrow, if needed. I hope it's understandable.

Attack periscope and all the rest works fine, it's just observation scope that's weird. But on that mission my attack periscope was damaged too (SH3 Commander sabotage) and I realized that a week after leaving base, when submerged under a convoy. That hurt. :)

Ducimus
01-30-07, 05:54 AM
But I've got a problem that almost bought death on me. My observation periscope "is broken", i.e.:
- there is no texture of the round-metal-thing that keeps the lenses, so actually the scope view is a quadrant,
- the screen doesn't refresh properly, so for example the cursor leaves its pattern in every point it was placed on the screen (than u can 'paint' whole the screen with your cursor sign). The same with TDC dials that appear above - when they hide again, you can still see them partially (but it's only "a mirror", as the dials are hidden).



I think i know what your talking about. A few other people have complained on the forums about that. I dont remember exactly what causes it, but its not this mod by itself. I think its caused by some sort of mod incompatiblity (IE two mods using the same file). Try disabeling some of your mods and see if the problem corrects itself.

Abd_von_Mumit
01-30-07, 07:02 AM
Currently there are no other mods involved, only:
- GWX - Late War Sensors Snorkel Antennas,
- GWX - Lite Harbor Traffic,
- GWX - Main movie - 'Das Boot',
- GWX - No Medals on Crew
and SH3 Commander.

PS Oh, sorry, I use one more: Depth Charge Shake, lite version (but none of them seems to use the scope files any way).

danlisa
01-30-07, 07:06 AM
Currently there are no other mods involved, only:
- GWX - Late War Sensors Snorkel Antennas,
- GWX - Lite Harbor Traffic,
- GWX - Main movie - 'Das Boot',
- GWX - No Medals on Crew
and SH3 Commander.

Where's the GWX Dec 23rd corrections?

The only way to test it is to remove all extra mods + test. Then add them back in one at a time.

Abd_von_Mumit
01-30-07, 07:10 AM
Currently there are no other mods involved, only:
- GWX - Late War Sensors Snorkel Antennas,
- GWX - Lite Harbor Traffic,
- GWX - Main movie - 'Das Boot',
- GWX - No Medals on Crew
and SH3 Commander.

Where's the GWX Dec 23rd corrections?

The only way to test it is to remove all extra mods + test. Then add them back in one at a time.
Ok, I'll try, though that's gonna hurt... every time I must wait like 20 minutes so that my game starts...

And the 23rd patch is there, but I don't treat it as a "mod". Should I? :>

danlisa
01-30-07, 07:18 AM
And the 23rd patch is there, but I don't treat it as a "mod". Should I? :>

I'm not sure what you mean....

The Dec 23rd Fix should be the first Mod enabled in JSGME then the others follow it.

For now, just use the Dec 23rd Fix + Ducimus's Mod. Try that.

Remember to rollback SH3Cmdr (if in use) + be in port/docked.

Abd_von_Mumit
01-30-07, 10:59 AM
Still haven't tested that, but one thing more (I forgot to mention it earlier). There is nothing I dislike in this mod but one thing: Ctrl+Enter doesn't work any more. How can one have this fixed?

Ducimus
01-30-07, 01:38 PM
There is nothing I dislike in this mod but one thing: Ctrl+Enter doesn't work any more. How can one have this fixed?


I'm pretty sure i added that back in.

Roads88
01-30-07, 02:11 PM
But I've got a problem that almost bought death on me. My observation periscope "is broken", i.e.:
- there is no texture of the round-metal-thing that keeps the lenses, so actually the scope view is a quadrant,
- the screen doesn't refresh properly, so for example the cursor leaves its pattern in every point it was placed on the screen (than u can 'paint' whole the screen with your cursor sign). The same with TDC dials that appear above - when they hide again, you can still see them partially (but it's only "a mirror", as the dials are hidden).


Still haven't tested that, but one thing more (I forgot to mention it earlier). There is nothing I dislike in this mod but one thing: Ctrl+Enter doesn't work any more. How can one have this fixed?


I have the same issues and am only running the TDC/Scope mode. It should not be "Lite Habor Trafffic" because I don't run that one.

I don't really miss the observation scope that much but the control-enter fire key I could really use. You have to step lively with your fingers when taking 'Non locked" shots to hit the sweat spot on a ship.:rotfl:

Still a Great Mod!:sunny:

Ducimus
01-30-07, 02:17 PM
But I've got a problem that almost bought death on me. My observation periscope "is broken", i.e.:
- there is no texture of the round-metal-thing that keeps the lenses, so actually the scope view is a quadrant,
- the screen doesn't refresh properly, so for example the cursor leaves its pattern in every point it was placed on the screen (than u can 'paint' whole the screen with your cursor sign). The same with TDC dials that appear above - when they hide again, you can still see them partially (but it's only "a mirror", as the dials are hidden).


Still haven't tested that, but one thing more (I forgot to mention it earlier). There is nothing I dislike in this mod but one thing: Ctrl+Enter doesn't work any more. How can one have this fixed?


I have the same issues and am only running the TDC/Scope mode. It should not be "Lite Habor Trafffic" because I don't run that one.

I don't really miss the observation scope that much but the control-enter fire key I could really use. You have to step lively with your fingers when taking 'Non locked" shots to hit the sweat spot on a ship.:rotfl:

Still a Great Mod!:sunny:


Beleive me guys, if i thought it was a problem with something i did, i'd have fixed it already. I honestly have no idea how that problem is occuring, ive never seen it.

Roads88
01-30-07, 02:30 PM
Beleive me guys, if i thought it was a problem with something i did, i'd have fixed it already. I honestly have no idea how that problem is occuring, ive never seen it.

hehehe no problem, just leaving feedback.

When I get the time will try removing modes and see if I can figure it out, then post.

It's a get mode and makes the game better. No more jumping around to set up shots.

Thanks for putting it out here were others can use it.

Now i just need the time to sink something.:arrgh!:

Abd_von_Mumit
01-31-07, 06:00 AM
Observation periscope tested - with other modes uninstalled it's still weird. I prtovide a screenshot: (I made it clickable so that non-interested folks are not made to download it.) :) (http://img265.imageshack.us/img265/213/301200712912603sw3.png)

Ducimus
01-31-07, 06:18 AM
Observation periscope tested - with other modes uninstalled it's still weird. I prtovide a screenshot: (I made it clickable so that non-interested folks are not made to download it.) :) (http://img265.imageshack.us/img265/213/301200712912603sw3.png)


THats just bloody weird.

You using the latest version of my mod pack? (ver 5a)

Do you have ANY other mods installed?

EXACTLY what mods did you have installed before? (IE was there any conflicts? or mods which shared the same files?)

Do you have the december fix's installed?

Are you sure you rolled back SH3 commander before messing around with any mods?

If you tried to delete the redmask.tga to use the low contrast textures, are you sure you deleted the right file and not another one by accident?


Orginally i meant for this modpack to be somethign id unpack directly into SH3 because i didnt intend to be juggling mods around anymore, was just going to stop modding and just play for a change. Then over time this modpack evolved into somethign to keep my personalized settings incase i take another long break from the game. Point being i meant this modpack to work correctly on the first go, and as a standalone, all encompassing pack.

Seriously, this modpack touches ALOT of files, it woudlnt be hard for another mod to have conflicts with it. Ive unistalled SH3 about 2 of 3 times, and at one point had to D/L this modpack off of my own bloody server :roll: Unzipped it after a total reinstall of SH3, Patch 1.4b, GWX, december fixes, - and it works like a charm. Infact Version 6 ive already built up from version 5a and am testing now. That one too, no problems at all. So im really at a loss as to how your getting that weird error with the obs scope.

geralt
01-31-07, 07:02 AM
Observation periscope tested - with other modes uninstalled it's still weird. I prtovide a screenshot: (I made it clickable so that non-interested folks are not made to download it.) :) (http://img265.imageshack.us/img265/213/301200712912603sw3.png)
it seems to me you are missing the 'OBSPeriscope.tga' file in data\menu\gui folder

or check the menu_1024_768.ini file... can you find this block?
[G2B I131]
Name=Background
Type=1030;Static bmp
ItemID=0x2B000001
ParentID=0x2B000000
Pos=0,768,1024,768
Color=0xFFFFFFFF
Materials=1
Display=2;Linear
Mat 0=data/menu/gui/OBSPeriscope.tga
Crop 0=0,0,1,0.75
MatFlags=0x21
TexFmt=0x9

/the Ixxx number can differ if so search the end of G2B section

Abd_von_Mumit
01-31-07, 08:04 AM
Observation periscope tested - with other modes uninstalled it's still weird. I prtovide a screenshot: (I made it clickable so that non-interested folks are not made to download it.) :) (http://img265.imageshack.us/img265/213/301200712912603sw3.png)


THats just bloody weird.
Yup. :)

You using the latest version of my mod pack? (ver 5a)
I suppose so, as I downloaded it two days ago. Readme doesn't state the version nor date.

Do you have ANY other mods installed?
While testing - absolutely none but the Dec 23rd GWX patch.

EXACTLY what mods did you have installed before? (IE was there any conflicts? or mods which shared the same files?)
- GWX - Late War Sensors Snorkel Antennas,
- GWX - Lite Harbor Traffic,
- GWX - Main movie - 'Das Boot',
- GWX - No Medals on Crew
- SH3 Commander,
- Depth Charge Shake v. 1.03, medium version, lite version, hard version (one at a time, of course),
- GWX Upg Tools&Dials V0.2,
- GWX SC v0.1,
- GWX_IXB_Weathered,
And that's ABSOLUTELY all of them.

Do you have the december fix's installed?
Yup.

Are you sure you rolled back SH3 commander before messing around with any mods?
Absolutely sure. FSAutoStart+SH3 Commander are the very first programmes I launch any time I want to do ANYTHING with my game or gamefiles. I never launch JSGME before I rollback.

If you tried to delete the redmask.tga to use the low contrast textures, are you sure you deleted the right file and not another one by accident?
Ups... I never tried to remove that file. Should I? Did I miss something in the readme..?

Orginally i meant for this modpack to be somethign id unpack directly into SH3 because i didnt intend to be juggling mods around anymore, was just going to stop modding and just play for a change. Then over time this modpack evolved into somethign to keep my personalized settings incase i take another long break from the game. Point being i meant this modpack to work correctly on the first go, and as a standalone, all encompassing pack.

Seriously, this modpack touches ALOT of files, it woudlnt be hard for another mod to have conflicts with it. Ive unistalled SH3 about 2 of 3 times, and at one point had to D/L this modpack off of my own bloody server :roll: Unzipped it after a total reinstall of SH3, Patch 1.4b, GWX, december fixes, - and it works like a charm. Infact Version 6 ive already built up from version 5a and am testing now. That one too, no problems at all. So im really at a loss as to how your getting that weird error with the obs scope.
So probably I'll have to reinstall my game anew. Nothing big, only a bit time consuming. :)

Thanks for your assistance, it's highly appreciated.

Ducimus
01-31-07, 05:31 PM
I think geralt probably hit the nail on the head. Your probably missing the obs_scope tga file for whatever reason.

If your going to reinstall:

- Install Sh3
- Run 1.4 patch
- Install GWX
- Install December fixes (either directly or through JSGME)
- Enable any GWX mod you like EXCEPT (meaning DO NOT install): Intergraded orders, 16K visual distance, and Engish map and grid references.(16K and english map/grid are included in my mod pack)
- Then enable Flavored to taste.

Then run the game. see if you have the same problem as before.


On a side note, i hope to have version 5b of this mod posted tonight. Ive made a few more changes in the way of fine tuning.

Ducimus
02-01-07, 05:42 AM
Ok im dead serious now. This ( what i just posted in the orginal post that started this thread) is the final version of anything new.

Next update to this mod package i intend to make after the next GWX patch to address any file incompatiblities with this mod.

Anyway, orginally i had a rather drastic "feature" i was goign to implement and call it version 6 of this mod. After testing it for one patrol, i decided that it wasnt such a great idea. Instead i went back and polished version 5a a little bit more.

Version 5b, i feel is pretty solid. If anyone uses this mod, i hope it makes your SH3/GWX game a little more enjoyable to you. At the least, i think ive finally got everything *just* right where i can stop looking at things and just play the damn game :rotfl:

Abd_von_Mumit
02-01-07, 08:02 AM
Ok im dead serious now. This ( what i just posted in the orginal post that started this thread) is the final version of anything new.

Next update to this mod package i intend to make after the next GWX patch to address any file incompatiblities with this mod.

Anyway, orginally i had a rather drastic "feature" i was goign to implement and call it version 6 of this mod. After testing it for one patrol, i decided that it wasnt such a great idea. Instead i went back and polished version 5a a little bit more.

Version 5b, i feel is pretty solid. If anyone uses this mod, i hope it makes your SH3/GWX game a little more enjoyable to you. At the least, i think ive finally got everything *just* right where i can stop looking at things and just play the damn game :rotfl:
Is the standalone TDC version also updated, or I shouldn't download it anew?

Ducimus
02-01-07, 12:59 PM
Is the standalone TDC version also updated, or I shouldn't download it anew?

What's to update on the standalone? It's pretty cut and dry. Just the TDC and nothing else.

Kpt, Otto
02-01-07, 06:37 PM
Hi,

First of all im no expert!

But I had the same problem as Abd Von Mumit and I used only the stand alone TDC Mod which I found so usefull. :up:

The trouble was the Obs scope was shagged!

Thank you Geralt because you have solved the problem for me, well almost but without your help I could not have found the problem.

You see even in the stock version of the game I could not find the file:
data/menu/gui/OBS_Periscope.tga therefore it must be missing altogether. I think there are two differant versions of the game either european, us or dvd version or download version because i always noticed the Obs scope was similar to the attack scope.

Ive checked the file folders in the NGYM and GWX versions and they do not have it either? All they have is data/menu/gui/Periscope.tga

Ducimus / Geralt i think perhaps you both have a differant version of the game than some other peole and it contains the differant file. OBS_Periscope.tga

Anyhow there apears to be two ways to solve this problem and I tried one and it worked for me.

Open the file data/menu/menu_1024_768.ini and look for the following:

[G2B I130]
Name=Background
Type=1030;Static bmp
ItemID=0x2B000001
ParentID=0x2B000000
Pos=0,768,1024,768
Color=0xFFFFFFFF
Materials=1
Display=2;Linear
Mat 0=data/menu/gui/OBS_Periscope.tga
Crop 0=0,0,1,0.75
MatFlags=0x21
TexFmt=0x9

Where it says
Mat 0=data/menu/gui/OBS_Periscope.tga

change it to
Mat 0=data/menu/gui/Periscope.tga

it should now read
[G2B I130]
Name=Background
Type=1030;Static bmp
ItemID=0x2B000001
ParentID=0x2B000000
Pos=0,768,1024,768
Color=0xFFFFFFFF
Materials=1
Display=2;Linear
Mat 0=data/menu/gui/Periscope.tga
Crop 0=0,0,1,0.75
MatFlags=0x21
TexFmt=0x9

The only other way to do it is if someone posts up a copy of the OBS_Priscope.tga file somewhere for us to download as it doesnt seem to come with the version of the stock game / GWX or NGYM that I have.

Thank you again Geralt for your help :up:

and Decimus for this great Mod. :up:

Kpt Otto
U-137
type IId

Kpt, Otto
02-01-07, 06:44 PM
Should say
"Ducimus / Geralt i think perhaps you both have a differant version of the game than some other people and it contains the differant file. OBS_Periscope.tga" :rotfl:

I must of been on the shnapps when i wrote that!

Ducimus
02-01-07, 08:27 PM
Hmmm.
The folks that are getting these weird problems with the observation periscope.

Question for you.

Are you using the low contrast textures for the periscopes or are you deleting them?

Steppenwolf
02-01-07, 08:27 PM
Kpt. Otto,
I may be able to clear the situation up a little bit.

Neither the stock version nor GWX uses an OBS_periscope.tga. The [G2B I130] block in the menu_1024_768.ini file that you mention, has always pointed to Periscope.tga I believe this is because stock and GWX use the same background for both the (F3) Attack periscope and (O) Observation periscope screens.

In Ducimus' "Periscope Stand Alone Mod", no Periscope.tga or OBS_periscope.tga files were included, BUT the "menu_1024_768" file has the change in the [G2B I130] block to point to a "OBS_periscope.tga file. So if you have only applied the "Periscope standalone" mod you may have the problem with the Observation scope. Lots of people don't use the Observation scope, so I don't think too many people even notice the problem, if they have it.

In Ducimus full "Flavored to Taste Mod", he provides both a new low-contrast Periscope.tga and OBS_periscope.tga file (Although these files are really identical and OBS_periscope.tga is just a copy of Periscope.tga that has been renamed). Therefore, you will not have a problem with the observation scope.

This is not remotely a criticism of Ducimus' mod, which I absolutely love.:) I suspect (and obviously I'm just guessing here) that at one point, changes for a mod that was altering the Observation Scope to have a little different background from the Attack Scope got carried over to these mods somewhere along the line. Given the sweeping changes in Ducimus' mod I am amazed there aren't any other inconsistencies like this one.

Ducimus
02-01-07, 08:47 PM
Ahhhhh.

Ok i was afraid of that. I think i know what happened now.

Simply put, the 1024_768.ini file ive been using was from beta. (which was when i started to bring in the periscope TDC). In the GWX beta there was an OBS_scope.tga (took me by surpise acutally). When GWX was released, i glossed over it, didnt notice any apparent changes in the 1024_768.ini file, so i went ahead and reused the file from beta since since it's a PITA to work with, coupled with the fact that i had already done the work on it.

I couldnt understand why the obs scope was orginally seperated onto its own texture, and i guess in the end the GWX team didn't either. Since i always use the low contrast textures (cant stand the other ones), i'd have never noticed this problem.

I'll go back over the files tonight and post an update. My sincere aplogies for this apparent oversight.

EDIT:
Given the sweeping changes in Ducimus' mod I am amazed there aren't any other inconsistencies like this one.

No kidding. I'm also my worst critic. I don't know if i should chewing myself out letting this oversight slip by me, or pat myself on the back for it being the only screw up as so far. Although im 99% sure, its the only screw up ive made, and only because i had a moment of laziness :roll:

Steppenwolf
02-01-07, 09:24 PM
No kidding. I'm also my worst critic. I don't know if i should chewing myself out letting this oversight slip by me, or pat myself on the back for it being the only screw up as so far. Although im 99% sure, its the only screw up ive made, and only because i had a moment of laziness :roll:

Definitely, a big pat on the back!

You have made the game more enjoyable for a large number of people. Both those that have used your entire mod and those, like myself, who have extracted the parts they like best from it. I can only imagine the number of hours this must have taken, and the fact that this is the first noticeable error speaks for itself regarding your attention to detail and thorough testing. So a big thanks from all of us that have benefited from leeching off your hard work.:D

Bungo_Pete
02-01-07, 09:33 PM
Hi how and wheree do you install this?:hmm:

Ducimus
02-01-07, 09:45 PM
More like leeching off of my leeching. :lol: Remember im not the one who thought up alot of the stuff in this mod pack. All i did was compile it in such a way as to be applied to GWX.

I've repeatidly stated nothing in here is orignal work, and i just want to reiterate that. Less i be confused with less then savory characters that passed off other peoples work as their own intellectual creations. Something i would never do.

All in all though, im confident that if there were any more bugs/quirks/oversights that break something in this mod compellation, they would have been voiced by now.

U-snafu
02-02-07, 12:54 AM
Next update.............to make.............to address............mod............implement....... ....testing.............polished......


...........i can stop looking at things and just play the damn game :rotfl:


That will never happen--you have the dreaded tinkering disease:lol: :D Which is a good thing actually.

Ducimus
02-02-07, 02:13 AM
Observation scope error is fixed.

http://www.ducimus.net/sh3/release/REL_GWX_Flavored_to_Taste_V5c.7z

And that i believe, is that.

*dusts off hands*

Bungo_Pete
02-02-07, 03:36 AM
Ok I got it in didnt have jsgme :doh: but when I am in game I'm getting a sporatic static/hissing sound through my ear phones the only time I don't get it is when i goto the hydrophones.Really love the sound of the periscope going up and down all in all a great addition.I am also not using the patch for gwx.

Abd_von_Mumit
02-02-07, 05:19 AM
Great thanks to geralt, Kpt. Otto and Steppenwolf for helping with the issue. And to Ducimus for his mod and kind assistance. Keep up the good work! :up:

Kpt, Otto
02-02-07, 01:20 PM
No kidding. I'm also my worst critic. I don't know if i should chewing myself out letting this oversight slip by me, or pat myself on the back for it being the only screw up as so far. Although im 99% sure, its the only screw up ive made, and only because i had a moment of laziness :roll:

Definitely, a big pat on the back!

You have made the game more enjoyable for a large number of people. Both those that have used your entire mod and those, like myself, who have extracted the parts they like best from it. I can only imagine the number of hours this must have taken, and the fact that this is the first noticeable error speaks for itself regarding your attention to detail and thorough testing. So a big thanks from all of us that have benefited from leeching off your hard work.:D

I second that :up:

The NYGM team and the GWX team have done a fantastic job and have made the game so much more realistic to play. :rock:

Ducimus, for me, including the NYGM Periscope TDC in GWX has helped me to further understand the challenges the men faced in the heat of battle when getting the firing solution right first time was a matter of life or death. So thank you for bringing these great Mods together. My enjoyment of the game has been greatly increased :up:

Kpt, Otto
02-02-07, 01:40 PM
Kpt. Otto,
I may be able to clear the situation up a little bit.

Neither the stock version nor GWX uses an OBS_periscope.tga. The [G2B I130] block in the menu_1024_768.ini file that you mention, has always pointed to Periscope.tga I believe this is because stock and GWX use the same background for both the (F3) Attack periscope and (O) Observation periscope screens.

In Ducimus' "Periscope Stand Alone Mod", no Periscope.tga or OBS_periscope.tga files were included, BUT the "menu_1024_768" file has the change in the [G2B I130] block to point to a "OBS_periscope.tga file. So if you have only applied the "Periscope standalone" mod you may have the problem with the Observation scope. Lots of people don't use the Observation scope, so I don't think too many people even notice the problem, if they have it.

In Ducimus full "Flavored to Taste Mod", he provides both a new low-contrast Periscope.tga and OBS_periscope.tga file (Although these files are really identical and OBS_periscope.tga is just a copy of Periscope.tga that has been renamed). Therefore, you will not have a problem with the observation scope.

This is not remotely a criticism of Ducimus' mod, which I absolutely love.:) I suspect (and obviously I'm just guessing here) that at one point, changes for a mod that was altering the Observation Scope to have a little different background from the Attack Scope got carried over to these mods somewhere along the line. Given the sweeping changes in Ducimus' mod I am amazed there aren't any other inconsistencies like this one.

Ah Yes that its it! :yep: I thought more about it at work today before I read your post and came to similar conclusion that it could not be because of two differant stock games being produced. Thanks for shedding some further light on that one :up:

Ah well all sorted now and we all have a great mod!

Kpt Otto
U-137

Roads88
02-02-07, 04:47 PM
awwwww...thank you, thank you, thank you.:cool:

Makr
02-09-07, 12:39 PM
EXTRA FILES IN THE DOCUMENTATION DIRECTORY

- GouldJG_ZONES.CFG
Gouldjg's special effects. See this thread for details:
http://www.subsim.com/radioroom/showthread.php?t=102769

Quick question about this part of the Readme. So this mod is not in your mod by default, you have to add it in manually after installing yours?

Steppenwolf
02-09-07, 01:10 PM
Correct, it is not in the default installation.

Easiest way to install it, is to just copy the GouldJG_Zones.cfg file from the \Documentation folder in the mod to the \data directory in the mod. Then rename the file to Zones.cfg. Then enable the whole "Flavored to Taste" mod through JSGME (This way, in the future, it will enable/disable along with the rest of the "Flavored to Taste" mod).

Makr
02-12-07, 11:31 AM
Correct, it is not in the default installation.

Easiest way to install it, is to just copy the GouldJG_Zones.cfg file from the \Documentation folder in the mod to the \data directory in the mod. Then rename the file to Zones.cfg. Then enable the whole "Flavored to Taste" mod through JSGME (This way, in the future, it will enable/disable along with the rest of the "Flavored to Taste" mod).

Good idea. Just did it and it's working like a charm.

@Ducimus: thanks again for creating this awesome mod, i've been using it for a week now and can't imagine sh3 without it!

Jager
02-12-07, 12:21 PM
I really like the attack periscope with the TDC dials bulit in! I also liked the trial days for new equipment in NYGM so should prove very interesting. Thanks for posting.

Ducimus
02-16-07, 01:01 PM
http://www.comparestoreprices.co.uk/images/unbranded/c/unbranded-can-he-do-the-ironing.jpg

Up to 5d now :88)

Blitz U-57
02-20-07, 05:23 AM
Thank you very very much :)

OneTinSoldier
02-20-07, 10:19 AM
Hello Ducimus,

Thanks for your Flavored to Taste mod. :) I've been using 5c, seasoned to my own taste, when I installed GWX a couple of weeks ago. I haven't tried out 5d yet. Anyway, I have a couple of questions.



GWX Patch 1.02 is out now. Is 5d fully compatible with 1.02? Let us know when you can! ;)

A few of the things I wanted seasoned to my own taste were... use of GWX Fatigue model, 8km view distance, and use of renown to purchase items. So i edited the 'Basic.cfg' file(compartment fatigue values) and removed the '16km view' and 'GameplaySettings.cfg' file. When I started my GWX career I get a Type IIA with one Engine Room Mechanic. Later on I go for the Type VIIB and then I have two Mechanics, one for each shift shall we say. I like getting four Radio Room guys qualified first, and remember, I'm using the GWX fatigue model. So, I fill up the Engine Room compartment all the way, eight men in the VIIB. Not a big deal, but I consider the 'three ghost' guys to look a little goofy. One thing I don't know how to change is how to get the Engine Room back to displaying all the men normally. Again, not a big deal really, but I was wondering if you could tell me what I need to edit in the 'menu_1024_768.ini' file to make the Engine Room display all the guys normally again?

Thanks again for your GWX mod/tweak pack and Cheers.

Ducimus
02-20-07, 12:46 PM
I was just going over it, and as near as i can tell, the only patch addition i need to make is in the commands_EN.cfg.

If you want to do this yoruself, go to said file and find "cmd142"
and change it to look like this:

[Cmd142]
Name=Radar_toggle_on_off
Ctxt=1
Key0=0x52,Cs,"SHIFT+R"

I really like the SHIFT R command.

Another one that i missed. Either was always there, or was in the patch was this:
[Cmd261]
Name=Report_weather
Ctxt=1
MnID=0x3F250006
Key0=0x57,c,"CTRL W"

Not a big deal really, but handly.


As for changing the engine rooms back to normal. You'll have to manually edit the 1024_768.ini file.

It's best if you disable this mod, then backup the file in the documentionat directory incase you goof. Open up GWX's 1024_768.ini file in one session of notepad, then this mods version of the same file in another session of notepad.

You'll have to copy the following blocks from GWX's file, and replace these blocks in my version of the same file.

(To double check yourself these blocks in my version of the file should contain
petsea04.tga
petsea05.tga
If they do not contain those file, do not touch them)



[G67 I245]
[G67 I248]
[G67 I251]
[G67 I275]
[G67 I278]
[G67 I281]

When your done, search the file for any instance of:
petsea04.tga
petsea05.tga

They should no longer exist in the file after replacing the above mentioned blocks.

OneTinSoldier
02-20-07, 04:08 PM
Ahoy Ducimus,

I just returned from patrol #8 and will install the GWX 1.02 patch, Flavored_to_Taste_V5d, and then follow your instructions for the Engine Room compartment.

Thank You!

Ducimus
02-25-07, 02:29 AM
Ok, ive just posted what might quite possibly be the REAL final version of this mod pack. I'd label it as such, but i figured id leave the door open incase i need to make any change based on user input. At any rate, with SH4 coming down the pipe in another month or two (my guess), this is liable to be the last time i monkey around with this. Im just gonna play a type 7 game and wait for SH4 to hit the shelves :88)

Anyway, Ive done alot of work on this version. Ive done alot of small tweaks, and im pretty sure i didnt document everything. :roll: The last two days alone (exculding time at at work) , ive spent reworking compartment effeciences and redesigning crew configurations for type 7 and 9 uboats based on the new compartment effiecency settings i was defining. Thats acutally alot of damn work. Im glad i got it out of the way, my ass hurts, time to unass the computer chair and do something else now :roll:

Venatore
02-25-07, 03:00 AM
my ass hurts, time to unass the computer chair and do something else now :roll:

:rotfl:

The Munster
02-25-07, 04:20 AM
Hi Ducimus
will the final version be compatible with GWX six dials console slideout ? [Don't want to lose the full screen view].

Think I have the answer by reading your response to Reece and his Sliding Stations Panel Mod; the Menu ini. file is altered in both Slideout Mods = No

Water boy
02-26-07, 04:53 PM
I d/l'd the mod which looks great but it wont open on my machine running winxp?.
Do I need a specific program or am I missing something?.:damn:

Your going to tell me its all in the thread somewhere aren't you..........:doh:

Ducimus
02-26-07, 04:58 PM
It's packed using 7zip. A really awesome file compression. Makes 100 megs packed into 30ish.

You'll need WinRAR to unpack it.
http://www.rarlab.com/download.htm

Water boy
02-27-07, 05:11 PM
Thanks Ducimus, its unpacked to a folder but how do I instal it?........... cant find any exe files?........
BTW your talking to Mr computer illiterate here.:hmm:

Steppenwolf
02-27-07, 05:52 PM
For purposes of this example we will assume that the folder that you unpacked is called "REL_GWX_Flavored_to_Taste".

1A. Make sure any saved games you have are IN PORT.
1B. If you use SH3 Commander make sure it is "rolled back"

2. Copy the folder to your \SilentHunterIII\MODS folder. This should create a "REL_GWX_Flavored_to_Taste" subfolder under the \SilentHunterIII\MODS folder

3. Run JSGME.exe (You will find it in your \SilentHunterIII folder, just double click on it).

4. Enable the "REL_GWX_Flavored_to_Taste" mod, by highlighting it in the window on the left side, then click the Right Arrow. This will move it to the window on the right side (which indicates that it is enabled). Exit JSGME.

JCWolf
02-28-07, 07:13 AM
Quality work is allways in your hands mate,
so I'm not surprised at all when you release
a brilliante work like this or anything that
comes out of your mind and hands mate!!!

Thanks for the hard work mate...:rock: :rock: :up:

Reece
02-28-07, 11:16 PM
Hi Ducimus, I hope you don't mind me posting this, I have done a version of my Sliding Stations Panel for those who are using your tweak pack v5e, however I need someone to test for me, as my setup is different, it is JSGME ready. You will have to remove 2 items (I think that's all) leer.tga, mine is similar so you could remove the one in my mod, the other is your menu_1024_768.ini as the one in my mod is a combined version.:yep:
Download Link Removed
Once I know it works either you can add to your tweak pack as an extra or I could just post to my DL site.:D
Cheers.

Ducimus
02-28-07, 11:45 PM
Sweet deal, ill give it a look either sometime tonight or tommrrow night :up:

Lanzfeld
03-06-07, 11:34 AM
Hey Ducimus,

I have been meaning to ask you. It seems that you never really include the type II in your mods. I noticed this with the mix of boyancys that you did between GWX and NYGM. Can I use this Big Tweek with my type II's and I was wondering do you not like the type II's or do you just never play them?

Ducimus
03-06-07, 12:29 PM
On the final version of this mod (not posted yet) ive touched on the sub itself, but havent configured a crew for them.

It's not that i don't like the type 2, its just that i never use it.

Ducimus
03-08-07, 01:13 AM
Needs a little touching up but ahh....

This is gonna be my new observation scope (attack scope remains the same, this is JUST the obs scope)

http://www.ducimus.net/sh3/obs_scope_temp.jpg

Whaddya think?

personnaly, i like it.

Did i do this? err well kinda and kinda not. I was digging through the mod thread today and found this ole gem:
http://www.subsim.com/phpBB/viewtopic.php?t=48551

Then spliced it with the low contrast periscope textures ive been using. I need to get rid of that shiny glare effect on the bottom so the text is more easily read. I think thats about it.

Venatore
03-08-07, 01:35 AM
Did i do this? err well kinda and kinda not.

For some reason this never really took off, I remember this when it first came out, blow off the cobwebs lets get into it, well done Ducimus !

Ducimus
03-08-07, 01:51 AM
EDIT: To eliminate confusion, the below two pictures were taken at DUSK, this is why the occular has a reddish tint to it. Under normal lighting conditions the occular looks like the picture posted in my post previous to this one.

Well... heres the attack periscope ive been using:
http://www.ducimus.net/sh3/release/atk_scope.jpg


Heres the retouched obs scope:
http://www.ducimus.net/sh3/release/obs_scope.jpg


Two points here.

1.)(edit) The most important TDC controls for torpedo attacks are only available at the attack scope.

2.) the obs scope is (at least in the US navy) also called the "sky scope" its purpose was for a general look see, and to spot aircraft. This obscope since its taller, acutally covers the sky better then the attack scope.

Personally im in love :P

Rubini
03-08-07, 02:53 PM
Very good Ducimus!

You make it again, no?:D
So,
Why not the main TDC on the Obs Skope?
Also I think that the right side of your last and also thiese Peri & Uzo are to red as the night views on SH3. Isnīt just possible to make the objective (when you put your eyes) darker but the right side with normal light? I guess that Sh3 will naturally put a night red mask in the night , no?

Thanks mate!:up:

Edited: Where we can download it?:hmm:

Ducimus
03-08-07, 03:16 PM
Your supposed to delete the redmask.tga rubini :P

Im sure not everyone likes low contrast scopes, but ahh well i love em. As long as you remove the redmask.tga they work great in all conditions. The reason why i like them is because the main focus of your attention becomes drawn into the acutally view. The surrounding areas sort of fade into the background of your perphiral vision and don't distract your attention until you acutally look over to select a control of some sort.

(EDIT: BTW the screenshots in my last post were taken at DUSK conditions, thats why the ocular looks reddish in tint)


As for not putting all the TDC in the obs scope, well, thats why theres an attack periscope. The observation scope is just sort of a backup, and for spotting planes. It puts more emphasis on either scopes as to their purpose. Plus, given the damage model, if you lose your attack scope, it will hurt more, it wont put you out of action, you can still fire torpedo's out of the obs scope, but you'll wish you had your attack scope back.

Besides, gven the acutally construction of both periscopes, the attack periscoe was FAR FAR more advanced in construction, features, and function. (theres a description of it somewhere from the allies who captured a uboat, and they were REALLY impressed with the attack scope, the obs cope was just sort of on pulley's and cables and nothing to really write about.)

----------------------

Anyway, just a quick note about what ive been working on.

New version ill have posted in the next day or two.

- new obs scope

- revised fatigue model, partial fatigue. Fatigue is on only in daamge control, torpedo rooms, Flak/deck guns and watch crew. Crew compartment effiency has been adusted (as of last revision) to where you can operate the boat with less crew, thereby having a bunk for every crewman. This partial fatigue model, i think adds a bit to the game, and removes most , if not all of the micromanaging. Only aspects that require heavy manual labor cost faituge now, (man handeling shells up to the main deck, loading torpedo's, damage repair, etc) you are not penalized for normal operations of the boat.

- seperated uboat physics model into a seperate mod, ill be offering two versions. Neutral boyance and negative boyancy in a seperate mod. The neutral one is done, im still finalzing the negative boyancy mod.

- ive completed work on "real life embodyment" mods for type 7 and 9 uboats.

- im going to try and get some type II crew files created. (im writing this down so i dont forget)

Offhand i think thats about it.

When everythings done, ill be making a "Duci's mod drivethru" thread in the same spirit as venatore's. list all the mods, and call it quits.

firouz
03-08-07, 03:53 PM
Ducimus, I was wondering why the Type II crew numbers have increased. There's another 7 mouths to feed including an extra officer if I bring them on board :D . Is this to do with your compartment efficiency changes?

I love the mods you put together, I've just got into SH3 GWX, and you've cured most of the things that bugged me. Well done!

Well, having the German fly-boys knock out 18k of tonnage that I'd just put a hole in was a bit upsetting too, but that's life
:rotfl:

Ducimus
03-08-07, 06:04 PM
was wondering why the Type II crew numbers have increased. There's another 7 mouths to feed including an extra officer if I bring them on board . Is this to do with your compartment efficiency changes?

Not sure what you mean. I don't recall doing anything for type II crew configs in the past. As for compartment effiecieny changes, an example would be if it took something like 8 crewman to have it a compartment at 100% , you only need like 4 or 5 now.

firouz
03-08-07, 07:41 PM
was wondering why the Type II crew numbers have increased. There's another 7 mouths to feed including an extra officer if I bring them on board . Is this to do with your compartment efficiency changes?

Not sure what you mean. I don't recall doing anything for type II crew configs in the past. As for compartment effiecieny changes, an example would be if it took something like 8 crewman to have it a compartment at 100% , you only need like 4 or 5 now.

Ah. Perhaps it's nothing to do with you:hmm:
In the basic cfg file the max crew changed up on the Type II - haven't got the figures on me. The VII and IX were not affected.
I'm chasing Soviet shipping in the Black Sea in a IID. After loading the Mod I found I could take on the extra crew, so I just looked at the cfg files. This was an existing career save in port. I could try a new career to see if the same applies...
Thanks for your response :)

Ducimus
03-08-07, 08:20 PM
It could be i was experimenting with something with the type 2, and forgot to change it back. If the max allowed crew size changed after enabeling this mod pack then it was something i did.

Steppenwolf
03-08-07, 08:24 PM
Ducimus,
Yes, the change is in the Basic.cfg in your "Flavored to Taste" Mod
In the [SUBMARINE 0] section you changed:
NrMaxOff= from 4 to 5
NrMaxPO= from 9 to 12
NrMaxSeamen= from 14 to 18

Ducimus
03-08-07, 09:04 PM
Heh,. Oops. well its in your favor :P Acutally, thinking back, i probably did that intentionally because the crew size wasnt large enough to get full effeciency out of the boat. This was before i figured out how to increase compartment efficiency. Maybe ill tune it back down.

firouz
03-10-07, 05:39 AM
Heh,. Oops. well its in your favor :P Acutally, thinking back, i probably did that intentionally because the crew size wasnt large enough to get full effeciency out of the boat. This was before i figured out how to increase compartment efficiency. Maybe ill tune it back down. Ah, thanks for the reply. Ducimus, can I just edit the cfg file, or will that just mess things up? Looking through the files makes me realise just how much you have to change/keep track of to keep the balance right.

Steppenwolf
03-10-07, 11:01 AM
You can just edit the .cfg file and put back the original values. It won't hurt anything.

Ducimus
03-10-07, 01:07 PM
I changed the type 2 crew max back to default this release. I was going to make crew files but ran into a little problem that made it more trouble then it was worth to me.

firouz
03-10-07, 04:18 PM
Thanks Ducimus & Steppenwolf for your help.
This Mods community rocks. I loved the vanilla game, but the mods will keep me at sea for a long time to come.:up:

loreed
03-11-07, 02:23 AM
I was in the habit of using the "." (period Key) to switch the camera view between my boat and the escort or aircraft atttacking it. I did a complete uninstall and reinstall before I put your fantastic mod on and now I can use the period key once to see the exterior of my boat but when I hit it the second or third time to watch my attacker, the camera either pivots around a point off to the side of the ship/aircraft or floats at an odd angle a couple of thoushand feet above the surface. I checked the Camera.dat file and its size and date match the one in your mod so jsme performed the switch. Is this the expected behavior of the free camera in your mod? If not, any ideas woud be greatly appreciated. I too like to watch the ash cans go off around my boat!

Ducimus
03-11-07, 11:21 AM
only changes i made to the free camera functionality was in the data/cfg/En_commands.cfg.

All i did was remark out the next and previous cam keys.


[Cmd50]
Name=Camera_on_next_unit
Ctxt=1
;Key0=0xBE,,">"
Page=0x34000000,3714

[Cmd51]
Name=Camera_on_prev_unit
Ctxt=1
;Key0=0xBC,,"<"
Page=0x34000000,3714


Remove the semicolon and its back to normal. If you do that, id remove the gameplaysettings.cfg because ii upped the realism values since you were no longer able to gather intelligence and check to see what sound, radar, RWR contacts are and not even have to pop the scope to do it.

loreed
03-11-07, 01:23 PM
only changes i made to the free camera functionality was in the data/cfg/En_commands.cfg.

All i did was remark out the next and previous cam keys.


[Cmd50]
Name=Camera_on_next_unit
Ctxt=1
;Key0=0xBE,,">"
Page=0x34000000,3714

[Cmd51]
Name=Camera_on_prev_unit
Ctxt=1
;Key0=0xBC,,"<"
Page=0x34000000,3714

Remove the semicolon and its back to normal. If you do that, id remove the gameplaysettings.cfg because ii upped the realism values since you were no longer able to gather intelligence and check to see what sound, radar, RWR contacts are and not even have to pop the scope to do it.


Thanks for point the way, this should get me back on track. I am wondering if one of the steps I took in the reinstall may have lead to this problem. I have read about others having an issue with unstable free cameras but it didn't effect me until now, wonder if the new PC has anything to do with it.

Well, in any case, I have a starting point now Thanks.:up:

Ducimus
03-11-07, 01:59 PM
I missed this:

, the camera either pivots around a point off to the side of the ship/aircraft or floats at an odd angle a couple of thoushand feet above the surface.

was this by shore per chance? This happends with shore batteries when you cycle the external camera on them. It screws the camera all to hell.

loreed
03-11-07, 06:19 PM
I missed this:

, the camera either pivots around a point off to the side of the ship/aircraft or floats at an odd angle a couple of thoushand feet above the surface.
was this by shore per chance? This happends with shore batteries when you cycle the external camera on them. It screws the camera all to hell.
No, it happened everywhere, including open ocean. It appears that the issue was with the careers. A new career and one of the three old careers had no problems with the camera at all, no matter how many times I hit next target key, it shiftes with out a hitch for the new and old career. but the two primary careers would malfunction after the first use of the key. Something must have not translated well after the reinstall of SHIII and GWX for those two. I am going to have to try and find out what in a career cfg file can affect the camera, odd.:confused:

Maraz
03-20-07, 11:02 AM
Ducimus,
thanks a lot for this very extensive mod, a very welcome tweaking of GWX. :up:

This is my top mod, all others are expendable, but this is the one that MUST be active on my SHIII install.

I believe it could be even better :D by adding Simfeeling's 6 Dials mod, because the stock tiny dials are really awful, I cannot make any accurate readng, even worse when I want to order a precise heading or depth.

I understand this is the FINAL!!!!! :D version but I still have some hope. I added the dials by myself by manually editing the menu_1024_768.ini file, but I am afraid I will have to redo it from start when GWX 1.03 will be out... :-? :-?

Anyway, thanks a lot for your work.

Cheers
Maraz

q65
03-20-07, 11:55 AM
Ducimus,
thanks a lot for this very extensive mod, a very welcome tweaking of GWX. :up:

This is my top mod, all others are expendable, but this is the one that MUST be active on my SHIII install.

I believe it could be even better :D by adding Simfeeling's 6 Dials mod, because the stock tiny dials are really awful, I cannot make any accurate readng, even worse when I want to order a precise heading or depth.

I understand this is the FINAL!!!!! :D version but I still have some hope. I added the dials by myself by manually editing the menu_1024_768.ini file, but I am afraid I will have to redo it from start when GWX 1.03 will be out... :-? :-?

Anyway, thanks a lot for your work.

Cheers
Maraz

There was a mod by Poor Sailor that I used with this mod which seem to work fine. This one does not need the Intergrated orders.

Maraz
03-26-07, 10:04 AM
Any chance of seeing this mod in a version compatible with GWX 1.03?

Regards
Maraz

Maraz
03-29-07, 02:12 PM
OK, it looks like this mod is *almost* compatible with GWX 1.03, the only file touched by both mods is englishnames.cfg.

I'll try to merge these two files

Maraz

Zero Niner
04-03-07, 08:20 AM
Ducimus
I was interested in the changes you made to the files in the Env folder as I find night time too dark on my LCD monitor. I read somewhere that your mod makes it lighter.
I extracted the files but when I tried to install them via JSGME I received a warning that GWX had already changed these files (I'm using the GWX 16km mod).
"EnvColors_Arct.dat" has already been altered by the "GWX - 16km Atmosphere" mod.
"EnvColors_Atl.dat" has already been altered by the "GWX - 16km Atmosphere" mod.
"EnvColors_Med.dat" has already been altered by the "GWX - 16km Atmosphere" mod.
"SkyColors_Arct.dat" has already been altered by the "GWX - 16km Atmosphere" mod.
"SkyColors_Atl.dat" has already been altered by the "GWX - 16km Atmosphere" mod.
"SkyColors_Med.dat" has already been altered by the "GWX - 16km Atmosphere" mod.


Is it safe to let JSGME override these files?

Thanks.

Henri II
04-03-07, 09:05 AM
Yes it should be safe, those listed files are the ones that actually make the night brighter.

Steppenwolf
04-03-07, 09:25 AM
As Henri II says, it's perfectly all right.

Ducimius' mod is just a variation of the GWX-16k mod (only with lighter colors), so they, of course, change the same files.

JSGME is just reminding you that you have already applied a mod that affected those files.

Zero Niner
04-03-07, 09:42 AM
Thanks. Do I also need the Env.cfg file, or just these 6 that I also posted about earlier?

And of course, I don't need anything else that's outside the Env folder, yes?

Thank you. :ping:

Steppenwolf
04-03-07, 10:59 AM
The env.cfg file is the same as the one in GWX 1.03, so it doesn't matter.

You may also want the \data\scene.dat file. I believe the 6 files will also work fine with the scene.dat in the GWX-16k mod, as according to Ducimus' readme he only included the scene.dat, ......"because the new, env textures are 16K. Slighly increased unDerwater visible range for my fellow masochists who like to watch death explode around them."

Makr
04-03-07, 08:10 PM
Anyone know which files in this mod make the Low Contrast UZO and Periscope?

I'd like to add these changes only to my game.......I really like the way these changes set the mood :)

Steppenwolf
04-03-07, 09:30 PM
Anyone know which files in this mod make the Low Contrast UZO and Periscope?
In the \data\Menu\Gui folder, the files periscope.tga and uzo.tga

If you want Ducimus' new observation scope shape, as well, you will need more files than this.

VERY IMPORTANT NOTE FROM THE README:
For these to work properly you'll have to delete the file (SH3/DATA/MENU/GUI/REDMASK.TGA) If you don't like the low contrast textures, fear not, ive backed up the Redmask.TGA for you in this mods documentation directory.

Meridian
04-04-07, 09:07 AM
Just installed only the Low contrast Scopes.Love the Obs Scope, nice work.

Makr
04-04-07, 12:20 PM
Excellent, thank you!

Anyone know which files in this mod make the Low Contrast UZO and Periscope? In the \data\Menu\Gui folder, the files periscope.tga and uzo.tga

If you want Ducimus' new observation scope shape, as well, you will need more files than this.

VERY IMPORTANT NOTE FROM THE README:
For these to work properly you'll have to delete the file (SH3/DATA/MENU/GUI/REDMASK.TGA) If you don't like the low contrast textures, fear not, ive backed up the Redmask.TGA for you in this mods documentation directory.

Ducimus
04-04-07, 07:58 PM
Any chance of seeing this mod in a version compatible with GWX 1.03?

Im currently too involved in modding SH4 to really want to pursue it honestly. Its my hope that the documentation provided is sufficient for users to change what they need to. I honestly do not think the're will be very much in the way of flle confliction with the latest GWX patch.

OK, it looks like this mod is *almost* compatible with GWX 1.03, the only file touched by both mods is englishnames.cfg.

If thats the case.... told ya ;)


received a warning that GWX had already changed these files (I'm using the GWX 16km mod).

I beleive i documented somewhere that i intergrated the GWX 16KM mod into my mod pack. You do not need to run the GWX 16KM mod anymore.


Et all,
please, do check the readme file. While i didnt provide minute detail, i detailed the readme enough to answer most questions you might have. Im no longer doing any more modding/tweaking for Sh3, but i'll come back and check on this thread from time to time to answer questions.

Laffertytig
04-12-07, 01:14 PM
"23rd/29th Flotilla now starts in 9/41 in La Rochelle. You'll be assigned a grid in the med. So you have to make it through gibralter!. In 10/41 your base is changed to Salamis"

how would i go about integrating this one part of the mod, would i still have to download the whole mod?

this part of the mod should'nt cause any problems with the gwx 1.03 right?

Ducimus
04-12-07, 08:25 PM
Off the top of my head all you'll need is:

-DATA/MENU/MENU/FLOTILLAS.CFG
-DATA/CFG/FLOTILLA.CFG


Unless other changes have been made to those files by the GWX patch, then it should work ok.

edit:
>>Nothing was added in terms of bases, so you shouldnt need the menu.txt file at all.

Acutally i take that back. I dont think GWX had La rochelle specified in the en_menu.txt file, so you'll need that too.

u.Prestige
04-13-07, 11:59 AM
Seems that my GWX 1.03 can't load with this mod, any fixes avaliable yet?:)

P_Funk
04-13-07, 08:47 PM
Hey Ducimus. I'm right now picking through your mod for the bits I like. I like your low contrast Peri/Uzo and the new Leer. Same goes for the lighter 16km mod since I have a crappy old monitor.

However I am most intrigued by your modified GW 8 hour fatigue. I've been looking closely at it and want to implement it on my next patrol. How is it best to use it seperate from the rest of the changes made in Basic.cfg? I am interested in making it so that it can be activated through SH3 Commander as well.

I read through the Basic.cfg and its very confusing to me since I'm not well versed in that stuff. All I really need is directions to which entries to copy and paste.

Thanks.:up:

Ducimus
04-16-07, 11:26 AM
If i remember correctly, the only two major changes i made to the basic.cfg in regards to the fatigue model are thus:


[COMPARTMENT]
NumberOfCrew0=15 ;unknown
Interval1_0=7.1
Interval2_0=9.6
Interval3_0=19.7

NumberOfCrew1=6 ;aft torpedo
Interval1_1=3.0
Interval2_1=4.1
Interval3_1=4.8 ;8.5

NumberOfCrew2=9 ;unknown
Interval1_2=4.6
Interval2_2=6
Interval3_2=12.1

NumberOfCrew3=12 ;type21 torpedo room
Interval1_3=6.1
Interval2_3=7.8
Interval3_3=10;16

NumberOfCrew4=8 ;engine/motor room
Interval1_4=2.1 ;4.1
Interval2_4=5.3
Interval3_4=7 ;11

NumberOfCrew5=10 ;damage control
Interval1_5=5.1
Interval2_5=6.5
Interval3_5=7 ;13.7

NumberOfCrew6=7 ;unknown
Interval1_6=3.7
Interval2_6=4.7
Interval3_6=9.7

NumberOfCrew7=5 ;unknown
Interval1_7=2.7
Interval2_7=3.5
Interval3_7=7.3

NumberOfCrew8=3 ;control room
Interval1_8=1.6
Interval2_8=2.3
Interval3_8=4.65

NumberOfCrew9=4 ;bridge and flak
Interval1_9=2.2
Interval2_9=2.9
Interval3_9=4;6.1

NumberOfCrew10=14 ;forward torpedo room
Interval1_10=6.0 ;6.5
Interval2_10=8.2
Interval3_10=10 ;14.3

NumberOfCrew11=2 ;sonar
Interval1_11=0.95
Interval2_11=0.95
Interval3_11=0.95

NumberOfCrew12=1 ;single flak gun
Interval1_12=0.5
Interval2_12=0.7
Interval3_12=1.1


This is the compartment effiecieny. This is what allows you do get a compartment to a higher degree of effeciency, using less crew. You can in theory, have 99% of your crew in their bunks when not doing anything.


Anyway, then all i did was turn fatigue off for certain comparments. I wanted to have all fatigue on, but even with increased effeicency and more bunks, i still found myself juggeling crew around which annoyed me. So i changed the theme. The theme being, that normal day to day sub operations should be hands free, but anything heavy duty work, or any station that relates only to battle, should still use fatigue.

So what you have here is fatigue for the deck gun, watch crew, damage control, flak guns, and torpedo loading. Engine room, sonar, and control room, all areas vital to normal day to day operations, do not cost fatigue.


[FATIGUE_COEF]
;comp0 tower - ON
RegularFactor00=0.001
SpecificFactor00=0.01
BadWeather0=0.02

;comp1 sonar/radio - OFF
RegularFactor10=0 ;0.001
RegularFactor11=0 ;0.001
SpecificFactor10=0 ;0.01
SpecificFactor11=0 ;0.01
BadWeather1=0 ;0.001

;comp2 command room - OFF
RegularFactor20=0 ;0.001
RegularFactor21=0 ;0.001
SpecificFactor20=0 ;0.01
SpecificFactor21=0 ;0.01
BadWeather2=0 ;0.001

;comp3 diesel - OFF
RegularFactor30=0 ;0.001
RegularFactor31=0 ;0.001
SpecificFactor30=0 ;0.01
SpecificFactor31=0 ;0.00075
BadWeather3=0 ;0.02

;comp4 electric - OFF
RegularFactor40=0 ;0.001
RegularFactor41=0 ;0.001
SpecificFactor40=0 ;0.00075
SpecificFactor41=0 ;0.01
BadWeather4=0 ;0.001

;comp5 bow torp - ON
RegularFactor50=0.01
RegularFactor51=0.01
SpecificFactor50=0.03
SpecificFactor51=0.04
BadWeather5=0.02

;comp6 bow rest - N/A
SpecificFactor60=-0.01
SpecificFactor61=-0.01

;comp7 stern rest - N/A
SpecificFactor70=-0.01
SpecificFactor71=-0.01

;comp8 stern torp - ON
RegularFactor80=0.01
RegularFactor81=0.01
SpecificFactor80=0.03
SpecificFactor81=0.04
BadWeather8=0.02

;comp9 deckgun - ON
RegularFactor90=0.01
SpecificFactor90=0.05
BadWeather9=0.02

;comp10 flak - ON
RegularFactor100=0.01
SpecificFactor100=0.04
BadWeather10=0.02

;comp 11 repair station - ON
RegularFactor110=0.01
RegularFactor111=0.01
SpecificFactor110=0.01
SpecificFactor111=0.01
BadWeather11=0.02

Makr
04-16-07, 01:15 PM
Thanks for the infomative post....I've been wanting to adjust the fatigue :D

The Munster
04-16-07, 04:34 PM
Seems that my GWX 1.03 can't load with this mod, any fixes avaliable yet?:)

Hi and welcome, did you add the patch before the Mod ? Please clarify.

P_Funk
04-16-07, 05:46 PM
Thanks Ducimus. I'll get on it right away.:up:

Its nice to see that even if you've fallen for the new girl you still keep up appearances here.:yep:

u.Prestige
04-16-07, 08:46 PM
Seems that my GWX 1.03 can't load with this mod, any fixes avaliable yet?:)
Hi and welcome, did you add the patch before the Mod ? Please clarify. The problem was, when I double click the SH3 shortcut, the screen became dark and game menu never showed up, CPU occupation was 100% with the SH3.exe.
It had something to do with the movie folder in this mod, everything's OK since I deleted the movie folder:rock:

And another issue, during the nights the observation-periscope looked like this, is it all right? Or something wrong?
http://jackly.cpgl.net:8080/bbs/attachment.php?attachmentid=7872&stc=1

Makr
04-17-07, 10:21 AM
Reduced Crew Config

Anyone know what was changed in MENU_1024_768.INI to reduce number of crew in this mod?

edit: nevermind, figured it out with a little help from winmerge.

bruschi sauro
04-20-07, 01:59 AM
THIS MOD IS READY FOR THE GWX 1.03 VERSION?:ping:

Akinesis
04-25-07, 12:02 AM
When I install this mod nothing happens in the game. I get nothing like in the screenshots at the beginning of this thread. I'm running GWX 1.03 and installed this mod after 1.03 using JSGME.

Any ideas?

P_Funk
04-25-07, 01:17 AM
When I install this mod nothing happens in the game. I get nothing like in the screenshots at the beginning of this thread. I'm running GWX 1.03 and installed this mod after 1.03 using JSGME.

Any ideas?
You should check the folder structure to see if its correct.

Sailor Steve
03-24-15, 09:59 AM
A quick look at his profile shows he hasn't looked at these forums in almost a year. He might be lurking and not signing in, but in that case he probably won't.