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View Full Version : Open Hatch Mod - Slammin`!


danurve
04-16-07, 10:39 AM
I know there has been other threads on this but, if there was a vote for independant Mod of the year I think Open Hatch wins!

At first I thought yeah, cool mod and all, just more eye candy.
Then I used Shift-F2 with this mod durring escape & evasion after a convoy attack.
Now I get it!! Quite the orgasmic effect :up:

http://mysh3.info/danurve/4_15/9_125.jpg

http://mysh3.info/danurve/4_15/54_187.jpg

GakunGak
04-16-07, 10:43 AM
Oh, my, that was good!!!:rock:
This mod rocks!:up:

jmr
04-16-07, 01:24 PM
Imagine having the entire sub interior mapped out in 3D . . . visiting the engine room is enough to make me salivate.

ReallyDedPoet
04-16-07, 01:25 PM
A big-time rockin' mod for sure:up::up:

Sulikate
04-16-07, 01:30 PM
Wow. Great work:o I look forward to more info on it:up:

GoldenRivet
04-16-07, 02:35 PM
Where can this mod be obtained?

thanks!

danurve
04-16-07, 03:31 PM
Where can this mod be obtained?

thanks!

Here is the link to the discussion on the mod workshop;
http://www.subsim.com/radioroom/showthread.php?t=104514

If you hit that link I think you'll find the d/l.
The Open Hatch is in current WAC mod as well.

Zinmar
04-16-07, 03:32 PM
It's in the SH3 Mods section. I forget the exact name it is listed under but it talks about the control dorr open. Someone help me..am having a brain fart moment!! :damn:

GoldenRivet
04-16-07, 03:50 PM
Where can this mod be obtained?

thanks!

Here is the link to the discussion on the mod workshop;
http://www.subsim.com/radioroom/showthread.php?t=104514

If you hit that link I think you'll find the d/l.
The Open Hatch is in current WAC mod as well.

Thanks! found it just a few minutes after posting.

I like how it fixes the location of the Observation scope.

Sailor Steve
04-16-07, 04:51 PM
I agree. Now all that needs fixing is the attack scope housing. And the missing helmsman.

Sorry; I'm just in a griping mood today.:dead:

P_Funk
04-16-07, 05:10 PM
I was thinking there needs to me more activity in the command room. I mean fully half of it is just empty space. It would be nice to feel like maybe there aren't just 8 people in your boat.:yep:

ijozic
04-17-07, 03:50 AM
I was thinking there needs to me more activity in the command room. I mean fully half of it is just empty space. It would be nice to feel like maybe there aren't just 8 people in your boat.:yep:

I don't think you need more people to push switches and levers and routing orders into comms. But I guess having people actually move through the sub from one station to another would be nice instead of them instantly transporting to a new post (like they'd be passing through the control room and climb the stairs on their way to the bridge). There's something for the SH5 and full set of interior stations.

P_Funk
04-17-07, 03:59 AM
I was thinking there needs to me more activity in the command room. I mean fully half of it is just empty space. It would be nice to feel like maybe there aren't just 8 people in your boat.:yep:
I don't think you need more people to push switches and levers and routing orders into comms. But I guess having people actually move through the sub from one station to another would be nice instead of them instantly transporting to a new post (like they'd be passing through the control room and climb the stairs on their way to the bridge). There's something for the SH5 and full set of interior stations.
Indeed. In Das Boot there was always a feeling of a lively ship as crew moved around as they needed to. You can't really get those guys in SH3. But as a compromise I guess maybe a few guys in the corner fixing something wouldn't be bad. Some guys that are just cosmetic.

Canovaro
04-17-07, 12:42 PM
It's a fantastic mod and I haven't got the slightest idea how he did it.

:rock:

XanderF
04-17-07, 02:48 PM
*scratches head*

I mean, it's COSMETICALLY nice, sure, but...

...wouldn't all the hatches be closed during an attack?

Unless this mod can toggle between them 'open' or 'closed', but I doubt that, as everything in the U-Boat but the crew is rather static (see periscopes).

Raus
04-17-07, 02:54 PM
Is the location of the observation periscope only changed when looking through the hatch or is it also fixed while standing in the Control Room?

Sailor Steve
04-17-07, 04:06 PM
It's fixed, period.

Raus
04-18-07, 08:23 AM
I tried it out yesterday, but it seems you can't click on the hatch from the control room into the radio/hydrophone stations. Also, what happened to the radio man and hydrophone guy? They're not there anymore.

danurve
04-18-07, 10:38 AM
I tried it out yesterday, but it seems you can't click on the hatch from the control room into the radio/hydrophone stations. Also, what happened to the radio man and hydrophone guy? They're not there anymore.

I'm not sure what you mean, or what to tell you on that.
I used Shift-F2 and can scoot right over to watch the hydrophone guy call out contacts or swing around and look at the radio op. Not that the radio guy has much use while your 90m.

Cheapskate
04-19-07, 07:36 AM
I tried it out yesterday, but it seems you can't click on the hatch from the control room into the radio/hydrophone stations. Also, what happened to the radio man and hydrophone guy? They're not there anymore.

There are several ways into the radio room

1) Use Shift+F2 and walk through using arrow keys.
2) Use F9 or left mouse click Radio room icon on stations slide out.
3) Right click on radio operator or sonar man. This takes you into operator's seat.

To come out of Radio Room into Main control room right click on mouse. Or walk through using Shift+F2...like Danurve mentions above.

I think the Shift + F2 system is great for moving about in the boat. For me, it adds a lot to the immersion factor in the game. If only some talented soul could come up with a whole new control system based on this!! Don't suppose it is possible though...too many potential camera problems.

The missing crew members in the radio room problem is most likely caused by you having a RR_dat file in your modded data/Interior file. The open hatch mod does not need this. If it is there you can simply remove it or rename it. You can also replace it with a zero byte version.

Hope this helps

robj250
04-19-07, 11:28 AM
First of all, is this mod only useable in GWX or can it be used in a modded SH3?

With respect to the sonar man who turns and calls out the ships contact, if you don't or can't see him, then how does the "contacts report work. Because you are in his seat.

Does this disable the "H" for the hydrophone?

Rob

Cheapskate
04-19-07, 04:31 PM
Hi Rob

This mod can be used with any variant of SH3. I've had it working with 5 different versions without problems.

The author, Diving Duck, does provide detailed installation instructions and, if the mod is applied correctly, you will be able to see the sonar/radio operators and interact with them as normal.

I mentioned the right click on Officer's icon and ending up in their positions, only because it is one of the ways to get into the control room. Hitting F9 or mouse clicking on the slide out radio room station icon enable you get into the room normally.

Shift + F2 and walk through using arrow keys, does have a disadvantage....you can't just click on the sonar and radio men and interact with them, although you can left mouse click on their icons ( bottom left of screen) and do it that way.

There is a way round this but it is a bit fiddly. If you are not too fussed about walking around everywhere downstairs, it is probably better to use F9 or station slide out.

I don't actually use the rotating hydrophone H key, so I can't really comment...beyond saying that nobody has reported having a problem with this in the main threads dealing with this mod.

No doubt someone will advise should this cause difficulties.

Hope this helps,

Cheers

Cheapskate

robj250
04-20-07, 09:38 AM
So, do I download all those links for the VII on page:
http://www.subsim.com/radioroom/showthread.php?t=104514
or is there a single download for the works.
Does it tell me what to back up before I install using JSGME?

Rob

Cheapskate
04-20-07, 08:59 PM
Suggest you have a look at a later post like:-

http://www.subsim.com/radioroom/showthread.php?t=104514&page=28

Post # 594 shows pictures of the various options that are available and describes how to install them.

If this is still unclear, let me know which of the periscope positions you would like to have and I will try to explain in greater detail.

Cheapskate

PS If you are going to install with JSGME, this program will provide the necessary backups.

robj250
04-21-07, 08:08 AM
Suggest you have a look at a later post like:-

http://www.subsim.com/radioroom/showthread.php?t=104514&page=28

Post # 594 shows pictures of the various options that are available and describes how to install them.

If this is still unclear, let me know which of the periscope positions you would like to have and I will try to explain in greater detail.

Cheapskate

PS If you are going to install with JSGME, this program will provide the necessary backups.

Thanks Cheapskate:

I'm not sure, but I think that if I download the one with the periscope in the original position, the other features (Open Hatches) are included. Is that correct?

Rob

Cheapskate
04-21-07, 02:59 PM
Yes Rob, your inclinations were correct :D You will indeed get the open hatch if you just install the Stock periscope update ( DD_Type_OpenHatch_Perik.rar).

However you will need to remove, rename or replace with a Zero Byte file, the RR.Dat file from the data/Interior/NSS_Uboat7 folder. Otherwise you won't always have any radio or sonar operators! Plus you will probably have some other strange side effects like I did when I tried this on my modded Stock version.

The advantage to having the full 1.01 Open Hatch mod version is that it contains a full directory structure plus the zero byte RR.dat file to enable easy JSGME installation. If you just replace the CR.DAT in 1.01 with the one from the Stock periscope update you will have a simple one-shot install with full back up. It also contains a high res graphics file in case your version doesn't have them. BTW These won't be needed if you are running Bordinstrumente.

Should also mention that when you apply this mod your Chief-Engineer/Helmsman will change position and will stand behind the planesmen like he does in the Type II sub.

Hope this tells you all you need to know.

Cheapskate