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SeaWolf U-57
11-25-09, 09:49 AM
Version 3.8 is the last post in Diving ducks thread in the Silent Hunter 3-mods section on SHMF
just click my sig :salute:

misfitdreamer
11-25-09, 02:05 PM
oh man! the idea of having tomi's new interior rooms and ambient interior animations is going to bring SHIII to a whole new level!

DivingDuck
11-25-09, 02:23 PM
Moin,
- How about different ambient sounds for surface/submerged
- Fading ambient radio (in RR) when diving/submerging (Luke and I did this for RFB)
- Fans (don't think the uboats have them? http://sh4.skwas.net/media/fan_on_off.wmv original idea by nisgeis, I tied the animation also to crew panic mode and silent running)
- All sorts of valves/wheels
- Switchboard lights switching from one state to another when diving/submerging (by me: http://sh4.skwas.net/media/xmastree.wmv)
- Add extra objects to the interior under certain circumstances (DD's example of food crates is really nice! But you could do more, change books, documentation/maps, add a light there, move binoc there (or not visible at all when surfaced as they are used in the tower ;), etc)

There's plenty of stuff to do, you just have to have the idea first, but alot of it is doable since I debugged StateMachineClass and implemented support for it in S3D (together with animation support).

Nice work DD (and Anvart)

there´s indeed plenty of stuff to implement. I just don´t know where to start. ;) TypeII and typeXXI still waiting for overhaul. Besides I´m working together with 'Tomi_099' and 'Alex' to make Tomi´s dream of a full interior real. But it´s a long road. Your S3D however makes it remarkably easy to cope with. Without it I´d never have pushed it this far. Checking the progress itself in SH is very time consuming already. If I´d to do everything in hex, it would take me ages. So, kudos to you for a wonderful tool. Run for modder´s award and count me in to vote for you. :salute:




http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/engine_002.jpg (http://www.youtube.com/watch?v=7gTNUic89-o)

Meanwhile I´ve been able to link engine animation speed to engine order telegraph settings. This is a short preview. It is still buggy, but it works. The animation does not show correctly in this video, because of the frame rate. Ingame the valves are bit blurred at high speed.





http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/grammophone_002.jpg (http://www.youtube.com/watch?v=J9gAPwExBF8)

The grammophone has been reworked. It rotates at about 78 times per minute now, the arm has been slowed, some kind of a blur effect added. Textures are made by 'Rapt0r'.




Again, kudos to Skwasjer and Anvart. Both of you deserve awards for your work. Without them I´d never come this far.



Regards,
DD

planecrazydale
11-25-09, 02:57 PM
Oh man! :o

That engine animation would be absolutely amazing!!

Thanks all! :salute:

Dale

Jimbuna
11-25-09, 03:39 PM
Coming along very nicely DD http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

Rapt0r56
11-25-09, 06:41 PM
there´s indeed plenty of stuff to implement. I just don´t know where to start. ;) TypeII and typeXXI still waiting for overhaul. Besides I´m working together with 'Tomi_099' and 'Alex' to make Tomi´s dream of a full interior real. But it´s a long road. Your S3D however makes it remarkably easy to cope with. Without it I´d never have pushed it this far. Checking the progress itself in SH is very time consuming already. If I´d to do everything in hex, it would take me ages. So, kudos to you for a wonderful tool. Run for modder´s award and count me in to vote for you. :salute:




http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/engine_002.jpg (http://www.youtube.com/watch?v=7gTNUic89-o)

Meanwhile I´ve been able to link engine animation speed to engine order telegraph settings. This is a short preview. It is still buggy, but it works. The animation does not show correctly in this video, because of the frame rate. Ingame the valves are bit blurred at high speed.





http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/grammophone_002.jpg (http://www.youtube.com/watch?v=J9gAPwExBF8)

The grammophone has been reworked. It rotates at about 78 times per minute now, the arm has been slowed, some kind of a blur effect added. Textures are made by 'Rapt0r'.Very nice Work Mate!
Who need SHV when we got this. :03::shucks:

Reece
11-25-09, 07:02 PM
The gramophone is working really good now DD & Raptor! can't wait to install it!:up:

Alex
11-25-09, 07:17 PM
And almost 5 years after SH3's release date, we get this.

*I hardly can believe it* :o

Thanks to both of you (Anvart and DD) for making the engine animation<->engine speed linking possible ! :yeah:


http://img187.imageshack.us/img187/5995/draftlens2382397module1.gif

:rock: :rock: :rock: :rock: :up: :D

Venatore
11-25-09, 09:01 PM
stare at that banana's eyes for five minutes :doh:

Rapt0r56
11-26-09, 02:01 AM
stare at that banana's eyes for five minutes :doh:
:rotfl2:
My eyes hurts from this! :o

urfisch
11-26-09, 02:52 AM
great...simply: great

evan82
11-26-09, 05:47 AM
Is it finished already ? Can I download it.. like now ?! :)

DD still work on this and now I'm sure this will be much better mod than before:rock::rock::rock:.

:woot:

:yeah:

:salute:

makman94
11-26-09, 05:53 AM
Absolutely fantastic mod !

congratulations DD !!! :up:

U-48Kriegsmarine
11-26-09, 12:02 PM
does this mean what I think it means? :o

That would BE SO AWESOME! AN ENGINE COMPARTMEN, oh MINE GOT!!!!


YOu should have seen my face during that video:

step 1: :hmmm:

step 2: :)

step 3: :DL

step 4: :D

Freekin' Sweet!

Oberon
11-26-09, 05:14 PM
Wow...you gents are pushing the boundaries of SHIII in what you are doing. You have my and the communities deepest gratitude for what you are doing. :salute:

Myxale
11-27-09, 10:55 AM
Wow...you gents are pushing the boundaries of SHIII in what you are doing. You have my and the communities deepest gratitude for what you are doing. :salute:

A big fat Amen to that mate!:rock:

Commander Gizmo
11-27-09, 12:33 PM
The new upgrades are looking great! It is awesome to still be getting these kinds of features from you this long after release!

Quick question: Doesn't the 3D engine handle shading on objects? I ask because it has always bugged me that the rotatable handles (hydrophone anyone?) have shading in the textures which look terrible when rotated. Why isn't the lighting in the room used for this? The gramophone record is a new example of this (since it never spun before).

DivingDuck
11-27-09, 03:55 PM
Moin,

@Commander Gizmo:
computing the shadows in game would have been way too much for the GPU back in 2005. As the objects never had been planned to be animated, there was no need to either. Baked shadows don´t hurt the GPU on the other hand. In fact they lessen the workload.



btw 'FlakMonkey' has given his approval to use his fully reworked attack scope housing with OH. Thank you, mate

http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/FM_009.jpg

http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/FM_008.jpg

Regards,
DD

Commander Gizmo
11-27-09, 06:13 PM
I guess now that you mention it, I haven't noticed too many shadows in the game. I have quite a few games that were older that had shadows although they had monster requirements. Thanks for the clarification.

urfisch
11-28-09, 05:38 AM
yapp, but for outside rendering, there are dynamic shadows...right? someone found the lost strings for it in the code and activated them...i guess.

java`s revenge
11-28-09, 06:32 AM
Is it possible to use this mod together with the Manos gui (makman) ??

DivingDuck
11-28-09, 09:44 AM
Moin,

@urfisch:
'Privateer' showed some shots with dynamic rendering enabled for a surface vessel. Interiors don´t use a SHD model. He had to use an older *.act file to make it happen. IIRC, after patch 1.4b this feature /the needed lines of code was / were withdrawn from the file.

@Commander Gizmo:
The crew uses another way to simulate lighting. They have bump mapping controllers tied to them. These controllers define direction, strength, angle of incidence, ..., ... of the light source affecting the respective crew member most. In conjunction with a bump map this gives the impression of real time rendered shadows. Never tried to link a bump map controller to a "static" object like the hatch. Might be possible to produce some nice effects. Will give it a try.


@java`s revenge:
it depends on what files are altered by this mod. If the 'cameras.dat' and 'command.cfg' files are unchanged, then there is a good chance it does work. If he´s taken them from OLC´s GOLD MkIId GUI and uses them without any change, then it should work with the fix for OLC´s GUI. Besides that any changes he made to the interior files will be overwritten by OH.

Regards,
DD

pkl75
11-28-09, 10:57 AM
What is the current DL link? I cannot get mediafire working...

Thanks! :rock:

SeaWolf U-57
11-28-09, 02:00 PM
How about giving SilentHunterMods.com a try Version 3.8 is in Diving Ducks thread .

need a link ........ http://www.silenthuntermods.com/forum/index.php?board=7.0 :salute:

java`s revenge
11-28-09, 04:59 PM
Is it possible to use this mod together with the Manos gui (makman) ??


I have tried it but with this mod it isn`t a good idea.
Periscope hasn`t 3x zoom anymore and the periscope graphics
are out of line...:hmmm:

makman94
11-29-09, 04:23 AM
I have tried it but with this mod it isn`t a good idea.
Periscope hasn`t 3x zoom anymore and the periscope graphics
are out of line...:hmmm:

yes Java ,you are right ! you can't use DD's fixes for MaGui becuase the cameras and the commands are different . i am just waiting the final version of this wonderfull mod that DD is making and when DD release the FINAL version of his mod i will give to public a merged cameras and a merged commands to make MaGui compatible with this mod
bottom line: as things are now....you can't use DD's mod and MaGui together

don't forget that we want also Anvart's beutyfull mod for rhe flags and antena so wait for the final version

DivingDuck
12-02-09, 07:08 PM
Moin,

here´s something new I´m testing. As there´s no dynamic lighting in the interior I´ve tied a bump map controller to the hatch. Thus the hatch gets lit when open.

http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/hatch_bumpmap_001-1.jpg (http://www.youtube.com/watch?v=cai60YaUXHk&feature=player_embedded)

Until now I´ve not received satisfying results. So, don´t count on this feature to be in V3.09.

Regards,
DD

Magic1111
12-03-09, 03:29 AM
Moin DD !

The Video looks very good ! :up:

Greetings,
Magic

rea00cy
12-03-09, 03:33 AM
yes Java ,you are right ! you can't use DD's fixes for MaGui because the cameras and the commands are different . i am just waiting the final version of this wonderfull mod that DD is making and when DD release the FINAL version of his mod i will give to public a merged cameras and a merged commands to make MaGui compatible with this mod
bottom line: as things are now....you can't use DD's mod and MaGui together

don't forget that we want also Anvart's beautifull mod for the flags and antena so wait for the final version

Markman, I'm using your mod and I love it.
Anvart, I'm using your flag and antena mods and I love them too and for what I've read in this thread this will be wonderful too!
So I'm eagerly waiting for your next contributions!!!!!!!!

rea00cy

Rickster1
12-03-09, 04:08 AM
I am trying to get this mod to work with NYGM 3.2 and have failed . I have loaded via jsgm but it does not seem to work. Any suggestions please ?

DivingDuck
12-03-09, 09:54 AM
Moin Rickster1,

can you be a bit more precise regarding your problem?

Which version of OH are you referring to?
Does the game CTD?
What other mods have you enabled? A JSGME screenie would be helpful.


Regards,
DD

Rickster1
12-03-09, 10:52 AM
Hi, I'm using the following mods in the following order --NYGm 2.5,Nygm 3.2, Nygm 3.3. Iablships-nygm, Harbor Traffic addin. DBSM, DD_OH_v3.5_20091006155039. There are no crashes ect I just cannot get it to work. Thanks

DivingDuck
12-03-09, 12:47 PM
Moin,

so, you´re using an older version.


What does not work?
Is the hatch open?
Is the RR attached to the CR?
Have you ticked the light above the hatch to unlock it before trying to rotate it via the handles? If the light is red, the hatch will not move unless you change anything about the AoB on the TDC.
Does the food appear / disappear?


As a side note, the next version of OH will not feature this light above the hatchway nor the usable handles any longer. You will be able to use key commands instead.

Regards,
DD

Rickster1
12-03-09, 03:59 PM
The mod does not look like its enabled as there is no light and the hatch is closed. Could it be something to do with vista ( which I use ) as i have had problems with other mods not seeming to be enabled and have heard about it happening with vista ? Thanks

DivingDuck
12-03-09, 06:10 PM
Moin Rickster1,

I don´t know about any issues with Vista like this. I´m afraid I can´t help you. I´m running XP.

But there´s a complete thread dealing with Vista problems. (http://www.subsim.com/radioroom/showthread.php?t=105144) Maybe you´ll find anything useful there. If not, there´s still another way to enable the mod ... by hand. In case you intend to do it by hand, make sure to make save copies of all files affected first.

Regards,
DD

PS: I´d wait for V3.09. ;)

flakmonkey
12-04-09, 09:11 AM
The mod does not look like its enabled as there is no light and the hatch is closed. Could it be something to do with vista ( which I use ) as i have had problems with other mods not seeming to be enabled and have heard about it happening with vista ? Thanks


Is your sh3 install inside the program files folder??
If so vista might be preventing jsgme from altering the files contained within.
Try installing sh3 into something like c:/dasboot or whatever, this way vista doesnt interfere with its stupid folder permisssions

DivingDuck
12-06-09, 03:55 PM
Moin,




DD_OH_V3.09_20091204224112 released



have fun.

Regards,
DD

Uber Gruber
12-06-09, 05:04 PM
RTFM - Read The F*cking Manual

So refreshing to see an abbreviation in its original form:up:

flakmonkey
12-06-09, 05:12 PM
Woo, new version:D, cant wait, although i do hate mediafire. 244hours 17min remaining!!! what kind of dl speed is that supposed to be over an 8meg connection!

SeaWolf U-57
12-06-09, 05:19 PM
New version Download is also Available in DD's thread on SHMF :up:

Reece
12-06-09, 08:01 PM
WOW! a big thanks DD for including the fix for NVD's DC Shake!!:yeah:

Hartmann
12-06-09, 08:05 PM
There are some valid download link ?? :wah:

Carotio
12-06-09, 08:47 PM
There are some valid download link ?? :wah:

Well, yeah, in the first post of this thread. Or for a faster download link:
http://www.silenthuntermods.com/forum/index.php?topic=274.0

Magic1111
12-07-09, 03:00 AM
Moin,






have fun.

Regards,
DD

Moin DD !

Many, many thanks for your work, especially for the wonderful .pdf Manual ! :yeah:

Best regards,
Magic

Kentrat
12-07-09, 05:58 AM
@ padvotke:

it's part of the mod, think it was Hitmans idea, no planesmen in surface operation ;-)

I am currently in the North Atlantic in heavy seas and the b*ggas vanish and reappear at the magic depth of 6.5m, very unsettling.....

nice idea though!

regards

Rhodes
12-07-09, 06:19 AM
I was waiting for this before going to my next patrol. Thanks!

Kentrat
12-07-09, 06:46 AM
Playing?

This isn't playing Padvotke, THIS is real life :-D

Regards

Hitman
12-07-09, 07:41 AM
Planesmen were not at the diving planes when surfaced, because in that condition planes do not need to be manned at all. They are useless ;)

The watch crew was in charge of manning the diving planes when the boat had to go down. The petty officer started charging ballast when the order of diving was given, and the watch crew hurried from the top to pick the dive planes.

Hell of alife when you see your planesmen vanishing and reapearing with every second wave ? No way, I'm waiting for da fix or I'll flush it down the toilet soon

Also happens with the watch crew, they dissapear/reappear when diving/surfacing. I guess DD will refine the process to ensure the planesmen do not pop in and out.

Reece
12-07-09, 07:49 AM
Hitman said:
Also happens with the watch crew, they dissapear/reappear when diving/surfacing. I guess DD will refine the process to ensure the planesmen do not pop in and out.Yes at the moment it is a little annoying, would rather have this "feature" disabled and back to stock.:yep:
PS. This is not a complaint DD!:03:

SeaWolf U-57
12-07-09, 09:57 AM
The dive plans just help the U-boat dive or surface and also maintain depth the rudder control turns the U-boat.
And yes it is not ever manned Although is SH5 its looks like there is an officer manning the rudder control.
If you are wondering where it is. it is situated behind the officer next to the Dive Planes.

Hitman
12-07-09, 10:26 AM
I see.. I always thought that these wheels are functional for maneuvrability.

The big handwheels are in fact just the emergency way of moving the planes, using exclusively man power (Which requieres a huge amount of strength, and the crew gets tired quickly). The controls where operated with push buttons pressed with the palm of the hands, which were assisted by an electrohydraulic motor. More or less, like an average assisted steering in a car. The two pushknobs for each diving plane can be seen perfectly in SH3 at the top of the cage labelled "BBC" on each diving plane station, but sadly the crew have their hands at the wheels and not on them.

So if on surface a u-boat had to turn, what steering wheel crew had to use ?

The rudder control is behind the chief engineer, below the engine telegraphs and the big compass. It also has a cage labelled "BBC" on it, though the push knobs and the seat are missing. The station is sadly unmanned in SH3/4 :damn: The fleet boats in SH4 have a crewman (helmsman) in the american submarines, but in the Uboats it is empty.

In emergency cases, the manual rudder was in the aft torpedo compartment, unlike the emergency diving planes controls, which are the big wheels in the control room.

DivingDuck
12-07-09, 01:07 PM
Moin,




DD_OH_V3.09_20091204224112 released



quite interesting read, Hitman. :salute:

The helmsmen are actually bound to a certain depth. This depth triggers them to appear/disappear. The chosen value is some kind of a tradeoff. You certainly wouldn´t like the stations to be empty when diving. Therefore I had to find a value close to the surface. As I haven´t had the time to test it in all weather conditions this value obviously doesn´t match all needs. Sorry for the inconvenience, lads. I´m actually trying to find another way to make them take/leave their seats.


@Padvotke:
Regarding Anvart's 'DFa_UpDnRot_Flags_final' and OLC´s GOLD MkII GUI, just enable the fix for OLC´s GUI on top of OH and they will work together in unison. ;)


DFa_UpDnRot_Flags_final
OLC´s GOLD MkII GUI
OH_V3.09
Fix_for_OLC_MkII_GOLD



It´s all in the MANUAL (http://divingduck.de/pdf/DD_OH_V3.09_RH_beta_Install.pdf).


Regards,
DD

flakmonkey
12-07-09, 02:05 PM
Since in theory the planesmen would be part of the watch crew that has just vacated the bridge could not their appearance in the control room positions be linked to the watch crew disappearing or even to the player giving a command to dive??

Hitman
12-07-09, 02:49 PM
I´m actually trying to find another way to make them take/leave their seats.

Since in theory the planesmen would be part of the watch crew that has just vacated the bridge could not their appearance in the control room positions be linked to the watch crew disappearing or even to the player giving a command to dive??

Ha ha flakmonkey beat me to saying it ... :up:

LGN1
12-07-09, 03:15 PM
Hi DD,

first of all, thanks for all your great work! Unfortunately, I also have the same problem as Padvotke, i.e., the Funkantenne is destroyed at the beginning of a mission (I tested the navigation training in the academy), the hatch is closed and cannot be opened (although the handle moves), and the observation scope is not animated (although shift+o and strg+o works fine) :06:

Best, LGN1

PS: I use the DFa_UpDnRot_Flags_final mod.

LGN1
12-07-09, 03:43 PM
Hi,

I have just tested the new version without the DFa_UpDnRot_Flags_final mod and it works fine. Since the only file the two mods have in common is the commands_*.cfg file, I guess there is an ID problem :-?

Best, LGN1

DivingDuck
12-07-09, 04:03 PM
Moin,


for those who want to change the triggering depth for the helmsmen vanishing, try these tweak files (http://www.subsim.com/radioroom/downloads.php?do=file&id=1451). I´ve managed to upload them to SubSim only today. Open them with MiniTweaker and change the values for "minimum" and "maximum". I recommend to use a max difference of 0.001 between both values. If you want to "disable" this feature, set both values to 0.



Ups, yeah, my bad now I enabled DD_OH_V3.09_Fix_for_OLC_GUI_001 very last one and OLCG2 menu controls are functioning again.However I'm still getting message &quot;Radio Antenna destroyed, sir&quot; when the game loads..Don't know if I use the latest version but it is called DFa_UpDnRot_Flags_final
http://img264.imageshack.us/img264/6835/jsgme.th.jpg (http://img264.imageshack.us/i/jsgme.jpg/)This is what I'm using. But animations no longer working too. Hatch and obs periscope ain't working/moving
According to your screenie it should work without a problem. I will check it and report back. I faintly remember to have heard about the "Radio Antenna destroyed" problem occuring with GWX. I´ll see whether I can find the post in question.


Since in theory the planesmen would be part of the watch crew that has just vacated the bridge could not their appearance in the control room positions be linked to the watch crew disappearing or even to the player giving a command to dive??
That´s just what I´m after. ;)


Hi DD,

first of all, thanks for all your great work! Unfortunately, I also have the same problem as Padvotke, i.e., the Funkantenne is destroyed at the beginning of a mission (I tested the navigation training in the academy), the hatch is closed and cannot be opened (although the handle moves), and the observation scope is not animated (although shift+o and strg+o works fine) :06:

Best, LGN1

PS: I use the DFa_UpDnRot_Flags_final mod.

I had the problem with missing animation(s) too some time back. IIRC it worked out after disabling and re-enabling the mods.


Hi,

I have just tested the new version without the DFa_UpDnRot_Flags_final mod and it works fine. Since the only file the two mods have in common is the commands_*.cfg file, I guess there is an ID problem :-?

Best, LGN1
Thanks for reporting back. Allthough the commands_*.cfg gets overwritten by OH, every needed entry for Dfa_UpDnRot_Flags_final is present in the basic OH_V3.09´s version of the commands.cfg file already. Please try to disable and re-enable the affected mods for testing.

Regards,
DD

java`s revenge
12-07-09, 04:11 PM
Divingduck can you also make a version (fix) for the makman gui ?

DivingDuck
12-07-09, 04:15 PM
Moin,

I´ve found a mistake in my manual. The JSGME screenie needs to be amended like this:

http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/JSGME_007.png

The fix for DC shake is NOT TO BE USED together with OLC´s GOLD MkII GUI.
A new version of the manual is available for online reading here (http://divingduck.de/pdf/DD_OH_V3.09_RH_beta_Install.pdf).


For those who want to change the triggering depth for the helmsmen vanishing, try these tweak files (http://www.subsim.com/radioroom/downloads.php?do=file&id=1451). I´ve managed to upload them to SubSim only today. Open them with MiniTweaker and change the values for "minimum" and "maximum". I recommend to use a max difference of 0.001 between both values. If you want to "disable" this feature, set both values to 0.


Regards,
DD

DivingDuck
12-07-09, 04:31 PM
Moin,
Divingduck can you also make a version (fix) for the makman gui ?
IIRC 'makman' offered to make a fix whenever OH has reached final state. But I´m considering to make a hotfix, at least for V3.09. Just have to search for a dl link of his mod. But don´t nail me down on it.

Regards,
DD

LGN1
12-07-09, 05:59 PM
Hi DD,

thanks for the reply. I tried to disable and re-enable the mods, but it did not help. I also did a restart. Still the same. I only use the DFa_UpDnRot_Flags_final mod and on top your new version with a clean GWX installation. The flag works fine and also the grammophone works fine. However, the Funkantenne is missing (empty housing) and neither the periscope nor the hatch is animated (the handle of the hatch moves). :06:

I always use the first mission in the academy for testing. Has no one else the same problem?

Best, LGN1

LGN1
12-07-09, 06:22 PM
I did some further tests. It seems the problem occurs only with the VIIB and with the first turm. For the VIIC and VIIB with the second turm it is fine :hmmm:

Best, LGN1

Anvart
12-07-09, 06:44 PM
I already wrote, that would be more correct to apply StateMachine System for disappearance/appearance of helmsmen(s) ...

ViperU48
12-07-09, 08:56 PM
I need to check these forums more often, I may have almost been helpful for someone around here. :O:

So far I've found that for the disappearing helmsmen, a minimum/maximum of 10.455/10.456 is a good trade-off. This way in stormy weather, it will be somewhat rare for the helmsmen to appear and disappear instantaneously, and the boat will be submerged for only 1-3 seconds before the helmsmen appear as they should in real life.

DivingDuck
12-07-09, 11:00 PM
Moin,



DD_OH_V3.09_20091204224112 released



I did some further tests. It seems the problem occurs only with the VIIB and with the first turm. For the VIIC and VIIB with the second turm it is fine :hmmm:

Best, LGN1
thanks for the info. That´s something to work with.

@Anvart:
I knew this would fire back. ;) I´m working on this.

@ViperU48:
thanks for sharing your findings.


Regards,
DD

PS: DD_OH_V3.09_TweakFiles.7z (http://www.subsim.com/radioroom/downloads.php?do=file&id=1451)

Rapt0r56
12-08-09, 12:07 AM
DD_OH_V3.09_20091204224112Schaut schon richtig klasse aus auf den ersten blick, habe erst am Wochenende wieder Zeit auf Feindfahrt zu gehen und alles zu testen.
Jetzt da die neue OH version da ist kann ich meine Instruments mod auf 3.0 updaten, werde dafür noch den Angriffssehror Schacht retexturieren und villeicht einige neue Platten Cover beilegen.

Auf jedenfall wieder super Arbeit, mir ist besonders aufgefallen dass diese merkwürdigen schwarzen flecken (Schatten?) vom oberen teil des Obs Peri entfernt wurde. Sieht nun weitaus besser aus! :up::yep:

Anvart
12-08-09, 05:36 AM
Moin,
...
@Anvart:
I knew this would fire back. ;) I´m working on this.
...
Regards,
DD

SMS ... SMCtl ... это самый простой и надежный путь (нажал клавишу - отдал команду for disappearance или "уловил" AnyWatch commands... плюс some subs states and so on) ... "Gold reserve" можно экономить и использовать только одну команду для начала и конца акции ... для этого строим специфичную логику в новом SMClass...

makman94
12-08-09, 05:53 AM
Hi DD,

thanks for the reply. I tried to disable and re-enable the mods, but it did not help. I also did a restart. Still the same. I only use the DFa_UpDnRot_Flags_final mod and on top your new version with a clean GWX installation. The flag works fine and also the grammophone works fine. However, the Funkantenne is missing (empty housing) and neither the periscope nor the hatch is animated (the handle of the hatch moves). :06:

I always use the first mission in the academy for testing. Has no one else the same problem?

Best, LGN1

exactly same issues here ! DD something is not ok with the files of your last release....better check them again

LGN1
12-08-09, 12:28 PM
Hi DD,

I have found out that the IDs of Node 199 and Node 201 in Anvart's Turm7b_1_hd.dat are also used in your files. I will check whether this causes the problems.

Cheers, LGN1

Alex
12-08-09, 12:41 PM
Just wanted to say that the mod works fine at my end (I run SH3 with GWX 3.0 and some other mods)... And no bug noticed.

I don't know what to think about the reports sent, actually :-? :hmmm:... And hope you guys will get SH3 to run smoothly very soon once again ! :yeah:

:hmm2:

LGN1
12-08-09, 12:55 PM
I have changed the IDs of the two nodes in Anvart's Turm7b_1_hd.dat (only two changes required instead of many in DD's files) and everything works fine :up:

makman94
12-08-09, 12:57 PM
Just wanted to say that the mod works fine at my end (I run SH3 with GWX 3.0 and some other mods)... And no bug noticed.

I don't know what to think about the reports sent, actually :-? :hmmm:... And hope you guys will get SH3 to run smoothly very soon once again ! :yeah:

:hmm2:

hello Alex, i have exactly the same issues that LGN1 reported ! on a viic everything works fine !
did you run the mod on torpedo training mission ? (with the viib but i don't know these things about turms...etc)
does it work ok for you in torpedo training mission ?

makman94
12-08-09, 12:59 PM
I have changed the IDs of the two nodes in Anvart's Turm7b_1_hd.dat (only two changes required instead of many in DD's files) and everything works fine :up:

good job from you LGN1 ! let DD now have a look at it !

LGN1
12-08-09, 01:02 PM
Hi Makman94,

thanks for the confirmation. You can just change the IDs of Node 199 and 201 with S3D and everything should work fine (there are child nodes only in Turm7b... and they are changed automatically).

Cheers, LGN1

DivingDuck
12-08-09, 02:22 PM
Moin,

thanks for your work LGN1. Never had this problem as I used a 1945 VIIC for testing almost all times. I´m actually uploading a hotfix and a new version of the mod. Links to follow in about 30min.

Regards,
DD

DivingDuck
12-08-09, 03:05 PM
Moin,
DD_OH_V3.09_20091208195903 released

updated version ready for download. The new version is only needed for users of Anvart´s 'DFa_UpDnRot_Flags_final' mod.

Download links:

DD_OH_V3.09_20091208195903 (full version) (http://www.mediafire.com/?xjvzywxxmlz)
(ca 65.32MB)


DD_OH_V3.09_20091204224112_HotFix_001 (hotfix only, enable on top of OH_V3.09) (http://www.mediafire.com/?z3wmmjygmwy)
(ca 45.25MB)


Sorry for the inconvenience.



@Anvart:
SMS ... SMCtl ... это самый простой и надежный путь (нажал клавишу - отдал команду for disappearance или "уловил" AnyWatch commands... плюс some subs states and so on) ... "Gold reserve" можно экономить и использовать только одну команду для начала и конца акции ... для этого строим специфичную логику в новом SMClass...
I wanted to keep some work for V3.10. :D
This surely is the better way to make the crew appear/disappear.


Regards,
DD

LGN1
12-08-09, 04:02 PM
Thanks for the new version, DD. :up:

LGN1
12-08-09, 04:43 PM
Hi DD,

I am sorry, but the hotfix causes a problem for me. I cannot click on the observation scope anymore. I guess, one has to update/change the parent ID in the NSS_Uboat7_CR.cam file :hmmm:

Cheers, LGN1

Magic1111
12-09-09, 03:36 AM
Thanks for the new version, DD. :up:

I also say Thank you for the new version, mate :up: !!!

Best regards,
Magic

Kentrat
12-09-09, 07:51 AM
Thanks DD, tweakfiles work for me perfectly, the future Mrs Kentrat is off having her nails done for tomorrow so am having my last scan of the forums before tomorrow ;-)

Regards

Magic1111
12-09-09, 10:19 AM
Where can I get this damned mini tweaker from ?

Hello Padvotke !

You need the SH3 Mini tweaker ? Please look here for download: http://www.mediafire.com/?2mzgqy24ney

And here some Tweak Files:

http://www.mediafire.com/?nm5extoy4dn


Best regards,
Magic

DivingDuck
12-09-09, 01:24 PM
actual version: DD_OH_V3.09_20091209162038

Moin,

after the last reports I had a look into the files. Unfortunately I had, by mistake, uploaded a mix of non-finished and ready-to-release files.

I´ve put together a new set of files that hopefully contains only the finished versions of each file. The previously released hotfix hereby becomes redundant.

The new version

fixes the problem with type VII/B
set´s all interior diving angles to -15°/15°
changes the depth when the helmsmen appear/disappear to about 9,5m(typeVII) / 10,5m (typeIX), as suggested by 'ViperU48'


Download here: DD_OH_V3.09_20091209162038.7z (http://www.mediafire.com/?kjnywzy4owq)



For those who want to change the triggering depth for the helmsmen vanishing, try these tweak files (http://www.subsim.com/radioroom/downloads.php?do=file&id=1451). I´ve managed to upload them to SubSim only today. Open them with MiniTweaker and change the values for "minimum" and "maximum". I recommend to use a max difference of 0.001 between both values. If you want to "disable" this feature, set both values to 0.


@Padvotke:
The tweak files are simple *.txt files. Open them with MiniTweaker. The rest is self-explanatory. Select the respective entry in the pull down menu on the left hand side and browse to the value you like to change. Change the value in the right side´s input box. Press SAVE and give it a try.

Regards,
DD

Magic1111
12-09-09, 05:11 PM
Moin DD !

Sorry, it´s easier for me to write this in german....

Ich habe heute Abend getestet und da haben sich drei Frage ergeben:

- Gibt es den "ChristmasTree" nicht od. noch nicht beim Typ IX ? Jedenfalls sind mir da keine Lampen, die leuchten, aufgefallen !

- Kann man zusätzlich zur Tastatur das Schott auch noch per Maus öffnen und schließen, wenn man sich in der freien Innenkamera befindet ?

- Die Rudergänger kommen nach dem Tauchbefehl zu spät auf ihren Sitzen, was wenig realistisch ist, meiner Meinung nach. Daher meine Frage: Kann man das nicht an die Tasten des Tauchbefehles knüpfen, d.h. ich drücke z.B. die Taste "P" für Periskoptiefe, und schon sind die Rudergänger auf ihren Platz, da der Befehl ja ausgeführt werden muss. Jetzt ist es so, da taucht das Boot bereits und dann erst erscheinen sie auf ihren Plätzen, dass finde ich nicht so gut.

Ansonsten ist aber alles perfekt, vielen Dank !!!

Viele Grüße,
Magic

DivingDuck
12-09-09, 05:17 PM
Moin Magic,
Moin DD !
- Gibt es den "ChristmasTree" nicht od. noch nicht beim Typ IX ? Jedenfalls sind mir da keine Lampen, die leuchten, aufgefallen !

TypeIX Xmas tree can be found in CT, as well as the obs_scope.



- Kann man zusätzlich zur Tastatur das Schott auch noch per Maus öffnen und schließen, wenn man sich in der freien Innenkamera befindet ?


Sorry, no way. Both ways of animating the hatch inteferred with disastrous results.



- Die Rudergänger kommen nach dem Tauchbefehl zu spät auf ihren Sitzen, was wenig realistisch ist, meiner Meinung nach. Daher meine Frage: Kann man das nicht an die Tasten des Tauchbefehles knüpfen, d.h. ich drücke z.B. die Taste "P" für Periskoptiefe, und schon sind die Rudergänger auf ihren Platz, da der Befehl ja ausgeführt werden muss. Jetzt ist es so, da taucht das Boot bereits und dann erst erscheinen sie auf ihren Plätzen, dass finde ich nicht so gut.


I´m working on this issue. The actual version is some kind of a trade-off. Use the tweak files in my SubSim Download section to set the value to '0'. Thus the helmsmen will stay in position all time.


Regards,
DD

Reece
12-09-09, 08:31 PM
Thanks for the update DD,:up: and many thanks for your excellent support!:yep:

ViperU48
12-10-09, 12:33 AM
Excellent update DD! :up: Much progress is being made on this mod, to think that 2 months ago, our control rooms used to be so boring. :arrgh!:

Thanks DD!

Magic1111
12-10-09, 02:20 AM
Moin DD !

Many Thanks for your answers ! :up:

One question I have: CT mean the ConningTower (Angriffsturm), where the "ChristmasTree" (Typ IX) should be, right ? :06: So not in the control room as in the type VII ?

Best regards,
Magic

Sailor Steve
12-10-09, 01:59 PM
Yes.

DivingDuck
12-10-09, 02:51 PM
Moin,

@SailorSteve:
Thanks, short answers are always the best, no room for misinterpretation. :salute:

@Magic4x1:
Yep, typeIX was housing the obs scope in CT. I´m not sure about the Xmas tree. But the devs had placed it there too.

Regards,
DD

Magic1111
12-10-09, 02:57 PM
Moin,

@Magic4x1:
Yep, typeIX was housing the obs scope in CT. I´m not sure about the Xmas tree. But the devs had placed it there too.

Regards,
DD

Okay, I understand ! Many thanks DD ! :salute:

Best regards,
Magic

Hitman
12-10-09, 03:22 PM
There is also a BBC box with pushknobs on the bridge. This should be also to control rudders and make turns no ?

I can't remember right now if there was another rudder controller in the bridge, but I think there was one in the conning tower :hmmm:

In any case, behind the UZO column to the right was a voice tube that extended to the main helmsman position in the control room. So it was possible to give direct orders to the helmsman from the bridge.

DivingDuck
12-10-09, 05:23 PM
actual version: DD_OH_V3.09_20091209162038

'LGN1' has reported a problem with conning deck cam. When selecting the watch officer the camera winds up and looks at the conning from high above. There´s two ways to solve the problem:

don´t click the watch officer on conning deck

in case you do, by mistake, you can move back to "normal" position using the mouse and arrow keys on your keyboard. the cam is free.


use the new fix

I´ve uploaded a hotfix for this very problem. Instead of a camera view winding up you´ll now get a report on the nearest visual contact when clicking the watch officer on conning deck. Other mods may be affected. Get the file here: DD_OH_V3.09_ConningDeckCam_Fix_20091210230737.7z (http://www.mediafire.com/?umnmmqjm1jt) (ca 5KB)



Thanks for the report, LGN1!


Regards,
DD

Rapt0r56
12-10-09, 05:30 PM
don´t click the watch officer on conning deckDas mache ich schon seit der ersten Kamera Mod die jemals rauskam:DL, da ich sowieso nur die Potraits der Offiziere und die Tastatur benutze, ist es relativ egal.
Ich wollte eigentlich nur wieder etwas feedback liefern, habe heute eine neue Karriere angefangen und es ist alles super, mittlerweile habe ich schon die neuen klickspots und das Kamera-handling verinnerlicht. Ich staune immer wieder aufs neue über den "Weinachtsbaum" beim tauchen.
:sunny:

Magic1111
12-11-09, 02:39 AM
Das mache ich schon seit der ersten Kamera Mod die jemals rauskam:DL, da ich sowieso nur die Potraits der Offiziere und die Tastatur benutze, ist es relativ egal.
Ich wollte eigentlich nur wieder etwas feedback liefern, habe heute eine neue Karriere angefangen und es ist alles super, mittlerweile habe ich schon die neuen klickspots und das Kamera-handling verinnerlicht. Ich staune immer wieder aufs neue über den "Weinachtsbaum" beim tauchen.
:sunny:

Moin !

Dem kann ich mich nur anschließen, habe gestern Abend wieder getestet und langsam kommt man hinter alle Klicks und kennt sie auswendig (und erinnert sich daran, immer mal wieder einen Blick auf den sich drehenden Plattenspieler zu werfen...):yeah: Jedenfalls habe ich bis jetzt keine Bugs bemerkt !

Viele Grüße
Magic

urfisch
12-11-09, 04:35 AM
well done! DD...i will now update the cr with particle effects...

;)

Rapt0r56
12-11-09, 08:30 AM
well done! DD...i will now update the cr with particle effects...Great News urfisch! :woot:
I want flames burning inside my Sub, and Explosions... exploding.. :D

Uber Gruber
12-11-09, 10:01 AM
Speaking of Xmas Trees.....is there any chance you could add a small christmas tree with lights that only appears in the command room late december ?:hmmm:

planecrazydale
12-11-09, 11:04 AM
Hi DD,

Finally was able to give your latest updated version a try and it works great! :yeah:

I have working hatches, scopes, etc as well as Anvart's Flag and aerial all working perfectly!

Thanks much! :salute:

Dale

makman94
12-11-09, 03:25 PM
for those who want to use DD's 'DD_OH_V3.9' mod with MaGui you can find at my ff page the ''DD_OH v3.9 'fix' for MaGui'' that will make them compatible

@DD : Thank you very much for this superb mod ! :up:

java`s revenge
12-12-09, 08:00 AM
Thank you makman, if you were a woman i would come to you to kiss you...:yeah:

Jimbuna
12-12-09, 04:28 PM
Great work DD http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

Rhodes
12-13-09, 01:10 PM
Got the latest version and the fix. Began a patrol and the periscope animation is not working as opening and closing the hacth.

java`s revenge
12-13-09, 01:49 PM
Rhodes,
Just as the first post says, observation scope animation....

But which mods do you use??

makman94
12-13-09, 01:58 PM
Thank you makman, if you were a woman i would come to you to kiss you...:yeah:

:DL , BUT i am a man , so if i saw you coming,'aiming' me with a kiss, better stay further than 5km distance becuase i have also a 'torp' ,just like yours...:DL

Rhodes
12-13-09, 02:20 PM
Rhodes,
Just as the first post says, observation scope animation....

But which mods do you use??

Yes, I was talking about the attack one...:O:

I do not know if it's a conflit with other mods, since with the previous version and the fixes the animation of the hatch and the observation periscope worked. After the release of the last version I enable it and the fix for the Anvart's FM30 and the fix for the camera. But didn't tested and today went on patrol, but no animation.
One thing, in the previous version (animations working) the old periscope keyboard commands for up and down, the ctrl+insert/ctrl+delete, didn't work and the new ones, sift+o/ctrl+o worked (with animation).
In this lastest version, that I have, both controls are enable! Could this be the cause of the animations not working?

Here is my mods list:
GWX - Enhanced Damage Effects
skin_VII_Hellgrau_50_COBAT
Water_Stream_for_Uboats_V4
WB's Decks Awash
LifeBoats&Debris_v4
BritishAsdicMkIFinal
GWX 3 St Naz and SchlueseV2
Lutzow's Officers - SET6
GWX - Captain America's Officer Icons
GWX - Integrated Orders
DasBootSehrohr
GWX - 20km Atmosphere (Unofficial Mod)
OLC's Modified Searchlight Beams for GWX3
Conus' Historically Accurate U-boat Emblems 1.2
DFa_UpDnRot_Flags_final
FM30_UpDown
Thomsens Ships V4.1
ANZACMICKS DAMAGE IMMERSION
Thomsen's No Instant DeathScreen Mod V1.1
DD_OH_V3.09_20091209162038
DD_OH_V3.09_Fix_for_Anvart_FM30_UpDown
EngToGerNamesForOLCUbermodGWX2.1
DD_OH_V3.09_ConningDeckCam_Fix_20091210230737

DivingDuck
12-13-09, 02:36 PM
Moin Rhodes,

I don´t know 'EngToGerNamesForOLCUbermodGWX2.1', but if it contains an altered 'commands_...cfg file, then this mod is the cause of your problem. Give it a try without this one.

Regards,
DD

Rhodes
12-13-09, 02:47 PM
Oh DivingDuck, do you think that I would post here if I did some mistake like that?
The 'EngToGerNamesForOLCUbermodGWX2.1' mod is just one mod that changes the names from english to german. Names like the labels of the periscope, compartiment names, etc. And only contains a "en_menu.txt" file. I allways used that mod and even with the previous version that the animations worked.

DivingDuck
12-13-09, 03:04 PM
No offence meant. So I am right to consider you have enabled OH on top of all other mods in your list?

If both key commands to raise/lower the obs_scope work, then something is definitely wrong. Only SHIFT+O/CTRL+O should work to fully raise/lower the obs_scope. To move the obs_scope in increments the old key commands are still in charge. Any issue with the key commands points to the commands_...cfg.

Try to disable OH and related fixes and re-enable without any fix.
Which u-type is affected? Does the problem occur with all u-types? Check the issue with VIIB + VIIC + IX to make it easier for me to locate the problem.


Regards,
DD

Rhodes
12-13-09, 03:18 PM
No offence meant. So I am right to consider you have enabled OH on top of all other mods in your list?


Non taken and I know that you did no mean any offence. I was expecting the question but not from you! Yes, I have allways enabled OH over the other mods. Your mod is the last one that I decided to use!

I'm with a Type VIIC. I will try with the other and post here!

Rhodes
12-13-09, 04:43 PM
In type VIIb (training) all works well as in a type IX/40 in single mission!

Only diffrence was I run my patrols with SH3 commander and have a Type VIIC.

DivingDuck
12-13-09, 04:50 PM
Hey Rhodes,

I don´t use SH3 Commander. So I can´t tell what the problem is. Is there a way to save your patrol and use another type for testing, with SH3 Commander? TypeVII/C is the type I´m doing all tests with. So, I´m really perplexed to see you reporting this one is THE one to have problems.


Regards,
DD

Rhodes
12-13-09, 05:45 PM
So, I runed the game trought SH3 commander and went to a training mission. All worked well. Then I chosed a single mission and a Type VIIC. All worked well! Then I reload my patrol and it's the same. Couldn't open the hatch and rise/lower the periscope.
But I have one thought in my head. I have the malfuntions/sabotage enable in SH3 Commander. Could this affect the animations? I think that the malfuntions/sabotage do not affect single missions. If so, or if that option isn't the cause of the problem, why only my patrol is being affected, since every thing works in single missions?

PS: I think it's a case of gremmlings in my patrol file...

DivingDuck
12-14-09, 07:18 AM
Moin Rhodes,

I´ve heard of the sabotage/malfunction feature, but don´t know what files are affected by it. Seems as if I have to get a copy of SH3Commander for testing. Is there a way to disable the sabotage/malfunction feature?

Regards,
DD

Magic1111
12-14-09, 07:51 AM
Hello !

I also use the SH3 Commander in the career, but without the sabotage/malfunction, and everything works perfectly. The Hatch opens and closes with shift+H and strg+H. I can also raise/lower the obs_scope with shift+O and strg+O. Everything works perfect!

Best regards,
Magic

DivingDuck
12-14-09, 07:53 AM
So it seems that the malfunction feature might indeed be the cause of the problem. Can it be disabled easily?

Thanks for the report, M4x1.

Regards,
DD

Magic1111
12-14-09, 07:57 AM
Thanks for the report, M4x1.

Regards,
DD

No Problem, mate ! :up:

Best regards,
Magic


P.S: Simply "Magic" or "M" as my nickname is enough! :03: ;)

Rhodes
12-14-09, 10:19 AM
Yes, it can. It's just turn off that option!

Rhodes
12-14-09, 01:13 PM
Things just become more weirder... I reaload my patrol and went on doing the service for the fatherland. During the last attack I was in the contrl room and decided to try again, and this time the animations worked. I opened the hatch and rised/lowerd the periscope. I though, ideed this was something to do with the malfuntions/sabaotage since many times, this incidents are "fix" during the patrol. Even more, a periscope no going up or down is after all a malfunction so, 2 mods with no conection just bost the realism a few levels.:yeah:
After expending all the torpedos, I return to port and when aproaching my base, I went trying again the animations. None worked ( :damn: arrrrrghhhhh) and the weirder part, every time I hited the keys, I got the message "No officer in the helms station".:huh:

I shouted BBBBBBEEEEERRRRRRRRRNNNNNNNAAAAAAAARRRRRRDDDDDDDDD DDDDDDDDDD
(like Kirk shouting Khan)...

GOZO
12-15-09, 02:56 AM
DD, a very fine and immersing mod indeed. :salute:

I have though a small glitch and that is Michayl´s ACM-mod where the obs-periscope optics gets screwed up. Similar to the OLC-glitch that you already have a patch for.

The center for crosshairs on the obs-scope are off 7 ticks....

Also the zoom function is off for both peris.

Do you have a clue in to what file to look? (feels like it´s just some minor adjustments that I deal with with the tweak files)

Here is a screenshot.

http://i48.photobucket.com/albums/f203/wp44/WAW4/DDmodglitch.jpg

Cheers

/OB

Wolves at War4 !!!

flakmonkey
12-15-09, 05:16 AM
Things just become more weirder... I reaload my patrol and went on doing the service for the fatherland. During the last attack I was in the contrl rom and decided to try again, and this time the animations worked. I opened the hatch and rised/lowerd the periscope. I though, ideed this was something to do with the malfuntions/sabaotage since many times, this incidents are "fix" during the patrol. Even more, a periscope no going up or down is after all a malfunction so, 2 mods with no conection just bost the realism a few levels.:yeah:
After expending all the torpedos, I return to port and when aproaching my base, I went trying again the animations. None worked ( :damn: arrrrrghhhhh) and the weirder part, every time I hited the keys, I got the message "No officer in the helms station".:huh:

I shouted BBBBBBEEEEERRRRRRRRRNNNNNNNAAAAAAAARRRRRRDDDDDDDDD DDDDDDDDDD
(like Kirk shouting Khan)...


Easy, you need to have officers present at the hydrophone station for the hatch command to work and a weapons officer present for the scope command, if either are not there you get the "no officer at helms station" message.
I got this first time round since while surfaced i never used to have my hydrophone guy there and never bothered with the weapons officer either.

Rhodes
12-15-09, 06:37 AM
Easy, you need to have officers present at the hydrophone station for the hatch command to work and a weapons officer present for the scope command, if either are not there you get the "no officer at helms station" message.
I got this first time round since while surfaced i never used to have my hydrophone guy there and never bothered with the weapons officer either.

Explained!:salute::yeah:
Since on the surface I never have the sonar guy at station and the weapons officer is only use during attacks! Everything worked when I was submerge and attaking!
Thanks flakmonkey:up:

DivingDuck
12-15-09, 06:45 AM
Moin,

@Rhodes:
'FM' has put it right already. The "No officer in the helms station" message was the clue. Here´s a short explanation. I have bound the animations to free crew commands (not used by the game). The hatch is bound to 'CMD_Watch_Officer' while the obs scope is bound to 'CMD_Sonar_operator'. This however means the respective officers have to be in their stations to make the commands work properly. Never thought it was that easy as I never had these stations unmanned. Sorry for your inconvinience.


@GOZO:
it´s a matter of 'cameras.dat'. Don´t know the ACM mod. If it´s based on OLC´s GUI, the fix for OLC might solve the problem. But I wouldn´t bet on it.
The best would be to check the ACM mod´s 'cameras.dat' against the OH´s version.

Compare the following values:

(Obs)_Periscope
-Optical
--Optical (zoom levels)

-CameraParams
--CameraParams
---AngularAngle
---Viewport
----all values


@M4x1:
I prefer M4x1. :D


Regards,
DD

Magic1111
12-15-09, 07:20 AM
Moin,


@M4x1:
I prefer M4x1. :D


Regards,
DD

Moin !

Hehehe, M4x1 ist auch voll okay....:03: Auf diese Abkürzung ist auch noch Niemand gekommen, irgendwie aber auch schön...:cool: :03:

Okay, mal wieder zum Thema, da ich noch eine Frage habe: Auf Deiner MediaFire Seite ist noch eine einzelne Datei, die NSS_Uboat9_CR.cam zum download. Was hat es denn damit auf sich ? Benötige ich die ? Weil ich mir schon den ConningDeckCam Fix runtergeladen habe !

Viele Grüße,
M4x1 :smug:

Rhodes
12-15-09, 11:19 AM
No inconvinience at all DivingDuck! :salute: Continue the fine work, one day I want to turn one of wheels and the sub submerge or push the flush of the WC in the toillet!:D:up:

GOZO
12-15-09, 11:52 AM
@GOZO:
it´s a matter of 'cameras.dat'. Don´t know the ACM mod. If it´s based on OLC´s GUI, the fix for OLC might solve the problem. But I wouldn´t bet on it.
The best would be to check the ACM mod´s 'cameras.dat' against the OH´s version.

Compare the following values:

(Obs)_Periscope
-Optical
--Optical (zoom levels)

-CameraParams
--CameraParams
---AngularAngle
---Viewport
----all values


ok. Good idea. I will try that. Thanks! :DL

I will return with any results.

Cheers

/OB

Anvart
12-15-09, 05:00 PM
...
The hatch is bound to 'CMD_Watch_Officer' ...

???

DivingDuck
12-15-09, 06:15 PM
Moin,

my fault. It´s 'CMD_Weapons_Officer'.

Regards,
DD

ViperU48
12-15-09, 10:32 PM
I believe the problem with the sh3 commander incompatibility is as DD had mentioned (related to the cameras.dat).

More information regarding the possible issue can be found here: http://www.subsim.com/radioroom/showthread.php?t=157490

The malfunctions/sabotage feature alters the cameras.dat when SH3 Commander tries to simulate a malfunctioning or sabotaged periscope (preventing view zoom etc.) . If I recall, when the cameras.dat file is edited with a newer version of S3Ditor, the hex positions are altered and do not correlate with the values that SH3 Commander (in the randomized events.cfg file) uses to alter the cameras.dat file, causing a CTD.

Possible workarounds include not using the feature, deleting the lines in randomized events.cfg involving the cameras.dat file (allowing malfunctions/sabotages for all systems but the scope), or re-adjusting the hex positions in the cameras.dat file (best solution; dont ask me how to do it because I dont know :O:).

Hope that helps.

DivingDuck
12-15-09, 11:27 PM
Moin ViperU48,

that´s precious info you have. Thanks.

Regards,
DD

GOZO
12-19-09, 04:48 PM
Just some details from testing it out.


-If I use OLC mkII gold "only" it works fine until I use the
"DD_OH_V3.09_Fix_for_OLC_GUI_001". The zoom function is now gone...?:hmmm:

Could it be so that the patch is based on an earlier version of OLC?

The OLC-GUI mod used to have "no zoom" until GWX3 Gold emerged......


Still I wont give up on ACM/DD compatibility yet.:cool:

Cheers

/OB




POST EDIT.

Partial success;

http://i48.photobucket.com/albums/f203/wp44/Special1.jpg

Adding the animated hatch mod AFTER the new "ACM Reloaded for OLC" takes care of the periscopes/UZO. Zoom working as well but the animations did not.

To make the animations work I had to create a folder called "Special" where I add and subtract various components of the ACM, OLC or DD mods trying to find out how it work.

My first version of "Special" contained only the "cfg"-folder with the "commands.cfg" files from DD:s package. => Animations work again.

Further problems to be solved:

http://i48.photobucket.com/albums/f203/wp44/Phaseone.jpg

The dials cant be moved..... Checking which file that controls that part now.
Will post when I have more info.

/OB

Magic1111
12-20-09, 05:02 PM
Hallo DD !

Habe heute mal Deinen MOD mit LivingSilentHunter V5 und einem Typ VII (bisher nur mit GWX und Typ IX) getestet. Installation, usw. gar kein Problem, funktioniert alles tadellos !

Aber es haben sich doch noch Fragen, bzw. "Kritikpunkte" ergeben.
Bitte schau Dir zunächst mal den Screenshot an:

http://img696.imageshack.us/img696/9379/bild003t.jpg (http://img696.imageshack.us/i/bild003t.jpg/)

1.) Durch die vielen Würste habe ich leider keine Sicht mehr auf die Instrumente. Auch wenn diese sicherlich im Laufe der FF weniger werden, so stört mich das doch sehr !

> Kann man die Würste im Sichtfeld auf die Instrumente nicht weglassen ?

2.) Die Position der Kamera in der Zentrale ist mir zu weit hinten Richtung Turm / Leiter. Ich würde gerne näher zum LI "stehen", also mehr Richtung Schott.

> Ist es möglich / sinnvoll, die "eigene" Position mehr Richtung LI zu verändern ?

3.) Wenn ich die Brückenansicht anklicke, sodaß ich mich selber neben dem WO auf dem Turm / Brücke befinde, kann man ja sofort mit den Pfeiltasten die freie Kamera in Bewegung setzen und sich frei auf dem Turm bewegen. Wenn ich nun zu einer anderen Station (z.B. in die Zentrale od. Navikarte, usw) wechsele und von dort wieder zurück auf den Turm, befinde ich mich mit der Kamera an der Position, an dem ich auf dem Turm zuletzt war. Und das stört mich.

> Ist es möglich, dass man sich bei erneuter Rückkehr auf dem Turm wieder in der Standardposition befindet, egal an welcher Stelle des Turmes man sich beim Verlassen der Turmansicht vorher befunden hat ? Falls dies nicht möglich ist, kann man die feste Turmansicht wieder haben (ohne freie Bewegung) ?

Vielen Dank für die Beantwortung meiner Fragen ! Falls das Eine od. Andere zwar möglich ist, aber eigentlich nicht für die Allgemeinheit, würde ich mich sehr darüber freuen, wenn Du mir vielleicht was in einer PM mitteilen könntest, wie was zu ändern wäre !!! :03::up:

Viele Grüße,
M4x1 :D

DivingDuck
12-20-09, 06:02 PM
Moin,

@Gozo:

the fix is based on "OLC 'Gold' MkII". As you (by now) most probably know it contains only a modified 'cameras.dat' and the 'commands_xxx.cfg' files. All files have been taken from OLC´s Gold MkII and been adjusted for OH / needed entries for OH have been added.

Re the dials in periscope view, as you have enabled ACM on top of the fix, the adjusted 'commands.cfg' becomes obsolete. Don´t know whether ACM alters cameras.dat too. If so, this file as well gets overwritten. Therefore the fix for OLC´s GUI is overruled and will not work. As a result you will lose the key commands to trigger the animations.

If you enable OH after ACM, provided ACM alters 'commands.cfg', some dials in 2D views may not work, as you showed in your screenie.


I´ve just checked OLC´s cameras.dat. It does not feature different zoom levels. But there is an easy way to get as many zoom levels as you like. Open the cameras.dat with S3D.

http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/S3D_CamerasDAT_ZoomLevel.jpg

Open any of the red marked views to access the sub node 'Optical'. Right click on 'ZoomLevels [1]' to add an array item. Add as many as you want. Afterwards adjust the new zoom levels to your liking. ATTN, the cross hair readings / markings will make no sense in other zoom levels than '1'. I reckon that was the reason for OLC to delete them.


Here´s my advise on how to make ACM/OLC compatible with OH.
create a mod that contains

the ACM 'commands.cfg' file(s) and
the OLC 'cameras.dat'.

open the 'commands.cfg' and adjust / add the entries as described on page #4 of the installation manual (http://divingduck.de/pdf/DD_OH_V3.09_RH_beta_Install.pdf)
add zoom levels to 'cameras.dat' as shown above





@M4x1:



1.) Durch die vielen Würste habe ich leider keine Sicht mehr auf die Instrumente. Auch wenn diese sicherlich im Laufe der FF weniger werden, so stört mich das doch sehr !

> Kann man die Würste im Sichtfeld auf die Instrumente nicht weglassen ?

eat more, eat faster. LOL. Or open CR7.dat and search for 'salam_intreg_V01' - 'salam_intreg_V10'. Delete all these nodes, including child nodes + 'salam_bundle_13' and child nodes to get rid of this row of salamis.


2.) Die Position der Kamera in der Zentrale ist mir zu weit hinten Richtung Turm / Leiter. Ich würde gerne näher zum LI "stehen", also mehr Richtung Schott.

> Ist es möglich / sinnvoll, die "eigene" Position mehr Richtung LI zu verändern ?
Yep, it´s possible. Search for 'Dmy_INTCAM1' and move along the z-axis to get closer to the chief helmsman.


3.) Wenn ich die Brückenansicht anklicke, sodaß ich mich selber neben dem WO auf dem Turm / Brücke befinde, kann man ja sofort mit den Pfeiltasten die freie Kamera in Bewegung setzen und sich frei auf dem Turm bewegen. Wenn ich nun zu einer anderen Station (z.B. in die Zentrale od. Navikarte, usw) wechsele und von dort wieder zurück auf den Turm, befinde ich mich mit der Kamera an der Position, an dem ich auf dem Turm zuletzt war. Und das stört mich.

> Ist es möglich, dass man sich bei erneuter Rückkehr auf dem Turm wieder in der Standardposition befindet, egal an welcher Stelle des Turmes man sich beim Verlassen der Turmansicht vorher befunden hat ? Falls dies nicht möglich ist, kann man die feste Turmansicht wieder haben (ohne freie Bewegung) ?

I, for myself, prefer the fixed view on conning deck. But as I have been asked to free it... Of course it´s possible to fix it again. But this requires a little bit more of editing the 'cameras.dat'. First of all, the 'FreeMove' sub node has to be deleted. But you will have to re-introduce other child nodes that restrict rotation. But I don´t recall the needed values right now.



Regards,
DD

Magic1111
12-21-09, 04:22 AM
Moin,



@M4x1:


eat more, eat faster. LOL. Or open CR7.dat and search for 'salam_intreg_V01' - 'salam_intreg_V10'. Delete all these nodes, including child nodes + 'salam_bundle_13' and child nodes to get rid of this row of salamis.


Yep, it´s possible. Search for 'Dmy_INTCAM1' and move along the z-axis to get closer to the chief helmsman.


I, for myself, prefer the fixed view on conning deck. But as I have been asked to free it... Of course it´s possible to fix it again. But this requires a little bit more of editing the 'cameras.dat'. First of all, the 'FreeMove' sub node has to be deleted. But you will have to re-introduce other child nodes that restrict rotation. But I don´t recall the needed values right now.



Regards,
DD

Moin DD !

Vielen Dank für die Beantwortung ! Na, dann mach ich mich heute Abend mal an die Bearbeitung der Dateien und bring den S3D zum glühen...;)

Viele Grüße,
M4x1

thoomsn
12-21-09, 08:57 AM
Ahoj Diving Duck!

Once again a great modification made by a great modder! I checked your animated hatch using a type VII and (currently) a type IX and here is what came out: PERFECT! No probs or broken fingers caused by a suddenly closing hatch. Your mod works just as described in the readme. Very nice is the idea with that food vanishing while on patrol. And those little lamps of the "Bordabsperrungs-Meldeanlage" (it's not the "Weihnachtsbaum" - that name was used for the "Flut- und Lenzverteiler" which is located right beside the Tiefensteuerstand, but anyway!). So here's my Lagemeldung: "10.4.42-1601/EC-3736 + Zentrale-Modifikationen für Typen 7 u. 9 unter Frontbedingungen getestet + voll see- und tauchklar + gute Arbeit! + thoomsn/U 173."

flakmonkey
12-21-09, 11:10 AM
Just a couple of small issues to report with the typeIX interior. Im more of a type 7 man normally but just for a change ive switched to an IXc boat and have noticed a couple of small things whith radioroom geometry protruding into the control room, not game breaking stuff i know...

http://img260.imageshack.us/img260/3053/sh3img21122009155054410.jpg
http://img260.imageshack.us/img260/9813/sh3img21122009155133672.jpg

DivingDuck
12-21-09, 03:14 PM
Moin,

Ahoj Diving Duck!

Once again a great modification made by a great modder! I checked your animated hatch using a type VII and (currently) a type IX and here is what came out: PERFECT! No probs or broken fingers caused by a suddenly closing hatch. Your mod works just as described in the readme. Very nice is the idea with that food vanishing while on patrol. And those little lamps of the "Bordabsperrungs-Meldeanlage" (it's not the "Weihnachtsbaum" - that name was used for the "Flut- und Lenzverteiler" which is located right beside the Tiefensteuerstand, but anyway!). So here's my Lagemeldung: "10.4.42-1601/EC-3736 + Zentrale-Modifikationen für Typen 7 u. 9 unter Frontbedingungen getestet + voll see- und tauchklar + gute Arbeit! + thoomsn/U 173."

thanks for the report, your appretiation and your clarification regarding Xmas tree. Didn´t find any useful info about this particular device in my books. So, I´m grateful for any corrective hint.

Just a couple of small issues to report with the typeIX interior. Im more of a type 7 man normally but just for a change ive switched to an IXc boat and have noticed a couple of small things whith radioroom geometry protruding into the control room, not game breaking stuff i know...

Nitpicker! :DL Report to the captain´s bunk immediately! Bring your onion peeler! Or even better a (flak)monkey wrench and a paintbrush. :D
I´ll see whether I can do anything about this issue.

Btw, congratz on your award. You´ve earned it. Your sig is marvelous.


Regards,
DD




PS: Here´s a new DD_OH_V3.09_ConningDeckCam_Fix_20091216221109.7z (http://www.mediafire.com/?2mhnw1omoiz). It will restore full interactivity with the watch officer. The officer does not stop his scanning when addressed. Only after giving any order he will turn towards your default conning deck position, shout the order into the mega and continue his scanning cycle. Btw, I´m considering to re-fix the conning deck cam. It causes nothing but trouble to have it free.

Magic1111
12-22-09, 03:52 AM
Moin,



PS: Here´s a new DD_OH_V3.09_ConningDeckCam_Fix_20091216221109.7z (http://www.mediafire.com/?2mhnw1omoiz). It will restore full interactivity with the watch officer. The officer does not stop his scanning when addressed. Only after giving any order he will turn towards your default conning deck position, shout the order into the mega and continue his scanning cycle. Btw, I´m considering to re-fix the conning deck cam. It causes nothing but trouble to have it free.

Moin !

Many thanks for the Fix, DD ! :yeah:

Best regards,
Magic

GOZO
12-22-09, 04:56 AM
@Gozo:

the fix is based on "OLC 'Gold' MkII". As you (by now) most probably know it contains only a modified 'cameras.dat' and the 'commands_xxx.cfg' files. All files have been taken from OLC´s Gold MkII and been adjusted for OH / needed entries for OH have been added.

Re the dials in periscope view, as you have enabled ACM on top of the fix, the adjusted 'commands.cfg' becomes obsolete. Don´t know whether ACM alters cameras.dat too. If so, this file as well gets overwritten. Therefore the fix for OLC´s GUI is overruled and will not work. As a result you will lose the key commands to trigger the animations.

If you enable OH after ACM, provided ACM alters 'commands.cfg', some dials in 2D views may not work, as you showed in your screenie.


I´ve just checked OLC´s cameras.dat. It does not feature different zoom levels. But there is an easy way to get as many zoom levels as you like. Open the cameras.dat with S3D.

http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/S3D_CamerasDAT_ZoomLevel.jpg

Open any of the red marked views to access the sub node 'Optical'. Right click on 'ZoomLevels [1]' to add an array item. Add as many as you want. Afterwards adjust the new zoom levels to your liking. ATTN, the cross hair readings / markings will make no sense in other zoom levels than '1'. I reckon that was the reason for OLC to delete them.


Here´s my advise on how to make ACM/OLC compatible with OH.

create a mod that contains

the ACM 'commands.cfg' file(s) and
the OLC 'cameras.dat'.

open the 'commands.cfg' and adjust / add the entries as described on page #4 of the installation manual (http://divingduck.de/pdf/DD_OH_V3.09_RH_beta_Install.pdf)
add zoom levels to 'cameras.dat' as shown above


Fantastic DD. Thanks for your patience as well.:D

A noob like me may learn something in the end after all......

Cheers and

Freuliche Weinachten und Prost neujahr!!!!:woot:

/GOZO

Ktl_KUrtz
12-22-09, 05:31 AM
Is this patch compatable with Stock 1.4b?
If not what is the best patch to use with above?
A great mod, I congratulate you DD!
KUrtz

DivingDuck
12-22-09, 05:50 AM
Moin,

@M4x1 and Gozo:
you´re welcome. Happy holidays to you too!

@Ktl_KUrtz:
what patch are you referring to exactly? The mod itself works with stock 1.4b. The new ConningDeckCam fix too.

Regards,
DD

Ktl_KUrtz
12-22-09, 06:16 AM
Cool DD,
Question answered.
My mistake, I meant to ask if the swinging open hatch worked with Stock or if not what version should I use?
KUrtz

lucagaeta
12-23-09, 09:16 AM
http://www.subsim.com/radioroom/album.php?albumid=151&pictureid=948http://www.subsim.com/radioroom/album.php?albumid=151

For DivingDuck please continue my modest work
[Rel]full Open the hatch beta 0.4
this mod is JSGME ready for ful functions request file DD_OH_V3.09_20091209162038 by DivingDuck
this mod is on base of file DD_OH_V3.09_20091209162038 by DivingDuck
for all informations refer to this tread http://www.subsim.com/radioroom/showthread.php?t=104514
full Open the hatch beta 0.4 open control tower. This mod makes free navigation inside the type 7
used Ctrl + F2 to enter in free cam
in free cam inside control tower You can turn all gauge

bugs
problem with all cam in control tower


this mod is freely used and distributed
Credits:
--------
DivingDuck
Skwasjer - S3D
http://www.filefront.com/15201063/full_open_hatch_04_two_file.zip

Magic1111
12-30-09, 09:23 AM
Moin DD !

Ist es eigentlich möglich, dass man in der Zentrale (Typ VII) die Animation des Aus- und Einfahrens des Beobachtungsperiskops (Luftzielsehrohr) auch sehen kann (dass die Animation also auch stattfindet), wenn man den Befehl zum Aus- oder Einfahren über die Integrated Orders (also die Befehls-Icon des Waffenoffiziers) gibt :hmmm: ? Bisher findet ja nur die Animation statt, wenn man mit Shift+O oder Strg+O das Beobachtungsperiskop (Luftzielsehrohr) ein- oder ausfahren lässt !

Viele Grüße,
M4x1 :salute:

DivingDuck
12-30-09, 03:15 PM
Moin,

@lucagaeta:
I´ll have a look at your work. I´ve been asked to open this hatch since the very first release of OH. So this seems the point of no return and the call to incorporate it. I´ll give it a thought.

@M4x1:
This would, most certainly, be possible. But it would also mean to alter the 'menu_1024_768.ini' and break a lot of other mods, especially GUI mods. So, I don´t reckon I will provide a version like this. Sorry.

Regards,
DD

Magic1111
12-30-09, 04:47 PM
Moin,


@M4x1:
This would, most certainly, be possible. But it would also mean to alter the 'menu_1024_768.ini' and break a lot of other mods, especially GUI mods. So, I don´t reckon I will provide a version like this. Sorry.

Regards,
DD

Aaahh, alles klar, verstehe ! Danke trotzdem für die Antwort !!!:up:

Viele Grüße,
M4x1 :salute:

DivingDuck
12-30-09, 04:52 PM
You´re welcome. And you better create another post very quickly to get rid of this ugly avatar. :D

Magic1111
12-30-09, 04:54 PM
You´re welcome. And you better create another post very quickly to get rid of this ugly avatar. :D

....already happened ...:D :haha:

Uber Gruber
12-31-09, 08:38 AM
@GOZO

I use H.sie's version of the ACM Reloaded mod with DDs latest OH mod and WAC4.1

I 'think' i've managed to get it working by activating it before OH and OH Fix for WAC. I then migrated all the cameras.dat data from the ACM optics into DD's OH Fix for OLC Gui and applied that last. The optics display correctly now and appear to function correctly too. I reccomend also migrating the commands.cfg as highlighted by DD.

Let me know how you get on.

Cheers, UG

Sailor Steve
01-01-10, 02:24 AM
I promised myself I'd start my careers over with the new year, mainly because they've been sitting for a couple of months and wanted a fresh start, but also because I've been wanting to try these new mods.

My report: Everything works perfectly, including the 'fixes' for Anvart's up/down antennae and flags.

Love the empty planesmen's seats when surfaced.

I love the way Shift+F2 starts my free view almost exactly where the normal F2 position is.

I love that I can slam the hatch shut in an emergency.

My only complaint: All that *&#)$& food in my control room! I can't see my officers and men! I have to call out to them and use their voices to find my way anywhere! And then I keep tripping over all those *#&$(@ boxes of &*#($& fruit! At least I know they're eating well.

It's *(#&$% brilliant!:rock:

Tweety
01-03-10, 07:36 PM
I have the following mods installed in order.

Das Boot Clothes
Bearded faces
Rapt0r's Instruments V3.1 (Without Red Circle)
Extended FreeCam 1.2 for GWX
MaGui
DD_OH_V3.09_20091209162038
DD_OH_V3.09_ConningDeckCam_Fix_20091216221109
DD-OH V3.9 fix for maGUI

I noticed the Ob scope has a square shape and cuts of the edges.
The periscope has the same effect.
The command room has a blue cylinder against the wall in front of the two missing crewmen.

[img]http://i681.photobucket.com/albums/vv176/captblight/commandroom.jpg[img]
[img]http://i681.photobucket.com/albums/vv176/captblight/attack.jpg[img]

Is there a way of fixing the two scopes and having the two crewmen back.

Is that blue cylinder supposed to be the ballast tanks or is that an oxygen tank for escaping through the emergencies hatch.

Also using the F2 button puts me back in the command room. I have found that if I use shift F2 I can move around.
When I installed the Extended FreeCam 1.2 for GWX mod with no other mods installed. I use F2 and I can move around right a way. Is there a way of having the Extended FreeCam 1.2 for GWX and DD_OH_V3.09_20091209162038 work together.

Is there a version of depth charge shake mod that I can use with the above listed mods. If so where can i download it.

I hope the mods are installed in proper order. If not what changes do I need to make.

So far the images I have seen from other members of these mods gets me excited enough to go attack a convoy and see the action that follows.:DL

Keep up the great work. I like what I see.:yeah::up:

Mark

Tweety
01-03-10, 07:41 PM
I have posted not very many images. So forgive me if this doesn't work.

http://i681.photobucket.com/albums/vv176/captblight/commandroom.jpg
http://i681.photobucket.com/albums/vv176/captblight/OBscope.jpg

These are the two images. I hope it works this time.

Mark

DivingDuck
01-04-10, 05:43 AM
Moin Tweety,

I have decided against a default free cam, as quite a lot of players prefer to have a default position to command their boat. But you can choose between two different free cams. SHIFT+F2 will switch to standard free cam, which is stabilized, while clicking anywhere at the floor will switch you into a non-stabilized free cam that will follow the boats movements. But IIRC 'StormFly' provided a version of his "Extended FreeCam 1.2 for GWX2 mod that was compatible with OH. You´ll have to check one of his threads for more details.

The described problem with obs scope view is definitely a cameras.dat issue. IIRC 'DD-OH V3.9 fix for maGUI' was made by 'makman'. This fix is supposed to care just about this particular problem and nothing else. It adjusts the viewport data of the scope cameras to meet with 'maGUI' requirements. I recommend to disable and re-enable the fix. If the problem persists, you better ask 'makman' for the viewport data values.

Regarding the 'DC shake' mod, refer to the installation manual ( ), page 2. If you are not using any other mod altering the 'cameras.dat', you can use the fix for 'DC shake' on top of OH_V3.09. It is part of the *.7z archive.

To get the two crewmen back, just dive. They will be back at a certain depth. If you don´t like them to disappear, there is a tweakfile available for download below my avatar. Use the files to set the values to '0'. Thus they will stay in position all the time.

But be advised, the next version of OH will feature a different approach to make them leave their seats. They will have to be called by the watch officer and will be back immediately after ordering any depth.

Regards,
DD

Tweety
01-04-10, 08:38 AM
Thank you DivingDuck,:up:

I played with the order of installation for these mods.
I installed
DD_OH_V3.09_20091209162038
DD_OH_V3.09_ConningDeckCam_Fix_20091216221109
and the last was MaGui.
The problem with the periscope and observation scope disappeared. It all looks normal.

I removed the Extended FreeCam 1.2 for GWX mod. I am still able to interact with the maps, diving controls by right clicking on the officer and going to their station. This works for me.

I am wondering if this DD_OH_V3.09_Fix_for_NVD_DC_Shake_001 would actually give me the depth charge shake or is this just a fix.
Oh, i just read the installed guide and this a fix for nvdrifter´s Depthcharge Shake v2.01 mod. :doh:
I don't have a depth charge shake mod and would like to have one installed that is compatible with open DD open hatch mod.

I have searched and have been unsuccessful in finding a depth charge shake mod. Does anyone know where I could find one.

I quite happy with the mods I have installed and give my hearth full thanks for the modding community here at Subsim:yeah:

Mark

DivingDuck
01-04-10, 09:40 AM
Hey Tweety,

would be easier to help if you´d post a screenie of JSGME.
According to the setup sequence you´ve posted last, the 'maGUI' is on top of everything else, isn´t it? That however will cut some camera features from OH. But basically it should work fine.

Regarding the NVD´s dc shake mod, try the search function and search for usernames 'nvdrifter' or 'ZMC'. They´ll probably lead you to DepthCharge Shake mod 2.01.

Regards,
DD

Tweety
01-04-10, 10:25 AM
Hello DivingDuck, thank you for the guick reply.


I don't know how to post a screenie. I installed MaGui over the other mods. It seems to be working. I have both peri and ob scope looking like they should. :)

I searched by the user name nvdrifter and it turned out it this user name doesn't exist. I searched for ZMC and was able to find Longer Repair Times v2.04 Full and LRT 2.03 Lite for use with GWX 3.0 Gold mod
which has dc shake included. I wil give this a try and see what happens.

Thank for for taking time to help me out.:salute:

Mark

makman94
01-04-10, 10:55 AM
....According to the setup sequence you´ve posted last, the 'maGUI' is on top of everything else, isn´t it? That however will cut some camera features from OH. But basically it should work fine......



hello DD,
it will not cut anything becuase i used your camera.dat and commands_en and place there the necessery changes for the MaGui
so the correct order at the installation for the users of MaGui is the ''DD_OH v3.9 'fix' for MaGui'' to be enabled on top of all as described in its readme

also ,i want to notice here for the users of MaGui that the fix is NOT compatible with Extended FreeCam 1.2 or the DD_OH_V3.09_Fix_for_NVD_DC_Shake_001 or with any other mod that is using the cameras.dat

@Tweety: hope that this message is helping you

Sailor Steve
01-04-10, 10:59 AM
But be advised, the next version of OH will feature a different approach to make them leave their seats. They will have to be called by the watch officer and will be back immediately after ordering any depth.
Amazing! It's already cool and now it's going to get cooler? Like so many other great mods, this one just keeps me coming back for more.

Tweety
01-04-10, 12:56 PM
Hello makman94,

I disabled the Extended FreeCam 1.2 mod. I find that if I install in this order.

GWX 3.0
DD_OH_V3.09_20091209162038
DD_OH_V3.09_ConningDeckCam_Fix_20091216221109
and the last was MaGui.

I don't have any problems with looking through peri and ob scopes.

If I installed in this order

MaGui
DD_OH_V3.9
DD_OH_V3.9 FIXES (the last ones released by DD)
DD_OH v3.9 'fix' for MaGui

then I have problems with looking through the two scopes.

I am puzzled as to which way I should install these mods.

Thank you for everyone's help.

Tweety

makman94
01-04-10, 02:07 PM
Hello makman94,

I disabled the Extended FreeCam 1.2 mod. I find that if I install in this order.

GWX 3.0
DD_OH_V3.09_20091209162038
DD_OH_V3.09_ConningDeckCam_Fix_20091216221109
and the last was MaGui.

I don't have any problems with looking through peri and ob scopes.

If I installed in this order

MaGui
DD_OH_V3.9
DD_OH_V3.9 FIXES (the last ones released by DD)
DD_OH v3.9 'fix' for MaGui

then I have problems with looking through the two scopes.

I am puzzled as to which way I should install these mods.

Thank you for everyone's help.

Tweety

you mean that you didn't use the ''DD_OH v3.9 'fix' for MaGui'' ? if yes...then your installation is wrong ...
here is the correct order:

MaGui
FM30_UpDown
DFa_UpDnRot_Flags_final
SH4StyleFlags
DD_OH_V3.09_20091209162038
DD_OH_V3.09_Fix_for_Anvart_FM30_UpDown
DD_OH_V3.09_ConningDeckCam_Fix_20091216221109
DD_OH v3.9 'fix' for MaGui

or

FM30_UpDown
DFa_UpDnRot_Flags_final
SH4StyleFlags
DD_OH_V3.09_20091209162038
DD_OH_V3.09_Fix_for_Anvart_FM30_UpDown
DD_OH_V3.09_ConningDeckCam_Fix_20091216221109
MaGui
DD_OH v3.9 'fix' for MaGui

if you plan to use the others ( Extended FreeCam 1.2 or DD_OH_V3.09_Fix_for_NVD_DC_Shake_001 ) then keep in mind that MaGui is not compatible anymore

DivingDuck
01-04-10, 02:38 PM
Thanks for clarifying the issue, makman.

Tweety
01-04-10, 02:56 PM
Hello makman94,

I am going to try the second method of install that you mention. that should do the trick.:DL

MaGui
FM30_UpDown
DFa_UpDnRot_Flags_final
SH4StyleFlags
DD_OH_V3.09_20091209162038
DD_OH_V3.09_Fix_for_Anvart_FM30_UpDown
DD_OH_V3.09_ConningDeckCam_Fix_20091216221109
DD_OH v3.9 'fix' for MaGui

or

FM30_UpDown
DFa_UpDnRot_Flags_final
SH4StyleFlags
DD_OH_V3.09_20091209162038
DD_OH_V3.09_Fix_for_Anvart_FM30_UpDown
DD_OH_V3.09_ConningDeckCam_Fix_20091216221109
MaGui
DD_OH v3.9 'fix' for MaGui by makman94

Thank you makman94 for your help:up:

Tweety

=FI=Ghost
01-05-10, 10:40 AM
Hello!

I have come across a problem. I've been trying to make the two mods work together (ACMOLCcombi and this mod) since the patch provided by the author of this great mod didn't work for me.

I have been successful with making things look right (in periscope views) but now I have lost the ability to move periscopes, both attack and observation one. They go up and down normally, but when I enter periscope view I cannot move the view, neither with mouse nor keyboard. Could someone tell me where in commands_eng and/or cameras.dat files are the commands that control the periscope movement? (I don't know what I have done wrong)

DivingDuck
01-05-10, 12:34 PM
Moin =FI=Ghost,

can you post a screenie of JSGME please?

The cameras.dat is not the file to examine when it comes to periscope controls. You´d better check the commands.cfg and menu1024.ini files. Unfortunately I can´t tell you much about where to search as my knowledge of these files is very limited. But I can assure you that I did not apply any changes to the menu1024.ini.

This however is something you might want to try:

enable OH on top of ACMOLC
copy the commands.cfg and cameras.dat of ACMOLC to the approriate folders
open commands.cfg with any text editor and ad/alter the entries as described on page #4 of this DD_OH_V3.09_InstallationManual (http://divingduck.de/pdf/DD_OH_V3.09_RH_beta_Install.pdf).


Regards,
DD

=FI=Ghost
01-05-10, 01:51 PM
Moin =FI=Ghost,

can you post a screenie of JSGME please?

The cameras.dat is not the file to examine when it comes to periscope controls. You´d better check the commands.cfg and menu1024.ini files. Unfortunately I can´t tell you much about where to search as my knowledge of these files is very limited. But I can assure you that I did not apply any changes to the menu1024.ini.




This however is something you might want to try:

enable OH on top of ACMOLC
copy the commands.cfg and cameras.dat of ACMOLC to the approriate folders
open commands.cfg with any text editor and ad/alter the entries as described on page #4 of this DD_OH_V3.09_InstallationManual (http://divingduck.de/pdf/DD_OH_V3.09_RH_beta_Install.pdf).
Regards,
DD

Thank you for your quick reply DD!

I did what you told me to - installed ACMOLCcombi, copied it's commands.cfg and camera.dat into your OH mod folder, edited commands.cfg as stated in the manual and then installed your OH and now it works fine.

Here's a screenshot of my JSGME:
http://img682.imageshack.us/img682/9397/scryt.th.jpg (http://img682.imageshack.us/i/scryt.jpg/)

DivingDuck
01-05-10, 04:54 PM
Glad it worked. But I forgot to tell you that there is a downside you have to cope with. Some of the features related to cameras.dat will not work any more. But I guess that´s not a problem that really bothers you.

Regards,
DD

=FI=Ghost
01-06-10, 03:46 PM
Glad it worked. But I forgot to tell you that there is a downside you have to cope with. Some of the features related to cameras.dat will not work any more. But I guess that´s not a problem that really bothers you.

Regards,
DD

You were right, when I used cameras.dat from the ACM/OLC mod, the free camera in the submarine didn't work anymore. So I edited the camera.dat file from your mod and used it instead of the above, and now everything seems to work well. No more problems with the periscopes, and I have the free roaming camera again.

Thanx for this excellent mod!

sabretwo
01-06-10, 09:51 PM
Hey Rhodes,

I don´t use SH3 Commander. So I can´t tell what the problem is. Is there a way to save your patrol and use another type for testing, with SH3 Commander? TypeVII/C is the type I´m doing all tests with. So, I´m really perplexed to see you reporting this one is THE one to have problems.


Regards,
DDI also have been having trouble with the hatch opening or closing when running SH3 Commander. I tested it both ways (with and without Commander) and its definitely Sh3 Commander modifying the Commands_en.cfg.

I posted a question to JScones in hope that this can be easily fixed. Hopefully, he'll be able to shed more light on what Commander is doing.

JScones
01-07-10, 04:01 AM
Isn't your problem answered a few times back on page 56 (keep reading after the post you've quoted)? :hmmm:

Magic1111
01-07-10, 04:51 AM
I also have been having trouble with the hatch opening or closing when running SH3 Commander. I tested it both ways (with and without Commander) and its definitely Sh3 Commander modifying the Commands_en.cfg.

I posted a question to JScones in hope that this can be easily fixed. Hopefully, he'll be able to shed more light on what Commander is doing.

Hello !

I play in a multi-installation GWX3.0, WAC 4.1 and LSH v5, all in connection with the SH3 Commander and DD's OH-MOD 3.09. And everything works perfectly, I have no problems!

Best regards,
Magic

Kimmers
01-07-10, 08:44 AM
ah, so its commander? what a shame :(

sabretwo
01-07-10, 09:54 AM
Isn't your problem answered a few times back on page 56 (keep reading after the post you've quoted)? :hmmm:
Perhaps, but I don't think so. If your referring to the Malfunctions option, I have malfinctions deactivated and I still have the problem.

The only items that I have selected from options at the moment are randomize crush depth, randomize days in base, and randomize gramaphone tracks.

GOZO
01-07-10, 06:00 PM
@ DD;

Check your personal messages. I think we now have a patch for ACM as well:03:.


Cheers

/GOZO

Tarnsman
01-07-10, 07:48 PM
So should extended freecam 1.2 be installed before or after OH 3.09 or is it not needed?

JScones
01-08-10, 01:02 AM
Perhaps, but I don't think so. If your referring to the Malfunctions option, I have malfinctions deactivated and I still have the problem.

The only items that I have selected from options at the moment are randomize crush depth, randomize days in base, and randomize gramaphone tracks.
Well, you stated above that "its definitely Sh3 Commander modifying the Commands_en.cfg", so perhaps as a start you could post the differences that you noticed that SH3Cmdr made to "Commands_en.cfg" that led you to that definite conclusion? Because such changes must have been manually introduced to SH3Cmdr (ie through you installing a mod into SH3Cmdr that modifies "Static settings.cfg" or "Randomised events.cfg"). So posting the changes you observed may help someone point you in the right direction.

Beyond that, as others appear to be happily running this mod with SH3Cmdr (recognising the non-SH3Cmdr based problem mentioned on page 56), you may want to review the integrity of your SH3 installation - have you got automatic rollback selected in SH3Cmdr, etc etc...

sabretwo
01-08-10, 03:18 AM
Well, you stated above that "its definitely Sh3 Commander modifying the Commands_en.cfg", so perhaps as a start you could post the differences that you noticed that SH3Cmdr made to "Commands_en.cfg" that led you to that definite conclusion? Because such changes must have been manually introduced to SH3Cmdr (ie through you installing a mod into SH3Cmdr that modifies "Static settings.cfg" or "Randomised events.cfg"). So posting the changes you observed may help someone point you in the right direction.

Beyond that, as others appear to be happily running this mod with SH3Cmdr (recognising the non-SH3Cmdr based problem mentioned on page 56), you may want to review the integrity of your SH3 installation - have you got automatic rollback selected in SH3Cmdr, etc etc...
I am somewhat mystified by this problem. I have tried it both ways (with and without Commander) several times now and get the same consistent results.

Normally I do rollbacks automatically.

The version I am using of SH3 Commander is unaltered with the exception of adding the GWX and OLC Commander files. I wonder if this might be the problem? :hmmm:

I am going to try some experiements and start unchecking items to see if it isolates the problem. I'll also look at the Commands_en.cfg when the game is running with SH3 Commander and see if DD's commands are there as described in his PDF readme.

Thanks for the input.

JScones
01-08-10, 03:51 AM
I am somewhat mystified by this problem. I have tried it both ways (with and without Commander) several times now and get the same consistent results.

Normally I do rollbacks automatically.

The version I am using of SH3 Commander is unaltered with the exception of adding the GWX and OLC Commander files. I wonder if this might be the problem? :hmmm:
The GWX files will be fine...the OLC ones? I'm not too sure. :hmmm: If they modify SH3Cmdr's "Static settings.cfg" or "Randomised events.cfg" files then they may be adding code that modifies Commands_en.cfg. I don't know.

I am going to try some experiements and start unchecking items to see if it isolates the problem. I'll also look at the Commands_en.cfg when the game is running with SH3 Commander and see if DD's commands are there as described in his PDF readme.
Didn't you already do this when arriving at the conclusion that SH3Cmdr was definitely changing the file. :hmmm:

GOZO
01-11-10, 07:52 AM
The GWX files will be fine...the OLC ones? I'm not too sure. :hmmm: If they modify SH3Cmdr's "Static settings.cfg" or "Randomised events.cfg" files then they may be adding code that modifies Commands_en.cfg. I don't know.


Didn't you already do this when arriving at the conclusion that SH3Cmdr was definitely changing the file. :hmmm:


What I have found was that if you use an old save from an ongoing career, the animations fail but the function is there i.e you can use the scope. No problem.

BUT if you choose to start a new career using SH3 cmndr after all the modding it actually works fine. You can sail, save, return to port and go out again and all functions very well. You can read the crew list, use the personal file and edit patrol reports in Cmndr etc etc....

NOTE: In both cases I DO NOT use the Malfunctions/sabotage function so it is out of the picture I assume.


NOW I wanted to move my old experienced crew from my old career into the one I just created and that worked fine by just replacing the content inside the new "crewareer_xxx" with the content of my "old" "crewcareer_yyy".
I have done this before and it actually works=crew is migrated BUT all of a sudden the animations gets lost again so I assume the older SH3cmndr generated crew file contained something that made this happen. :hmmm:


My conclusion being, look out for old saves and start new ones after all OH-modding is finished. Also that the malfunctions/sabotage do not seem to be any culprits.

Cheers:salute:

GOZO

P.S

I use GWX3.0 // OLC Gold // ACM reloaded for OLC // DD-OH // small camerafix for ACM (only affecting cameras.dat)


POST EDIT.

A good approach could also be avoiding this type of modding in an old install. Letting it "go" now and will start up with a clean install of SHIII and go on from there. :-)

DivingDuck
01-24-10, 10:43 AM
Moin,


http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/OH_V3_052.jpg (http://www.youtube.com/watch?v=BK_kyC2mNDY)

Regards,
DD

melnibonian
01-24-10, 10:51 AM
:o

Wow that is really spectacular :yep: :yeah:

verte
01-24-10, 10:55 AM
:up: SH3 will not die with such great modders

makman94
01-24-10, 11:10 AM
DD,i am wondering... where have been these evolutionary mods so long ?
another fantastic adding by you !!
please, at your next release ...make a version without any foods (salami,bread,oranges....etc)

ps: i hope all these good mods to work with Flakmonkey's mod

bye

urfisch
01-24-10, 11:13 AM
DD you are the MAN!!!

:up:

KL-alfman
01-24-10, 11:18 AM
[montgomery burns mode on]
ausgezeichnet!
[\montgomery burns mode off]

piri_reis
01-24-10, 11:31 AM
:rock::rock:

Creativeness at its best!

verte
01-24-10, 12:20 PM
please, at your next release ...make a version without any foods (salami,bread,oranges....etc)

+1, I know that I am boring with all this complaining about food, but really there is much too much food in this mod... I've myself edited the files and deleted them all to made this mod usuable.

Uber Gruber
01-24-10, 02:50 PM
Outstanding!:salute:

Jimbuna
01-24-10, 04:16 PM
Way to go mate....aint see you at The Lair for a wee while :hmmm:

Sailor Steve
01-24-10, 08:24 PM
+1, I know that I am boring with all this complaining about food, but really there is much too much food in this mod... I've myself edited the files and deleted them all to made this mod usuable.
How you did dat? Please, tell us how.:yep:

Reece
01-24-10, 10:32 PM
WOW DD, that is fantastic, I must say that the SHIII experience is really growing lately, thanks much!!:yeah:

Magic1111
01-25-10, 04:19 AM
Moin,


http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/OH_V3_052.jpg (http://www.youtube.com/watch?v=BK_kyC2mNDY)

Regards,
DD

Moin !

Absolut genial !!! :rock::rock::rock::rock:

Viele Grüße,
M4x1:salute:

urfisch
01-25-10, 04:24 AM
yeah, DD. You are the shizzle!!!

lucagaeta
01-25-10, 04:52 AM
Moin,


http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/OH_V3_052.jpg (http://www.youtube.com/watch?v=BK_kyC2mNDY)

Regards,
DD

Hi boss

I saw the movie in fact and I congratulate you :rock::rock::rock::rock::rock:
and as you say we're doing the same things and this does not bring any benefit to the community,
therefore I suggest we work towards the same to give my best.
Sela what can please you combine the ideas, we can divide the tasks and do a mod only? :salute:

I have a question:

1) what I have seen the film used to rotate the Dial - SolBearing, let me know if you managed using the manual rotation to synchronize the movement of preriscopio with that vision?

Let me explain, manually rotating the periscope sight CT when you enter the room the vision periscope vision itself has not moved

resolved thanks, just put another dial for the node of the camera and move together

you turn the wheel of degrees, in the original game is on the contrary

verte
01-25-10, 05:27 AM
How you did dat? Please, tell us how.:yep:
I've did this: http://www.subsim.com/radioroom//showpost.php?p=1241939&postcount=90

I've run into crash-problems when I have left only some food, so I had to delete them all, all those "ciolan, salami, bread, banana, oranges, coaste". It is easy to do, just delete all the parent food branches and all the rest of food branches.

Rhodes
01-25-10, 08:15 AM
This gam..errr mod just keeps getting better and better!:yeah::salute:

java`s revenge
01-25-10, 11:02 AM
I've did this: http://www.subsim.com/radioroom//showpost.php?p=1241939&postcount=90

I've run into crash-problems when I have left only some food, so I had to delete them all, all those "ciolan, salami, bread, banana, oranges, coaste". It is easy to do, just delete all the parent food branches and all the rest of food branches.

Indeed that works, thanks for the great tip !

Poul
01-25-10, 02:47 PM
Thanks DivingDuck for magnificent ideas. But all works without a sound.

SOS!

I have made sound atmospheres for mod DD_OH_V3.09_20091209162038:

- Periscope in Command Room: Peri_Up.wav, Peri_Down.wav
- Engine_Order (Black Butons).wav
- Hatch_Open.wav
- Hatch_Close.wav

But I could not make to work these sounds in an interior. Because I badly know "HexEditor" and "Silent 3 Editor v0.9.9" (nevertheless thanks the author for the magnificent program). It is interesting to somebody? Somebody can give advice? Or to connect these sounds to objects.
Sound atmospheres here:

http://www.mediafire.com/?zznoydmnzqk

The file is named: Sound_for_DD_OH_V3.09.7z (2,78MB)

Sailor Steve
01-25-10, 03:11 PM
Thanks verte, I'll try it. I don't have any physical problems with it, i.e. my computer runs it all just fine, and I don't mind seeing it all at first, but it is my impression that they ate the fresh food while it was still...fresh, and it was usually gone by the time the patrol was half over.

DivingDuck
01-26-10, 03:24 AM
Moin,

@verte and all who dislike the food:
you think the typeVII is crammed? You should see typeII then!
It is not needed to delete all food to avoid CTD. I´ll include a 'how-to' in the manual of the next version.

@Poul:
thanks for your work. I´ll see whether I can incorporate your sounds and attach them to specific events.

@Luca:
don´t call me 'boss'. I work for my money! :D
The 'SolBearing' solution indeed has some flaws. You need to toggle to manual TDC update to be able to rotate the attack scope´s model. But then, in manual mode, the scope does not synchronize with the scope head´s direction. I´ll send PM soon to discuss the matter in detail.

Regards,
DD

Tomi_099
01-26-10, 05:06 AM
Moin !

Absolut genial !!! :rock::rock::rock::rock:

Viele Grüße,
M4x1:salute:

http://www.militaryphotos.net/forums/image.php?u=31379&dateline=1220395102&type=thumb

Poul
01-26-10, 09:11 AM
@Poul:
thanks for your work. I´ll see whether I can incorporate your sounds and attach them to specific events.
DD

Of course! I have made this work for your magnificent mod. The sound for your objects will make your project more real.

Addition:
May be, you can connect sound atmosphere of snorkel? This sound was need in SH III always! It here:

http://www.mediafire.com/?wxmmz4qjy1d

The file is named: Sound_ of_ SNORKEL_for_DD_OH_V3.09.7z (5.7MB)

arnahud2
01-27-10, 01:14 AM
Addition:
May be, you can connect sound atmosphere of snorkel? This sound was need in SH III always! It here:

http://www.mediafire.com/?wxmmz4qjy1d

The file is named: Sound_ of_ SNORKEL_for_DD_OH_V3.09.7z (5.7MB)

I downoad your "snorkel sounds" : great !!!! :yeah::yeah:
'Hope it will be possible to include them into SH3.

Ar Nahud II

Poul
01-27-10, 02:44 PM
I downoad your "snorkel sounds" : great !!!! :yeah::yeah:
'Hope it will be possible to include them into SH3.

Ar Nahud II

Thanks.

But I think that sound atmosphere of snorkel will start to work not soon. Because all wizards have taken a great interest in creation of an interior the Diesel Room

Grizzly
01-30-10, 04:10 PM
Moin to everybody, hope someone could help me, so here is my problem.
Since i`ve installed diving ducks open hatch version 3.09 and below the conning tower hatch mod, i have following Problem: after i had finished the half way of my last Patrol, i saved my game, of course sometimes i had to sleep.
Today i loaded it to continue my patrol, but something was wrong:
1. I cant open the hatches any more.
2. All the food is back on its place and doesent vanish any more!
3. All "displays" (the mashine telegraph, depht display,... I dont know the korrekt words for these things, but i think you know what i mean.) are no funktional any more, they are all set on "twelve o`clock".

it was great if someone could help me with these things. I have not the time to complete every Patrol in one turn.

onelifecrisis
01-30-10, 04:15 PM
The GWX files will be fine...the OLC ones? I'm not too sure. :hmmm: If they modify SH3Cmdr's "Static settings.cfg" or "Randomised events.cfg" files then they may be adding code that modifies Commands_en.cfg. I don't know.

Nothing like that. My SH3C files consist of a handful of TGA images in a subfolder (called "OLC") of each U-boat folder. No changes to cfg files whatsoever.

onelifecrisis
01-30-10, 04:17 PM
Moin,


http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/OH_V3_052.jpg (http://www.youtube.com/watch?v=BK_kyC2mNDY)

Regards,
DD

:o Amazing!

urfisch
01-31-10, 05:47 AM
hey dd...

any news on that?

:up:

DivingDuck
01-31-10, 06:13 PM
buried in contract work (something you´d really like). ;)

urfisch
02-02-10, 12:44 PM
i would like??

DivingDuck
02-02-10, 02:04 PM
Others would probably like it too.

Rubini
02-04-10, 08:27 PM
Others would probably like it too.
For the shake of my curiosity...for several days I come here just very quick to see how thing is going on the forum...and nobody ask you yet: what this means mate?:hmmm::DL

DivingDuck
02-07-10, 01:44 PM
Moin,
For the shake of my curiosity...for several days I come here just very quick to see how thing is going on the forum...and nobody ask you yet: what this means mate?:hmmm::DL
and they don´t do so for a very good reason. The info you ask is classified information. I tell you, I´ll have to shoot you afterwards. :D

Regards,
DD

urfisch
02-07-10, 02:59 PM
Moin,

and they don´t do so for a very good reason. The info you ask is classified information. I tell you, I´ll have to shoot you afterwards. :D

Regards,
DD

lol, ubi? how did that come...for gods sake...you wont work for the dark side, right?! tell us...

:o

DivingDuck
02-07-10, 03:54 PM
no worries, mate. I am a free modder.
Besides I am the dark side. My RL nick is 'Vader'. :D

Alex
02-07-10, 04:46 PM
http://i9.photobucket.com/albums/a75/Panzer_Kamerad/smileys/afraid.gifhttp://i9.photobucket.com/albums/a75/Panzer_Kamerad/smileys/761547.gif

http://i9.photobucket.com/albums/a75/Panzer_Kamerad/smileys/mdr.gif

Tomi_099
02-07-10, 04:55 PM
:o Amazing!
---------------------------------
@DD + @OLC
Echt Geil !! und verdammt Rafieniert !!! :hmmm:
SH5 könnte sich eine Scheibe von dir abschneiden !! :shucks:
Das geht doch mit den normalen Periskop doch auch ...oder ???
....Leyer1..daaaadaaa!!...Layer 2...daaaadaaa !!..einfach Genial !!!
..das ist das Vorspiel für SH5 !!

------------------------------------
SH5 could cut a slice of yours! : shucks:
Please thats go with the normal periscope but also ... right??

SodyM
02-07-10, 05:19 PM
Hi there, i would like to thank you for this SUPER mod. I really love it ! :-)

JCWolf
02-10-10, 03:19 PM
---------------------------------
@DD + @OLC
Echt Geil !! und verdammt Rafieniert !!! :hmmm:
SH5 könnte sich eine Scheibe von dir abschneiden !! :shucks:
Das geht doch mit den normalen Periskop doch auch ...oder ???
....Leyer1..daaaadaaa!!...Layer 2...daaaadaaa !!..einfach Genial !!!
..das ist das Vorspiel für SH5 !!

------------------------------------
SH5 could cut a slice of yours! : shucks:
Please thats go with the normal periscope but also ... right??


Can you please speak in Christian language!:D:haha:

I would love to know what kind of insulting words are you using!:D

Rubini
02-10-10, 03:34 PM
and they don´t do so for a very good reason. The info you ask is classified information. I tell you, I´ll have to shoot you afterwards. :D

Regards,
DD

Ok, ok, but please...tell us at least a tip about, just this.:hmmm::D

DivingDuck
02-10-10, 04:08 PM
Moin,
Ok, ok, but please...tell us at least a tip about, just this.:hmmm::D
'FM' + animation. Does that ring a bell? :D

JCWolf
02-10-10, 07:39 PM
Is this normal?


http://img51.imageshack.us/img51/5591/problemvp.jpg

Where are the 2 "Drivers" ?


Cause in the crew compart. they are there and in the Sub command room they are not?!

Reece
02-10-10, 07:44 PM
Yes, when you dive they take their positions, or they should, just dive and check!:yep:

JCWolf
02-10-10, 08:04 PM
Yes, when you dive they take their positions, or they should, just dive and check!:yep:


OK, But why is that?


Who " Drives the Boat when surfaced and following a course?

That is wierd!:06:

Captain Nemo
02-11-10, 02:06 AM
OK, But why is that?


Who " Drives the Boat when surfaced and following a course?

That is wierd!:06:

The two crewmen you refer to operate the forward and aft dive planes so when the u-boat is on the surface they are not required and can take a break. They will only take up their positions when submerged. However, this does not affect the crew management screen (F7).

Nemo

Rapt0r56
02-11-10, 03:49 AM
The two crewmen you refer to operate the forward and aft dive planes so when the u-boat is on the surface they are not required and can take a break. They will only take up their positions when submerged. However, this does not affect the crew management screen (F7).
Could'nt explained any better.:up:
You can see it in Das Boot aswell, when they dive/crashdive the watch men jumps down and 2 of them go up to their positions.

DivingDuck
02-11-10, 06:15 AM
Moin JC,

in your OH version the two helmsmen leave/occupy their seats depending on sub´s depth. The next version uses another approach. You will have to order all hands on deck to make them leave their cosy seats. They will re-appaer when diving.

Regards,
DD

JCWolf
02-11-10, 06:34 AM
Thanks guys...stupid ignorante...LOL

To much time away from here I guess...LOL:haha:

lucagaeta
02-12-10, 04:04 PM
Moin JC,

in your OH version the two helmsmen leave/occupy their seats depending on sub´s depth. The next version uses another approach. You will have to order all hands on deck to make them leave their cosy seats. They will re-appaer when diving.

Regards,
DD

Hi DD,

Always great to so many ideas, we are all waiting impatiently:D
version of FM have already implemented these new?:o

Regards
Luca

kassman
02-15-10, 03:20 PM
Hi Guys,

I've recently got back into SH3 and i've installed this mod. Really lovin this one, except all the food, lol. I've looked back through the thread and read a way to remove the food nodes. I'm quite happy to keep the crates of fruit and bread, just reduce the amount of hanging stuff.

My question is, if i do this how will it affect the part of the mod that depletes the food over time in-line with diesel? The last thing i want when i'm half way through a patrol is for SH3 to lock up or crash to desktop because i've deleted some sausages, lol

Does anyone know how to remove that part of the mod that controls the food depleting?

Jimbuna
02-15-10, 04:23 PM
Hi Guys,

I've recently got back into SH3 and i've installed this mod. Really lovin this one, except all the food, lol. I've looked back through the thread and read a way to remove the food nodes. I'm quite happy to keep the crates of fruit and bread, just reduce the amount of hanging stuff.

My question is, if i do this how will it affect the part of the mod that depletes the food over time in-line with diesel? The last thing i want when i'm half way through a patrol is for SH3 to lock up or crash to desktop because i've deleted some sausages, lol

Does anyone know how to remove that part of the mod that controls the food depleting?

You may want to consider sending DD a PM.

Reece
02-15-10, 07:56 PM
The last thing i want when i'm half way through a patrol is for SH3 to lock up or crash to desktop because i've deleted some sausages, lolWell if it happens you will just have to eat them like the rest of us! .... now, how about another schnitzengruben!:haha:

Rapt0r56
02-15-10, 09:45 PM
Moin JC,

in your OH version the two helmsmen leave/occupy their seats depending on sub´s depth. The next version uses another approach. You will have to order all hands on deck to make them leave their cosy seats. They will re-appaer when diving.

Regards,
DD
Can't wait for the next Version!:rock:

JCWolf
02-15-10, 10:25 PM
Sorry about this, but maybe I'm just ignorant but ,

Who "drives" the Boat when surfaced?


I mean if they appear when you dive, who " Steers the Boat course on surface?

Cheapskate
02-15-10, 11:12 PM
The helmsman steers the boat left and right when on the surface and submerged. The main steering controls are the buttons on the box labelled BBC on the bulkhead just behind the chief engineer.

Unfortunately UBI, didn't think it important to actually give us the helmsman ....so you just have to imagine he is there!

The other two guys ( who appear and disappear ) are the planesman. They control the mini wing things (at the front and back of the sub ) which help the boat to go up and down during diving and keep it level when under water.

JCWolf
02-15-10, 11:21 PM
The helmsman steers the boat left and right when on the surface and submerged. The main steering controls are the buttons on the box labelled BBC on the bulkhead just behind the chief engineer.

Unfortunately UBI, didn't think it important to actually give us the helmsman ....so you just have to imagine he is there!

The other two guys ( who appear and disappear ) are the planesman. They control the mini wing things (at the front and back of the sub ) which help the boat to go up and down during diving and keep it level when under water.


Now I get it, So I was right, in thinking that a helmsman ( Driver) should be there on surface, not on the planes man sits but there somewhere!?

Cheapskate
02-16-10, 12:02 AM
Now I get it, So I was right, in thinking that a helmsman ( Driver) should be there on surface, not on the planes man sits but there somewhere!?

Yes, that's right - Usually, he sat on a bench just in front of the steering box. SH3 hasn't got that bench - but there is one in SH5 and it's got a helmsman too !!!!

Just to complicate things a bit...there was another steering position in the control tower. This was used during submerged torpedo runs when the captain was using the attack periscope. No good looking for that though, it isn't there either. Perhaps that is a good thing because the attack helmsman would have been knocked over every time the captain turned the periscope - the helmsman's seat was just where the periscope seat is!!

DivingDuck
02-16-10, 03:14 AM
Moin,
Hi Guys,
...

My question is, if i do this how will it affect the part of the mod that depletes the food over time in-line with diesel? The last thing i want when i'm half way through a patrol is for SH3 to lock up or crash to desktop because i've deleted some sausages, lol

Does anyone know how to remove that part of the mod that controls the food depleting?
no need to mess with the *.sim file. Just delete the food you don´t feel like eating and you´re done.

Regards,
DD

JohnnyBlaze
02-16-10, 01:00 PM
This looks great, DD! :yeah:

Has anyone come up with a fix for the ACM mod?
I tried to PM Gozo, but he hasn't replied yet and I'm kind inpatient here. Too many days on a dry land. :wah:

Thanks

-JB

Anvart
02-16-10, 01:35 PM
DD, small riddle for you...
:haha:

http://img25.imageshack.us/img25/8751/magicboxc.jpg


To answer...
What is it "magic box"?

Sailor Steve
02-16-10, 04:32 PM
Just to complicate things a bit...there was another steering position in the control tower. This was used during submerged torpedo runs when the captain was using the attack periscope.
And there was a third position up on the bridge. You can see the control box when you're there. It was manned when going in and out of harbors, so the helmsman could actually see where he was going.

DivingDuck
02-17-10, 04:26 AM
Moin Anvart,
DD, small riddle for you...
:haha:

To answer...
What is it "magic box"?
thanks for pointing this one out to me. I will check it.
BUT ........ non of the players ever was supposed to crawl on the floor behind the food crates to X-ray the surrounding. The only explanation would be if you were playing 'hide-and-seek'. :D

Regards,
DD

Anvart
02-17-10, 06:46 AM
...
BUT ........ non of the players ever was supposed to crawl on the floor behind the food crates to X-ray the surrounding. The only explanation would be if you were playing 'hide-and-seek'. :D

Regards,
DD
:haha:
No, DD...
the answer is not true...
I have created X-box specially to survey an interior...
...
The second attempt...
What is it "magic box"?

Good luck.

Magic1111
02-18-10, 06:34 AM
:haha:
What is it "magic box"?

Good luck.



That´s my box...:rotfl2::haha::rotfl2:

Best regards,
Magic

JohnnyBlaze
02-19-10, 12:06 PM
This looks great, DD! :yeah:

Has anyone come up with a fix for the ACM mod?
I tried to PM Gozo, but he hasn't replied yet and I'm kind inpatient here. Too many days on a dry land. :wah:

Thanks

-JB

Anyone? :D

lucagaeta
02-22-10, 03:05 PM
Hi
Do I need an information:
the type IX I see the crates of food is all black, is this normal?
waded's picture

Regards,
Luca





http://www.subsim.com/radioroom/picture.php?albumid=151&pictureid=1330

JCWolf
02-22-10, 03:10 PM
Hi
Do I need an information:
the type IX I see the crates of food is all black, is this normal?
waded's picture

Regards,
Luca





http://www.subsim.com/radioroom/picture.php?albumid=151&pictureid=1330

That could be missing texture!

lucagaeta
02-22-10, 03:14 PM
That could be missing texture!

Hi
The textures are there, seems to miss the lightmap
if you can try and see if you do this effect?

tanks

lucagaeta
02-22-10, 03:51 PM
Hi
want to know if the type IX, in CR see the black boxes of food?
I understand if my problem or not.
waded's picture
http://www.subsim.com/radioroom/picture.php?albumid=151&pictureid=1330

Regards,
Luca

makman94
02-23-10, 03:56 PM
Hi
want to know if the type IX, in CR see the black boxes of food?
I understand if my problem or not.
waded's picture
http://www.subsim.com/radioroom/picture.php?albumid=151&pictureid=1330

Regards,
Luca

hello Lucagaeta,

I don't see any problem at your pic....i think is the same in mine too

bye

DivingDuck
02-23-10, 04:52 PM
Moin,
Originally Posted by JohnnyBlaze
This looks great, DD!

Has anyone come up with a fix for the ACM mod?
I tried to PM Gozo, but he hasn't replied yet and I'm kind inpatient here. Too many days on a dry land.

Thanks

-JB

no. Sorry. The OH project is actually suspended.


Hi
want to know if the type IX, in CR see the black boxes of food?
I understand if my problem or not.
waded's picture


Regards,
Luca
it´s a lightmap issue. Nothing to worry about. In case I release an update I´ll take care of this issue.

Regards,
DD

JohnnyBlaze
02-23-10, 06:56 PM
Moin,

no. Sorry. The OH project is actually suspended.

Regards,
DD

Allright then. Guess I'll have to try and fix it by myself. :hmmm:

Thanks for the answer though :salute:

-Johnny