View Full Version : [REL]SUPER SHIP POWER PACK with Flags
jmjohnson36
08-10-07, 08:49 PM
Added all the ships together with the new flags for the REC Manual
http://img263.imageshack.us/img263/8437/tanker1gy0.jpg
The files are already sorted to the appropriate folders. Just copy them to the corresponding folders in your SH4 installation. JSME ready!
If you installed any of my ships already, you will get a message to over ride just say yes, or delete them and add this pack.
Lines to be pasted in your Names.cfg in the data\Sea directory:
RC=Rose Castle Ore Carrier
NTLE=Large Tanker (e)
NTME=Medium Tanker (e)
JunkM=Medium Junk
JunkS=Small Junk
LGH=Lightship
COBathurst=Bathurst class
DDNClass=N class
DS=Large Depot Ship
HSL=Hospital Ship L
LSS=Small Merchant L
LTSF=Small Tanker L
LSQ=Coastal Merchant L
NLOL=Large Old Liner
AMM=Pyro Ammunition Freighter
CHT=Small Troop Transport
NCOT=Coastal Tanker
NCVW=Converted Whale Factory Ship
NECT=Flush-Decked Tanker
FishingBoat1=Coastal Trader
C3Cargo=C3 Cargo
NKSA=Coastal Freighter
NKSB=Small Freighter
NKCA=Small Passenger/Cargo
NKLS=C2 Cargo
OTMST2=T2 Tanker
NOTSF=Patapsco Tanker
NPPL=Large Passenger Liner
CVIllustrious=Illustrious Carrier
DDCClass=C&D Class Destroyer
DDJClass=J&K Class Destroyer
NPTR=Heavy Transport
NKGN=Large Freighter
DOWNLOAD FROM> http://hosted.filefront.com/jmjohnson36 look for the SUPER SHIP POWER PACT...do not download the other ships because they are added here.
ALSO:
This Mod will give you the missing flags
in the rec manual for the extra countries introduced by my earlier
ships power pack mods 1-2 (now combined here).
It should be noted that most of these flags are from GWX
In no way did I intend for anyone to believe that I created
the artwork for these flags.
This Mod Has Been Redone Using Flags From A Free Online Encyclopedia
flags added
Albania
Argentina
Belgium
Colombia
Egypt
Finland
Honduras
Mexico
panama
red cross
turkey
Uruguay
Venezuela
new merchant marine flag
German flag with Nazi cross
it includes the American merchant marine flag
Credits to
- All hex editing, weapon file changes (converting SH3 to SH4) completed by jmjohnson36.
- All .cfg changes and file structures by AG124.
- AMM, CHT, COT, CVW, ECT, KCA by AG124, with UV Mapping by Ref, deck textures by Boris, and GWX damage models by Von Helsching.
- C3 – multiskin .dat by Sergbuto.
- NPTR and NKGN by Sergbuto.
- J class DD, C/D class DD, Illustrious CV, Coastal Trader – multiskin .dat by UBOAT234.
-ROWI 58 for the E tankers
-AG124 for the Rose Castle Ore Carrier
-Stew U-582 For the Rec Manual flag add ons
It is not my intent to make this mod 100% realistic about what ships were or were not in the Pacific…I just enjoy the hard work the modders did to make these ships…also it is NOT my intent to claim these as mine…I just converted them from SH3.
SPOILER: Some German ships will be flying Greek flags…
Good hunting,
JMJOHNSON36:o :o :o
THIS MOD CAN NOT BE USED FOR COMMERCIAL PURPOSES OF ANY KIND. Unless you have super bowl tickets for everyone mentioned LOL...
<<<Oh I provided this even though I wasnt even mentioned for the MODDER contest thanks guys I love you too...LOL>>>
Hey, did you have to add flags in flags.dat?
Specifically I wanted to be able to axe the greek flags on german ships and put meatballs on them.
tater
Surely? ,this is for SHIV,looks like SHIII ship types ???
They are SH3 models converted to SH4.
tater
sneekyzeke
08-11-07, 07:39 AM
Could some kind person please either give me a quick primer or direct me to a thread where I could learn to incorporate these fine ships into TM 1.5/Tater's campaign layers? I'm willing to learn to do it myself but I need a little push.:up:
Thanx, Zeke.
sergbuto
08-11-07, 08:02 AM
Specifically I wanted to be able to axe the greek flags on german ships and put meatballs on them.
tater
tater,
you can get such NAMC on my site where the permanent Greek flag is replaced with an abitrary one reflecting the assigned nationality of the ship.
!
Serg, if I ever get to Sweden to visit my relatives there (Göteborg) I owe you a beer!
:D
If you wish to add these in game it only gets tricky because of the Names.cfg file inside the Roster folder. You need to uninstall my campaign, then paste the names in the Names file inside my campain mod folder as jmjohnson points out above. Then install his ship pack along with my campaign. Any "generic" ship pulls will add those ships automatically (most merchants are "generic" already, so this will make you see those ships instantly).
As an aside, I need to DL this again and take a look (I lost my old DL of it when I got my new computer). As I recall, I decided that most of these european ships didn't look like anythign I saw in ONI 208-J. Honestly, if you haven't spent hours poring through the real rec manual these ships would be really cool. I'm still thinking I should use the hospital ship (lighted)... :up:
tater
sneekyzeke
08-11-07, 09:02 AM
Yes, I'm very interested in historical accuracy but let's face it the number one reason I play (notice the word play) computer games is to enjoy eye candy and have FUN! And boy all you modders just keep making this sim better and better. I spend more time upgrading various mods than I do playing but that's OK I have a good time! Thanx to the both of you, jmjohnson36 & tater. Zeke
jmjohnson36
08-11-07, 10:07 PM
Yes, I'm very interested in historical accuracy but let's face it the number one reason I play (notice the word play) computer games is to enjoy eye candy and have FUN! And boy all you modders just keep making this sim better and better. I spend more time upgrading various mods than I do playing but that's OK I have a good time! Thanx to the both of you, jmjohnson36 & tater. Zeke
These are not my ships...however I did take the time to convert them and to add the correct weapons along with a few odds and ends from SH3 to SH4...I all open to adding them to a larger Mod...just give me a mention.
The flags are included now...thanks to Stew U582
jmjohnson36
08-11-07, 10:10 PM
I use [REL] Trigger Maru 1.5 (http://www.subsim.com/radioroom/showthread.php?t=115258)and it works great with that!!! SHips I have in my mod show up all over and in Ports....still working on a few ships....that seem to hard to sink though...and ideas guys????
If I use any, absolutely!
I was kinda waiting til I get closer to "done" before I add truely new ships (vs little cfg/eqp tweaks of stock ones). I have my eye on the hospital ship <G>
tater
jmjohnson36
08-11-07, 10:12 PM
If I use any, absolutely!
I was kinda waiting til I get closer to "done" before I add truely new ships (vs little cfg/eqp tweaks of stock ones). I have my eye on the hospital ship <G>
tater
Theres 2 different Hospital ships....one with lights and the other no lights....The lighted one is beautiful.
Yeah, from my testing of the 1st ship pack, there was one little merchant that was a PITA to bring down.
Werner's work ha shown how FUBAR some of the stock ships were, I suppose any errors in original ships might somehow propagate through ships based on them. there might also be some issues vs SH3.
BTW, TM does up the flooding time by 3X, so they will sink more slowly in TM.
<S>
tater
jmjohnson36
08-11-07, 10:17 PM
Yeah, from my testing of the 1st ship pack, there was one little merchant that was a PITA to bring down.
Werner's work ha shown how FUBAR some of the stock ships were, I suppose any errors in original ships might somehow propagate through ships based on them. there might also be some issues vs SH3.
BTW, TM does up the flooding time by 3X, so they will sink more slowly in TM.
<S>
tater
ROGER>>
I cant remember what ship i was shooting at...it took 8 torps to sink...waaaaay to many Im going though the files and seeing what was up there....most other ships sink normal...
oh sinking a hospital ship is bad....ends your career...-20,000 points
OUCH
TATER Whats your mod????
http://www.subsim.com/radioroom/showthread.php?t=116283
new campaign.
It's actually what ducimus used for TM1.4 and 1.5, so you are already playing it :) . Still under construction.
tater
jmjohnson36
08-12-07, 12:10 AM
http://www.subsim.com/radioroom/showthread.php?t=116283
new campaign.
It's actually what ducimus used for TM1.4 and 1.5, so you are already playing it :) . Still under construction.
tater
I enjoy that TM 1.5 alot....really cool. Hats off to you!!!
jmjohnson36
08-13-07, 06:28 PM
One more thing if anyone is having trouble with this mod please let me (jmjohnson36) know...the rest of the guys are a great help but probally busy as heck.
:up:
jmjohnson36
08-15-07, 04:37 PM
guess its working no mention of errors..cool
I was testing the lightship for a possible use (NLGH) and after looking at her, I put a fish into her. She instantly burns very well. After 9 more fish, while stopped, and still burning, she wasn't even low in the water. DM must be screwy.
That one small frieghter also used to be nearly (or actually) impossible to sink.
tater
GerritJ9
08-16-07, 05:19 PM
One glitch that I have is that none of the Dutch ships show up with flags in "Museum"- neither the stock SH4 nor those added with this pack (including my adding the N class destroyers to the Netherlands). Not sure whether this is to do with this pack or whether it is an original SH4 bug though- never checked before. I'm running SH4 with patch 1.3, TM 1.5, and this pack plus HMS Repulse for SH4.
Which leads me to my next question: Do I use the weapons files with the HMS Repulse addon or the files in this mod pack?
jmjohnson36
08-17-07, 03:50 PM
Thanks Tater...about the ship must be the same one I was talking about...I will check into it and see what the issue is.
Also not sure about the Danish flags on the ships not working...Im using the lastest patch and TM1.5 so everything is working on my PC...
Let me anything else/.
I was testing the lightship for a possible use (NLGH) and after looking at her, I put a fish into her. She instantly burns very well. After 9 more fish, while stopped, and still burning, she wasn't even low in the water. DM must be screwy.
That one small frieghter also used to be nearly (or actually) impossible to sink.
tater
jmjohnson36
08-17-07, 03:53 PM
You can use the SH4 weapons in the game...the game will not show any odd weapons ...
quote=GerritJ9]One glitch that I have is that none of the Dutch ships show up with flags in "Museum"- neither the stock SH4 nor those added with this pack (including my adding the N class destroyers to the Netherlands). Not sure whether this is to do with this pack or whether it is an original SH4 bug though- never checked before. I'm running SH4 with patch 1.3, TM 1.5, and this pack plus HMS Repulse for SH4.
Which leads me to my next question: Do I use the weapons files with the HMS Repulse addon or the files in this mod pack?[/quote]
GerritJ9
08-20-07, 09:42 AM
There is a bug in the flag file which is included with the pack: Dutch ships don't fly the national flag, whereas they do when the original flag file is used. Seems like the Dutch flag has been left out............ Checked on a clean re-install, checking at every stage: 1.0, OK; 1.3, OK; 1.3 + TM 1.5, OK; 1.3 + TM 1.5 + Super Ship Pack, no flag. Flag returned when original flag file was used.
The N class destroyer can also be used for the Netherlands- two ships were purchased by the Netherlands government while building. Hr.Ms. Van Galen (ex HMS Noble) was commissioned on 11/2/1942; Hr.Ms. Tjerk Hiddes (ex HMS Nonpareil) was commissioned on 6/5/1942.
Gerrit, I'm really interested in a Dutch Navy campaign mod to add the ships, etc in, are you working on one?
tater
GerritJ9
08-20-07, 10:24 AM
Tater, right now I'm "working" on the following:
1) converting the Clemson class destroyer into IJN Patrol Boat 102. The easy stuff has been done, next job is the trunked fore funnel and that is going to be a toughie as I'm new at working with 3DS Max/Wings 3D etc- new at modding in fact!
2) converting the C&D class destroyer into the Admiralen class (two groups), same comments apply.
3) looking at the possibility of modifying Hiryu into a more accurate representation of Soryu- Hiryu had her island on the port side, Soryu on the starboard side plus some other differences- in fact, they were really two different classes though often lumped together.
So in short, nothing that is about to be released, though I can send you the PB102 if you are interested in a first peek- just PM me. As far as Dutch campaigns are concerned, that would require a playable Dutch sub first.
Still, it'd be nice to see them in the Java sea in my pig boat :D
I actually have a quick and dirty PB102 'Bungo pete clone" mod with the sailors and small guns changed to japanese versions :) I haven't messed with the 3d stuff though.
Might be able to just move the "cabina" to the other side and forward in S3D on Hiryu.
tater
chopped50ford
09-02-07, 11:26 PM
I loaded this w/ TM1.6 and I think there are some conflicts. Anyone have any ideas?
Game CTD's.
Thanks
conflicts with all ships.dds files in Data/Sea files inT_M_1-6 SOL to reverse engineer,so sad:down:
Doesn't look like it should CTD though. the ship DDS files are just the pencil mark dots in TM, and the little ship shapes in the ship mod. Changing those is a cut and past job (mostly renaming).
That's not a CTD problem though.
They both change the rec manual.
Not sure what's going on, I know I've let the power pack ships run in my camapign without TM to check them out.
You've pasted the ship names into the Names.cfg like his readme says, right---into the Names.cfg in TM1.6, that is (with TM uninstalled)?
Lines to be pasted in your Names.cfg in the data\Sea directory:
RC=Rose Castle Ore Carrier
NTLE=Large Tanker (e)
NTME=Medium Tanker (e)
JunkM=Medium Junk
JunkS=Small Junk
LGH=Lightship
COBathurst=Bathurst class
DDNClass=N class
DS=Large Depot Ship
HSL=Hospital Ship L
LSS=Small Merchant L
LTSF=Small Tanker L
LSQ=Coastal Merchant L
NLOL=Large Old Liner
AMM=Pyro Ammunition Freighter
CHT=Small Troop Transport
NCOT=Coastal Tanker
NCVW=Converted Whale Factory Ship
NECT=Flush-Decked Tanker
FishingBoat1=Coastal Trader
C3Cargo=C3 Cargo
NKSA=Coastal Freighter
NKSB=Small Freighter
NKCA=Small Passenger/Cargo
NKLS=C2 Cargo
OTMST2=T2 Tanker
NOTSF=Patapsco Tanker
NPPL=Large Passenger Liner
CVIllustrious=Illustrious Carrier
DDCClass=C&D Class Destroyer
DDJClass=J&K Class Destroyer
NPTR=Heavy Transport
NKGN=Large Freighter
His readme applies to a STOCK installation.
to add these to TM, you'll need to paste that list above into the [Sea] part of Names.cfg in REL_Trigger_Maru_1-6\Data\Roster\Names.cfg (with TM uninstalled at the time). Then activate TM and try. I'm pretty sure a failure to paste those in right would be a CTD issue.
Donut is right, though, they will have ship icons on the map instead of the TM dots. To get the TM dots, you need to copy any _shp.dds file from TM into each ship's folder in the ship pack, delete the _shp.dds that belongs to that ship, and rename the TM one to the ship name in question. You must do this for each ship.
tater
I was just messing with some of the ships in this mod to help out with the Dutch shipping, and I noticed several problems.
1. There are no J class DDs in there. Nor did I see the CV.
2. The C&D Class is in there, but it is not on the roster for anyone.
3. Even if the warships WERE on the roster, the guns don't show up. This is because many of the guns used in the eqp don;t point to guns that exist in SH4. The guns files modded in by the SSPP mod are SH3 gun files, NOT SH4 gun files. The SH4 files are in Library\ShipParts\ then there are 3 guns and radars sets of files. If the gun isn;t there, it doesn't exist in SH4.
So most of the guns on your UK ships won't be there.
Note that this problem also exists with stock SH4 RN ships, they used the SH3 weapons, and never added them to the SH4 gun files. The Dido CL is an AA CL, and in game it has no AA at all, since they are all versions that don't exist.
tater
GerritJ9
09-10-07, 07:27 PM
Just taken up work on modifying the C&D Class destroyer into an Admiralen class destroyer for SH4 (and SH3, though with lower priority) again after a forced break. Checked the pic in "Museum" and the ship shows up, but without the torpedo tubes or any AA armament- only the four 4.7-inch main guns are visible. Since SH3's triple tube mount needs modifying to be suitable anyway (removal of the bulge on top of the mount) it isn't too much of a problem, but the tube mount will have to be integrated into the SH4 armament folder, which I have not located yet. Oh, and clicking on the recognition manual when viewing the ship in "Museum" results in a screen freeze every time- a minor point, though annoying.
GerritJ9
09-10-07, 07:33 PM
The "J" class is in the pack, so you should have it, Tater. But for helping out Dutch shipping, you should use the "N" class rather than the "J"- see my post above:D The "J" is good for the Java Sea battle, though, since HMS "Jupiter" was one of the RN destroyers which took part.
There are 2 different quad mounts in SH4. The Quad, and the Quad_T The T is the bulge version, the other one is just the 4 tubes.
tater
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