View Full Version : [REL] Type XXIII sub...
flakmonkey
06-19-07, 03:36 AM
Well here goes, my first sh3 sub...
Its non-playable for now but that may change soon.
Follow the link in my sig...
This is :up: :up: :up: :up: :up: :up: !! I hope this sub type will be included (when playable) in the expansion update we're all dreaming of ! :up: :rock: ;) :sunny: :arrgh!:
THANK YOU FLAKMONKEY !
http://yelims2.free.fr/Fete/Banane09.gif
USS Sea Tiger
06-19-07, 05:19 AM
I CAN"T WAIT :D :D I CAN"T WAIT :D :D I CAN"T WAIT
DOWNLOADING NOW<<<<<<<
My Favorite Uboat finally in Silent Hunter !!!!
I Feel Like a kiddy at Christmas and getting a long wanted toy
Hurry up and down load already ,, times like this I hate 56K
GerritJ9
06-19-07, 06:32 AM
Downloading, with thanks!!!!!!!!!:up::up::up:
USS Sea Tiger
06-19-07, 09:13 AM
Finally figured out how to install,, this was the first unit I ever added.
She is a a work of art!
If it takes me losing my Beloved XXI to have this as a operating U-boat,, then so be it,
This is by far always my favorite boat, and now she is at least in the game!!!
I wish you the best of luck in your efforts to add this boat to SHIII as I will be the FIRST in line to Download!
Must admit,, it would be fun to have this boat, and the load out of a type XXI torpedos hehehehehhehehhhe, like that ,, you really have a harbor raider
pierreandre
06-19-07, 10:38 AM
Great work, thanks :rock: !
Ubåtskapten
06-19-07, 11:08 AM
Gut gemacht! :up:
Edit: If you could make it playable it would be awsome. :)
A6Intruder
06-19-07, 11:15 AM
Well here goes, my first sh3 sub...
Its non-playable for now but that may change soon.
Follow the link in my sig...
Hi Flakmonkey,
great work like all you have released until now:rock: :rock: :rock:
Does "non playable" mean it is an AI-Version? This would be the best Version in my opinion for this small but very beautifull Sub.
If this does not mean to be an Ai-Version could anyone (maybe sergbuto:lol: ) make this Version? Pleaaaaaaaaaaaaaaaaaaaaaaase
Kind regards:up:
Well here goes, my first sh3 sub...
Its non-playable for now but that may change soon.
Follow the link in my sig...
Plz, screenshot...
bigboywooly
06-19-07, 11:28 AM
Well here goes, my first sh3 sub...
Its non-playable for now but that may change soon.
Follow the link in my sig...
Plz, screenshot...
http://i60.photobucket.com/albums/h22/bigboywooly/ScreenHunter_128.jpg
:up:
Ubåtskapten
06-19-07, 01:16 PM
Nice!
Could you please tell me how you did to place it at the port like in the picture?:hmm:
I can't find the campaign.scr file described in the readme, but I would like to add it so it shows up at some specific ports during a career.
bigboywooly
06-19-07, 01:22 PM
Nice!
Could you please tell me how you did to place it at the port like in the picture?:hmm:
I can't find the campaign.scr file described in the readme, but I would like to add it so it shows up at some specific ports during a career.
Have a read of this
Did it a while ago but you will get the idea
http://files.filefront.com/How+to+add+ports+and+navaes7z/;6039150;;/fileinfo.html
What about including it in GWX 1.04? It would be great.
It looks fantastic, but thinking about playable Type XXIII don't forget that it was short range uboot with only 2 torpedoes.
Ubåtskapten
06-19-07, 01:55 PM
Nice!
Could you please tell me how you did to place it at the port like in the picture?:hmm:
I can't find the campaign.scr file described in the readme, but I would like to add it so it shows up at some specific ports during a career.
Have a read of this
Did it a while ago but you will get the idea
http://files.filefront.com/How+to+add+ports+and+navaes7z/;6039150;;/fileinfo.html
Thanks a lot!
Now I know how to do it.:know:
GerritJ9
06-19-07, 02:00 PM
Short range, maybe........ only two tubes, maybe........... but they were very difficult to detect and it would be fun to tackle escorts with one!
I'd like to play all German Uboots types from WW2 in GWX. Type XXIII is one of missing - rest are Type I and Type XB.
bigboywooly
06-19-07, 02:31 PM
I'd like to play all German Uboots types from WW2 in GWX. Type XXIII is one of missing - rest are Type I and Type XB.
VIID ?
VIIF ?
XIV ?
:rotfl:
VIID ?
VIIF ?
XIV ?
Don't know about XIV or VIIF, but I'd really like to have a VIID modeled in game, to lay mines around coastal areas and harbors. Well, I'll have to live without it.:damn:
Lovely job Flakmonkey:up: Looking forward to see a playable version, no matter if low-res:yep:
Ubåtskapten
06-19-07, 04:26 PM
Here are some images of the XXIII in Bergen.:D
http://img452.imageshack.us/img452/5318/xxiiibergen1rx0.png
http://img266.imageshack.us/img266/5803/xxiiibergennk1.png (http://img266.imageshack.us/my.php?image=xxiiibergennk1.png)
filefool
06-20-07, 05:50 AM
Would be fun to actually play with a XXIII.
Since they have only two eels you'd have to choose wisely and aim like a sniper to get some good tonnage.
Very well done flakmonkey...:up:
Woof1701
06-20-07, 06:11 AM
How about using SH3Commander to simply swap the files for the flotillas and the Typ II boat with the ones of the Typ XXIII boat in early 1944? Make the game believe it's a Typ II boat but with Typ XXIII looks and performance. You could also change the appropriate text files for the menu.
flakmonkey
06-20-07, 06:28 AM
at present all youd have to do to make it playable would be to change the HUMAN PLAYABLE=NO to HUMAN PLAYABLE=YES in its cfg file as its actually already based on the typ2 oh and remove the ;; from infront of the line about the interior also in that cfg, although the camera would be in the wrong place on the bridge and the crew would probably be intersecting the conning tower.
Woof1701
06-20-07, 08:51 AM
Does it have it's own interior as well??
I'm not sure if I read you correctly: when I chance HUMAN PLAYABLE to YES, will it be available for custom missions or also for the campaign as a Typ II boat? You got me confused now.
at present all youd have to do to make it playable would be to change the HUMAN PLAYABLE=NO to HUMAN PLAYABLE=YES in its cfg file as its actually already based on the typ2 oh and remove the ;; from infront of the line about the interior also in that cfg, although the camera would be in the wrong place on the bridge and the crew would probably be intersecting the conning tower.
Well tried that (Of course!!) but it didn't work in a single mission I had set up. :hmm: Anyway please don't bother wasting time trying to help us play with it....just use your time to make it fully playable:D that's what we are waiting for:up:
I'd like to play all German Uboots types from WW2 in GWX. Type XXIII is one of missing - rest are Type I and Type XB.
VIID ?
VIIF ?
XIV ?
:rotfl:
VIIA (With the familiar "Single-shot unloadable external stern-tube" ) ??? Or the XVIIB (WA201 on steriods) :rock::rock::rock:
SquareSteelBar
06-20-07, 10:44 AM
Hi flakmonkey,
many thanks for that lovely mod.:up:
You wrote in your readme that the propeller and some further functions do not work. So I tried to analyze the files and I found that you assembled nearly all objects of the uboat in one single *.obj file [NSS_Uboat2A.obj]. This is the reason why the *.sim file - which controls these functions - has no access to these objects [they have to be stored in separate *.obj files like in stock type 2A]. I've tried to fix this for the propeller and the rudder and it seems to work properly [now it's also possible to blast it down to ground without CtD :lol:].
Do you mind if I post a DL for the fixed files?
Greeting,
SquareSteelBar
bigboywooly
06-20-07, 01:11 PM
Nice one SSB
Hi flakmonkey,
many thanks for that lovely mod.:up:
You wrote in your readme that the propeller and some further functions do not work. So I tried to analyze the files and I found that you assembled nearly all objects of the uboat in one single *.obj file [NSS_Uboat2A.obj]. This is the reason why the *.sim file - which controls these functions - has no access to these objects [they have to be stored in separate *.obj files like in stock type 2A]. I've tried to fix this for the propeller and the rudder and it seems to work properly [now it's also possible to blast it down to ground without CtD :lol:].
Do you mind if I post a DL for the fixed files?
Greeting,
SquareSteelBar
:o:o Im...speechless! This community continues to impress me, all the time!!!!!!
BTW: Kudos, flakmonkey, for the great addon (and excellent work, SSB!! )
danlisa
06-20-07, 04:13 PM
Excellent work.
I hope someone can make it AI controllable.:arrgh!:
bigboywooly
06-20-07, 04:16 PM
If the props and rudder are now seperate and the .sim can get access to them then it should move fine
I hope someone can make it AI controllable.:arrgh!:
:yep: :up:
SquareSteelBar
06-20-07, 05:06 PM
If the props and rudder are now seperate and the .sim can get access to them then it should move fineAs far as I can see it does. I'm waiting for flakmonkey's permission for posting a DL here.
bigboywooly
06-20-07, 05:09 PM
Fully understand SSB
Nice one mate anyway
USS Sea Tiger
06-21-07, 04:12 AM
To me at least,,
there have been many very important mods for SHIII, but for me this one is the very very best.
The XXIII was always my favorite of the boats. and finally it is an object on the verge of becoming a AI boat.
wow
Looking foward to being able to use it, great great stuff :arrgh!:
flakmonkey
06-21-07, 07:04 AM
SSB: absolutley you have my permission to post the link.
i made the mesh in a single file as i cant edit the positions of individual objects (like the prop etc) using pack3d, it lists the positions of objects as a long string on numbers which make no sense to me, im more used to straight forward XYZ coordinates.
SquareSteelBar
06-21-07, 07:58 AM
SSB: absolutley you have my permission to post the link. OK, here it is:Fixed Type XXIII Files (http://files.filefront.com//;7855402;;/)
I put the two edited files into an archive without a readme. If you like it you should use them to update your DL in the first post of this thread.:yep:
i made the mesh in a single file as i cant edit the positions of individual objects (like the prop etc) using pack3d, it lists the positions of objects as a long string on numbers which make no sense to me, im more used to straight forward XYZ coordinates.This way it will never get human playable...http://www.forosdelweb.com/images/smilies/chillando.gifbut I'm sure the AI version suffices completely...
So long,
SquareSteelBar
P.s.: currently I'm trying to persuade the watch crew to get to the conning tower - but no success yet...
Done!
Kpt. Lehmann
06-21-07, 08:14 AM
Hi SSB.
I am unable to DL from that link or site.
Could you maybe upload it to Filefront or Rapidshare?
http://rapidshare.com/files/38513642/fixed_type23_files.rar.html
;)
SquareSteelBar
06-21-07, 09:17 AM
I am unable to DL from that link or site. Changed DL !
Kpt. Lehmann
06-21-07, 09:26 AM
I am unable to DL from that link or site. Changed DL !
Thank you kindly, sir.:up:
SquareSteelBar
06-22-07, 02:55 AM
Watch crew is going to get ready for command post... http://img246.imageshack.us/img246/8399/thumbsup4kk.gif
I like the sound of that :yep:
SquareSteelBar
06-22-07, 01:21 PM
Watch crew is up !
http://img131.imageshack.us/img131/7971/typexxiiiqz0.jpg
Just updated the DL (http://www.subsim.com/radioroom/showpost.php?p=572299&postcount=38) on page 2.
SSB
Congratulations and thanks, SSB ! :p http://yelims5.free.fr/TopOuNul/Super12.gif :rock:
bigboywooly
06-22-07, 02:17 PM
Great job
Ubåtskapten
06-22-07, 07:21 PM
Very nice! :up:
USS Sea Tiger
06-22-07, 11:57 PM
What would be needed acctually?
to the creator Flak,, would it be ok if I hired UBI to make your model a drop in replacement for the type XXI and then made it available for free to all?
Yep,, that is how much I love this boat you built!
Was she created in Gmax or what format??
thanks Mike D
A6Intruder
06-23-07, 02:28 AM
What would be needed acctually?
to the creator Flak,, would it be ok if I hired UBI to make your model a drop in replacement for the type XXI and then made it available for free to all?
Yep,, that is how much I love this boat you built!
Was she created in Gmax or what format??
thanks Mike D
Replace the XXI for a (beauty) little Boat with 2 Torpedos??? Not really:rotfl:
This lovely Boot should be released in an AI-Version to meet it at sea and in late war ports.
:up: :up:
Kind regards
bigboywooly
06-23-07, 05:53 AM
The only way you could use as a playable is to do it the same as the VIIC\41 is
Use the typeXXIII to replace the typeIIA using JSGME in mid 44
The typeIIA wasnt used really then anyway
But the model as is needs a lot of work to get to that stage
The model needs to be in the same form as the typeII ie seperate hull and conning tower
Then needs all the interior done
Trashing the XXI isnt really worth it IMHO
Certainly do able but AI will do for me :up:
flakmonkey
06-23-07, 05:54 AM
USS Sea Tiger: sub was made in Maya (.mb format) and exported as a .obj file for use with pack3d, I tried 3dsMax once but didnt like it much, best to stick with what you know...
SquareSteelBar
06-23-07, 06:07 AM
This lovely Boot schould be released in an AI-Version to meet it at sea and in late war ports. Hi A6Intruder,
in meantime this mod is in AI-Version state - you can use it that way.
SSB
But the model as is needs a lot of work to get to that stage
The model needs to be in the same form as the typeII ie seperate hull and conning tower
Then needs all the interior done
But it can have provisionally the interior of the Type II, right?
I think that the interior of the Type Ii with Type XXI gauges would do it :up: I have never seen pictures of the interior of the XXIII, but suppose it looked as small as the II and as modern/bizarre as the XXI. :hmm:
Please make it playable, even if it is a low quality model....I like a lot to play late-war careers, and this sub is great for short trips from Norway to british coast and blowing some merchants:rock:
Bismarck
06-23-07, 08:36 AM
Extremely good. if you make it playable make it replace the type IIA. We don't like 'em anyways. Good Work :D
I think that the interior of the Type Ii with Type XXI gauges would do it :up:
Good idea, indeed. :yep:
flakmonkey
06-28-07, 04:50 AM
Updated version of my typeXXIII U-boat for SH3.
The model is now a good as it`ll get so this is the final update.
There are other folks in the community working hard adding watch crews, and of course making it playable.
Fixes:
-Triangular poly facets on the hull fixed.
-Numerous errors with surface normals being too "soft" fixed.
-Added new UZO model on the bridge.
-Many other small additions to the bridge.
-Added snorkel mounted radar warning antenna.
-Several texture fixes.
-Incorperated SquareSteelBear`s fix for propellar/rudder (thanks SSB!).
-Crash to desktop when unit was sunk now fixed (by SSB).
-Now correctly follows waypoints.
Screens:
http://i201.photobucket.com/albums/aa186/tris1066/typ23final1.jpg (http://i201.photobucket.com/albums/aa186/tris1066/typ23final1.jpg)
http://i201.photobucket.com/albums/aa186/tris1066/typ23final2.jpg (http://i201.photobucket.com/albums/aa186/tris1066/typ23final2.jpg)
http://i201.photobucket.com/albums/aa186/tris1066/typ23final3.jpg (http://i201.photobucket.com/albums/aa186/tris1066/typ23final3.jpg)
http://i201.photobucket.com/albums/aa186/tris1066/typ23final4.jpg (http://i201.photobucket.com/albums/aa186/tris1066/typ23final4.jpg)
http://i201.photobucket.com/albums/aa186/tris1066/typ23final5.jpg (http://i201.photobucket.com/albums/aa186/tris1066/typ23final5.jpg)
Download:
http://www.savefile.com/files/822068 (http://www.savefile.com/files/822068)
Jimbuna
06-28-07, 06:52 AM
Cool shots :rock: :up:
mkubani
06-28-07, 07:00 AM
A lovely modelling work. Much appreciated. Thanks.
Many thanks for this piece of art!:rock:
There are other folks in the community working hard adding watch crews, and of course making it playable.
Can someone confirm that? Who is working on making it human playable:hmm:
bigboywooly
06-28-07, 10:48 AM
Updated version of my typeXXIII U-boat for SH3.
The model is now a good as it`ll get so this is the final update.
There are other folks in the community working hard adding watch crews, and of course making it playable.
Fixes:
-Triangular poly facets on the hull fixed.
-Numerous errors with surface normals being too "soft" fixed.
-Added new UZO model on the bridge.
-Many other small additions to the bridge.
-Added snorkel mounted radar warning antenna.
-Several texture fixes.
-Incorperated SquareSteelBear`s fix for propellar/rudder (thanks SSB!).
-Crash to desktop when unit was sunk now fixed (by SSB).
-Now correctly follows waypoints.
Screens:
http://i201.photobucket.com/albums/aa186/tris1066/typ23final1.jpg (http://i201.photobucket.com/albums/aa186/tris1066/typ23final1.jpg)
http://i201.photobucket.com/albums/aa186/tris1066/typ23final2.jpg (http://i201.photobucket.com/albums/aa186/tris1066/typ23final2.jpg)
http://i201.photobucket.com/albums/aa186/tris1066/typ23final3.jpg (http://i201.photobucket.com/albums/aa186/tris1066/typ23final3.jpg)
http://i201.photobucket.com/albums/aa186/tris1066/typ23final4.jpg (http://i201.photobucket.com/albums/aa186/tris1066/typ23final4.jpg)
http://i201.photobucket.com/albums/aa186/tris1066/typ23final5.jpg (http://i201.photobucket.com/albums/aa186/tris1066/typ23final5.jpg)
Download:
http://www.savefile.com/files/822068 (http://www.savefile.com/files/822068)
I see no watch crew in those pics
I take it this latest version doesnt have the crew on deck ?
If not can we expect it ?
The model is now a good as it`ll get so this is the final update.
There are other folks in the community working hard adding watch crews, and of course making it playable.
I take it this latest version doesnt have the crew on deck ?
If not can we expect it ?
BUMP, people ! :stare:
:D
I haven't found any info - is it possible to see this outstanding model in GWX 1.04 as AI uboot?
Puster Bill
07-02-07, 12:39 PM
Has anyone made this human playable yet?
There are many of us waiting with baited breath*
*Just had some kippers.
SquareSteelBar
07-03-07, 03:31 AM
The model is now a good as it`ll get so this is the final update.
There are other folks in the community working hard adding watch crews, and of course making it playable. I take it this latest version doesnt have the crew on deck ?
If not can we expect it ?
BUMP, people ! :stare:
:D
If flakmonkey gives permission to me I would do it
SSB
If flakmonkey gives permission to me I would do it
SSB
http://img406.imageshack.us/img406/9186/party09xr0.gif
flakmonkey
07-03-07, 09:00 AM
SSB: go for it, if you can make it work your smarter than me :up:
SquareSteelBar
07-04-07, 03:30 PM
...if you can make it work your smarter than me I don't think so - it's just a matter of copy & paste in a hex editor [and finally adjusting some IDs]
SSB: go for it,... Here I go:
fm's type XXIII with watch crew (http://files.filefront.com//;7962288;;/)
Replace the original files by these ones.
SquareSteelBar ;)
Mush Martin
07-04-07, 03:38 PM
Beautiful SSB well done :up:
@ SSB : Please, can you upload a full Type_XXIII_&watch_crew mod in order to avoid any confusion on what to install to make it work ? ;)
SquareSteelBar
07-04-07, 05:37 PM
@ SSB : Please, can you upload a full Type_XXIII_&watch_crew mod in order to avoid any confusion on what to install to make it work ? ;) Hi Alex,
where's the prob? Download flakmonkey's latest [final] version of type XXIII and replace the original files [in folder ...\data\Submarine\NSS_Uboat23\] by my two modded files - that's it.
Flakmonkey's Latest XXIII (http://www.savefile.com/files/822068)
I've only an analogue dialup connection and the RAR archive has nearly 14 MB !
Sorry, mate ;)
Well, there's no problem, I just wanted to know if it would be possible to join your works in one and only mod to make easier the installation of the XXIII and its crew, that's all ! ;)
:rock:
USS Sea Tiger
07-05-07, 12:44 AM
Hello
I think there are several working on making his piece of Art operable.
I have several of my friends whom are working of it as we speak. They are working on the angle of this as a drop in replacement for the XXI. the reason for the XXI is simple,, single rudder, tower is a part of the hull, same time periods, same dials, similar speeds and endurances, snorts are the same type, scopes are the same, and belive it or not, similar damage points, Main difference is area mass to damage, (i.e. chance of hitting or seeing a smaller target)
The group orig went with the idea of replacing a IIA, but the hard coded information would simply be wrong for a XXIII.
without a major rewrite of the program, adding a boat is no within the realm of chance due to no access to certain important files
All good stuff, can't wait to get my computer back working, this one won't run SH3 :nope:
I have several of my friends whom are working of it as we speak. They are working on the angle of this as a drop in replacement for the XXI. the reason for the XXI is simple,, single rudder, tower is a part of the hull, same time periods, same dials, similar speeds and endurances, snorts are the same type, scopes are the same, and belive it or not, similar damage points, Main difference is area mass to damage, (i.e. chance of hitting or seeing a smaller target)
The group orig went with the idea of replacing a IIA, but the hard coded information would simply be wrong for a XXIII.
without a major rewrite of the program, adding a boat is no within the realm of chance due to no access to certain important files
That's cool:up: Please keep us updated:yep: Would have been better to replace less usable subs like the IIA, but I have no problem in losing the XXI since IMO it is neglectable for a realistic career (The ones I prefer).
filefool
07-05-07, 07:25 AM
Would be nice to see them as AI-boats in GWX.
Would be nice to see them as AI-boats in GWX.
We're probably going to see this type in GWX 1.04... :know:
Kaleu. Jochen Mohr
10-04-07, 10:28 PM
I'd like to play all German Uboots types from WW2 in GWX. Type XXIII is one of missing - rest are Type I and Type XB.
VIID ?
VIIF ?
XIV ?
:rotfl:
IIB ?
VIIA ?
IX ?
btw. i cant find a download link or it is dead... plz upload it again
Same here.... no file found.
CaptainNemo12
10-27-07, 02:08 PM
Are there still any chances of making this little beauty playable?:hmm:
Tomi_099
10-27-07, 07:06 PM
:up:
A great Mod and a great Modelar, further in such a way, Nicely, I love it??:sunny:
LINK IS DEAD:oops: - could someone place here a link for download
corrected Flakmonkey's XXIII ? Please and thanks:ping:
slipper
02-14-08, 07:50 AM
Bringing this post back from the dead, are there still any plans to have the Type XXIII playable ? i know we have the AI controlled one in GWX 2.0.
It seems that people were working on it then it went dead?
thanks for any update
Jimbuna
02-14-08, 08:17 PM
Bringing this post back from the dead, are there still any plans to have the Type XXIII playable ? i know we have the AI controlled one in GWX 2.0.
It seems that people were working on it then it went dead?
thanks for any update
Not aware of any forthcoming breakthrough :nope:
sh3rules
03-13-08, 06:05 PM
The speedboat has been a very good addition, and a XXIII would be great.
Wolfehunter
03-13-08, 07:38 PM
I have the AI one for SH3 Stock and its prepatched. Check my Filefront.:smug:
Tomi_099
04-01-08, 08:08 AM
Updated version of my typeXXIII U-boat for SH3.
The model is now a good as it`ll get so this is the final update.
There are other folks in the community working hard adding watch crews, and of course making it playable.
Fixes:
-Triangular poly facets on the hull fixed.
-Numerous errors with surface normals being too "soft" fixed.
-Added new UZO model on the bridge.
-Many other small additions to the bridge.
-Added snorkel mounted radar warning antenna.
-Several texture fixes.
-Incorperated SquareSteelBear`s fix for propellar/rudder (thanks SSB!).
-Crash to desktop when unit was sunk now fixed (by SSB).
-Now correctly follows waypoints.
Screens:
http://i201.photobucket.com/albums/aa186/tris1066/typ23final1.jpg (http://i201.photobucket.com/albums/aa186/tris1066/typ23final1.jpg)
http://i201.photobucket.com/albums/aa186/tris1066/typ23final2.jpg (http://i201.photobucket.com/albums/aa186/tris1066/typ23final2.jpg)
http://i201.photobucket.com/albums/aa186/tris1066/typ23final3.jpg (http://i201.photobucket.com/albums/aa186/tris1066/typ23final3.jpg)
http://i201.photobucket.com/albums/aa186/tris1066/typ23final4.jpg (http://i201.photobucket.com/albums/aa186/tris1066/typ23final4.jpg)
http://i201.photobucket.com/albums/aa186/tris1066/typ23final5.jpg (http://i201.photobucket.com/albums/aa186/tris1066/typ23final5.jpg)
Download:
http://www.savefile.com/files/822068 (http://www.savefile.com/files/822068)
--------------------------------------------------------------
--------------------------------------------------------------------------------
:sunny:
I cannot believe it, this wonderful model, and not Playable!!! - this can be or is this a misunderstanding.!!! :nope: :dead:
Tomi_099
04-01-08, 12:00 PM
So if you have nothing against it, :shifty:
I start with the playable variation.:hmm:
You must give me only the topical version.
I take NSS_Uboat21 as a reference.
Or have her one better variation.:ping:
Tomi_099
04-01-08, 12:34 PM
Is able to do to me to legends which tower the NSS_Uboat21 takes,
but I have to do everything Chek this with GWX 2.0???:ping:
Tomi_099
04-01-08, 12:43 PM
So if you have nothing against it, :shifty:
I start with the playable variation.:hmm:
You must give me only the topical version.
I take NSS_Uboat21 as a reference.
Or have her one better variation.:ping:
Hey Tomi, I was looking at it also and yeah it's a shame it's not playable -yet. I think the XXI is the perfect one if you want to give it a go, or maybe the typeII :hmm:
And what about the SH4 version, much easier to add :lol:
-----------------------------------------------
:rock:
Why NOT - SH4 (Later)
if one is ready in SH3 is , not so heavy the other SH4 any more.
But do too only I need the doing gymnastics where have hidden the Coning Tower him?????
(GWX 2.0):hmm:
Tomi_099
04-01-08, 01:17 PM
You can do like the XXI, or even delete the conning tower nodes (since the model is one piece) and put all the related nodes (crewmen, periscope etc) directly attached to the main hull node. It's much easier for the placement and cleaner that having invisible nodes and odd stuff IMO :up:
-------------------------
http://img144.imageshack.us/img144/4965/infocb5.jpg (http://imageshack.us)
:ping:
Ok. Du meinst ich Skaliere das XXI auf XIII herunter, und nehme irgend einen Turm den Ich dann unsichtbar mache damit die Crou Positioniert wird .
OK. You meins I Scaling XXI on XIII down and take - ENY - tower I then Invisibly does(makes) with it(thus) the Crou to positioned becomes.
Or how is called of the original Tower of XXI with GXW 2.0:ping:
Tomi_099
04-01-08, 01:52 PM
Ok both our english suck, it's not making things easy :lol:
Since the XXIII has no separate model for the conning tower, you can set the "NSS_Uboat21_EXT. TURM" to x=0 y=0 z=0, and delete the 3D model. Same for "NSS_Uboat21_INT. TURM". This way it's easy for you to find the coordinates for the crew, periscope, antennas etc since you just have to pick the coordinates in 3dsmax and put them into S3D.
By the way, will you rework a bit the model to have separate torpedo doors ? :hmm:
---------------------------------
OK. These are great News - ones direct, I have found the tower (Thank you)
If I the tower Upwards - to XIII Positioning is Automatically the Crou positioned.
http://img364.imageshack.us/img364/6774/31207528kj9.jpg (http://imageshack.us)
-BEFOR -
http://img119.imageshack.us/img119/6503/17558088lo0.jpg (http://imageshack.us)
-POSITION-
Tomi_099
04-01-08, 02:22 PM
Pictures are better than words :)
http://img401.imageshack.us/img401/5640/s3dxxiiizk9.jpg
(I hope)
Actually you could even delete all the "turm" nodes and set the main hull ID as parent ID for all the turm items. I would rather keep them just to be able to "fold" them in S3D, it's easier to navigate in the .dat like that :hmm:
--------------------------------------------------
http://img378.imageshack.us/img378/3990/56341166mf3.jpg (http://imageshack.us)
Tomi_099
04-01-08, 02:40 PM
If you did like on my drawing x=0 y=0 z=0 for the turm node, then yes that's right :)
The easiest way is to import the objects one by one in 3dsmax like your doing, position them in 3dsmax and report the coordinates in S3D :up:
------------------------------------
If I thank it will do, but it will last one stays.
Thanks and :up:
See you leather, - Alligator (Crocodile Rock)
:rock:
sh3rules
04-01-08, 03:56 PM
Wow, awesome!
Tomi_099
04-01-08, 07:36 PM
The first Pic for Playmate XIII - FixingProzess !!!:stare:
http://img377.imageshack.us/img377/513/29585625hk4.jpg (http://imageshack.us)
http://img377.imageshack.us/img377/7866/81934949yi0.jpg (http://imageshack.us)
http://img377.imageshack.us/img377/3918/37460274jb0.jpg (http://imageshack.us)
http://img382.imageshack.us/img382/6237/93628396nc0.jpg (http://imageshack.us)
http://img382.imageshack.us/img382/921/45601810it6.jpg (http://imageshack.us)
http://img88.imageshack.us/img88/446/14mw2.jpg (http://imageshack.us)
http://img88.imageshack.us/img88/4096/15gc5.jpg (http://imageshack.us)
:shifty:
A Little problem list!!
1.) draught (Dept of the Boat) must be probably corrected about the VAL/SIM
because this is substantially bigger the draught of XXI them.
2.) the Crow ( occupying) does not appear.
3.) I had to divide this boot into two parts because the tower owns a big data amount.
4.) with Pack3D I can import, however, not Clonen (version DD) - (Error).
-------------------------------
REFERENZ
http://www.modellmarine.de/phpwebsite/index.php?module=pagemaster&PAGE_user_op=view_page&PAGE_id=991
Madox58
04-01-08, 08:40 PM
If you have seperated the Turm from the Hull?
Then Draught may need re-set.
You have changed the Bounding Box.
Tomi_099
04-01-08, 08:51 PM
If you have seperated the Turm from the Hull?
Then Draught may need re-set.
You have changed the Bounding Box.
---------------------------------------------
You mean Referenc are in the Bounding Box ?? :hmm:
Bat I importet then Hull in NSS_Uboat21 and the Tower in NSS_Uboat21_EXT.Turm
- Is thet right - or ???
Madox58
04-01-08, 08:59 PM
Did you re-set the draught in the sim after importing?
Remember, you changed the model.
It's a smaller unit so stock settings are incorrect.
The 23 was a small boat.
JetSnake
04-01-08, 11:44 PM
Wow.
Jimbuna
04-02-08, 04:56 AM
Beautiful work there Tomi http://img120.imageshack.us/img120/9026/wolfthumbsuprw5.gif (http://imageshack.us)
melnibonian
04-02-08, 05:29 AM
She's a real beauty :yep:
Great work :up:
Tomi_099
04-02-08, 02:17 PM
How can I change the position of the occupying (Where?)???:hmm:
http://img409.imageshack.us/img409/3168/17pl6.jpg (http://imageshack.us)
How can I change the position of the occupying (Where?)???
flakmonkey
04-03-08, 08:18 AM
Glad to see someone finally getting somewhere with this:up:
The original mod was my very first model of a sub and my first attempt at getting a model into sh3, in other words i had no clue what i was doing which is why everything was placed in a single file instead of seperate conning/hull etc.
I should have figured at the time it would make things more difficult for future moddding... sorry.
Looking superb so far, cant wait to try it out.:rock:
Tomi_099
04-03-08, 08:27 AM
Well I can only say !!!! –GREAT –MOD and a GREAT MODELMACER - :up:
coronas
04-03-08, 11:57 AM
Carry on, Tomi! Great work!:up:
Thank you very much Tomi for making this nice sub playable!
Guys, for that reason i try to spend this nice one a modified interior.
I took type II interior with gauges from XXI - it works illuminated!!! One thing, the devs from SH never done for XXI.
One problem i have to solve are the correct working indicators. Any help?
http://img401.imageshack.us/img401/5759/99077203kb2.jpg (http://imageshack.us)
http://img170.imageshack.us/img170/7969/53443312tf7.jpg (http://imageshack.us)
http://img379.imageshack.us/img379/3643/58459132pv2.jpg (http://imageshack.us)
Tomi_099
04-03-08, 09:36 PM
WHO CAN I DISABLE ????
:oops:
http://img505.imageshack.us/img505/3066/xxiii01ia9.jpg (http://imageshack.us)
http://img505.imageshack.us/img505/3066/xxiii01ia9.71639a1603.jpg (http://g.imageshack.us/g.php?h=505&i=xxiii01ia9.jpg)
http://img505.imageshack.us/img505/6854/13tc6.jpg (http://imageshack.us)
http://img505.imageshack.us/img505/6854/13tc6.4f5aab25a7.jpg (http://g.imageshack.us/g.php?h=505&i=13tc6.jpg)
http://img505.imageshack.us/img505/5981/12uh0.jpg (http://imageshack.us)
http://img505.imageshack.us/img505/5981/12uh0.9a3cc15008.jpg (http://g.imageshack.us/g.php?h=505&i=12uh0.jpg)
[COLOR="Yellow"][B]
Tomi_099
04-03-08, 09:38 PM
:roll: END NEW CROU iS IN WORK !![/B][/COLOR] :hmm:
http://img144.imageshack.us/img144/1473/79373565tg5.jpg (http://imageshack.us)
;)
http://img211.imageshack.us/img211/4259/3ajk7.jpg (http://imageshack.us)
http://img505.imageshack.us/img505/9419/30102918yy8.jpg (http://imageshack.us)
http://img505.imageshack.us/img505/9419/30102918yy8.829213f290.jpg (http://g.imageshack.us/g.php?h=505&i=30102918yy8.jpg)
http://img505.imageshack.us/img505/4329/70765173fl8.jpg (http://imageshack.us)
http://img505.imageshack.us/img505/4329/70765173fl8.b11980218c.jpg (http://g.imageshack.us/g.php?h=505&i=70765173fl8.jpg)
-- XXIII ---
http://img505.imageshack.us/img505/4706/89933584ro3.jpg (http://imageshack.us)
http://img505.imageshack.us/img505/4706/89933584ro3.e861c6de8f.jpg (http://g.imageshack.us/g.php?h=505&i=89933584ro3.jpg)
Tomi_099
04-04-08, 03:37 AM
Hi Tomi, to disable the guns you need to delete the "cfg#A01" and "cfg#A02" nodes in the .dat file. Then delete the two turrets nodes in the .sim file, and remove them from the ".eqp" file as well :up: And good luck with the animations for the crew :lol:
..............................................
Thank you my friend!!!! Do you have on the S. boat also a new animation of the occupying??
Hears itself Interesting an and with new interior from @Chris :up:
this could be a new experience.
@Chris is one ORIGINAL interior of XXIII????
If yet @flakmonky it wraps with the punches the Holes in the Sub would do!!!
And the flood hols with water fill from @RUBINI then is the wonderful crazy MOD !!!
Tomi_099
04-04-08, 03:58 AM
:sunny:
@flakmonky look the pictures on top like your Mod fell holes has,
this lasts a sin holes with such a nice Mod to do. :sunny:
:hmm: http://img505.imageshack.us/img505/4329/70765173fl8.jpg
Tomi_099
04-04-08, 04:15 AM
The s-boot would have needed new crew models & animations as well but I have no idea how to do this, but maybe (surely) Privateer can give you some clues :)
Chris' interior is the original type II but with "modern" type XXI gauges, looks pretty neat :hmm: (not sure what is wrong with the indicators though ?)
For the flood holes I bet it would be nothing for you, but one thing at a time :up:
------------------------------------
I can could do animation,
but I do not point like I can import in 3D Max - Maybe OLYMPIC MEN -S3D -:know:
@@ skwasjer (javascript:void(0))
,like me can say I am able to animation in 3D Max - import/export then .
Tomi_099
04-04-08, 08:40 AM
The story from last ( letzen) XXIII - submarine SHARK ( HAI ):arrgh!:
http://www.unterseeboot-hai.de/galerie/hai-im-dock-1.jpg.html
Tomi_099
04-06-08, 01:18 AM
:up:
http://img181.imageshack.us/img181/6711/5akopieaz4.jpg (http://imageshack.us)
http://img181.imageshack.us/img181/8825/95360689qr3.jpg (http://imageshack.us)
http://img181.imageshack.us/img181/5624/86537415se8.jpg (http://imageshack.us)
http://img164.imageshack.us/img164/2555/54831816sa5.jpg (http://imageshack.us)
http://img181.imageshack.us/img181/655/65190741wb8.jpg (http://imageshack.us)
http://img181.imageshack.us/img181/5295/12dq7.jpg (http://imageshack.us)
http://img181.imageshack.us/img181/2113/14gv3.jpg (http://imageshack.us)
http://img181.imageshack.us/img181/1181/15gf8.jpg (http://imageshack.us)
:sunny:
http://img181.imageshack.us/img181/4122/17zh7.jpg (http://imageshack.us)
http://img181.imageshack.us/img181/8623/21kv3.jpg (http://imageshack.us)
Tomi_099
04-06-08, 01:25 AM
http://img119.imageshack.us/img119/4802/23no7.jpg (http://imageshack.us)
http://img210.imageshack.us/img210/7766/44982532ms4.jpg (http://imageshack.us)
http://img182.imageshack.us/img182/6862/56657295qv8.jpg (http://imageshack.us)
http://img210.imageshack.us/img210/4397/68782619zh2.jpg (http://imageshack.us)
http://img210.imageshack.us/img210/4931/75125769mv5.jpg (http://imageshack.us)
http://img210.imageshack.us/img210/6323/73062131ux4.jpg (http://imageshack.us)
http://img210.imageshack.us/img210/7924/77213739ok3.jpg (http://imageshack.us)
http://img210.imageshack.us/img210/6637/98432512bs7.jpg (http://imageshack.us)
http://img248.imageshack.us/img248/5670/10qv6.jpg (http://imageshack.us)
http://img210.imageshack.us/img210/1953/11gi6.jpg (http://imageshack.us)
http://img182.imageshack.us/img182/1826/12vp4.jpg (http://imageshack.us)
http://img182.imageshack.us/img182/1353/13mm1.jpg (http://imageshack.us)
:o OMG!
:rock:
Rock-Solid!
Tomi_099
04-06-08, 04:11 AM
Very nice Tomi, keep up ! :up:
I THANK YOU :yep: !!!!!:up:
We need : SmokeMod , Holes , Wother from Holes , Flag , ......!!!!
coronas
04-06-08, 04:30 AM
:o
SH3 will have a playable type XXIII at last!
Amazing work, Tomi!
:up:
nikbear
04-06-08, 06:20 AM
I can't belive my eyes:o:o:oSimply stunning work Tomi:rock:
USS Sea Tiger
04-06-08, 07:13 AM
That is one fine looking U-boat.
I look forward to many patrols with her when released !
Jimbuna
04-06-08, 07:27 AM
That is one fine looking U-boat.
I look forward to many patrols with her when released !
They'll all be pretty short ones....the XXIII only carried 2 eels http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif
Crack on Tomi http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif
A6Intruder
04-06-08, 11:29 AM
That is one fine looking U-boat.
I look forward to many patrols with her when released !
They'll all be pretty short ones....the XXIII only carried 2 eels http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif
Crack on Tomi http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif
Very good point. In my eyes it it not very useful, especialy with no flaks. It will not be long alive. The other problem is that the game will not give great attention, even you sunk two ships with this boot. It is the same problem with Type IIa/d.
I think it has its only right as a AI-Sub to spend some live to late war harbours.
Anyway nice work as usual.:up:
Kind regards
USS Sea Tiger
04-06-08, 01:01 PM
I have always enjoyed sailing these small boats the most,, I guess a David vs Goliath kind of thing, The stalking and hope for a skilled or lucky hit!
Tomi_099
04-06-08, 01:22 PM
That is one fine looking U-boat.
I look forward to many patrols with her when released !
They'll all be pretty short ones....the XXIII only carried 2 eels http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif
Crack on Tomi http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif
.................................................. ......................
I look forward to many patrols with her when released !:hmm:
.................................................. ..............................................
Yes you are right!! --- Bat we are little Triki !! ---
I think this there boat only 4torpedos had loaded. So that one must not drive so many missions,
I have thought up something.
I will try to take over the torpedo lauding of XXI.
Now one must be same only honestly to himself.
Man fires I believe 4Toredo to Mission then meets to a point by a ship (or submarine(MILCHKUH.(MILKCOW), reload the torpedo’s, and Already one has 4torpedos again.
Now one must not always finish the mission. One must be only to himself paled!!.:roll:
Captain Strangelove
04-06-08, 01:40 PM
This boat just looks too wonderful! And the screenshots accentuated that really nicely.
I don't know if you're still worried about the flood holes in the conning tower but - as far as I remember - the conning towers all looked a bit different as they were still trying to minimize water resistance.
Anyways, great smegging work!
Cheers from hellish Riyadh
Kai
Tomi_099
04-06-08, 02:23 PM
@CC
.................................................. ......................
I look forward to many patrols with her when released !
.................................................. ..............................................
Yes you are right!! --- Bat we are little Triki !! ---
I think this there boat only 4torpedos had loaded. So that one must not drive so many missions,
I have thought up something.
I will try to take over the torpedo lauding of XXI.
Now one must be same only honestly to himself.
Man fires I believe 4Toredo to Mission then meets to a point by a ship (or submarine(MILCHKUH.(MILKCOW), reload the torpedo’s, and Already one has 4torpedos again.
Now one must not always finish the mission. One must be only to himself paled!!.
.................................................. .................................................. .......................
Hi Tomi, in the .sim file + basic.cfg you can edit the number of torpedo tubes and delete the spare torpedoes (the boat had 2 torps loaded and no reload).
then you just need to delete the useless torpedo door models in the .dat and delete the zone linked to them in the .zon file.
And also delete these zones from basic.cfg :hmm:
It's way easier in SH4 :lol:
.................................................. ..
##Splendidly, I believe you can read my memory!!!
Or you point like incapable I am. :oops:
This lasts my next question!!!
---TO THANKS !!! SUPPER !!!! GREAT !!!:up: -----
Tomi_099
04-06-08, 02:34 PM
I will try to put on top of each other 6 torpedo pipes!!
Do you mean this functioned????:hmm:
ALSO 3RIGT PIPES and 3LEFT PIPES, bat I mast have one DOOR (Left and Right)
]Is thet posibele
Tomi,
the torpedo tubes/reloads things might be a bit problematic. The NYGM team (Stiebler) added in their latest patch a playable "fake" Type XXIII (Uses the normal Type IIA model) and they had lots of problems with the torpedo tubes. You must get the documents from NYGM 2.6b about the Type XXIII, they are -as always in all NYGM stuff- the result of a huge research and might help you a lot not to get stuck in the same problems.
If you dont have them and can't get them, just say so and I will mail them to you or put for download.
Nur weiter mit deine herrvorragende Arbeit! Wir werden dir so viel wie möglich helfen :up: :rock:
Tomi_099
04-06-08, 04:43 PM
Tomi,
the torpedo tubes/reloads things might be a bit problematic. The NYGM team (Stiebler) added in their latest patch a playable "fake" Type XXIII (Uses the normal Type IIA model) and they had lots of problems with the torpedo tubes. You must get the documents from NYGM 2.6b about the Type XXIII, they are -as always in all NYGM stuff- the result of a huge research and might help you a lot not to get stuck in the same problems.
If you dont have them and can't get them, just say so and I will mail them to you or put for download.
Nur weiter mit deine herrvorragende Arbeit! Wir werden dir so viel wie möglich helfen :up: :rock:
----------------------------------------------------------
You must get the documents from NYGM 2.6b about the Type XXIII, they are -as always in all NYGM stuff- the result of a huge research and might help you a lot not to get stuck in the same problems.
If you dont have them and can't get them, just say so and I will mail them to you or put for download.
I think this is a good idea if it is possible for the Docum . to agree. I believe this if it saved me a lot of work!!!!
THANKS!! MATE !!! ( DANKE ):up:
bigboywooly
04-06-08, 05:01 PM
They may have had problems as TypeII has 3 tubes and XXIII only 2 - during saves the XXIII will revert back to 3 tubes
Mikhayl managed to sort that for his Schnellboot mod :up:
Tomi_099
04-06-08, 05:27 PM
They may have had problems as TypeII has 3 tubes and XXIII only 2 - during saves the XXIII will revert back to 3 tubes
Mikhayl managed to sort that for his Schnellboot mod :up:
-----------------------
.....during saves the XXIII will revert back to 3 tubes...:hmm:
Thats right i TESTIT and Look this yet :hmm: :damn:
They will olweys revert back the door on the position from org MOD ( XXI ):stare:
Tomi_099
04-06-08, 06:32 PM
Yep, it may have been a problem a while ago but with the recent versions of S3D it's nearly a non-issue :)
in the .sim file you go to the "weapontorpedosys" controller, expand the "tubes" menu and delete the 4 tubes that you don't need anymore (I think you started out of the XXI right ?)
Then pick the ID of the 3D model of the 4 useless doors, look for these IDs in the .zon file and delete the now useless zones. Then delete the 3D model of the external & internal doors in the .dat and voila.
After that you just need to edit the basic.cfg to delete the useless torpedo tubes and also delete the reserves. It's pretty straight forward because many of the entries are commented :up:
Edit : for the remaining torpedo doors you have to change the "keyframe anim" otherwise they will move to the original position once you open a tube.
-----------------------------------------
Tonight thank you Mikhayl I will try out this, but now I have to do to bed sleeping him the duty shouts!!!:hmm:
.....GOOD NIGHT BOYS !!! ....
Antenor
04-07-08, 03:38 PM
Maybe is a little soon, I know, but, when a playable beta?? ;). The pictures are amazing!!.
S!
Tomi_099
04-07-08, 09:15 PM
http://www.sukhoi.ru/forum/images/smilies/crazy.gif
http://img409.imageshack.us/img409/8318/torp1ano6.jpg (http://imageshack.us)
http://img409.imageshack.us/img409/2747/torp1beb3.jpg (http://imageshack.us)
Graf Paper
04-07-08, 09:41 PM
Amazing work, Tomi! :rock:
But where's your Type VIIC? :-?
I suppose you needed a change to prevent fatigue from setting in. ;)
Tomi_099
04-08-08, 03:09 AM
Amazing work, Tomi! :rock:
But where's your Type VIIC? :-?
I suppose you needed a change to prevent fatigue from setting in. ;)
.................................................. .........................................
:oops:
Yes!! I come to a conflict.
Maybe it is possibly the Mikhayl here the boat Testing and the set-up continues carries out I have forgotten.
Because he is familiar with the torpedo chamber better like me, by his S- boat.
Today I would like to centre only the depthruder fixing and the middle torpedo chamber.
I would be glad if Mikhayl could continue here there I suns yourself one mixes time loses. http://www.sukhoi.ru/forum/images/smilies/help.gif
littlelordlucan
04-09-08, 06:38 AM
Thank you all to the guys doing the hard work!! It is appreciated from a lot of people.
Would it be possable to provide a definitive LINK to the latest and best version of this Boat?
Thanks K.L Thurmann/XVII
Tomi_099
04-09-08, 08:17 PM
http://img301.imageshack.us/img301/5811/31571837ev3.jpg (http://imageshack.us)
http://img301.imageshack.us/img301/9851/23815825mw4.jpg (http://imageshack.us)
http://img301.imageshack.us/img301/3231/36401385gw0.jpg (http://imageshack.us)
(http://imageshack.us)
[IMG]http://img253.imageshack.us/img253/4640/81010006ig2.jpg (http://imageshack.us)
http://img253.imageshack.us/img253/8317/21349695cz3.jpg (http://imageshack.us)
http://img253.imageshack.us/img253/1769/10hl0.jpg (http://imageshack.us)
http://img253.imageshack.us/img253/8319/82067013yv6.jpg (http://imageshack.us)
http://img144.imageshack.us/img144/4471/54013464de3.jpg (http://imageshack.us)
http://img144.imageshack.us/img144/6752/82964461nm8.jpg (http://imageshack.us)
Tomi_099
04-09-08, 08:44 PM
:hmm:
http://img516.imageshack.us/img516/8080/fbxdeavh1.jpg (http://imageshack.us)
http://img516.imageshack.us/img516/8080/fbxdeavh1.f398e31f9c.jpg (http://g.imageshack.us/g.php?h=516&i=fbxdeavh1.jpg)
If this Somebody Famously ??
... How this was immediately with importing the animation...
Import in 3D-Max with *.DEA...:oops:
Export in *.DAT....or ...*.obj :shifty: ( *Animation*)
import in S3D with *.DAT ( Wafefront. ) ....or...or ...or...?????:hmm:
Tomi_099
04-09-08, 08:49 PM
Hi Tomi, no more work for me with SH3 ;) For the torpedo tubes you have to delete the tubes 3-4-5-6 from the "WpnTorpedoSys" controller in the boat.sim file.
Then you delete the doors for these tubes in the boat.dat. Pick their ID first, so that you can delete the relevant zones in the boat.zon file.
Then in basic.cfg you need to delete the lines for the tubes 3-4-5-6 and for the the reserve torpedos in the [SUBMARINE_AMMO] section.
Still in basic.cfg, look for [Submarine3], and then again delete the zones for the tubes 3-4-5-6. If you do all that properly it will work with no CTD even with savegames.
For the 2 remaining door animation, you have to set them in the "keyframe anim" controller or something like that. The doors of the XXIII look pretty similar to the XXI, maybe you will just need to reposition the animation, not redo it totally :up:
---------------------------------------------------------------------------
Hi Tomi, no more work for me with SH3
--------------------------------------------------------------------------------
http://www.sukhoi.ru/forum/images/smilies/cray.gif
***********************************************
Tomi_099
04-10-08, 04:30 AM
***** THANKS !!! ******
..................................................
if you know 3dmax, or ascii 3d files (ASE) you ,
you must try this tool i just made, ......
you may replace them with the attached "blank.dat" :hmm:
....
This gives 3D Studio MAX the ability to import geometric data from ASCII Alias Wavefront OBJ files.
OBJ files contain solids which are made up of 3 or 4 sided faces.
OBJ Import for 3D Studio MAX converts these faces into a single 3D Studio Mesh
object and adds it to the contents of the currently opened model.
If this can confirm Somebody or you make this different ???
Dietrich
04-10-08, 07:38 AM
Hi Tomi, you're doing a brilliant job there. Keep at it! :sunny:
I had also been trying to make a playable XXIII, but you seem to have gotten further, so I'll put that attempt on hold and try to give you a hand.
Then in basic.cfg you need to delete the lines for the tubes 3-4-5-6 and for the the reserve torpedos in the [SUBMARINE_AMMO] section.
Still in basic.cfg, look for [Submarine3], and then again delete the zones for the tubes 3-4-5-6. If you do all that properly it will work with no CTD even with savegames.
Regarding the [SUBMARINE_AMMO10] section, this is what I had in my version of data\Cfg\Basic.cfg
[SUBMARINE_AMMO10] ; <--- XXIII
Type=3
Version=0
ForeTubes=2
AftTubes=0
ForeResIntern=0
ForeResExtern=0
ForeResExtra=0
AftResIntern=0
AftResExtern=0
ShellSlots=10
NbYears=3
Renown=8000
Year0=1943
ForeTube00=3 ; T-III
ForeTube01=3
Z01_00=-1
A01_00=-1
A02_00=-1
SuperCharger_00=1260
Snorkel_00=1262
Batteries_00=1269
AftBatteries_00=1269
Hydrophone_00=1272
Sonar_00=1274
Radar_00=1278
RadarWarningReceiver_00=1283
Decoy_Launcher_00=1288
SonarCoatings_00=1304
RadarCoatings_00=1305
Renown0=8000
Year1=1944
ForeTube10=4 ; T-III FaT-II
ForeTube11=4
Z01_10=-1
A01_10=-1
A02_10=-1
SuperCharger_10=1260
Snorkel_10=1262
Batteries_10=1269
AftBatteries_10=1269
Hydrophone_10=1272
Sonar_10=1274
Radar_10=1278
RadarWarningReceiver_10=1283
Decoy_Launcher_10=1288
SonarCoatings_10=1304
RadarCoatings_10=1305
Renown1=8000
Year2=1945
ForeTube20=8 ; T-III LuT-II
ForeTube21=8
Z01_20=-1
A01_20=-1
A02_20=-1
SuperCharger_20=1260
Snorkel_20=1262
Batteries_20=1269
AftBatteries_20=1269
Hydrophone_20=1272
Sonar_20=1274
Radar_20=1278 ; <-- Possibly replace with 1279 (FuMO391) ???
RadarWarningReceiver_20=1283
Decoy_Launcher_20=1288
SonarCoatings_20=1304
RadarCoatings_20=1305
Renown2=8000
I know it will be tempting to try to cahnge "NbYears" to make it so that the 1943 variant of the boat does not exist. However, because boat-types and boat-type-years are hard-coded in SH3, you have to leave these in for Multiplayer mode. In other words, when you try to launch an SH3 Multiplayer game, the hard-coding in SH3 will offer you a XXI (1943), XXI (1944) and XXI (1945). As far as I know, you can't change this, so you have to ensure that the [SUBMARINE_AMMO] defines all three.
Again, I'm happy to help out if you need it or have other questions. From what you've reported so far, you are doing amazing work on this. Having a Typ-XXIII to replace the Typ-XXI will be absolutely fantastic... especially for Multiplayer games. Keep going!!! :up:
One important aspect will be the Flotilla/Patrol Grids you get when using a Type XXIII :hmm: Due to the boat's short range and according to the real life operations, they focused in the british east coast, going out from Bergen :hmm:
I would recommend adding a new Flotilla to the GWX menu for 1944-45 in Norway (Stavanger?), with only Type XXIII as available boats and correct patrol Grids, or make a JSGME enabable mod that replaces the Type XXI and changes the 11th Flotilla patrol grids and available boats for 1944/45, which you would activate to play a Type XXIII career. :up:
Oh and I forgot:
The white line in the conning tower is correct for front boats?
I remember that training boats had a yellow band like that to differentiate them and pay more attention, is it possible that the pictures of the Type XXIII where they are copied from displayed a training boat? :-?
flakmonkey
04-10-08, 08:22 AM
I copied the white line on the tower from a b&w photo so its possible it could have been yellow + anyway i think it was a training boat.
If you`ve spotted the typ23 in GWX2 you`ll notice the line has been removed.
Tomi_099
04-10-08, 08:33 AM
@Dietrich
Very well!!, to many thanks to for your support.
In the configurations of the submarines I am a zero.
Therefore, I Can need everybody help.
I would like to mention that with me the middle torpedo chambers are an active (torpedo fire presses 3+4 actives) and I believe with you also, or???
If I this change after yours bragged, then are also batten away in the Fire-zentralle (periscope) fire does not press 1+2+5+6 actively.
Like Bringing I the fire buttons out from the periscope view (menu)
in this moment wen i press this Butten , i have a Cresh !!!
Thets NORMELY weil is not more ACTIV ,batt I will DELIT this Butten
from The MENU.
at the moment I have taken over the set-up from the Sub type IIA.
This signifies: Speed, draught, reach, engine power This should also rectify one.
I believe in addition custom I the MiniTwiker and in addition I need the right set-up data??
Tomi_099
04-10-08, 08:43 AM
I copied the white line on the tower from a b&w photo so its possible it could have been yellow + anyway i think it was a training boat.
If you`ve spotted the typ23 in GWX2 you`ll notice the line has been removed.
-----------------------------------------
I have one asks??
Do you plan to free the holes from the tower?? Or not.
And i a Smoke fashion would like to insert, perhaps, like RB!
Thanks !!! for your Grat MOD XXIII !!!
Dietrich
04-10-08, 10:31 AM
You mention that you have "taken over the set-up from the Sub type IIA", by which I assume you mean that the XXIII will replace the IIA in the game, rather than the XXI. In what I wrote earlier, I assumed you were replacing the XXI, hence I gave you replacement code for [SUBMARINE_AMMO10], not [SUBMARINE_AMMO0]
Please note the comment regarding [SUBMARINE 3] section, by Mikhayl. This is also important. Again, note that he is also assuming you are replacing the Typ-XXI. Mine looked like this... (not 100% certain is is correct though)
Comp5=5; BowTorpedo
Nb5=4
Subs50=BowDivePlanes;
BowDivePlanes=15; E_BowDivePlanes
TimeRecovery50=3
Subs51=BowTorpedoTubes
BowTorpedoTubes=14; E_BowTorpedoTubes
TimeRecovery51=2
Subs52=BowTorpedoTubes2
BowTorpedoTubes2=35; E_BowTorpedoTubes2
TimeRecovery52=2
Subs53=Hydrophones_Receivers
Hydrophones_Receivers=43;E_Hydrophones_Receivers
TimeRecovery53=1
Regarding salvos... I'm not sure I understand your problem. But, for the TDC screen to be correct, you will need to limit the salvo options. This is done in the data\Submarine\NSS_Uboat21\NSS_Uboat21.cfg file (or, at least the equivalent for NSS_Uboat2a.cfg, if my above assumption is correct). Set it simply to just:
[Salvo]
1=1,2
If you are looking at the NSS_Uboat21 or NSS_Uboat2A, you will see there are additional salvo options. These need to be removed.
And, yes, U-boat speed can be set using Mini-Tweaker.
Dietrich
04-10-08, 12:50 PM
Ah, great! Thanks for the clarification on that, Mikhayl. Hmm... I wonder if that was what my problem was.
I've started looking back at my own work on this, before I abandonned it. I too had a problem with crashes on torpedo launches, although I suspected my problems were more serious in the 3D modelling.
However, one interesting note that I found, was a text file that I'd written with all the files that I thought would need to be modified in someway to make the mod complete. I've included it here, in case it helps Tomi (or anyone else!).
data\
+- Cfg\
| +- Basic.cfg
| +- crew_config_XXI_1.cfg
| +- crew_config_XXI_2.cfg
| +- crew_config_XXI_3.cfg
+- Library\
| +- Cameras.dat (not sure on this one?)
+- Menu\
| +- cfg\
| | +- game\
| | | +- conning_barracks_12.cfg
| | | +- damage_0.cfg
| | +- menu\
| | +- equip_3.cfg
| +- Data\
| +- damage\
| | +- Comp21a.tga
| | +- Comp21b.tga
| | +- Conning.tga
| | +- Coning_0.tga
| | +- coning_1.tga
| | +- Coning_2.tga
| | +- Fludin-21.tga
| | +- Repar21.tga
| | +- Rep21_1.tga
| | +- Typ21.tga
| +- Typ21_1.tga
| +- Typ21_2.tga
+- Roster\
| +- German\
| +- Submarine\
| +- SSTypeXXI.cfg
+- Submarine\
| +- NSS_Uboat21\
| | +- NSS_Uboat21.cam
| | +- NSS_Uboat21.cfg
| | +- NSS_Uboat21.dat
| | +- NSS_Uboat21.dsd
| | +- NSS_Uboat21.eqp
| | +- NSS_Uboat21.sim
| | +- NSS_Uboat21.sns
| | +- NSS_Uboat21.val
| | +- NSS_Uboat21.zon
| | +- NSS_Uboat21_en.log
| | +- NSS_Uboat21_fr.log
| | +- NSS_Uboat21_ge.log
| | +- NSS_Uboat21_shp.tga
| +- EnglishNames.cfg
| +- GermanNames.cfg
+- Zones.cfg
The reason for the "crew_config_XXI_#.cfg" files was because the existing XXI crews were not so suitable for the XXIII. Because I wanted to reduce the number of men, to match an historical crew, I needed to tweak some of the qualifications of the existing officers to ensure that the compartments would still function with a reduced crew.
Tomi_099
04-10-08, 04:17 PM
Nice & useful list, the cameras.dat indeed isn't 100% needed excepted if you need some special settings, otherwise it should be fine with the boat.cam file alone.
Now that I know some more things about playable stuff I'm thinking that it may be possible to add a whole new playable sub in SH3 as in SH4 without replacing anything, but someone would need some time to test with no guarantee for the end result.
For the torpedo crashes, there wasn't much to do before S3D 0.6 I think, excepted for someone handy with hex editing, now it's a few clicks matter.
If you delete the model without deleting the "link" in the sim file = crash. If you delete the link in the sim file and keep the models, the doors will open and close endlessly.
It's not really a big deal but that's 4 files involved to delete 1 torpedo tube, quite a lot of possibilities to screw up things :p
-----------------------------------------------------------------
THANKS BOYS , BAT I HAVE EXECTLI THIS PROBLEM !!!
.................................................. ......
the doors will open and close endlessly. and wen I press the FireButten then ProgCresh !!!:damn:
.................................................. ..................
...... WHAT I MAKE WRONG !!! ..................
.................................................. ................
I have done this !!
Comp5=5; BowTorpedo
Nb5=5
Subs50=BowDivePlanes;
BowDivePlanes=15; E_BowDivePlanes
TimeRecovery50=3
Subs51=BowTorpedoTubes
BowTorpedoTubes=14; E_BowTorpedoTubes
TimeRecovery51=2
Subs52=BowTorpedoTubes2
BowTorpedoTubes2=35; E_BowTorpedoTubes2
TimeRecovery52=2
Subs54=Hydrophones_Receivers
Hydrophones_Receivers=43;E_Hydrophones_Receivers
TimeRecovery54=1
...
..
.
127=19
124=21
126=22
125=23
64=26
65=27
131=35
140=40
144=42
139=43
sh3rules
04-12-08, 04:55 PM
I love the XXI, but the XXIII is too tempting to pass up!
Stiebler
04-13-08, 04:36 AM
Hitman kindly pointed up that NYGM contains a playable pseudo XXIII U-boat (actually, a modifed Type IID) as an installable option for late 1944-1945.
Also he mentioned, correctly, the trouble that I had trying to change the number of torpedo tubes from three to two. Although easy to implement in basic.cfg, it always caused a crash after saving and attempting to reload.
Therefore I have been very interested in Mikhayl's explanation as to how he fixed the same problem with his S-boot mod. I've made the same changes to the NYGM pseudo IID/XXIII, and I can confirm that this boat now has two torpedo tubes (only) that function perfectly, and which survive the save and reload process. I've tested the new boat in two complete patrols, and all works fine.
Of course, this boat still does not look like a Type XXIII, so I wish also for Tomi to complete his work.
SO - congratulations indeed to Mikhayl for the information and to Skwas for his fine Silent 3Ditor mod. I'd hate to have deleted the unwanted bow torpedo tubes just with a hex editor.
Comp5=5; BowTorpedo
Nb5=5
Subs50=BowDivePlanes;
BowDivePlanes=15; E_BowDivePlanes
TimeRecovery50=3
Subs51=BowTorpedoTubes
BowTorpedoTubes=14; E_BowTorpedoTubes
TimeRecovery51=2
Subs52=BowTorpedoTubes2
BowTorpedoTubes2=35; E_BowTorpedoTubes2
TimeRecovery52=2
Subs54=Hydrophones_Receivers
Hydrophones_Receivers=43;E_Hydrophones_Receivers
TimeRecovery54=1 Tomi: have you remembered to RENUMBER the next entries in basic.cfg? You have jumped from Subs52 to Subs54 - and you appear to require Nb5=4.
Mikhayl's explanation is a little confusing to follow, and I had to make several false starts. If anyone wants, I can post a more detailed explanation of how to convert a IID U-boat with three torpedo tubes to a IID with two torpedo tubes. (But not from a Type XXI with six tubes to a Type XXI with two tubes, I haven't tried that!)
[Edited to improve English for German speakers.]
Stiebler.
coronas
04-13-08, 05:24 AM
@Stiebler:
Thanks for shared your experiences. I'm NGYM player: Can you upload your actual XXIII modifications for NGYM?
Thanks in advance and sorry by BUMP this threat.
Stiebler
04-13-08, 06:36 AM
@Coronas
Thanks for shared your experiences. I'm NGYM player: Good lad!
Can you upload your actual XXIII modifications for NGYM? You can get the pseudo IID/Type XXIII in patch NYGM2_6B. See my signature at the bottom of this post.
If you mean you want the two-torpedo version, then it will be in the next NYGM release. That was due in February actually, but DTB and I got sidetracked into fixing Iambecomelife's New Merchant Fleet for NYGM (and others). But the new release *should* be quite soon now. And it will again be fully compatible with SH3Commander, as well as with my SH3Patrol.
If you can't wait, then I can post all the details for the Type IID/XXIII in this thread now. But they require a lot of reading, they're about one-and-a-half pages of text. But then again, I suppose I could post just a small NYGM patch for the two-torpedo IID/XXIII model on the NYGM web-site. Have you got any preference?
Stiebler.
coronas
04-13-08, 07:07 AM
@Stiebler:
Thanks for quick answer and didn't forget NGYM players. :up:
I have NGYM 2.6b patch and Yes! I can wait for next release. Good news by the way!
Tomi_099
04-13-08, 05:30 PM
http://img157.imageshack.us/img157/705/a1gl7.jpg (http://imageshack.us)
http://img157.imageshack.us/img157/8520/a2dm6.jpg (http://imageshack.us)
:hmm:
http://img157.imageshack.us/img157/9499/a3ln9.jpg (http://imageshack.us)
http://img157.imageshack.us/img157/5712/a4qq0.jpg (http://imageshack.us)
http://img157.imageshack.us/img157/7212/a5ru0.jpg (http://imageshack.us)
http://img157.imageshack.us/img157/1731/a6mw5.jpg (http://imageshack.us)
http://img443.imageshack.us/img443/7797/a7ov9.jpg (http://imageshack.us)
http://img157.imageshack.us/img157/6524/a8bj2.jpg (http://imageshack.us)
http://img265.imageshack.us/img265/1165/a9wo5.jpg (http://imageshack.us)
http://img265.imageshack.us/img265/2411/a10wp1.jpg (http://imageshack.us)
http://img443.imageshack.us/img443/4734/a11dj9.jpg (http://imageshack.us)
Tomi_099
04-13-08, 06:09 PM
Hallo Tomi, nice shots and superb paint scheme for the AI typ VII :)
Did you fix your torpedo problems with the typ XXIII ?
--------------------------------------------
No !! :oops:
Also the same Problem "" SORRYYY """:damn:
FIREWALL
04-13-08, 07:40 PM
Hi Tomi :D
Nice Pics. :yep:
And I like the classy picture frames.:up:
How do you frame your screemshots like that ?
I hope it's not a trade secret.:rotfl:
Tomi_099
04-13-08, 08:40 PM
Hi Tomi :D
Nice Pics. :yep:
And I like the classy picture frames.:up:
How do you frame your screemshots like that ?
I hope it's not a trade secret.:rotfl:
---------------------------------------
I HAVE A PRINTKEY2000 ,sam little gama , that all .:rock:
Stiebler
04-14-08, 02:26 AM
Because Tomi is still having trouble with the torpedo tubes, I shall explain in great detail how I fixed the tubes for the pseudo IID/XXIII boat in NYGM.
This is Mikhayl's method. After typing out how I used his method, I checked the procedure again with Silent 3Ditor, then cut-and-pasted the procedure into this post. My apologies to all for its length.
@Tomi: You have a PM. I suggest you test this procedure with the IID boat in SH3, then you will understand better the method to remove four torpedo tubes from a Type XXI.
To convert a standard IID U-boat with three torpedo tubes to the same boat with two torpedo tubes:
Procedure.
1. Locate your files NSS_Uboat2D.sim, NSS_Uboat2D.dat, NSS_Uboat2D.zon, basic.cfg and zones.cfg and place copies in some convenient temporary folder.
2. Run Skwasjer's Silent 3Ditor (if you have WINXP, you will also need to install Microsoft Net2.0 and upgraded DirectX files; Skwasjer's website has the links).
3. Load NSS_Uboat2D.sim. In the left window, locate wpn_subtorpedosys. Double click on it to locate its child also called wpn_subtorpedosys. Click on the child. Now click on the sub entries in the right-hand window, open the sub-folder 'Tubes[3]' and expand '2' (there is also a '0' and a '1'). Double-click to open '2', and you will see that it uses door= NSS_Uboat2D_DoorD_B_anim03 and ext_door= NSS_Uboat2D_DoorD_anim03. Make a note of these names. Then highlight sub-folder '2' again, and press the delete button on your keyboard. Torpedo three has now been deleted. SAVE the NSS_Uboat2D.sim file.
4. Load the NSS_Uboat2D.dat file. In the left-hand window, expand 'Node - NSS_Uboat2D', locate item NSS_Uboat2D_anim03 (*no* _B_). For me, this is node 168, yours might be different. Left-click on the item in the left-hand window in order to see the IDs in the right-hand window. You can see three IDs:
a) ID: 0xba9768a679a1c683 (that is what it is for me, yours might be different). Write it down!
b) Parent id: we are not interested in that one.
c) 3D model (id): we are not interested in that one either.
Do not close this file yet, we shall return to it soon.
5. Load NSS_Uboat2D.zon into Silent 3Ditor. Locate the *EXACT* ID match that you located in step (4a) above. Click on the item in the left-hand window. Click on your keyboard 'Delete' key to remove this item. Click 'yes' to remove all child nodes. Then SAVE the NSS_Uboat2D.dat file.
6. Return to your file NSS_Uboat2D.dat (still open).
a) Click in the left-hand window on NSS_Uboat2D.DoorD_B_anim03 (Note the _B_. For me, that is node 193, yours might be different). Press the keyboard 'Delete' key, and click 'yes' to delete all child nodes.
b) Click in the left-hand window on NSS_Uboat2D.DoorD_anim03 (for me, that is node 168, yours might be different). Press the keyboard 'Delete' key, and click 'yes' to delete all child nodes.
c) SAVE the NSS_Uboat2D.dat file.
7. You can now close Silent 3Ditor.
8. Now open up file 'basic.cfg' in any word-processor.
9. Locate the entry [Submarine0] (use your search function).
a) COMMENT OUT with a leading semi-colon (;) as follows:
;Sub09=BowTorpedoTubes3
;BowTorpedoTubes3=36 [Note the value of '36', yours might be different.]
;TimeRecovery09=2
[IMPORTANT - it is BowTorpedoTubes3 that you need to comment out. If your 3-line block has a number which differs from '09', comment out the corresponding text.]
b) RENUMBER any *following* entries,
Thus references to '010' becomes '009', references to '011' becomes '010'
c) Change the entry *above* these entries, in the same block beginning [Submarine0]:
From: Nb0 = 12
To: Nb0 = 11
(If your original value of Nb0 was not 12, then just subtract 1 and use that instead).
d) Now load file 'zones.cfg' into your wordprocessor, and search for 'BowTorpedoTubes3'. You should find the line '132=BowTorpedoTubes3'. If you find a different value from 132, then write down that value instead of '132'. CLOSE zones.cfg.
e) Move to the end of the [Submarine0] block (just before [Submarine1] begins) to a whole series of equates. Locate the line:
132=36
and comment it out (gives line ;132=6 - note the semi-colon)
IMPORTANT: if you do not have line '132=36' in this block, then replace '36' with the value you noted in (a) above, and '132' with the value you found in (d) above.
10. Still in file basic.cfg, locate the text '[Submarine_Ammo1]'
a) Change the line 'ForeTubes=3' to 'ForeTubes=2'.
b) Then for years 1939 to 1945, comment out with a semi-colon every line:
ForeTubeX2=0
where 'X' = 0 to 6.
Thus you have lines
;ForeTube02=0
....
;ForeTube12=0
.... etc all the way to ;ForeTube62=...
c) SAVE basic.cfg.
You are now ready to go, and all you need to do is copy these files so as to replace the original files in your SH3 set-up. The best way to do this is to create it as a folder in your SilentHunteriii\MODS folder, and install with JSGME.
[EDIT: Item (5) above. The *EXACT* ID match has the meaning:
Match the exact ID from (4a) with the PARENT-ID of items in NSS_Uboat2D.zon.]
Stiebler.
Dietrich
04-14-08, 03:28 AM
@Stiebler: I agree with Mikhayl... you've written a good summary there. Many thanks!
@Tomi: I tried to send you a second PM this morning with some more details regarding CFG and TGA files, but your PM inbox was full.
I started merging some of my config files with Tomi's variant of the 3D model and had my game running. Although I still encountered the torpedo problem. I'll also work through the detailed instructions from Stiebler and see if I can resolve the problem.
I've included a screenshot for everyone to enjoy... (nothing new, but still).
http://img402.imageshack.us/img402/8782/typ2301ih0.jpg
I also started testing subsystems and most were working okay (periscopes, sonar, hydrophones, radio). There was one problem with the radar, but I think this can be fixed using a modification to the entry dates in the Basic.cfg (one of things I tried to PM you about, Tomi). There was also a problem with the placement of the BOLD decoy launcher. The launcher itself is located way behind the boat (the ultimate place for a decoy launcher, but not very realistic!):
http://img402.imageshack.us/img402/5736/typ2302jk7.jpg
(No, that's not a decoy, it is the actual launcher.)
I'll do some more tests this evening and keep working on the menu graphics. More later... keep up the good work, everyone!
Tomi_099
04-14-08, 04:24 AM
@Stiebler: I agree with Mikhayl... you've written a good summary there. Many thanks!
@Tomi: I tried to send you a second PM this morning with some more details regarding CFG and TGA files, but your PM inbox was full.
I started merging some of my config files with Tomi's variant of the 3D model and had my game running. Although I still encountered the torpedo problem. I'll also work through the detailed instructions from Stiebler and see if I can resolve the problem.
I've included a screenshot for everyone to enjoy... (nothing new, but still).
http://img402.imageshack.us/img402/8782/typ2301ih0.jpg
I also started testing subsystems and most were working okay (periscopes, sonar, hydrophones, radio). There was one problem with the radar, but I think this can be fixed using a modification to the entry dates in the Basic.cfg (one of things I tried to PM you about, Tomi). There was also a problem with the placement of the BOLD decoy launcher. The launcher itself is located way behind the boat (the ultimate place for a decoy launcher, but not very realistic!):
http://img402.imageshack.us/img402/5736/typ2302jk7.jpg
(No, that's not a decoy, it is the actual launcher.)
I'll do some more tests this evening and keep working on the menu graphics. More later... keep up the good work, everyone!
.................................................. ................................................
@Stiebler
@Milkhayl
Danke Dietrich, Also es geht vorwärts , Danke für deine unterstützung.
Im moment fehlt mir die Weitsicht.
Aber ich werde es im nachhinein Analysieren.
Ich muss irgendetwas übersehen haben, und ich komme nicht auf den punkt.
Mein Postfach ist wieder offen.
……………………….
@Stiebler ( Excellent Stiebler !! )
@Milkhayl ( Thanks !! )
Dietrich thanks, thus it goes forward, thanks for your support.
For the moment the distance vision is missing to me.
But I become it afterwards analyzing.
I must have surveyed something, and I do not come on the point.
My P.M. box is again open.
Thanks!!
I Appreciated:up:
Stiebler
04-14-08, 08:39 AM
@Mikhayl, Dietrich:
Thanks for the kind words.
@Tomi:
Tomi, I have now created a Type XXI U-boat with only two torpedo tubes, using the method in my previous post.
It works well, I have used both torpedoes to sink enemy ships in two patrols.
The games can be saved and reloaded in mid-patrol without a crash.
There are three problems:
1. I have deleted torpedo tubes 3,4,5,6. This leaves torpedo tubes 1 and 2. Both of these are on the right side of the boat. Therefore perhaps you should delete torpedo tubes 2,3,5,6 instead. (I have not tested this).
2. The torpedo tubes open and close continuously after 'W' is pressed. (Camera view underwater).
3. Torpedo 2 is said to be destroyed when the game starts (but it is not really destroyed).
I have used the *NYGM* Type XXI boat, which has many unusual properties, since parts of this U-boat have been used for the fatigue model of other U-boats.
Therefore I hope that a standard Type XXI will not have the defects stated above.
[EDIT: @Tomi: I have made a very small edit to my detailed instructions, post #180. See the bottom of post #180.]
Stiebler.
Tomi_099
04-15-08, 03:13 AM
Excellent Stiebler, I reckon that Dietrich's and I posts above were a bit messy, that one is a nice "one stop shop".
Just a small detail that can be useful, in the NSS_Uboat2d.zon files, when you find the ID linked to the torpedo door, you can click on its child, and expand the "boxes" area. It will tell you which kind of zone it is (here it would have been 132), you can check this against zones.cfg to be double sure that you're deleting the right zone :)
Tomi, now you have everything to get rid of that CTD :up:
..........................
http://www.sukhoi.ru/forum/images/smilies/clapping.gifWOW !!! WOW !!! HOWWW !!! WOOW!!! http://www.sukhoi.ru/forum/images/smilies/clapping.gif
Type IIB an absolute must for each Modder.
But possibly as the environment does not fit,
man would have the water particles on Atlantic Change over.
Really a beautiful successful model.
Which interests me much,
I would have this driving out periscope (Interieur) gladly in the VIIC (silent Hunter III)
What mean do you can we realiesiren??? http://www.sukhoi.ru/forum/images/smilies/smile.gif
I believe DivingDack before joy would hop for happinas, and I also!!!!! http://www.sukhoi.ru/forum/images/smilies/ok.gif
It must be nevertheless possible this trigger into SH3 to build.
Which lasts for a revolution.
And I would have to a new Oskar for the Mai2008. http://www.sukhoi.ru/forum/images/smilies/good.gif
Tomi_099
04-15-08, 03:38 AM
Hi Tomi, the periscope just has an "keyframe animation" (same controller as torpedo doors anim). I don't think it can be done in SH3 because it's using a new SH4 controller to command the raising/lowering.
But this would be possible in a SH4 type VIIC interior :)
YOU !! BAT Silent Hunter III is a REVOLUTION !!! :rock: :yep:
...... an a´mast for eny SH3 GAMER !!!....
Tomi_099
04-15-08, 03:56 AM
We can make a Diel.
I build the periscope (the German variant) and you integrate the trigger in Silent Hunter III :hmm:
Tomi_099
04-15-08, 04:19 AM
@Stiebler: I agree with Mikhayl... you've written a good summary there. Many thanks!
@Tomi: I tried to send you a second PM this morning with some more details regarding CFG and TGA files, but your PM inbox was full.
I started merging some of my config files with Tomi's variant of the 3D model and had my game running. Although I still encountered the torpedo problem. I'll also work through the detailed instructions from Stiebler and see if I can resolve the problem.
I've included a screenshot for everyone to enjoy... (nothing new, but still).
http://img402.imageshack.us/img402/8782/typ2301ih0.jpg
I also started testing subsystems and most were working okay (periscopes, sonar, hydrophones, radio). There was one problem with the radar, but I think this can be fixed using a modification to the entry dates in the Basic.cfg (one of things I tried to PM you about, Tomi). There was also a problem with the placement of the BOLD decoy launcher. The launcher itself is located way behind the boat (the ultimate place for a decoy launcher, but not very realistic!):
http://img402.imageshack.us/img402/5736/typ2302jk7.jpg
(No, that's not a decoy, it is the actual launcher.)
I'll do some more tests this evening and keep working on the menu graphics. More later... keep up the good work, everyone!
.................................................. ....
How is Dietrich gives it new realizations???:hmm:
Dietrich
04-15-08, 04:39 AM
I did some tests this morning and found that the periscope in my version is okay. That is, it moves up and down and there are no animation problems with it.
The attack periscope (= Angriffsseerohr) and observation periscope (= Luftzielrohr) are co-located. That is, they both are in the same place on the boat. I'll have to check my references and see if it is appropriate to have two, otherwise one could be disabled.
I'm still working on graphics for the menus and crew management screens. It's taking a while, because I'm trying to do it in exactly the same style as the other boats in the game to make the mod blend in seamlessly.
@Tomi : Regarding speed, range, etc. this can be set in the NSS_Uboat.sim file. I've sent you a PM on this. However, I experimented with some values and made the Type-XXIII travel at the required speeds quite easily. For example:
http://img215.imageshack.us/img215/2274/typ2303oj6.jpg
If you need more technical details, you can try:
http://www.u-boote-online.de/typen/typ_xxiii.html (in German, with more technical details)
http://uboat.net/types/xxiii.htm (in English, with more historical details)
Stiebler
04-15-08, 06:44 AM
@Tomi:
Es ist vielleicht leichter, wenn Sie Deutsch für mich schreiben.
Ich habe Ihre Dateien jetzt von Rapidshare erhalten. Ich glaube, dass Sie einen Fehler mit dem Abtrennen der Torpedo-Rohre in der Datei NSS_Uboat21.dat gemacht haben.
Wenn Sie mir die Dateien NSS_Uboat21.sim, NSS_Uboat21.dat, NSS_Uboat21.zon und basic.cfg schicken, *bevor* Sie die Änderungen zu den Torpedo-Rohren machten, dann werde ich versuchen, sie für Sie zu korrigieren.
[It is perhaps easier if you write German for me.
I have obtained your files from Rapidshare. I believe, that you have made an error with the removal of the torpedo tubes in the file -.dat.
If you send to me the files -.sim, .dat, .zon and basic.cfg, *before* you made the changes to the torpedo tubes, then I shall attempt to correct them for you.]
Stiebler.
Tomi_099
04-15-08, 08:55 AM
I think it's not possible, because the SH3 engine will not "see" the new controller/trigger. You can set the animation but the periscope will move up & down endlessly :-?
It will have to be for SH4 :)
..........................................
Moin!! :hmm:
I considered.
One can the trigger from periscopes take and with the Perent ID derive,
the key function of deck would have one in the Interior to reroute.
That means one imports the periscope in the Interior.
Stiebler
04-16-08, 05:14 AM
@Tomi:
Ich habe jetzt eines GWX2-TypeXXI U-boot mit nur zwei Torpedo-Rohre geprüft.
Die Prüfung ist gut, alles funktioniert vollkommen, und das Spiel belädt neu ohne Schwierigkeit. Der Hydrophones und der Radar werden nicht abgeschlossen. Es gibt zwei Torpedos, die korrekt abgefeuert werden können.
Ich habe zwei Probleme.
Es gibt noch sechs innene Torpedo-Rohren. Zwei haben die externen Türen, die öffnen und richtig schliessen.
Die anderen vier Torpedo-Rohre haben die innereren Türen nur, die öffnen und schliessen ununterbrochen.
Dies ist ein Problem für super-Mikhayl.
Wenn ich nur Torpedo-Rohr 0 und 1 bewahre, dann sind die zwei korrekten Torpedo-Rohre beide auf dem richtig-Rand des U-Bootes. Unterst und mittler.
Wenn ich nur Torpedo-Rohr 2 und 5 bewahre, dann ein Torpedo-Rohr ist auf das linke-unterst vom U-Boot. Das ander ist auf das mittler-richtig vom U-Boot.
Es ist wünschenswert, die zwei Torpedo-Rohre zu finden, die Spitze-linke und Spitze-richtig gesetzt werden. Die Lösung ist nicht offensichtlich.
Zu dieser Zeit kann ich Ihr neues TypeXXIII U-boot von Rapidshare nicht erhalten. Der Rapidshare Computer ist kaput.
[I have now tested a GWX2-TypeXXI with only two torpedo-tubes.
The test is good, everything functions perfectly, and the game reloads without difficulty. The hydrophones and radar are not locked. There are two torpedos, which can be fired correctly.
I have two problems.
1. There remain six interior torpedo-tubes. Two have the external doors, which open and close properly.
The other four torpedo tubes have the internal doors only, which open and close continuously.
This is a problem for super-Mikhayl.
2. If I preserve only torpedo-tubes 0 and 1, then the two correct torpedo tubes are both on the right-side of the U-boat. Bottom and middle.
If I preserve only torpedo-tubes 2 and 5, then one correct torpedo tube is on the left-bottom of the U-boat. The other is on the middle-right of the U-boat.
It is desirable to find the two torpedo-tubes which are placed top-left and top-right. The solution is not obvious.
At this time, I cannot obtain your new TypeXXIII files from Rapidshare. The Rapidshare computer is broken.]
Stiebler.
Stiebler
04-16-08, 11:12 AM
@Tomi:
Ich habe Ihren Dateien von Rapidshare erhalten, und ich habe sie für die Torpedo-Rohre korrigiert.
Ich habe eine Prüfung in GWX2 gemacht. Die Torpedo-Rohre operieren jetzt und abfeuern richtig.
Ich kann speichern und kann neu das Spiel ohne irgendwelche Fehler beladen.
Aber es gibt noch das Problem dass, wenn man die Torpedo-Türen öffnet, setzen die Türen fort, unbegrenzt zu öffnen und zu schliessen. Dies beeinflusst das Abfeuern von den Torpedos nicht. Den zwei Torpedo-Rohren fehlen die externen Türen.
Ich glaube, dass ich die Antwort weiss. Ich habe Torpedo-Rohre 3,4,5,6 geloschen. Aber es ist möglich, dass ich Rohre 1,2,5,6 geloschen haben sollte. Oder vielleicht 1,3,4,6. Und so weiter. Es gibt 15 Kombinationen.
Überprüfen Sie Ihre PM für Verbindung zu Ihren Dateien, die mit Änderungen zurückgekommen werden.
[I have obtained your files from Rapidshare, and corrected them for the torpedo tubes.
I have made a test in GWX2. The torpedo-tubes now operate and fire properly.
I can save and reload the game without any errrors.
However, there is still the problem that, if one opens the torpedo doors, they continue to open and to close indefinitely. This does not affect the firing of the torpedoes. The two torpedo tubes lack the external doors.
I believe that I know the answer. I have deleted torpedo-tubes 3,4,5,6. However, it is possible that I ought to have deleted tubes 1,2,5,6. Or perhaps 1,3,4,6. Etc. There are 15 combinations.
Check your PM for link to your files returned with changes.]
Stiebler.
Tomi_099
04-16-08, 08:17 PM
---- BEFOR --- XXI to XXIII ----------------------------------------------------
http://img141.imageshack.us/img141/7429/alpha10ate3.jpg (http://imageshack.us)
http://img141.imageshack.us/img141/6546/alpha11ats3.jpg (http://imageshack.us)
http://img212.imageshack.us/img212/9571/alpha12ib9.jpg (http://imageshack.us)
----------------------------------------------------------------------------------
http://img165.imageshack.us/img165/9343/alpha3wj9.jpg (http://imageshack.us)
http://img165.imageshack.us/img165/4508/alpha4rb2.jpg (http://imageshack.us)
http://img120.imageshack.us/img120/7255/alpha5en7.jpg (http://imageshack.us)
http://img182.imageshack.us/img182/4972/alpha6my5.jpg (http://imageshack.us)
The problem with Torpedi 1+2 is which it you after the firing is always upward positioned.
A translation the worth is not possible.
Thus, I deleted torpedo Tubs 1+2 - 5+6 like that was 3+4 automatic in the middle position.
And with fire positions it the torpedo flaps in the center.
Now the 6Lamps had to disappear.
Thus I put the alpha (invisible) over the Lamps those the 4Torpedos positioning.
Now the lights were invisible. -
The only one Problem with the torpedoes is,
which one is too only compelling torpedo -III- and then -IV- to be fired.
Now I had the 3D-Modell then with S3D deleted in the NSS_Uboat21.DAT
-- BEFOR RENAME / NO DELITET ( TEST thet is ok ... THEN !! )
http://img210.imageshack.us/img210/1731/alpha9ak5.jpg (http://imageshack.us)
.... DELITET ..3D model....
http://img210.imageshack.us/img210/4931/alpha8he9.jpg (http://imageshack.us)
Tomi_099
04-17-08, 06:21 AM
Thanks for the assistance with the difficult one situation !!
Owing to for the assistance I do not have determined that the torpedo hatches 100% fixing.
The hatches functioning correct in motion of everything is o.k.
I must only the positions of the original were entitled to manufacturing.
Because the Doors are something transferred after that fire.
I will look at the animation (interests me much whether I to running bring).
Now I have still 2 small problems.
1- The rotary radar Anten on of the right side is. Because I you left use make you a giant sheet.
That is because of the center on the old position remained :hmm:
2- The Bold chamber those in the back the submarine is.
I white their did not take.
@Stiebler it could know!!!! :hmm:
Stiebler
04-17-08, 10:14 AM
@Tomi:
Sie haben PM.
Ich glaube, dass dem XXIII-Boot Radar fehlt.
[I believe that the Type XXIII lacks radar.]
Steibler.
Stiebler
04-17-08, 10:16 AM
@Mikhayl:
Thanks very much for the help.
I am testing a full NYGM-XXIII version here.
Stiebler.
Tomi_099
04-17-08, 02:43 PM
:yep: :up:
ICH MAG STIEBLERS VARIANT ICH FINDE SIE SEHR GUT !!!
http://img171.imageshack.us/img171/6721/stibler5ao1.jpg (http://imageshack.us)
:ping:
ICH BIN MIR NICHT SICHER
ob ein U-Boot im falle eines einsatzes nut 2Torpedos geladen hat.:hmm:
Ich könnte mir vorstellen das 2in den Torpedorohren Stecken und
2 in den Maschaftsräumen untergebracht sind.
Meine empfelung währe das Boot mit 4Torpedos auszustatten,:roll:
da sonst die Kampfmoral eines Spielers die Begeisterung senkt.
http://img171.imageshack.us/img171/5880/stibler7acw6.jpg (http://imageshack.us)
Dietrich
04-17-08, 04:24 PM
Gut gemacht! Obwohl es ein Problem noch mit der Durchsichtigkeit gibt, hier ist doch eine Beispiel des Typ-XIII-Bootes. Die Abteilungen funktionierten, auch bei Schaden und Wassereinbrüche, obwohl ich benutze im Moment die Typ-XXI-Modell fürs Boot.
[ Well Done! Although there is a problem with transparency still, here is an example of the Typ-XXIII-Boat. The compartments function, even with damage and flooding, although I'm using the Typ-XXI model for the boat at the moment. ]
http://img260.imageshack.us/img260/2306/typ2307hr7.jpg
Tomi_099
04-17-08, 07:12 PM
Gut gemacht! Obwohl es ein Problem noch mit der Durchsichtigkeit gibt, hier ist doch eine Beispiel des Typ-XIII-Bootes. Die Abteilungen funktionierten, auch bei Schaden und Wassereinbrüche, obwohl ich benutze im Moment die Typ-XXI-Modell fürs Boot.
[ Well Done! Although there is a problem with transparency still, here is an example of the Typ-XXIII-Boat. The compartments function, even with damage and flooding, although I'm using the Typ-XXI model for the boat at the moment. ]
http://img260.imageshack.us/img260/2306/typ2307hr7.jpg
---------------------------------------------
!!!! DAS SIEHT SUPPPERRRR !!!! AUS !!!!! - SCHÖN !!! -
ENTSCHULDIGUN DIETRICH ICH WERDE DIR SOFORT EINE XXIII ZUKOMMEN LASSEN !!!
....... AM BESTEN DIE VON STIEBLER UND MIR .......
Stiebler
04-18-08, 06:18 AM
Das Typ-XXIII hat genau zwei Torpedos nur. Es war notwendig, neu die Torpedo-Rohre beim Stützpunkt zu beladen, weil es nur möglich war, wieder die Rohre von ausserhalb des Unterseebootes zu beladen. Eine schwierige Bedienung.
Ich habe das Unterseeboot-XXIII im NYGM Küsten-Feldzug gespielt. Ich habe die Datei NSS_Uboat21.sim für Realismus geändert. Das Spiel ist phantastisch! Glückwunsche zu Tomi und Dietrich! Dankeschön für die GUI-Dateien, Dietrich. Sie sind ausgezeichnet.
Ich werde Ihnen eine sim-Datei schicken und eine Mini-Tweaker-Dateie für GWX2, Tomi/Dietrich. Dann können Sie auch eine phantastische Erfahrung geniessen.
Es gibt noch zwei Probleme.
Es ist leicht, die Mannschaft für das Typ-XXI zum Typ-XXIII zu verändern, in der Dateie Basic.cfg, aber die Mannschaft ist immer die volle Mannschaft für das Unterseeboot, wenn es zuerst im Menü ausgewählt wird, oder installierte automatisch. Es ist möglich, dass die anfängliche Mannschaft für das Unterseeboot wird hart-verschlüsselt.
Ich kann keine Methode finden, dem Schnorchel einen Radar-Hörer zu geben. Ich habe viele Tricks in der Art des NYGM Unterseebootes IID/XXIII versucht. Nichts gibt eine Radar-Verwarnung vom Schnorchel. Aber dies ist vielleicht keine strenge Schwierigkeit, weil die Berichte vom wirklichen Unterseeboot zu uns erzählen, dass Radar-Verwarnungen vom Typ-XXIII sehr schlecht waren. Ein XXIII entdeckte einen Zerstörer nicht, bei 200 Metern in dickem Nebel, als es im Periskop sichtbar war!
Auch ist es unmöglich, dem Unterseeboot XXI/XXIII einen GHG-Hydrophone zu geben. Es erfordert immer einen Balkon-Gerat.
[The Type-XXIII has exactly two torpedos only. It was necessary to reload the torpedo-tubes at base, because it was only possible to reload the tubes from outside the submarine. A difficult operation.
I have been playing the Type-XXIII in the NYGM coastal-campaign. I have altered the files NSS_Uboat21.sim for realism. It is fantastic! Congratulations to Tomi and to Dietrich! Thank you for the GUI files, Dietrich. They are excellent.
I shall send to you a sim file and a Mini-Tweaker file for GWX2, Tomi/Dietrich. Then you can enjoy a fantastic experience too.
There are still two problems.
It is easy to change the crew for the XXI to the XXIII, in the file basic.cfg, but the crew is always the full crew for the submarine when it is first selected in the menu, or automatically installed. It is possible that the initial crew for the submarine is hard-coded.
I cannot find a method to give the snorkel a radar-receiver. I have attempted many tricks in the manner of the NYGM U-boat IID/XXIII. Nothing gives a radar-warning from the snorkel. However, this is perhaps not a severe difficulty, because the reports from the real Type XXIII tell us that radar-warnings from the submarine were very bad. A XXIII did not detect a destroyer at 200 meters in thick fog, when it was visible in the periscope!
Also, it is impossible to give the submarine a GHG hydrophone. It requires always a Balkon-Gerat.]
Stiebler.
Stiebler
04-18-08, 06:30 AM
I have three general queries for everyone:
1. As described in my previous post, although it is easy to reduce the minimum and maximum crew for the type XXI under [submarine3] in file basic.cfg, the Type XXI U-boat always loads up when first selected with the original full crew.
Then SH3 complains because you have too many crew members, when you try to sail!
Does anyone know from where the default XXI crew is loaded?
2. On a similar note, I noticed that the XXI loads up when first selected *without* Alberich and Tarnmatte installed, even though these have been set as standard equipment in file basic.cfg (eg for year 1945). If you want Alberich and Tarnmatte in the XXI, you have to select them as menu options.
It looks as though the XXI boat ignores many of the settings in basic.cfg when it is first selected by the user.
3. NYGM doesn't use the XXI sub much, therefore it was never provided with a schnorchel-radar-receiver.
I've checked the files for GWX2 for the XXI, and carried out a test cruise with the late sensors mod installed. I cannot see any evidence that the XXI boat can detect radar at schnorchel depth.
Can anyone familiar with GWX2 confirm or deny that the Late Sensors mod lacks the schnorchel radar-receiver for the Type XXI?
We need answers to all three questions for Tomi's fabulous Type XXIII.
Thanks.
Stiebler.
Dietrich
04-18-08, 07:44 AM
Thanks Stiebler for your help too! Team effort!! :yep:
As you will have noted, the GUI graphics still have a long way to go, but I intend to work on it over the weekend and early next week and have something a bit more professional to include into the mod. The main thing I need to sort out is the overlay for the conning tower. The hull internals are all fine, but the tower is still a mess. Don't worry... I'll get there soon enough.
For an historical reference I've been using: http://www.u-boote-online.de/typen/typ_xxiii.html
I also tried out some of the files this morning and was also launching torpedoes successfully (every beta test helps!). For anyone else who is following progress, here's another screen shot for you to enjoy.
http://img398.imageshack.us/img398/8865/typ2309cp5.jpg
The following is my recommendations for crew-design (I'm looking at this from a Multiplayer point of view, so there is no option for re-organising in the barracks before sailing). Historically, the Type-XXIII had between 14 and 18 crew members. Standard crew was 2 officers and 12 men. However, alternate research indicates 4 officers, 4 NCOs and six sailors. The player himself is one of the crew, although is not represented in the U-boat. Because of limitations in the game mechanics, you have to have an officer (not a NCO or sailor) as Lead Engineer, Navigator and Weapons Officer, in order to perform those duties. In a combat situation it is not practical to change these around the whole time, so I will be implementing a crew of 15 (commander, 3 officers and 4 NCOs and 7 sailors) for the veteran crew (the cfg_config_XXI_3.cfg file).
Veteran crew
Commander (player)
Lead Eng. - Damage + Engine, Zentrale
Navigator - Helm, Zentrale
Weapons - Medic, Zentrale
NCO - Engine, Elec.
NCO - Engine, Elec.
NCO - Sonar, Hydrophone
NCO - no qualification, Quarters
Sailor, Quarters (possibly upgrade to an NCO with engine qualification)
Sailor, Elec.
Sailor, Elec.
Sailor, Radio
Sailor, Zentrale
Sailor, Zentrale
Sailor, Zentrale
Again, because of the game engine, you must have 6 in the Zentrale and 2 in the radio room. I will need to figure out the minimum required for the Type-XXIII engine maintenance, I'm guessing 4. With no torpedo reloads, putting crew in the bow torpedo room is pointless. This will leave 2 remaining crew (to go in the quarters) and the player (who is not represented directly in the game).
http://www.unterseeboot-hai.de/
http://uboat.net/types/xxiii.htm
http://www.german-navy.de/kriegsmarine/ships/uboats/typxxiii/index.html
http://en.wikipedia.org/wiki/German_Type_XXIII_submarine
http://www.uboataces.com/uboat-type-xxiii.shtml
Wird das U-Boot ein Ersatz des Typ XXI sein, oder eine vollkommen neue spielbare Einheit?
Auf jedem fall, bitte trifft die Entscheidungen so, dass es so wenige änderungen wie möglich im Spiel gemacht werden, damit dies mit so viele Mods wie möglich kompatibel ist.
-----------------------------------------------------------------------
Will the sub be a replacement of the Type XXI, or a full new controllable unit? :hmm:
In any case, please make the decissions in a way that causes the least changes possible in the game, so it is compatible with most mods. :yep:
Stiebler
04-18-08, 08:58 AM
@Dietrich/Tomi:
Sie haben PM - neue Dateien.
@Dietrich.
Many thanks for the information. Team effort - great!
May I assume that *you* will be fixing the crew configurations, then?
@Hitman:
At present, all testing is for the XXIII as a replacement for a XXI. I don't think anyone has ever been able to introduce a new, playable, U-boat.
Stiebler.
Stiebler
04-18-08, 01:57 PM
Crew configuration for the Type XXIII is now sorted out.
Thanks Dietrich.
It needed changes to the files
crew_config_XXI_1.cfg
crew_config_XXI_2.cfg
crew_config_XXI_3.cfg
I've made all three identical, and reduced the crew numbers by placing NrComp=-1 in all places need to reduce crew size.
The crew now loads correctly as soon as the XXIII boat is selected.
@Tomi:
die Mannschaft für das Typ-XXIII ist jetzt richtig. Ich habe gute Dateien.
Stiebler.
Tomi_099
04-19-08, 04:13 PM
Crew configuration for the Type XXIII is now sorted out.
Thanks Dietrich.
It needed changes to the files
crew_config_XXI_1.cfg
crew_config_XXI_2.cfg
crew_config_XXI_3.cfg
I've made all three identical, and reduced the crew numbers by placing NrComp=-1 in all places need to reduce crew size.
The crew now loads correctly as soon as the XXIII boat is selected.
@Tomi:
die Mannschaft für das Typ-XXIII ist jetzt richtig. Ich habe gute Dateien.
Stiebler.
------------------------------------------------------------------
I thank you look super!! :up:
The work of Stiebler and Dietrich
I would not have created thet alon.
Master work achievement of you both. :smug:
That is professionals!!! THANKS!!!
I appreciated !!:rock:
Have you a solution because of the rotary radar!!:hmm:
Adalbert_Schmitt
04-20-08, 05:07 AM
Tomi...your work is...is.....MAN..YOU ARE THE WALTER ENGINEER.
You and your team.
The future of SH3 is in your hands engineers!!!
Dietrich
04-21-08, 03:58 AM
@Tomi/Stiebler : Ihr habt PM - neue GUI-Dateien.
@All : I've made some more changes to the GUI files used for the crew management screen in-game. This fixes some serious alignment problems in the case of selecting compartments and for the display of damage. There are still some minor improvements I want to make with the selection silhouettes, but this part is more or less ready now.
I'm now looking at implementing an improved crew configuration based on the work of Tomi & Stiebler -- many thanks to both of you!
And here's another screenshot for everyone who has been patiently following the developments on the Typ-XXIII project.
http://img512.imageshack.us/img512/9200/typ2310mb4.jpg
Stiebler
04-21-08, 08:53 AM
@ Tomi:
Es gibt ein Problem mit der Lage einer Schnorchel-Radar-Verwarnung-Antenne auf das Typ XXIII. Dies ist von das 'Spät-Sensoren' Modifikation. Die Antenne wird auf Netzknoten R02 gesetzt.
Auf alle anderen Weisen, die Schnorchel-Radar-Verwarnung-Antenne funktioniert vollkommen.
Dies ist vielleicht kein ernstes Problem, weil wir sagen können, dass das Typ XXIII keinen Radar-Verwarnung-Hörer auf dem Schnorchel haben kann. Die wirkliche Radar-Verwarnung auf dem Typ XXIII war jedenfalls fast wertlos.
Es gibt kein Problem mit dem Type XXI.
Have you a solution because of the rotary radar!!:hmm:
Radar auf dem Type XXIII ist kein Problem, weil das authentische Unterseeboot keinen Radar hat.
@Dietrich:
Ihre neue Arbeit ist ausgezeichnet, Dietrich. Ich habe einen Schatten eines Torpedos in Bildschirm für die Ausrüstung. Foto von NYGM (darunter, Verbindung).
Die Fotos werden mit GWX2 gemacht. (Tomi) Das Problem ist das Gleiche mit NYGM.
Bilder bei dieser Verbindung:
http://rapidshare.com/files/109241684/XXIIIPics.7z.html
[There is a problem with the placement of a snorkel radar-warning aerial on the Type XXIII. This is from the 'Late-Sensors' modification. The aerial is placed on node R02.
In all other ways, the snorkel radar-warning aerial functions perfectly.
This is perhaps not a serious problem, because we can say that the submarine can have no radar-warning-receiver on the snorkel. The real radar-warning on the submarine was almost worthless anyway.
The pictures are taken with GWX2. The problem is the same with NYGM.
There is not a problem with the Type XXI.
Radar on the Type XXIII is not a problem, because the real Type XXIII has no radar.
A shadow of a torpedo appears in the menu screen for the equipment. See the link for the picture. Tested only with NYGM.]
Pictures of the two problems described:
http://rapidshare.com/files/109241684/XXIIIPics.7z.html
Stiebler.
Tomi_099
04-22-08, 06:51 AM
@ Tomi:
Es gibt ein Problem mit der Lage einer Schnorchel-Radar-Verwarnung-Antenne auf das Typ XXIII. Dies ist von das 'Spät-Sensoren' Modifikation. Die Antenne wird auf Netzknoten R02 gesetzt.
Auf alle anderen Weisen, die Schnorchel-Radar-Verwarnung-Antenne funktioniert vollkommen.
Dies ist vielleicht kein ernstes Problem, weil wir sagen können, dass das Typ XXIII keinen Radar-Verwarnung-Hörer auf dem Schnorchel haben kann. Die wirkliche Radar-Verwarnung auf dem Typ XXIII war jedenfalls fast wertlos.
Es gibt kein Problem mit dem Type XXI.
Have you a solution because of the rotary radar!!:hmm:
Radar auf dem Type XXIII ist kein Problem, weil das authentische Unterseeboot keinen Radar hat.
@Dietrich:
Ihre neue Arbeit ist ausgezeichnet, Dietrich. Ich habe einen Schatten eines Torpedos in Bildschirm für die Ausrüstung. Foto von NYGM (darunter, Verbindung).
Die Fotos werden mit GWX2 gemacht. (Tomi) Das Problem ist das Gleiche mit NYGM.
Bilder bei dieser Verbindung:
http://rapidshare.com/files/109241684/XXIIIPics.7z.html
[There is a problem with the placement of a snorkel radar-warning aerial on the Type XXIII. This is from the 'Late-Sensors' modification. The aerial is placed on node R02.
In all other ways, the snorkel radar-warning aerial functions perfectly.
This is perhaps not a serious problem, because we can say that the submarine can have no radar-warning-receiver on the snorkel. The real radar-warning on the submarine was almost worthless anyway.
The pictures are taken with GWX2. The problem is the same with NYGM.
There is not a problem with the Type XXI.
Radar on the Type XXIII is not a problem, because the real Type XXIII has no radar.
A shadow of a torpedo appears in the menu screen for the equipment. See the link for the picture. Tested only with NYGM.]
Pictures of the two problems described:
http://rapidshare.com/files/109241684/XXIIIPics.7z.html
Stiebler.
-----------------------------------------------------
Respect - Your work is exemplary!!
Meins you with the shades also absolutely is necessary???
If the radar uncaused on top must be,
one should extinguish him completely and leave only one small(little) one sharp. With the eye this is not to be seen, however, he will take over as a radar them broadcast.:hmm:
Stiebler
04-22-08, 10:16 AM
@Tomi:
Der Radar-Hörer sollte auf der Spitze des Schnorchels sein.
Wenn dies leicht ist, den Radar-Hörer zu bewegen, dann gut.
Wenn es nicht so leicht ist, dann gibt es eine Alternative. Machen Sie die abgetrennte Antenne durchsichtig, damit es nicht gesehen werden kann. Die Antenne wird noch funktionieren.
Das Problem mit dem Schatten ist für Dietrich.
[The radar-receiver should be on the top of the snorkel.
If this is easy to move the radar receiver, then good.
If it is not so easy, then there is an alternative. Make the detached aerial transparent, so that it cannot be seen. The aerial will still function.
The problem with the shadow is for Dietrich.]
Stiebler.
Dietrich
04-22-08, 10:36 AM
Ich habe einen Schatten eines Torpedos in Bildschirm für die Ausrüstung. Foto von NYGM (darunter, Verbindung).
Hmm... I'm not able to reproduce this problem, because I encounter another problem first. If I start a new career (1945, 11th Flotilla), then I get a VIIC by default. When I attempt to change to a XXIII, I get the following error message.
http://img90.imageshack.us/img90/1816/typ2311ex7.th.jpg (http://img90.imageshack.us/img90/1816/typ2311ex7.jpg)
One solution would be to increase the maximum crew sizes, but that is just a workaround and is not very good. Any other ideas?
Note that I do not have NYGM, however, I'm happy to obtain it and test with it. Could you let me know if there is any particular version I should be using?
By the way, I'm still researching an historically accurate crew configuration. I hope to have the new files ready soon.
Stiebler
04-23-08, 02:41 AM
@Tomi/Dietrich:
**Sie haben beide PM **
Es gibt Schwierigkeiten für die Prüfung mit der Modifikation GWX2.
1. GWX2 erlaubt kein Typ XXI, bei irgendeiner Stützpunkt ausgewählt zu werden. Es ist notwendig, das frühere Unterseeboot zu befördern.
2. Wenn Sie das Typ XXIII erhalten, ist die Mannschaft des Unterseebootes zu klein, und die Mannschaft des vorausgehenden Unterseebootes ist zu gross. Es ist notwendig, ein kleines Typ IID vor der Änderung zum anderen kleinen Typ XXIII zu haben.
3. Deshalb ist es leichtesten, die Bedienung des Spieles in 'Single Mission' Form zu prüfen.
NYGM hat diese Schwierigkeiten nicht, weil es ein Pseudo-Typ XXIII, das von seiner eigenen Stützpunkt ausgewählt werden kann, schon hat.
[There are difficulties for the test with the modification.
1. GWX2 does not permit a Type XXI to be selected at any base. It is necessary to upgrade the earlier submarine.
2. When you obtain the new Type XXIII, the crew of the submarine is too small, and the crew of the previous submarine is too large. It is necessary to have a small Type IID before the change to the other small Type XXIII.
3. Therefore it is easiest to test the operation of the game in Single Mission mode.
NYGM does not have these difficulties, because it has already a pseudo-XXIII which can be selected from its own base.]
Stiebler
04-23-08, 02:50 AM
@Dietrich:
Crew of the authentic Type XXIII U-boat is:
'Kmdt, LI, 2 Oberfeldwebel, 4 Unteroffiziere, 6 Mannschaftsdienstgrade'.
Source is Eberhard Ro"ssler. Roessler is a well known German naval historian, famous for the accuracy of his research into the details of U-boat construction. Therefore this information is certainly correct.
My German dictionary lacks the word 'Oberfeldwebel', therefore I am uncertain whether this rank is an officer or petty officer, for the SH3 simulation.
NYGM:
The current NYGM version requires NYGM2_5 StandAlone version, with the update NYGM 2_6B installed on top.
I shall have to re-install these files on the NYGM website (see my signature), but this requires 4.5 hours!
Stiebler.
Jimbuna
04-23-08, 03:46 AM
@Dietrich:
Crew of the authentic Type XXIII U-boat is:
'Kmdt, LI, 2 Oberfeldwebel, 4 Unteroffiziere, 6 Mannschaftsdienstgrade'.
Source is Eberhard Ro"ssler. Roessler is a well known German naval historian, famous for the accuracy of his research into the details of U-boat construction. Therefore this information is certainly correct.
My German dictionary lacks the word 'Oberfeldwebel', therefore I am uncertain whether this rank is an officer or petty officer, for the SH3 simulation.
NYGM:
The current NYGM version requires NYGM2_5 StandAlone version, with the update NYGM 2_6B installed on top.
I shall have to re-install these files on the NYGM website (see my signature), but this requires 4.5 hours!
Stiebler.
Oberfeldwebel is equivalent to a non commissioned officer = Battalion Sergeant Major
http://www.oradour.info/appendix/ssrank01.htm
Dietrich
04-23-08, 04:13 AM
Danke, Stiebler!
The new crew I was building was based on that of the actual crew listing of U2331. It was:
6 Matrosen
-----------
MaschGfr Emil Barth
MaschGfr Heinz Mettin
MechGfr Karl Schulte-Derne
FkGfr Gerhard Theeßen
MtrOGfr Anton Radlbrunner
MaschHGfr Heinz Thiele
6 Maate
--------
FkMt Willi Baitinger
StrmMt Wilhelm Becker
MaschMt Helmuth Stolte
MaschMt Franz Wegner
OStrm Alois Gebhardt
OMasch Heinz Voigtländer
5 Offizieren
-----------
Dr Florian Ficker von
Lt.z.S Prosper Russell
Lt.ing Helmut Meyer
OLt.z.S Hans-Walter Pahl
KKapt Franz Venier
Ref: http://www.ubootwaffe.net/
There is an excellent reference that describes ranks (including specialisations) here:
http://chrito.users1.50megs.com/uniformen/kriegsmarine/marineranks.htm
KKapt Venier was an observer on U-2331, as the boat was undergoing sea trials. This U-boat sank on those trials, on the 10 Oktober 1944. Because it was a trial, and not an operational patrol, I believe that Stiebler's source is more accurate for a combat boat. However, the precise ranks given in my reference will be used to sort out the balance of qualifications.
I've also encountered a small problem with additional crew appearing in the boat during the patrol... very odd. For example, if you start submerged, then surface, then resubmerge, you gain two Matrosen! However, I think I've worked out what the problem is and am working on a fix for it.
I've looked up your reference, Stiebler (the Rössler one) and now have the book "U-Boottyp XXIII" on order. :know:
More soon...
Tomi_099
04-23-08, 05:05 AM
Ask??
Have you the UZO found with the XXIII the button for activating?? :roll:
Dietrich
04-23-08, 05:58 AM
Ask??
Have you the UZO found with the XXIII the button for activating?? :roll:
@Tomi
Hmm... Leider verstehe deine Frage nicht. Was meinst du? Für mich finde ich die UZO mit der »U« Taste. Es sieht in Ordnung aus.
[ Hmm... I'm afraid I don't understand your question. What do you mean? I get to the UZO with the "U" key. It seems to work. ]
http://img143.imageshack.us/img143/7813/typ2312ft0.th.jpg (http://img143.imageshack.us/img143/7813/typ2312ft0.jpg)
Dietrich
04-23-08, 06:10 AM
The crew layout is frustrating me :oops:
I was under the impression that the "NrComp" entry for each crew member in data\Cfg\crew_config_XXI_3.cfg would determine the starting compartment for that crew member. However, this doesn't seem to be the case and there are some crew that are missing.
As far as I know, the number assigned to NrComp, should be the compartment in data\Cfg\Basic.cfg (this is the version of Basic.cfg provided by Stiebler)
1 (Radio)
2 (Zentrale)
3 (Diesel)
4 (Elektro)
5 (Torpedo... bow)
6 (Bow quarters)
7 (Heck quarters)
Also, what is the "Index" in data\Cfg\crew_config_XXI_3.cfg?
(Note, the same seems to apply for crew_config_XXI_1.cfg and crew_config_XXI_2.cfg)
Ideas anyone?
Stiebler
04-23-08, 08:14 AM
I've just uploaded NYGM 2.5 and 2.6B (the update) to FileFront again, after it got deleted once again.
See my signature for the link.
@Dietrich:
Sorry, but I don't know what the 'Index' means either. The compartments (NrComp) are confusing, because in harbour the game tends to scatter the crew around the compartments and the crew quarters more-or-less randomly. Also, the game selects crew members randomly from those entitled to be in the compartments, if there is a limit to how many crew members can be added (ie, if there are too many crew members with NrComp set to values > -1).
Stiebler
04-23-08, 08:19 AM
@Jimbuna:
Thanks for the information about the Oberfeldwebel.
Evidently a petty officer then. Pity the game engine of SH3 requires four officers!
@Dietrich:
Earlier post noted, with thanks for information. I think the diesel engines and stern quarters in the XXIII are compartments 6 and 7 (not sure which way round though, the game keeps randomising them).
Stiebler.
Jimbuna
04-23-08, 11:20 AM
You could always pretend he married Doenitz daughter Ursula ;)
Dietrich
04-23-08, 11:20 AM
Ich habe einen Schatten eines Torpedos in Bildschirm für die Ausrüstung. Foto von NYGM (darunter, Verbindung).
Danke für die veränderte Basic.cfg Datei. Jetzt sehe ich auch das Problem (ohne NYGM auch!). Es ist nicht eigentlich ein Torpedo, sondern etwas anders. Ich forsche es aus.
[ Thanks for the altered Basic.cfg file. I can now seeing the problem (without NYGM too!). It is not actually a torpedo, but something else. I'll investigate. ]
You could always pretend he married Doenitz daughter Ursula ;)
He would then be in Dönitz's staff, like Günther Hessler did (Marry Ursula and get to bdu Staff) :p
Stiebler
04-24-08, 04:57 AM
@Tomi/Dietrich:
Drei Bilder für Sie beide.
http://img236.imageshack.us/img236/7684/crewproblemxxiiiqd1.th.jpg (http://img236.imageshack.us/my.php?image=crewproblemxxiiiqd1.jpg)
http://img410.imageshack.us/img410/7797/damageproblemxxiii2wy2.th.jpg (http://img410.imageshack.us/my.php?image=damageproblemxxiii2wy2.jpg)
http://img170.imageshack.us/img170/4499/damageproblemxxiiibj7.th.jpg (http://img170.imageshack.us/my.php?image=damageproblemxxiiibj7.jpg)
Das erste Bild zeigt die Mannschaft des Types XXIII in einem schweren Sturm. Das Unterseeboot ist neu nach einer langen Patrouille aufgetaucht.
Das zweite Bild zeigt die falsche Lage von drei Gegenständen von Ausrüstung nach Schaden.
Das dritte Bild ist zum zweiten Bild ähnlich, aber die Computer-Maus ist über dem Lenkung-Turm.
[Three pictures for you both.
The first picture shows the crew of the type XXIII in a heavy storm. The submarine has newly surfaced after a long patrol.
The second picture shows the incorrect placement of three items of equipment after damage.
The third picture is similar to the second picture, but the computer-mouse is over the steering-tower.]
Stiebler.
Tomi_099
04-24-08, 08:29 AM
@Tomi/Dietrich:
Drei Bilder für Sie beide.
http://img236.imageshack.us/img236/7684/crewproblemxxiiiqd1.th.jpg (http://img236.imageshack.us/my.php?image=crewproblemxxiiiqd1.jpg)
http://img410.imageshack.us/img410/7797/damageproblemxxiii2wy2.th.jpg (http://img410.imageshack.us/my.php?image=damageproblemxxiii2wy2.jpg)
http://img170.imageshack.us/img170/4499/damageproblemxxiiibj7.th.jpg (http://img170.imageshack.us/my.php?image=damageproblemxxiiibj7.jpg)
Das erste Bild zeigt die Mannschaft des Types XXIII in einem schweren Sturm. Das Unterseeboot ist neu nach einer langen Patrouille aufgetaucht.
Das zweite Bild zeigt die falsche Lage von drei Gegenständen von Ausrüstung nach Schaden.
Das dritte Bild ist zum zweiten Bild ähnlich, aber die Computer-Maus ist über dem Lenkung-Turm.
[Three pictures for you both.
The first picture shows the crew of the type XXIII in a heavy storm. The submarine has newly surfaced after a long patrol.
The second picture shows the incorrect placement of three items of equipment after damage.
The third picture is similar to the second picture, but the computer-mouse is over the steering-tower.]
Stiebler.
.............................................
I dont now which it is.
I have the figures fixed however if one something else imported,
take the figures their original position. :damn:
Dietrich
04-24-08, 01:14 PM
Okay, I've cracked the problem of the crew locations. There are two important things to note.
Firstly, as Stiebler points out, the crew are automatically shuffled around according to certain circumstances. These are to do with minimum crew deployment in certain compartments. For example, you must have two officers and three crew (Maate or Matrosen) in the Zentrale. If you are surfaced, you must have at least one crew topside and if you are running on Diesel or Electric Motors, then the game will shift crew to match that.
Secondly, the "NrComp" field in data\Cfg\crew_config_xxi_#.cfg makes no difference to the crew placement. Yes, I know that they might indicate certain positions and, in some cases, match them, but this is coincidence.
Instead, the crew is deployed according to the CREW_MEMBER number that appears in the start of each block. That means that [CREW_MEMBER_0] is always the officer in the bow quarters, [CREW_MEMBER_29] is always the radio operator, etc.
When the game starts, the crew are deployed according to this layout convention. Then, the game engine will shuffle crew around to meet the compartment requirements. In my experiments, I've set the crew for a default "surface start", which seems to work. However, in a Multiplayer mission, the bridge crew are automatically moved to the quarters and the diesel engine team are moved to the electric motor.
By naming crew according to their number/stats/qualifications, I was able not only to figure this out, but also to map the positions. They are:
OFFICERS
0 = Bridge
2 = LI
3 = NA
4 = WF
5 = Diesel
CREW
13-16 Watch
20-21 Flak
28 Hydrophone
29 Radio
30-32 Zentrale
33-42 Diesel
43-52 Elektro
53-64 Bow Torpedo
67-82 Bow quarters
83-98 Aft quarters
UNKNOWN
1
6-12
65-66
99-104 Stern Torpedo?
105-120
The Officers must have "Type=2", Maate must be "Type=1" and Matrosen must be "Type=0". Ranks are controlled by "Grad", not "Rank". The ranks are:
0 = Matrosengefreiter
1 = Matrosenobergefreiter
2 = Matrosenhauptgefreiter
3 = Bootsmann
4 = Stabsbootsmann
5 = Stabsoberbootsmann
6 = Oberfähnrich z. S.
7 = Leutnant z. S.
8 = Oberleutnant z. S.
This is a bit more sparse than the real rank system.
Using all of this, I've created a new Typ-XXIII crew. It is based on the crew of U-2331, with two officers hand-picked from U-2333 and U-2350 to get around some limitations in the game engine (requiring four officers) and for aesthetics. The screenshot is the spreadsheet sumarising my research and some of the configuration parameters.
http://img187.imageshack.us/img187/8365/typ2315xo2.th.jpg (http://img187.imageshack.us/img187/8365/typ2315xo2.jpg)
I've also gone back to original game files and modified those, rather than using the GWX ones, which have been hacked beyond recognition over the years. While this made them very sophisticated, they had managed to get rather messy and for a total U-boat conversion project, like the Typ-XXIII one, then I realised it was best to start from scratch. This means that I've also eliminated some of the problems induced by additional configuration tags.
I've also fixed the problem of "ghost crew" appearing under certain circumstances. Again, going back to a scratch build helped.
Here is what the crew configuration looks like when I tested it.
http://img507.imageshack.us/img507/4760/sh3img2442008183516625yp2.th.png (http://img507.imageshack.us/img507/4760/sh3img2442008183516625yp2.png)
Note that I've deliberately put an officer on the engine room, to prevent "Nicht möglich" messages on start up.
@ Tomi / Stiebler : I've sent you the files
@ Stiebler : Thanks for the note regarding incorrect graphics in the case of damage. I'll start working on that now that I've made this breakthrough on the crews.
Stiebler
04-24-08, 01:15 PM
@Tomi:
Ich habe viele Prüfungen mit dem Typ XXIII geführt.
Das Problem mit der Mannschaft ausserhalb des Unterseebootes ist dieses:
Das Wetter!
Wenn der Wind stürmisch ist, fällt die Mannschaft ausserhalb des Unterseebootes.
Wenn der Wind schwach ist, bleibt die Mannschaft im Turm.
Sie müssen die Füsse der Seeleute mit Klebstoff versorgen!
(Das Typ XXIII schaukelt sehr schlecht in einem starken Meer.)
[I have conducted many tests with the Type XXIII.
The problem with the crew outside the submarine is this:
The weather!
If the wind is stormy, the crew falls outside the submarine.
If the wind is weak, the crew remains inside the tower.
You must provide glue for the feet of the sailors!
(The Type XXIII rocks very badly in a strong sea.)[
Stiebler.
Tomi_099
04-24-08, 02:06 PM
Sie müssen die Füsse der Seeleute mit Klebstoff versorgen!
:rotfl: :rotfl: :rotfl: :lol: :rock:
Tomi_099
04-24-08, 08:01 PM
Today I had revised the doors !!!
http://img213.imageshack.us/img213/5192/19525074ip5.jpg (http://imageshack.us)
Then I must bring the TGA of holes into the correct position
http://img213.imageshack.us/img213/2563/11442523my7.jpg (http://imageshack.us)
http://img213.imageshack.us/img213/2858/84440264aw7.jpg (http://imageshack.us)
http://img213.imageshack.us/img213/6451/85609880yn5.jpg (http://imageshack.us)
The TGA of holes position is only fixed, positioned correctly then UVW (texture) and at the conclusion the holes are cut out.
Like This Mod !!
http://img213.imageshack.us/img213/706/typexxiiiuboatcw26un8.jpg (http://imageshack.us)
Dietrich
04-25-08, 04:42 AM
Ich habe bemerkt, dass wenn ich auf Bugtorpedoraum klicke, die Torpedorohre »3« und »4« numeriert sind. Es ist keine Uhrsache aber ich dachte dass ich auf es hiweisen.
[ I've noticed that if I click on the bow compartment, the torpedo tubes shown are numbered "3" and "4". This is not a big deal, but I figured I would point it out. ]
http://img164.imageshack.us/img164/3968/typ2316kw4.jpg
Stiebler
04-25-08, 06:15 AM
@Tomi:
Die Mannschaft ist ausserhalb des Turmes mit den Winden > 8 m/s.
Die Mannschaft ist im Turm mit den Winden <7 m/s.
Ein Wert von 6 m/s ist zu niedrig. Ist es möglich, die Zentrum-von-Schwerkraft des Unterseebootes herunterzulassen, um das Schaukeln in starken Winden zu reduzieren?
[The crew is outside the tower with winds >8 m/s.
The crew is inside the tower with winds < 7 m/s.
A value of 6 m/s is too low. Is it possible to lower the centre-of-gravity of the submarine, in order to reduce the rocking in strong winds?]
@Dietrich
I'm having troubles with the crew configurations. The GWX files you provided contain no watch officer and three with the conning qualification.
I've tried adapting your files to NYGM, but this is also a problem. For example, I cannot move the LI into the diesel room in the configuration files.
I think it will be necessary to have different crew configuration files for NYGM and GWX.
In order to assist testing in the campaign of GWX2, move a copy of the GWX files flotillas.cfg (from data\cfg) into the mods folder for the Type XXIII.
Then make these changes:
Flotilla2=904
TO2=940
NbStartingDate2=7
NbDate2=7
Emblem2=data/Emblems/SubEmblems/Flotillas/7th flotilla.tga
NbBases2=4
Base2_0=765;Königsberg
....
NbUboats2=2;;1;; Stiebler 2008
Uboat2_0=1
Uboat2_1=3;; XXI Stiebler 2008
....
;; Revised Stiebler 1945 for Type XXIII. 2008
Date26=1945
Month26=1
Starting26=Yes
TypeSub26=3;; Stiebler 2008;;1; VIIC/41
VersionSub26=0;;2;; Stiebler
iNbName26=4;;3
Name260=U-2326;;1000
Name261=U-2329;;1001
Name262=U-2336;;1002
Name263=U-2337
After you've made these changes, start a career in 1945 with the 7th/13th Flotilla.
You should be able to change to the Type XXIII now (renown set to 0 to acquire this boat in earlier files).
Stiebler.
Dietrich
04-25-08, 08:11 AM
Das dritte Bild ist zum zweiten Bild ähnlich, aber die Computer-Maus ist über dem Lenkung-Turm.
Fixed.
@ Stiebler / Tomi : Ihr habt beide PM
Das zweite Bild zeigt die falsche Lage von drei Gegenständen von Ausrüstung nach Schaden.
Mein Wochenende-Projekt!
Stiebler
04-25-08, 11:13 AM
Mein Wochenende-Projekt! Viel Glück!
Tomi_099
04-28-08, 12:31 AM
:hmm:
http://img145.imageshack.us/img145/6392/1awh2.jpg (http://imageshack.us)
http://img145.imageshack.us/img145/8726/3axs3.jpg (http://imageshack.us)
http://img210.imageshack.us/img210/4250/typexxiiiuboatcw26fa5.jpg (http://imageshack.us)
see you soon !! http://www.1a-gifs.de/gifs/Babys/baby_010.gif
Stiebler
04-28-08, 03:37 AM
@Tomi:
Wenn Sie noch auf dem Schiffskörper des Unterseebootes arbeiten, vielleicht ist es möglich, die weisse Band um den Turm zu entfernen.
Die weisse Band wurde nur für die Schulung des Unterseebootes benutzt.
[If you are working still on the hull of the submarine, perhaps you can remove the white band around the tower.
The white band was used only for the training of the submarine.]
Danke,
Stiebler.
Tomi_099
04-28-08, 03:52 PM
If you are working still on the hull of the submarine, perhaps you can remove the white band around the tower.
I've created some new paintwork to remove the white band. I have sent Stiebler and Tomi a PM with the files.
.................................................. ........................... http://www.1a-gifs.de/gifs/Asterix/asterix4.gif
Wolfehunter
04-29-08, 09:17 PM
Texture is 32bit/pixels or 24bit/pixels? This might be your problem.:hmm:
Tomi_099
04-30-08, 04:36 AM
Halo Jungs das ist genau das richtige Thema seit dem ich mich zwei tagen beschäftige.
Ich habe da U-Boot überarbeitet und habe die Löcher implementiert.
Um einen Import Konflikt zu vermeiden habe ich das U-Boot in 3 Teile zerlegt.
In Hülle, Turm, und den Buckel der viele Löcher hat.
Jetzt kommt mein Problem.
Importier und UVW neu belegt mit einer ID1 .
Als ich den Skin mit S3D für den Buckel importiert habe war alles ok.
Als ich das Spiel gestartet habe war der Buckel absolut blank , das heißt helgrau-
Kein Skin vorhanden im Spiel.
Also alles noch mal, mit der ausnehme das ich in 3D-Max die UVW komplett gelöscht habe und neu belegt (nur der Buckel) .
Das Spiel noch mal gestartet und jetzt war der Skin wider nicht vorhanden – jetzt war der huckel ganz weiß.
Das bedeutet für mich dass er anscheinend hochauflösende Bilder 2048 x 2048 mit 16MB nicht haben will.
Halo boys that is exactly the correct topic since which I two meets themselves employs.
I revised submarine and implemented the holes there.
Around an import conflict to avoid I divided the submarine into 3 parts.
Into - Hull ,- Coning Tower -, and the embossment has many holes.
Now my problem comes.
Import and UVW again occupied with a ID1. As I imported the Skin with S3D for the embossment was all ok.
As I started the Game was absolutely bright the embossment, i.e. grey http://www.1a-gifs.de/gifs/Babys/baby_001.gif
No Skin available in the Game.
Thus everything once again, with which exclude which I in 3D-Max the UVW completely deleted and again occupies (only the Embossment
).
The Game once again started and now was missing the Skin against - now was completely white http://www.1a-gifs.de/gifs/geister/geist11.gifEmbossment.
That means for me that it does not want to apparent have highly soluble fig. 2048 x 2048 with 16MB.
Tomi_099
04-30-08, 06:46 AM
Hi Dietrich, it seems that the game just can't load a .dat with a texture that big inside it, Boris and I had the same issue with his hi-res s-boot textures. Anyway, the textures placed in the "tex" folder should work, try to rename the texture chunk in S3d as "type21.tga" for example, with the same name for your texture in the the tex folder. You can even delete the embeded image chunk in the .dat if you have the texture in the tex folder.
For the size of the image, I don't know squat about the format specs, but when I save a .tga with the gimp it's usually at least twice bigger than the same image saved with "paint.net", for the same apparent quality. The difference is even worse with .dds files.
............................
Hallo !!
Milkhayl !!http://www.1a-gifs.de/gifs/comics-disney/disney013.gif
Kannst du das etwas genauer beschreiben oder Bildlich darstellen.
Das währe sehr freundlich !!!
Tomi_099
04-30-08, 08:14 AM
Hallo Tomi :)
Is that what you need ? :
http://img337.imageshack.us/img337/3479/typ2325qd6hg4.jpg
Hmm !!! I Test This !!!
http://www.1a-gifs.de/gifs/Asterix/asterix11.gif
Tomi_099
04-30-08, 08:53 PM
IN WORK !!
http://img247.imageshack.us/img247/6055/3bly6.jpg (http://imageshack.us)
http://img247.imageshack.us/img247/6055/3bly6.48b124b90d.jpg (http://g.imageshack.us/g.php?h=247&i=3bly6.jpg)
http://img247.imageshack.us/img247/8201/4bep1.jpg (http://imageshack.us)
http://img247.imageshack.us/img247/8201/4bep1.e9ffc94fd6.jpg (http://g.imageshack.us/g.php?h=247&i=4bep1.jpg)
Stiebler
05-01-08, 02:45 PM
@Dietrich.
Thanks for the information.
I have tried Mikhayl's method, as you have done, with your graphics files.
This works correctly. (Thank you, Mikhayl.)
I have also tried the method of exporting the tga file from Tomi's original NSS_Type21.dat file (with Silent 3Ditor), painting out the white bands with a clone tool, and importing the tga file back into Tomi's dat file.
This also works correctly.
There is little to choose between the two methods, but I have the impression that the second method gives a little less screen flicker of door panels and other items on the conning tower. This is perhaps because the second method uses smaller tga files (see earlier posts). I have a slower computer for SH3 than many other users.
Stiebler.
Tomi_099
05-02-08, 10:48 PM
http://img294.imageshack.us/img294/5126/trabl1mf5.jpg (http://imageshack.us)
http://img294.imageshack.us/img294/5126/trabl1mf5.fb5729b904.jpg (http://g.imageshack.us/g.php?h=294&i=trabl1mf5.jpg)
http://img294.imageshack.us/img294/1912/trabl2vz6.jpg (http://imageshack.us)
http://img294.imageshack.us/img294/1912/trabl2vz6.66ad46b2b3.jpg (http://g.imageshack.us/g.php?h=294&i=trabl2vz6.jpg)
http://img294.imageshack.us/img294/14/trabl3pw2.jpg (http://imageshack.us)
http://img294.imageshack.us/img294/14/trabl3pw2.e65a9f880f.jpg (http://g.imageshack.us/g.php?h=294&i=trabl3pw2.jpg)
http://img294.imageshack.us/img294/680/trabl4bf0.jpg (http://imageshack.us)
http://img294.imageshack.us/img294/680/trabl4bf0.2586a44310.jpg (http://g.imageshack.us/g.php?h=294&i=trabl4bf0.jpg)
:nope:
http://img294.imageshack.us/img294/9632/trabl5hm4.jpg (http://imageshack.us)
http://img294.imageshack.us/img294/9632/trabl5hm4.6c7f18e439.jpg (http://g.imageshack.us/g.php?h=294&i=trabl5hm4.jpg)
Tomi_099
05-02-08, 10:52 PM
http://img339.imageshack.us/img339/6793/77233972gb8.jpg (http://imageshack.us)
http://img525.imageshack.us/img525/1375/84183873pd8.jpg (http://imageshack.us)
http://img525.imageshack.us/img525/1663/34509672pw4.jpg (http://imageshack.us)
http://img398.imageshack.us/img398/9352/10kq6.jpg (http://imageshack.us)
Then !!
http://img398.imageshack.us/img398/4733/12aqn6.jpg (http://imageshack.us)
http://img525.imageshack.us/img525/4093/13amr5.jpg (http://imageshack.us)
http://img339.imageshack.us/img339/7885/14ayz0.jpg (http://imageshack.us)
http://img80.imageshack.us/img80/293/15aob8.jpg (http://imageshack.us)
http://img391.imageshack.us/img391/89/17ayq9.jpg (http://imageshack.us)
http://img353.imageshack.us/img353/2056/18ayl2.jpg (http://imageshack.us)
http://img206.imageshack.us/img206/962/13adr1.jpg (http://imageshack.us)
.....................-I will disclaim it a little later.....................
Tomi_099
05-02-08, 11:08 PM
http://img371.imageshack.us/img371/5793/e7awa9.jpg (http://imageshack.us)
http://img385.imageshack.us/img385/2296/21asl1.jpg (http://imageshack.us)
http://img501.imageshack.us/img501/1583/19apf3.jpg (http://imageshack.us)
http://img501.imageshack.us/img501/5000/23aln5.jpg (http://imageshack.us)
http://img501.imageshack.us/img501/4923/22asl0.jpg (http://imageshack.us)
Graf Paper
05-02-08, 11:16 PM
Those screen shots look incredible!
Awesome work you've done here, guys. :up:
Any idea yet on when the XXIII will have all the bugs worked out for a release? :hmm:
Tomi_099
05-02-08, 11:36 PM
Those screen shots look incredible!
Awesome work you've done here, guys. :up:
Any idea yet on when the XXIII will have all the bugs worked out for a release? :hmm:
............................................
... Thanks !!!
I think which we about still 1-2 weeks will need!! I hope the colleagues agree me!!!
:up:
Meisterarbeit Tomi!
The level of professionalism is amazing!:up:
Tomi_099
05-03-08, 03:21 AM
http://img262.imageshack.us/img262/6828/44448678wm6.jpg (http://imageshack.us)
http://img262.imageshack.us/img262/4057/65198661gj8.jpg (http://imageshack.us)
http://img262.imageshack.us/img262/262/90304763cm8.jpg (http://imageshack.us)
http://img215.imageshack.us/img215/8924/68398360in6.jpg (http://imageshack.us)
http://img262.imageshack.us/img262/2363/10sn4.jpg (http://imageshack.us)
http://img262.imageshack.us/img262/8933/11va2.jpg (http://imageshack.us)
http://img262.imageshack.us/img262/9175/12ph8.jpg (http://imageshack.us)
http://img186.imageshack.us/img186/9619/13gl0.jpg (http://imageshack.us)
Well, the next we need a DIESEL SMOKE Mod !!!
Tomi_099
05-03-08, 03:51 AM
Hi, for the bold launcher, you need to move the node "cfg#BLD_xxxx" and put it "inside" the hull. For the propeller like thingee, if the sub is based on the XXI I have no idea, but if it's based on the type II you need to open the sim file, delete the link to the second propeller, and then delete that propeller node in the dat (and the attached zone in .zon file). Alternatively you can keep it but set the visibility of that prop to "0" :up:
...........................................
Great MIKHAYL !!
Thanks for Halp !!! DANK DANKE !!
Who is this litle radar on the Left back site ??
If you have idee ?? :damn:
Stiebler
05-03-08, 05:27 AM
@Tomi:
Die Plage des Tunis-Radar-Hörers auf dem Typ-XXIII kann in der Datei 'basic.cfg' entfernt werden.
Vergessen Sie nicht bitte das Problem mit dem floatenden Radar-Hörer vor dem Schnorchel (sehen Sie das Bild).
Auch, vergessen Sie bitte nicht, die Zentrum-von-Schwerkraft des Bootes herunterzulassen, um das Schaukeln vom Typ-XXIII in einem Sturm zu reduzieren.
http://img120.imageshack.us/img120/9335/snorkelxxiiilr1.th.jpg (http://img120.imageshack.us/my.php?image=snorkelxxiiilr1.jpg)
[The nuisance of the Tunis-radar-receiver on the Type XXIII can be removed in the file basic.cfg.
Please do not forget the problem with the floating radar-receiver ahead of the snorkel (see the picture).
Also, please do not forget to lower the centre-of-gravity of the boat, in order to reduce the rocking of the XXIII in a storm.]
Stiebler.
Tomi_099
05-03-08, 11:56 PM
New changes !!
http://img390.imageshack.us/img390/3712/10la5.jpg (http://imageshack.us)
http://img390.imageshack.us/img390/1544/95028203xs0.jpg (http://imageshack.us)
http://img390.imageshack.us/img390/2695/94867532ss7.jpg (http://imageshack.us)
http://img390.imageshack.us/img390/2695/94867532ss7.d9bc159564.jpg (http://g.imageshack.us/g.php?h=390&i=94867532ss7.jpg)
http://img390.imageshack.us/img390/3470/36560858nq1.jpg (http://imageshack.us)
http://img258.imageshack.us/img258/2456/34654934ly5.jpg (http://imageshack.us)
http://img390.imageshack.us/img390/636/45196959ck0.jpg (http://imageshack.us)
USS Sea Tiger
05-04-08, 02:42 AM
Hello
I am working on some small WWI U-boats and have this same rocking problem.
How do you lower the center of gravity please t stop the rocking??
would be of great help to know
Thank you
Mike
Stiebler
05-04-08, 07:18 AM
@Mikhayl:
I've tried your method for fixing the propeller that is cutting through the sides of the Type XXIII conning tower.
I have made the necessary changes to the NSS_Uboat21.sim/dat/zon files, and also the basic.cfg file to remove references to the propeller that no longer exists.
It all works perfectly. The trick is to remove the *starboard* (number 1) propeller (also called 'NSS_Uboat21 Propeller R') from the files. Retain the port (number 0) propeller. The 'port' propeller can be seen rotating away happily in its central position at the rear of Tomi's Type XXIII.
Thanks very much for all your very knowledgeable suggestions, Mikhayl. You've been a great help.
Stiebler.
Stiebler
05-04-08, 09:32 AM
After my last post...
Unfortunately:
Removal of the starboard propeller appears to have a drastic effect on battery recharging times, whether the Type XXIII is at schnorchel depth or on the surface.
The Type XXIII with one propeller diminishes the battery capacity at the same rate as with two propellers, but recharging is terribly slow - more than a day from 50% charge.
So, we shall have to try Mikhayl's other idea, to make the starboard propeller invisible.
Stiebler.
So, we shall have to try Mikhayl's other idea, to make the starboard propeller invisible
What about making a minimal size model for the 2nd propeller and then place the shaft and propeller exactly where the other one is? That would superimpose the visible propeller/shaft over the invisible one, but no nautical characteristics would be changed :hmm:
Wolfehunter
05-04-08, 12:53 PM
Or just make the second propeller invisable.:hmm:
Stiebler
05-04-08, 01:09 PM
@Hitman:
What about making a minimal size model for the 2nd propeller and then place the shaft and propeller exactly where the other one is? That would superimpose the visible propeller/shaft over the invisible one, but no nautical characteristics would be changed I think that would be difficult. A problem for Tomi, not me, anyway.
However, as Mikhayl and Wolfhunter have suggested, it is actually much easier to make the starboard propeller invisible. No need to change basic.cfg, for example, and fewer U-boat files to alter.
I've made and tested these changes in a full patrol with the Type XXIII.
All works fine, the propeller cutting through the rear conning tower can no longer be seen, and battery charging has been restored to its original fairly fast rate. So that is a complete answer.
[EDIT: Mikhayl, my post crossed with your last post. Your suggestion that the possibility of damage to the second propeller showing in the repair screen is a good point.]
Unfortunately I can't say the same about the centre-of-gravity problem - again, the solution thanks to Mikhayl. I've lowered the centre-of-gravity for the Type XXIII from its original 1.9 (metres above hull bottom) to a value of 0.1.
No visible benefit, for retaining the crew within the tower during strong winds.
I have a feeling that this problem will only be resolved by making the displacement of the Type XXIII much larger than is realistic.
Stiebler.
Tomi_099
05-04-08, 01:14 PM
So, we shall have to try Mikhayl's other idea, to make the starboard propeller invisible
What about making a minimal size model for the 2nd propeller and then place the shaft and propeller exactly where the other one is? That would superimpose the visible propeller/shaft over the invisible one, but no nautical characteristics would be changed :hmm:
-----------------------------
Thanks !!
Owing to very much!!
A very much important information!! :hmm:
I did not remember!!
Tomi_099
05-04-08, 01:37 PM
@Hitman:
What about making a minimal size model for the 2nd propeller and then place the shaft and propeller exactly where the other one is? That would superimpose the visible propeller/shaft over the invisible one, but no nautical characteristics would be changed I think that would be difficult. A problem for Tomi, not me, anyway.
However, as Mikhayl and Wolfhunter have suggested, it is actually much easier to make the starboard propeller invisible. No need to change basic.cfg, for example, and fewer U-boat files to alter.
I've made and tested these changes in a full patrol with the Type XXIII.
All works fine, the propeller cutting through the rear conning tower can no longer be seen, and battery charging has been restored to its original fairly fast rate. So that is a complete answer.
[EDIT: Mikhayl, my post crossed with your last post. Your suggestion that the possibility of damage to the second propeller showing in the repair screen is a good point.]
Unfortunately I can't say the same about the centre-of-gravity problem - again, the solution thanks to Mikhayl. I've lowered the centre-of-gravity for the Type XXIII from its original 1.9 (metres above hull bottom) to a value of 0.1.
No visible benefit, for retaining the crew within the tower during strong winds.
I have a feeling that this problem will only be resolved by making the displacement of the Type XXIII much larger than is realistic.
Stiebler.
........................................
:hmm:
I intend to place over linking propellers to the rights and take the UVW von Rechten propellers like that am invisible he. Is the O.K
Ich beabsichtige den Rechten über den Linken Propeller zu stellen und entnehme die UVW von Rechten Propeller so ist er unsichtbar.
Ist das O.K
Tomi_099
05-04-08, 02:25 PM
http://www.1a-gifs.de/gifs/Babys/baby_010.gif
Also ein kleines Problem habe ich mit den Buckel und den Löchern.
Das Boot hat ein Sichtperiskop und einen Zielperiskop.
In der Realität hatte es nur ein Periskop ( Sicht und Ziel als eines )
Das war wichtig für mich denn dann konnte ich das Sichtperiskop für meinen Buckel mit den Löchern benützen.
Jetzt habe ich das Problem das sich der Buckel wie das Periskop verhält.
Das ist so das ich die Funktion des Periskops und die Tasten deaktivieren muss.
Meine Frage . ????
Wie kann ich die Tasten des Sichtperiskops Deaktivieren?.
Das er sich nicht nach oben bewegen kann.
Thus I have a small problem with the embossment and the holes.
The boat has a view periscope and goal periscope.
In the reality it had only one periscope (view and a goal as one)
That was important for me then could I the view periscope for my embossment with the holes use.
Now I have the problem the embossment like the periscope behave.
That is like that which I the function of the periscope and the keys deactivate must.
My question. ????
As I know the keys of the view periscope deactivating?.
Which it cannot move upward.
http://www.1a-gifs.de/gifs/comics-disney/disney055.gif
USS Sea Tiger
05-04-08, 05:15 PM
I encountered the same issue. I solved my problem on this in a rather simplistic way. I made a box 1mm by 1mm (very very tiny box) . subsituted this shape for the left prop, placed it in the center at the same position as the center of the right prop hub.
Now the batteries charge the same, a little more water effects of the one prop too.
sounds too simple to work,, but it does. :D
Tol Mikhayl, That did the trick, My UB -I and UC-3's are riding steady as a rock again, and not spinning like a top when depthcharged. !!
Tomi_099
05-04-08, 08:45 PM
Also Liebe Freunde , in Zukunft könnt ihr hier die Mods Downloaden
Thus love of friends, in the future know you here the Mods downloading
http://www.1a-gifs.de/gifs/comp-rechner/white-madhack.gif
http://hosted.filefront.com/TomiU99/
Stiebler
05-05-08, 06:45 AM
@Mikhayl:
Tomi, for the periscope, I would recommend to delete the obs scope if you have to delete one. You will need to delete the periscope node in the .dat, plus the related controllers (check the IDs & parent IDs) in the .zon .sim .val files. Then you will need to delete the zone entry in basic.cfg to avoid the "periscope destroyed" message.
I've looked at the .sim and .dat files in Silent 3Ditor.
The obj_Extensible (or the Observation Periscope) nodes in the .sim file apparently lack a matching named item in the .dat file.
Got any ideas?
Stiebler.
Tomi_099
05-05-08, 07:53 AM
Ist es nicht möglich die Belegung der Tasten für das Sichtperiskop zu belegen das es der Benützer nicht finden kann.
Und wenn er es nicht finden kann, kann er es auch nicht benützen und die configdataien werden nicht verändert. So kann auch kein fehlet auftreten.
Es muss doch irgendwo die Tastenbelegung sein und die einfach löschen oder mit einer andern Taste belegen.
Ich denke das das die einfache Lösung ist.
It is not possible the allocation of the keys for the view periscope to occupy it the users not to find can.
And if it cannot find it, it cannot use it, also and not become the configfolder changed.
Thus can also none are missing arise.
There must be the key allocation nevertheless somewhere and delete those simply or occupy with another key.
I think that the simple solution am. :hmm:
Stiebler
05-05-08, 03:05 PM
@Tomi:
Ich habe heute viele Prüfungen mit Ihrer neuen Datei NSS_Uboat21.dat gemacht, und mit den anderen Dateien.
Das Unterseeboot XXIII hat sehr guten Spiel-Vorgang in der Modifikation NYGM.
Bleiben sie deshalb vier Fragen, alle werden zu Graphiken verbunden.
1. Einige der beschädigen-Gegenstände sind noch in der falschen Stelle. Dies ist eine Aufgabe für Dietrich.
2. Der Radar-Verwarnung-Hörer ist noch vom Schnorchel getrennt. Dies ist vielleicht kein Problem, weil wir die Radar-Verwarnung ganz entfernen können. Das authentische XXIII-Boot besass sehr schlechte Radar-Entdeckung, und Ihr Typ XXIII macht zu viele Entdeckungen von Radar in der Nähe von der englischen Küste.
3. Die Mannschaft fällt noch vom Turm in schweren Winden. Dieses Problem wird nicht korrigiert, wenn die Zentrum-von-Schwerkraft niedriger gemacht wird.
4. Das Beobachtung-Periskop ist schwierig zu entfernen. Aber dies ist kein Problem. Es ist für irgendeinen Spieler nicht notwendig, dieses Periskop zu benutzen.
Deshalb glaube ich, dass das Typ XXIII für Verteilung fast bereit ist.
[I have made many tests today with your new file NSS_Uboat21.dat, and with the other files.
The Type XXIII has very good game-play in the NYGM mod.
There remain four issues, all are connected to graphics.
1. Some of the damage-items are still in the wrong place. This is a task for Dietrich.
2. The radar-warning-receiver is still separate from the snorkel. This is perhaps not a problem, because we can remove the radar-warning completely. The authentic Type XXIII possessed very poor radar-detection, and your XXIII makes too many radar-detections near the English coast.
3. The crew still fall from the tower in heavy winds. This problem is not corrected if the centre-of-gravity is made lower.
4. The observation periscope is difficult to remove. But this is not a problem. It is not necessary for any player to use this periscope.
Therefore I believe that the Type XXIII is almost ready for distribution.]
@Mikhayl:
I have lowered the centre-of-gravity to a value of -5 (metres below the hull). This caused CTDs every time that the U-boat was badly damaged. Therefore this does not appear to be a solution to the problem of the crew falling out of the conning tower.
The CTDs ended when I changed the centre-of-gravity to +1. However, the crew still falls out of the tower at high wind speeds.
Stiebler.
Stiebler
05-06-08, 01:42 AM
@Mikhayl:
Could it be that the two positions per crewman on the tower are for good weather and bad weather?
If this is true, the crewmen are not being thrown out of the tower in high winds, they are moving to their bad-weather station. For the Type XXIII, the bad weather station is situated outside the narrow tower (but within the earlier Type XXI tower).
So perhaps the solution is to make the two positions for each crewman in the same place - the good weather position.
Stiebler.
Stiebler
05-06-08, 03:05 AM
Sails from Stavanger base in early January 1945. Schnorchels all the way to operational area.
Convoy located heading south from Peterhead. Speed 6-7 kts.
Lower schnorchel, cruise into attack position at standard speed (7 kts). Dark night.
Cruise into side of convoy at 1/3 ahead (4-5 kts). Wind is rough. Silent running, ignore escorts.
Target in sight, identified as 'Empire Freighter'. Attack at five kts from side, approach to 500 metres. First precious torpedo (Type III-Fat-IIa) is fired at stern mast. Depth 6m.
http://img504.imageshack.us/img504/9577/xxiiiattack1rq4.jpg (http://imageshack.us)
At once steer starboard to ship in next row. Coincidentally it is also an 'Empire Freighter'. Hit on first freighter.
http://img504.imageshack.us/img504/1512/xxiiiattack2uq9.jpg (http://imageshack.us)
Fire second torpedo at 500 metres at front mast of second target. At once dive to 25 metres, fire Bold-5, go to silent running. Second torpedo hits target. No more torpedoes left, time to retire.
Head out of stern of convoy at 25 metres, silent running, slow ahead (3 kts), ignoring escorts. After ten minutes, first ship sinks. After another five minutes, second ship sinks.
Within one hour, clear of convoy. Schnorchel through minefields (now inactive) on way home at 1/3 ahead.
http://img519.imageshack.us/img519/4449/xxiiiattack3jp8.jpg (http://imageshack.us)http://img519.imageshack.us/img519/8898/xxiiiattack3jp8.jpg (http://imageshack.us)
Dived during day.
http://img501.imageshack.us/img501/1404/xxiiiattack4ox4.jpg (http://imageshack.us)
At approach to Stavanger, surface to make 'short report', claiming 13,500 tons sunk and requesting escort. Wind now 8 m/s, boat is plunging heavily into waves.
http://img519.imageshack.us/img519/569/xxiiiattack5tr7.jpg (http://imageshack.us)
Dive again, escort back into Stavanger.
http://img301.imageshack.us/img301/2219/xxiiiattack6nf3.jpg (http://imageshack.us)
That is the way to wage the U-boat war! And that is how it really was for the Type XXIII.
Stiebler.
http://img504.imageshack.us/img504/9577/xxiiiattack1rq4.jpg
At once steer starboard to ship in next row. Coincidentally it is also an 'Empire Freighter'. Hit on first freighter.
Looks like it has mirror from Victory cargo
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