View Full Version : [REL] Playable S-Boot ( Final )
sh3rules
02-07-08, 09:54 PM
Is there a tweak file with this mod?
http://silent-movies.com/Ladies/BennettC/Bennett12.jpg
Tweakwhat ? :doh:
Seriously, I'd like to, but I don't even know how to do it. what kind of things would you like to tweak ?
I was thinking of changing the hit points, and adding more fuel canisters to it.
Albrecht Von Hesse
02-07-08, 10:05 PM
Well, I've enjoyed --sort of-- trying to host MP games for this all week. But it's a tad bit discouraging, and boring, marking time with a server up and waiting for people. For now I'm done hosting. I'll continue playing out my new S-boot career and/or my U-boat one.
If there are those that would like me to host, either PM me here or message me on Yahoo and/or AIM; I'll leave the messengers up and running just in case.
Have fun with these; they are a blast, and Mikhayl is a genius! :yep: :up:
gimpy117
02-07-08, 10:09 PM
got higher res tex in the works...looks better by a bit...
it's by no means done... ill have to do the deck too...wood anybody???
Albrecht Von Hesse
02-07-08, 10:19 PM
Had a thought . . . would it be possible to control the rudder setting via a joystick? I think that would be a blast, rocketing along at 40 knots and making turns using a joystick to control turning.
gimpy117
02-07-08, 10:22 PM
well a wheel can spin the hydrophone so can we make a spinnable wheel for the rudder?
and about my textures....does anybody have the panther outline or one like it from the schnellboot on the loading screen? i would like to add it onto the boot if i can...
we gotta make sigs for s-boot users too...
Albrecht Von Hesse
02-07-08, 11:42 PM
If we're ever going to play serious careers/campaigns, something should be done about the (seeming) hull invulnerability of ships.
I had a pretty decent third patrol, considering I returned with a torpedo.
http://i96.photobucket.com/albums/l192/Albrecht_von_Hesse/S-boot/SH3Img7-2-2008_233837_31.jpg
Then again, I made it back to base with my navigator reporting we were within 2 kilometers short of reaching base, based upon the remaining fuel! :huh:
By far the most interesting 'kill' was the elco boat.
http://i96.photobucket.com/albums/l192/Albrecht_von_Hesse/S-boot/SH3Img7-2-2008_231923_375.jpg
It continued to circle and 'attack' long after I (somehow, danke Gott!) managed to out-duel her and destroy her offensive weaponry. But I fired over a thousand rounds of heavy flak into her hull and, trust me, at the range she was at most of those were hitting. It felt like I could have flak-gunned her hull from now to Armegeddon without any effect. It wasn't until I started walking the rounds along the very top of her superstructure that she finally exploded and went down.
Is there anything that can be done to decrease these things adamantine hulls? At least for those of us playing S-boots.
Gewehr98
02-08-08, 12:00 AM
As for the panther emblem, here it is:
http://www.collectrussia.com/sBoot/revellpanther.jpg
Not the best reproduction, but it's a start.
gimpy117
02-08-08, 12:01 AM
i bet it can be done... yay panther!!! good size too...
If we're ever going to play serious careers/campaigns, something should be done about the (seeming) hull invulnerability of ships.
I had a pretty decent third patrol, considering I returned with a torpedo.
Then again, I made it back to base with my navigator reporting we were within 2 kilometers short of reaching base, based upon the remaining fuel! :huh:
By far the most interesting 'kill' was the elco boat.
It continued to circle and 'attack' long after I (somehow, danke Gott!) managed to out-duel her and destroy her offensive weaponry. But I fired over a thousand rounds of heavy flak into her hull and, trust me, at the range she was at most of those were hitting. It felt like I could have flak-gunned her hull from now to Armegeddon without any effect. It wasn't until I started walking the rounds along the very top of her superstructure that she finally exploded and went down.
Is there anything that can be done to decrease these things adamantine hulls? At least for those of us playing S-boots.
I think the quickest way of doing this would simply be increasing the effectiveness of the 37mm round! I'll test that now...
Meanwhile, bastards did this to my poor S-boot :cry:
http://i4.photobucket.com/albums/y122/Otohiko/stuff/sbo06.jpg
http://i4.photobucket.com/albums/y122/Otohiko/stuff/sbo05.jpg
I was parked near Crete, waiting to time my raid to Alexandria with night-time of the following day, when I got careless and let an Anson slip past. I'm sure glad I survived! (lost 5 men KIA though :damn:)
gimpy117
02-08-08, 12:31 AM
lol how are you still afloat??
ps.what damage more are you using??
JScones
02-08-08, 01:33 AM
I PMed JS to know what exactly doesn't work, if the mod progresses enough to really allow "realistic" campaign games this will be fixed in a way or an other :up:
The IIA's .zon file contents have changed, meaning that SH3Cmdr is no longer writing the randomised crush depth value to the right spot (yeah, irrelevant here, but SH3Cmdr doesn't know that...yet).
Solution: open SH3Cmdr's "Sh3 options.cfg" file, scroll down to the "[CRUSH DEPTH]" block and delete the line "IIA=NSS_Uboat2A|x2688|175".
Let me know if this does not solve the problem
If it works, it will only be a temporary fix because, yes, as first announced here right now, I am working on an update to SH3Cmdr which, amongst it things, will see it handle file contents much more dynamically.
BTW: read your PM, I'll work on something over the weekend. :up:
Ivan Putski
02-08-08, 01:48 AM
LOL CCIP you know you always wanted a convertable:D
JScones
02-08-08, 04:26 AM
I also see you've also included two versions of Cameras.dat, which are different sizes. As such there's every likelihood that at least one of them will break SH3Cmdr's randomised events feature.
Basically, if the size of any of the following game files change, then SH3Cmdr's randomised events.cfg file will need reviewing to ensure the offsets don't need changing.
data\Library\AI_Sensors.dat
data\Library\GUNS_SUB.sim
data\Library\Cameras.dat
data\Library\Sensors.sim
data\Library\Sensors.dat
data\Submarine\NSS_Uboat7b\NSS_Uboat7b.sim
data\Submarine\NSS_Uboat7c\NSS_Uboat7c.sim
data\Submarine\NSS_Uboat9b\NSS_Uboat9b.sim
data\Submarine\NSS_Uboat9c\NSS_Uboat9c.sim
data\Submarine\NSS_Uboat9d2\NSS_Uboat9d2.sim
data\Submarine\NSS_Uboat21\NSS_Uboat21.sim
Syxx_Killer
02-08-08, 09:17 AM
I didn't read all 17 pages stem to stern, and I apologize if this has been addressed already. Is it possible to change it so that the game will show S-Boot instead of IIA in the damage control screen and boat selection menus? This depends on if the first part if doable, but if it is could the numbers be changed from say U-5 to S-5 or something (or whatever numbers S-Boots used)?
I just want to reiterate that this mod is looking more fantastic everytime I check this thread!
Do you actually sink when damaged?
I ask because in Sh3 stock or modded your sub, at surface, will never actually sink even with all compartments nearly flooded. As soon as you submerge you of course sink like a stone. Now this boat doesn't have huge air filled tanks keeping it afloat so does it sink or is it a hardcoded problem?
Albrecht Von Hesse
02-08-08, 10:51 AM
I know you'll eventually sink because I've seen us sink in multiplayer games. I don't know, though, if you can loose your boat to sinking instead of accumulated damage, which seems to be what usually takes us out.
Also (and this is, of course, very long range planning) the awards and qualifications may want to be looked at. It's a little weird having my crew being awarded U-boat badges! --grins--
-SWCowboy.
02-08-08, 11:04 AM
For those of us who like to sling paint, is it possible to upload the image TGAs for this? I've got no clue how to extract things from DAT files...I think it was either DD or Privateer that tried to teach me but you can't teach this old dog new tricks :lol:
Albrecht Von Hesse
02-08-08, 11:48 AM
I know you'll eventually sink because I've seen us sink in multiplayer games. I don't know, though, if you can loose your boat to sinking instead of accumulated damage, which seems to be what usually takes us out.
Also (and this is, of course, very long range planning) the awards and qualifications may want to be looked at. It's a little weird having my crew being awarded U-boat badges! --grins--
You know what, actually I already stored copies of all these .tga's in a second "menu folder" to take care of them, but at the moment it's so far away on that never ending todo list that I can't even read it :rotfl:
This is a massive undertaking Mikhayl. If you're going to do it properly --as I've no doubt you are and will-- there is a ton of things to do. Don't worry, we won't be pestering you for a full release for, oh, another week at least. ;)
(If anyone wants be to host MP games just PM or message me; otherwise I'm trying to play with creating a playable DD)
-SWCowboy.
02-08-08, 12:14 PM
For those of us who like to sling paint, is it possible to upload the image TGAs for this? I've got no clue how to extract things from DAT files...I think it was either DD or Privateer that tried to teach me but you can't teach this old dog new tricks :lol:
here you go :up:
http://rapidshare.com/files/90174182/GWX_s-boot_tex.zip.html
However I think I've read somewhere on subsim that the textures for the type II have to be included the .dat, the game won't read them if they're in the texture folder, not sure about this though :hmm:
Oh damn...that would explain why Koon only made 2 skins for that Type II class... :damn: Thanks for those files! I'll see if I can learn how to handle that DAT file but my fear is if I do add skins to it like that, eventually you'll update it and those skins will be useless... :nope:
yamato9
02-08-08, 12:25 PM
I've just tested the flooding stuff :D
The boat sinks more and more as the flooding increase, but you can't totally sink because the death screen pops up once a single compartment is fully flooded :
If you go in Mission editor and open some single mission and then mark this mission like "multiplayer" then total sinking is viewable(end mission screen pops up but game don´t pause) like in multiplayer game. OK campaign is something totally different so this is not possible to enable there.
Or maybe some moders know how to create "single" campaign to be treated like MP campaign?:hmm:
Hey kids, here's a couple of WIP shots of the hi-res skin I'm working on. The skin shown here is 1024x1024. The original skin is 2048x2048, but it won't load up in game... or I just didn't have the patience for it to load (after the load-bar stood still for 10 mins I ctl alt deleted). I don't see why though, 2048x2048 skins load fine on the player sub models.
Anyway, heres some shots of a simple skin in Schnellbootweiss (Speed Boat White), which is what the majority seem to have been painted in. Still have a lot to do on it, though.
http://img137.imageshack.us/img137/7240/sh3img82200819330843ke6.jpg
http://img172.imageshack.us/img172/6668/sh3img822008193541906lq0.jpg
http://img180.imageshack.us/img180/9905/sh3img822008193619921kh5.jpg
bigboywooly
02-08-08, 02:14 PM
Looking good Boris
As ever
:up:
Variations on markings\colours
http://www.prinzeugen.com/SBOATIND.htm
Cheers BBW! That should give me a lot to work on.
Great work Boris! :up:
It'd be great if someone could touch up the model a bit though. Aside from the length, there's parts of it just begging for more a bit more detail, and it would be great to have the railing fixed up a little bit, too. But this is all a great start!
Here's a great plan someone could use for reference by the way: http://www.collectrussia.com/sBoot/lateplan1.jpg
So are you ready to release the screen yet? :D
Also, have you tweaked the damage for this new version? I actually was going to mention how hard it seems to damage the boat's systems. In my recent patrols, my boat was usually destroyed (by hull integrity going down to 0) before any of the systems in it went offline...
Yea, this is what I thought as well (I've worked on zones.cfg for RuB in my day, too :))
I actually changed some of the settings in there last night, but haven't had a chance to test them yet. I also boosted up the 37mm efficiency for good measure.
Albrecht Von Hesse
02-08-08, 03:57 PM
Things you really don't ever want to see:
http://i96.photobucket.com/albums/l192/Albrecht_von_Hesse/S-boot/SH3Img8-2-2008_151229_656.jpg
http://i96.photobucket.com/albums/l192/Albrecht_von_Hesse/S-boot/SH3Img8-2-2008_151121_515.jpg
I was on patrol just outside of Southend when I'd spotted a tribal destroyer. As I didn't want to tangle with it I laid doggo and hoped it would miss me.
No joy.
Yanno, those things can catch up to you in a stern chase! :huh:
I found the same thing with these as I did with the elcos: I managed to flak gun it to pieces; took out all of her offensive armament, d/c racks included . . . but she just wouldn't slow up, or sink! This was a half hour engagement. I couldn't out-run her, and until I'd swept her decks clear of anything that could shoot back at me, trying to torpedo her would have been suicide.
Once I did clear her decks, though . . .
http://i96.photobucket.com/albums/l192/Albrecht_von_Hesse/S-boot/SH3Img8-2-2008_152635_781.jpg
If someone could point me in the right direction, I'd like to try adjusting some warships for this with hulls and superstructures that react to flak damage.
Albrecht Von Hesse
02-08-08, 04:07 PM
I've tried waterline shots, yes. With that %$^# eloc yesterday I plastered somewhere upwards of 200 rounds into her bow waterline, and just got my efforts laughed at. :nope: I'll keep trying it out though.
Visibly it looks as if the rounds just visually impact with no damage impact; like deck gunning a lighthouse. --grins-- I'm wondering if the damage zones for the ship hulls and superstructures were made to be moderately invulnerable to flak attacks. Guess I'll find out. :-?
Also, does anyone have any idea where I should try looking to make ships auto-attackable by flak guns, like you can do with the deck guns?
Albrecht Von Hesse
02-08-08, 05:12 PM
Oh well. :-? My seventh patrol was not my lucky one. Spotted a convoy in the dead of night and made a perfect run in. Sank a whale factory ship!
Then starshells all over the place and I was spotlighted like a deer. Tried to evade and run but four minutes after launching against the whale factory ship I was splattered all over the waves.
It's shells.zon. I've tweaked that, but haven't totally had a chance to try it yet.
Syxx_Killer
02-08-08, 06:24 PM
Did a few more patrols with the S-Boot mod. I was wondering, would it be possible to change the ownship symbol in the navmap from a sub to warship symbol? Also, will the loadout screen get the S-Boot graphic? I see all this cool work being done for the other screens, I just hope the loadout screen isn't forgotten. :)
Albrecht Von Hesse
02-08-08, 06:45 PM
LOLOLOL!!!!!!:rotfl: :rotfl: :rotfl: :rotfl:
I was working on a single mission and was testing it out. I got bombed by an aircraft. It went off just feet to one side . . . and my S-boot literally rolled sideways four or more times!! I mean, all the way round and round and round four to six time before finally rolling back onto her keel!:rotfl: :rotfl: :rotfl:
It was hysterical!! And happened so fast I didn't have time for a screenhot. :cry:
Got a quick question I hope someone can answer: in this lil mission of mine I have a German AI U-boat on the surface. But it just sits there dead in the water (I gave it a speed and waypoints) plus has no crew manning the flak stations. Eh?
Is there something special I have to do with AI subs to get them to move and to man the flaks?
Syxx_Killer
02-08-08, 06:46 PM
I can do it but if you have a map contact that is supposed to be a sub, it will show as a warship :-?
For the second, if you mean the "shopping" screen it's half done, the profile shows about the same as on the damage screen, I just need to change the graphics of the updates (engine and stuff) and their position to fit :up:
Ok, I didn't know it would change all the other U-Boat icons. On the loadout screen, I was talking about when you are on patrol and press the "I" button to bring up the screen to place torpedoes into tubes or drag external torpedoes into an internal spot.
On a different note, I had decided to check out the Museum. I don't know if this is already known or not, but I thought I would bring it up anyway. I clicked the IIA in the Museum and this is what I got.
http://img.photobucket.com/albums/v229/Syxx_Killer/PlayableS-BootMuseumShot.jpg
I don't know what, if anything, can be done to bring the S-Boat to the surface. I just thought it was a funny little quirk. :lol:
sh3rules
02-08-08, 06:56 PM
LMAO
sh3rules
02-08-08, 06:58 PM
How about a link to the newest beta? I'd like to try out those nice loading screens.
Albrecht Von Hesse
02-08-08, 07:08 PM
Ok, I didn't know it would change all the other U-Boat icons. On the loadout screen, I was talking about when you are on patrol and press the "I" button to bring up the screen to place torpedoes into tubes or drag external torpedoes into an internal spot.
On a different note, I had decided to check out the Museum. I don't know if this is already known or not, but I thought I would bring it up anyway. I clicked the IIA in the Museum and this is what I got.
I don't know what, if anything, can be done to bring the S-Boat to the surface. I just thought it was a funny little quirk. :lol:
Oh that one, yep it's fixed, it uses the same profile as the shopping screen actually (the "closed" one). The barracks screen and damage screen use the same "opened" profile :up:
I also checked the museum at the beginning and couldn't find a workaround, looks like if the unit type is submarine, whatever the other values it will be shown submerged :-? (maybe there's a way to change it, I didn't really investigate this)
@Albrecht : I have no idea, I can't even spawn an aircraft in my testing mission :roll:
I think it's necessary to be more than 40km away in order for aircraft to have a chance of spawning. If you'd like I can upload this SP mission I have that has aircraft. Or I can custom-build you test-bed SP missions for whatever you'd like.
JScones
02-08-08, 07:45 PM
@Mikhayl: I've started building an "S-Boot War" campaign. I've decided to add the following S-Flotilles:
1 S-Flot (http://www.axishistory.com/index.php?id=8374)
2 S-Flot (http://www.axishistory.com/index.php?id=8375)
3 S-Flot (http://www.axishistory.com/index.php?id=8376)
4 S-Flot (http://www.axishistory.com/index.php?id=8377)
5 S-Flot (http://www.axishistory.com/index.php?id=8378)
Any others really are just duplicates.
I'll use GWX as my base, because it better supports places like the Med and Black Sea. Variety. ;)
However, with the release of GWX2.1 supposedly soon, I'd rather wait before continuing - there'll be changes to key files that I need to adjust and I'd rather do it once.
Once it's done, if others want to make compatible versions for other mods, they can go for it.
Nb: Does/will the S-boat display an emblem on each side? If so, some emblems for the above flotillas will be nice (http://www.wlb-stuttgart.de/seekrieg/km/sboot/sfl-frames.htm can be used as a guide). Maybe someone can help out with this?
Here's some more shots of the Schnellbootweiss skins. It's nearing completion... I'm going to do some weathering on it tomorrow, and maybe it'll be ready to release. After that I'll use it as a base for a variety of camouflage schemes and emblem variations.
http://img182.imageshack.us/img182/3906/sh3img92200815029531cf0.jpg
http://img144.imageshack.us/img144/2365/sh3img92200815223718sy7.jpg
http://img182.imageshack.us/img182/3263/sh3img9220082250593qy2.jpg
http://img522.imageshack.us/img522/141/sh3img9220082841328dt7.jpg
http://img522.imageshack.us/img522/2734/sh3img9220082856390sh4.jpg
http://img182.imageshack.us/img182/9647/sh3img92200821058500xe9.jpg
How about a link to the newest beta? I'd like to try out those nice loading screens.
It's still not ready, still a load of stuff to add/change/test :up:
Take your time Mikhayl, we all can plod on with the first release. :up: :up:
gimpy117
02-08-08, 08:37 PM
Here's some more shots of the Schnellbootweiss skins. It's nearing completion... I'm going to do some weathering on it tomorrow, and maybe it'll be ready to release. After that I'll use it as a base for a variety of camouflage schemes and emblem variations.
http://img182.imageshack.us/img182/3906/sh3img92200815029531cf0.jpg
http://img144.imageshack.us/img144/2365/sh3img92200815223718sy7.jpg
http://img182.imageshack.us/img182/3263/sh3img9220082250593qy2.jpg
http://img522.imageshack.us/img522/141/sh3img9220082841328dt7.jpg
http://img522.imageshack.us/img522/2734/sh3img9220082856390sh4.jpg
http://img182.imageshack.us/img182/9647/sh3img92200821058500xe9.jpg
lol i was working on the same thing!!!
oh well...maybe ill add camo!
Syxx_Killer
02-08-08, 08:44 PM
We can never have too many skins! :cool:
Seeing that cool new skin got me wondering, will the AI S-Boats have the same skin? I just don't like being the only one to have a different skin. I like to feel like I'm just another member of the team and not stand out. :oops:
The skin for the playable S-Boot is inside the unit dat file, but theres nothing to stop you from using this skin on the AI units by renaming it.
gimpy117
02-08-08, 11:59 PM
another 5,000 ton frieghtor on the bottom...needed 2 toprs and 600 rounds though...
AdlerGrosmann
02-09-08, 12:55 AM
A good mod. But with terrible ways for it to play. Someday I hope you can make it playable with Sh3 Commander. Also, maybe we could control an aircraft carrier, a destroyer, or maybe even a battleship someday if some one like you could invent it. I'm sure it may happen someday or it may not, but a good idea this mod has done to improve the way technology can go. I'm hoping for it to go further. :smug: I liked it, but my Sh3 commander was still running somehow even though it was off. I uninstalled it and somehow it was still in the comp after I uninstalled and deleted the folders.
Btw...could you make it where we could use the spotlight!?
AdlerGrosmann
02-09-08, 09:47 AM
Thats good! I can't wait until the next one will work out.
Abd_von_Mumit
02-09-08, 09:57 AM
Oh men... You are absolutely crazy. :rock:
I haven't tried the Schnellbotte yet and I'm not planning it soon, as I'm perfectly involved with sinking merchies the under-way, but fnally I'll have a S-way try for sure... From what I see by the time it eventually happens you'll be ready with tons of skins, various S-boat types, SWX 1.3a and maybe even OLCSB GUI. :rotfl:
That's probably the fastest growing mod project I've seen here ever.
I admire you, modders. :yep:
JScones
02-09-08, 10:02 AM
Nice Mikhayl. :up: Hopefully any changes to files in GWX2.1 won't set you back too much.
Re SH3Cmdr compatibility, you'll be pleased to hear that the new version I'm working on is quite happy with your S-Boat. To reiterate though, it's not hard to make SH3Cmdr compatible with the S-Boat in the meantime. Just:
1. open SH3Cmdr's "Sh3 options.cfg" file
2. scroll down to the "[CRUSH DEPTH]" block
3. delete the line "IIA=NSS_Uboat2A|x2688|175".
4. save and close
Once the S-Boat campaign is completed though, there'll be a need for many updated SH3Cmdr files to reflect the flotilla changes and just the basic differences between S and U boats. But I don't forsee any probs and I can help you with that aspect when the time comes as I know a thing or two about the way SH3Cmdr works, LOL!
Re the TypeIIA text, I know someone who spent a lot of time unsuccessfully trying to figure that out when SH3 was first released (when turning the IIA into a IIB). My guess is that the text is derived from the class name. I can't see anywhere else, unless it's hardcoded, that the text could come from.
FYI when building the campaign I will need to make changes to *_menu.txt. I'll keep the changes isolated so that they can be imported into your copy.
Antenor
02-09-08, 03:04 PM
Hi all! well, first, congratulations Mikhayl and modders are helping you for the amazing work i seen.
Until a couple of days ago, the Schnellbootes were unknown for me, only have some news several months ago of the game ptboats, but not like me very much, I always prefer the uboots (My loved VIIC forever hehe).
But seeing this amazing mod work, I started to search info about german fast attack boats and the idea to attack a merchant at 40knots instaid 2 underwater call my attention powerfully ;).
I love this mod! In the approach to a convoy, avoid docens of shells fallen around me, and the tension of shoot torp, hope the impact, and trying escape alive is very funny!. Is complicated and this is a new challenge for me sink merchant on this new way.
Thank you guys for your hard work and make the SH3 a new experience for all of us ;).
Here are a pair of captures of one of mi first "raid", see you!
http://i20.photobucket.com/albums/b209/Aragorn_sr/Sboot/barcazasalida.jpg
http://i20.photobucket.com/albums/b209/Aragorn_sr/Sboot/encuentro.jpg
http://i20.photobucket.com/albums/b209/Aragorn_sr/Sboot/identifi.jpg
http://i20.photobucket.com/albums/b209/Aragorn_sr/Sboot/torplaunch1.jpg
http://i20.photobucket.com/albums/b209/Aragorn_sr/Sboot/torplaunch2.jpg
http://i20.photobucket.com/albums/b209/Aragorn_sr/Sboot/torplaunch3.jpg
http://i20.photobucket.com/albums/b209/Aragorn_sr/Sboot/impacto.jpg
P.D: Sorry for my poor english, im from spain, and have it a litte Rusty.
WilhelmSchulz.
02-09-08, 10:00 PM
Its a great mod but we do need to get DD or another good 3D moddler in on this project to work on the moddle. No offence Mikhayl your doing a great job getting the mod to work but the boat looks too short and stubby compaired to pics of the real thing.
Viliotti
02-09-08, 11:03 PM
GREAT! :o
Erich Topp
02-09-08, 11:54 PM
Installed. Had a lot of fun with mod. Really good and fresh experience (not many mods are changing Gameplay, not visual side of the game). Can someone tell me can we soon be able to d/l version 0.2 Beta?)) Or higher?))
PS: Yes, This MOD really worth to try it... if someone doubts...
@Mikhayl: I've started building an "S-Boot War" campaign. I've decided to add the following S-Flotilles:
1 S-Flot (http://www.axishistory.com/index.php?id=8374)
2 S-Flot (http://www.axishistory.com/index.php?id=8375)
3 S-Flot (http://www.axishistory.com/index.php?id=8376)
4 S-Flot (http://www.axishistory.com/index.php?id=8377)
5 S-Flot (http://www.axishistory.com/index.php?id=8378)
Any others really are just duplicates.
I'll use GWX as my base, because it better supports places like the Med and Black Sea. Variety. ;)
However, with the release of GWX2.1 supposedly soon, I'd rather wait before continuing - there'll be changes to key files that I need to adjust and I'd rather do it once.
Once it's done, if others want to make compatible versions for other mods, they can go for it.
Nb: Does/will the S-boat display an emblem on each side? If so, some emblems for the above flotillas will be nice (http://www.wlb-stuttgart.de/seekrieg/km/sboot/sfl-frames.htm can be used as a guide). Maybe someone can help out with this?
Hello JSc,
maybe you are interessted in this information...
http://img412.imageshack.us/img412/6848/80821282fb7.jpg (http://imageshack.us)
http://img257.imageshack.us/img257/4379/34304032ph2.jpg (http://imageshack.us)
http://img151.imageshack.us/img151/3070/27167532yy0.jpg (http://imageshack.us)
Inspiration for "Rank_Deco_ND"
(Schnellboot Kriegsabzeichen)
http://img260.imageshack.us/img260/8725/titl1gg5.jpg (http://imageshack.us)
Erich Topp
02-10-08, 06:14 AM
Great news about upcoming update. We are waiting for it)) You managed to do something new... and more functional than it was done ever before. Respect))
Btw, where I can get a picture (painting with S-boat) which is on the loading screen of your mod (without progress bar - yes, I am lazy to photoshop it out))). I am interested in such an art for my Kriegsmarine page)) Sorry for off-topic.
I lack modding knowlage, but is it possible to change some or all of the flak guns in to deck guns that look and fire like flak guns?
That way the AI will fire at ships.
Is it simply a case of changeing a class, or more complex?
Please exscuse my ignorance and wild speculation.
Mush Martin
02-10-08, 07:08 AM
yes sort of
you can but it pooches the guns if your playing anyother way
what you do is swap out the visual model of the aa gun and
damage visual model of the aa gun for the same of the 105
then you tweak the 105 to fire at AA rates of fire and change
to sound to the aa one. this works because the model is still
a dg however consequently they wont take on aircraft.
also of course you would need to tweak the ammo for it.
you would need to then make a deck gun mount
on the sboat too of course.
better to do one and leave one I think.
@Mikhayl: I've started building an "S-Boot War" campaign. I've decided to add the following S-Flotilles:
1 S-Flot (http://www.axishistory.com/index.php?id=8374)
2 S-Flot (http://www.axishistory.com/index.php?id=8375)
3 S-Flot (http://www.axishistory.com/index.php?id=8376)
4 S-Flot (http://www.axishistory.com/index.php?id=8377)
5 S-Flot (http://www.axishistory.com/index.php?id=8378)
Any others really are just duplicates.
I'll use GWX as my base, because it better supports places like the Med and Black Sea. Variety. ;)
However, with the release of GWX2.1 supposedly soon, I'd rather wait before continuing - there'll be changes to key files that I need to adjust and I'd rather do it once.
Once it's done, if others want to make compatible versions for other mods, they can go for it.
Nb: Does/will the S-boat display an emblem on each side? If so, some emblems for the above flotillas will be nice (http://www.wlb-stuttgart.de/seekrieg/km/sboot/sfl-frames.htm can be used as a guide). Maybe someone can help out with this?
Hello JSc,
maybe you are interessted in this information...
http://img412.imageshack.us/img412/6848/80821282fb7.jpg (http://imageshack.us)
http://img257.imageshack.us/img257/4379/34304032ph2.jpg (http://imageshack.us)
http://img151.imageshack.us/img151/3070/27167532yy0.jpg (http://imageshack.us)
Inspiration for "Rank_Deco_ND"
(Schnellboot Kriegsabzeichen)
http://img260.imageshack.us/img260/8725/titl1gg5.jpg (http://imageshack.us)
Well if anyone is interested in this, I certainly am! Some even show the colours of the camouflage schemes. Thanks! :D
latemail
02-10-08, 07:24 AM
Greetings Mikhayl,
first of all ...... I am really thrilled what can be done with SH3 :o :doh: :sunny:
... and that someone can do this all alone .... puhhh ..... it´s magic!!!!!
(And calling himself not a modder .... shy guy :yep: )
..... (painting with S-boat) which is on the loading screen of your mod.....
how did you made this, it´s superb .... give me some ideas for own things, but how to????? :oops:
I lack modding knowlage, but is it possible to change some or all of the flak guns in to deck guns that look and fire like flak guns?
That way the AI will fire at ships.
Is it simply a case of changeing a class, or more complex?
I think it would be possible but it would require probably a lot of work to swap models and specs for guns and shells (at least). And then the AI wouldn't fire at aircrafts anymore :hmm: Maybe it would be interesting to try it for the 37 and leave the 20s AA :hmm:
Edit : greatly outspeeded by MM !
That sounds like a good idea. The player could then man the 20mm against aircraft.
Syxx_Killer
02-10-08, 09:22 AM
Those emblems would look great. Is that medal at the bottom of the emblems a candidate to replace the U-Boat war badge?
Anyway, what I was wondering is, since the U-boat interior would need to be totally reworked, would it be possible to just disable the 3D interior views? The static views like message center and orders screen could stay. I don't know if this has been mentioned already or not. It's wild to see the interior bouncing around in rough seas but looks so weird as well.
@Boris : I think it's a good idea to store the pictures but better not to work on new emblems .tga for the game yet, because at the moment these emblems don't show :
http://img119.imageshack.us/img119/8583/emblemsqv6.jpg
this was just a first try, I think I can fix it but we never now. I'll see to it after I'm done with some other stuff :hmm:
@Latemail : thank you, actually I'm not really alone, Jaesen and Boris for example are working on different parts of it, plus Privateer offered me help on a important matter (I just don't have the material needed at the moment), also lots of advices and feebacks from you guys and the search function :D
And your menu tutorial might be really handy quite soon :hmm:
I'm going to make the emblems anyway and paint them on the texture, as I already did with the panther. I think this looks better, because it actually looks like the emblem is painted on the hull, with rivets showing through, weathering etc, rather than having the game place the emblem on, like on the subs.
Those emblems would look great. Is that medal at the bottom of the emblems a candidate to replace the U-Boat war badge?
I'm working on it right now :) But this needs to be edited in menu.ini, which is different depending on the mod used by players :hmm:
http://img233.imageshack.us/img233/9683/awardsja6.jpg
It's a "wip" shot, the badge looks nice but I'm wondering about the clasp ? (plus the background "uboot" thing to remove)
Anyway, what I was wondering is, since the U-boat interior would need to be totally reworked, would it be possible to just disable the 3D interior views? The static views like message center and orders screen could stay. I don't know if this has been mentioned already or not. It's wild to see the interior bouncing around in rough seas but looks so weird as well.
It's a quite "easy" thing to do, just disabling key shortcuts and GUI buttons, the interior will still be here but you just won't have any way to get in. But this also needs to be edited in the menu.ini so I guess I will have to include one :hmm:
I'll work on it for the rest of the day and see how it looks, I'm not so good at this.
The thing in the background is the Verleihungsurkunde (Certificate) for the U-Boat War badge.
Does anyone happen to have a Verleihungsurkunde, or a picture of one, for the schnellboot badge as a replacement?
@Mikhayl
If you want I can update the menu pictures to change all U-Boot references to S-Boot refences. Anyway, I'd like to, since the GWX menu screens are my baby.
@Chris : good find, where's that from ? Looks like I'm gonna have to press the attack to put back side emblems on the boat :hmm: (I have the 3D object for the emblems showing in game but it uses the wrong texture atm)
For the s-boat badge, I have it with proper alpha chanel, ready to display, but it needs a new artwork for the medal case (different proportions)
@Erich : this is the boxart from Revell S-100 kit, borrowed here http://www.ipmsdeutschland.de/FirstLook/Hersteller_News/Revell_2006/05002_SCHNELLBOOT_FAST_ATTA.jpg
and slightly enlarged.
I spent about 2 hours trying to fix the heavy flak upgrade menu but with no luck, I'm gonna leave it alone for the moment. If someone knows how this thing works you'll be worshiped :D
-on the upgrade screen, the 3 guns show properly.
-when I click on the heavy flak gun icon, it displays the proper info and upgrade list (37, 37double, 20mmquad) but if I click on any in that list, the description of the gun shows light flak specs.
-in that case, if I double click on the say "37mm double" which displays 20mm single specs, it will upgrade my light flak to that single 20
-on the left side, if I click on the "heavy flak" line, it displays the light flak upgrade list.
:damn:
Mikhayl,
at first my congratulations to your fantastic mod! I am always looking excited to this threat.
I have taken the emblems form a book that I have. It contents lots of drawings, photos and skins. If you need more technical informations maybe i can try to find. out.
Ciao, Einbecker (Chris)
@ Chris
I'll certainly be needing lots of good pictures of camouflage schemes and colours. If you could scan them in and post them, I'd be very grateful.
sh3rules
02-10-08, 12:26 PM
About the Flak guns, I think it’s a good idea. I would gladly have the crew fire with the 37mm at ships, and I would man the 20mm. With planes, then the crew would fire with the 20mm and I would man the 37mm. I think it’s a good compromise.
:ping:
USS Sea Tiger
02-10-08, 12:38 PM
Hi
I noted that this project is attracting even those who are unfamiliar with the S-100 class boats, so thought I would post this to help them have at least an idea what these boats were about. I would encourage all of us to seek out more and learn.
In WWII the Friedrich Lurrsen/Vegesack shipyard successfully pioneered the development of a fast, seaworthy type of S-boat reaching to speeds even in heavy seas coupled with excellent maneuverability. Due to its well balanced construction, the design of the ship underwent no profound changes until the end of the war. S-boats (in German “Schnellboots” or “S-boots”….which means Fast Boats…proved their worth generally in escort sorties, in the sea reconnaissance role, in mine-laying operations and above all in fighting surface vessels and enemy submarines. The British hung the name “E-Boat” on them, the “E” meaning “Enemy”. However, the Germans never called them E-Boats.
Even though they scored lower in sinking enemy naval craft than the U-boats (submarines) operating in wide sea areas, owing to their high maneuverability and combat strength S-boats posed nevertheless a permanent threat to enemy shipping in the coastal areas and the English Channel, which contained a great deal of enemy forces. Despite continually improved defensive measures of the Allied Forces, S-boats achieved impressive success by lightning attacks. These attacks were carried out with much courage and commitment . They earned the S-boats the nick-name “Greyhounds of the Sea” (“Windhunde des Meeres”).
The final product and the last operative version of the S-boat types, that was used in significant numbers, was the S-100. These were produced from 1943 and which counts as the last S-boats of its time. The S-100 type was a successful compromise of size, performance and combat power coupled with a large range of action . This last developed type of motor torpedo boat was specially fitted with a rounded cuppola-shaped or “Kallote” bridge which was made of welded segments of steel (about 10 to 12mm of armor protection) and also with other areas of improved protection.
The enhanced armor protection, along with improved armament, had become a requirement when encountered with being out-numbered. Enemy MGB’s (Motor Gun Boats), corvettes and destroyers became more frequent and there was a significantly growing threat posed by enemy aircraft. In spite of wartime related shortages, this new type of S-boat afforded its crews a much improved weapon system with increased protection against machine-gun fire. This enhanced not only the suitability of the craft for combat operations, but also its chances for success.
The S-100 model was an average of 34.94m long, 5.28m wide and 2.9m high, with a 1.67m draught. It had a displacement of 98.91 tons and a full-load displacement of 110.74 tons. Depending on its speed, its operative range reached from 700 to 750 nautical miles. Several shipyards, such as Lurrsen/Vegesack, Gusto N.V./Schiedam and Schlichting/Travermunde did their best to satisfy the constant demand for new S-boats and have them stand up by superior performance and quality to Allied superiority at sea and in the air.
Initially fitted with three powerful Daimler-Benz MB 511-V four stroke diesel engines, each rated at 2000hps (later production series fitted with three MB 501A or MB 511, each with one motor-driven blower per engine, boosting up the power to 2500hps each). This was on 3 high-speed propellers of a diameter of 1.10m or 1.23m. The S-100’s had excellent acceleration power and could reach the astounding speed of 43.5 knots. This could be temporarily increased to up to 48 knots under combat conditions. Its rudder arrangement, which consisted of one half-balance main rudder and two side aerofoil-shaped rudders, which were located in the current of the outer propeller shafts, gave it particularly advantageous maneuverability. Also, this was owing to the so-called “Lurrsen-effect” additional acceleration powers.
Usually, S-boats carried a weapons load of two 533mm TR G7A torpedo launching tubes, mounted on the forecastle, and 4 torpedoes. Alternatively, the boats could be used as minelayers (carrying six mines in place of the reload torpedoes) or they were equipped with six depth charges which were used for fighting submarines. Further armament showed great differences over the last years of the war, but generally consisted of two 20mm Flak 38 (anti-aircraft) guns with up to 6000 rounds of ammo. One of these was mounted on the forecastle in a manhole which could be raised or lowered (“Drehkranzlafette 41”), the second one mounted on the quarterdeck. From about 1943, a 20mm socket-mounted gun was added in the mid-ship position. Technical development soon called for a replacement of these smaller calibers by an aft-mounted 37mm Flak 36 cannon (or improved versions) or by a range of versions of fully automatic 40mm Bofors Flak 28’s, with up to 2000 rounds of ammo. This was used on S-100 type S-boats alternately. Additionally, the bridge carried two MG 34 machine guns and later MG-42’s on a provisional basis. In late 1944/1945, one 20mm quadruple-mounted anti-aircraft gun was installed aft, one 20mm twin-mounted gun in mid-ship position and one 30mm SK 35 in the forecastle. With this increase in the weapons load, the number of crew grew from an initial complement of 24 to up to 30, whose sole tasks were to operate the widened range of weapons.
The greatest threat that arose to the German S-boat Force (“Schnellbootwaffe”), which worked with only optical devices, was the radar locating and fire direction technology used by Allied escort vessels and by radar-supported air raids during day and night. Fully adequate defensive technology was not available on board and not be fitted until the end of the war either. Naxos radar interception equipment only disclosed radar detection by the enemy. This facilitated some quick defensive measures.
Towards the end of the war, the Allies superiority…both in terms of numbers and material prevented the chances of sinking enemy craft in decisive numbers and forced S-boats to operate jointly and in smaller numbers, more and more on the defensive until Germany capitulated. S-boat type S-100 version comprised from 1943/1945 of S-100, S-136, S-138 to S-150, S-167 to S186, S-195 to S-200, S-203 to S-228, and S-301- S-307.
107 S-boats survived the war and were distributed among the Allies as welcome war booty.
USS Sea Tiger
02-10-08, 12:51 PM
Hi all
found this works quite well. 8 out of 8 time I took less than 10 percent damage
run up on it at 40 kts, as you pass him on your beam, hard rudder over to the side he is on,
man your guns and blaze away at him, hit the f-11 to keep guns on him at all times. (supression and for effect) after a few loops,, he will blow up quite handly, Now slow and take on any survivors.
As for a dd's,, nothing worked out yet. Againts them the old cliche is so true,, "speed is life" The best tactic I have found is quoted by the great thinkers of Monty Python when they say,,
RUN AWAY........................RUN AWAY.........................
latemail
02-10-08, 02:25 PM
Hi all
found this works quite well. 8 out of 8 time I took less than 10 percent damage
Sounds very good indeed .... i didn ´t have the time this weekend to test the mod .... so, how do you get the firing-solution, just run in and fire a straight shot?? or using the TDC as normal (at 40 knots??) :hmm: :hmm:
i will be pleased about a hint ...... :up:
USS Sea Tiger
02-10-08, 02:45 PM
hi
I start with the bow gun on the approach, cpa of 50 yds or so, then switch to what gun will bear and continue to fire guns,, why waste a fish for 35gt
@ Chris
I'll certainly be needing lots of good pictures of camouflage schemes and colours. If you could scan them in and post them, I'd be very grateful.
Hallo Boris,
vielleicht helfen Dir die 3 Skins schon ein wenig weiter. Ich recherchiere parallel noch im web.
Gruß, Einbecker
http://img221.imageshack.us/img221/9726/94505477hc7.jpg (http://imageshack.us)
http://img174.imageshack.us/img174/2750/5axy4.jpg (http://imageshack.us)
http://img170.imageshack.us/img170/5366/38047957lz0.jpg (http://imageshack.us)
Madox58
02-10-08, 03:11 PM
Regarding the emblems.
You can resize the 3D object they appear on in any 3D program.
To get them to show,
change the ID they are useing for the texture
to match the ID of cfg#E01
@ Chris
I'll certainly be needing lots of good pictures of camouflage schemes and colours. If you could scan them in and post them, I'd be very grateful.
Hallo Boris,
vielleicht helfen Dir die 3 Skins schon ein wenig weiter. Ich recherchiere parallel noch im web.
Gruß, Einbecker
Danke Chris! Das hilft mir auf jeden weiter.
@ Chris
I'll certainly be needing lots of good pictures of camouflage schemes and colours. If you could scan them in and post them, I'd be very grateful.
Hallo Boris,
vielleicht helfen Dir die 3 Skins schon ein wenig weiter. Ich recherchiere parallel noch im web.
Gruß, Einbecker
Danke Chris! Das hilft mir auf jeden weiter.
Boris,
habe noch zwei ganz interesssante links gefunden.
Viel Spaß
www.prinzeugen.com/SBOATIND.htm
http://modellbauer.foren-city.de/topic,4682,-schnellboot-s-100-mit-flakvierling-1-72-schwarzes-meer.html
Very nice work yall have done !!
ive been using them online with a couple friends .
lots of fun :|\\
http://img113.imageshack.us/img113/2005/urkundezx6.jpg (http://imageshack.us)
@ chris : found that one too this afternoon and replaced the u-boot one :
http://img252.imageshack.us/img252/1002/awardsog7.jpg
:up: (tell me if you notice any flaws)
Just a few suggestions... tone down the brightness and tweak the colour of the document to match the ambience of the rest of the items, and redo the drop shadow from the box
Thanks for the tip Boris, hope this one is a bit better
http://img116.imageshack.us/img116/3450/awardshm9.jpg
? :hmm:
Very good, Mikhayl.
Did you have a look to the above links, especially the - prinz eugen - ?
You will find a lot of interessting things there.
USS Sea Tiger
02-10-08, 05:47 PM
If you are using paintshop 7 or so,,
I might suggest to select all the gold, down tone it by 15 or so percent,, then add just a little noise to it,, .5 to maybe 2 at most to break up the so solid gold tone.
Where did you find a certificate?? I would be interested in that myself just for records sake!!
but thats jsut my two cents worth
OH and you said point out any errors,
One big one,,, its not on my machine yet!!!!!!!!hehehehehehehehe just teasing,,take your time,, this is a heck of a project,
I am loving it too!!
If you are using paintshop 7 or so,,
I might suggest to select all the gold, down tone it by 15 or so percent,, then add just a little noise to it,, .5 to maybe 2 at most to break up the so solid gold tone.
Where did you find a certificate?? I would be interested in that myself just for records sake!!
but thats jsut my two cents worth
OH and you said point out any errors,
One big one,,, its not on my machine yet!!!!!!!!hehehehehehehehe just teasing,,take your time,, this is a heck of a project,
I am loving it too!!
Thanks, I'm using gimp but it works in the same way I believe. I'm a beginner at graphics too :D Actually it looks not that bad but not that good neither, I'd better concentrate on something else :rotfl:
Like I said, if you want I can do the menu screens ;)
WilhelmSchulz.
02-10-08, 08:44 PM
I noticed something the UZO cant keep a lock. :hmm:
iambecomelife
02-10-08, 08:52 PM
Very good, Mikhayl.
Did you have a look to the above links, especially the - prinz eugen - ?
You will find a lot of interessting things there.
Yes I did, the prinz-eugen link is full of great pics + nicely sized plans, I used one of these for the boat profile in the damage screen. But the other link looks interesting but doesn't work here.
And I just tested the above screen in game, it looks like sh!t :-? back to the old one, I just kept the new case which doesn't look too bad with the s-boat badge. I think I'm gonna delete the clasp, the u-boat one is totally out of place and the s-boat one looks terrible. Plus it seems that this one was created late in the war and rarely awarded.
http://img412.imageshack.us/img412/3902/awardth8.jpg
Did the Germans follow the British practice of having war heroes "Mentioned in Dispatches"? If so, maybe you could insert a little scroll of paper or a newspaper clipping in that clasp space to represent the honor. IIRC this has been treated as an award in other sims - it would be interesting to see it in SH3.
Here's the first S-Boot skin in plain Schnellbootweiss. It has slight weathering and the 4th flotilla panther emblem. Skins with more flotilla emblems, as well as camouflage schemes will follow.
The skin is 2048x2048, plus the deck skin 1024x512.
Included also are dark blue uniforms for the crew. At this stage they are just recoloured U-Boat uniforms, but I may update these in future.
I have also given Mikhayl's intro screen some additions.
Boris
Other Credits:
Mikhayl, for getting this mod up and running
Fubar, for the original crew skins
DL Link:
http://rapidshare.com/files/90812526/S-Boot_BETA_skins_0.1.rar
http://img404.imageshack.us/img404/4483/sh3img112200815311609jz8.jpg
http://img107.imageshack.us/img107/6552/sh3img112200815438953sd9.jpg
http://img107.imageshack.us/img107/7278/sh3img11220081531953ex9.jpg
http://img404.imageshack.us/img404/6786/sh3img11220082056531cw5.jpg
http://img107.imageshack.us/img107/8400/sh3img112200815932718re5.jpg
http://img167.imageshack.us/img167/1240/introhx0.jpg[/URL]
sh3rules
02-10-08, 09:33 PM
Nice skin :up:
USS Sea Tiger
02-10-08, 09:41 PM
Hello
I worked out many of the issues with this dream mod but one
I reloaded, shii, only the sh4 effects for 3 mod.
the camera view from astern, (, to activate) sort of the flight following camera if you will,
it is there to start, but will not follow the boat,
any idea how to overcome or repair so that it will follow?
thanks
Oh,, would anyone be upset if I took a crack at making skins for her?
Gewehr98
02-11-08, 01:07 AM
Just being nitpicky here, but the spare torpedo "tube" looking thingies...I assume they were borrowed from the Vosper or the Elco, but in reality shouldn't they just be regular un-tubed torpedos just secured to the deck?
GoldenRivet
02-11-08, 01:08 AM
Is this mod GWX 2 compatable?
is it released yet? if so where can i find myself a copy?
Gewehr98
02-11-08, 01:10 AM
Is this mod GWX 2 compatable?
is it released yet? if so where can i find myself a copy?
The mod is out, and it works with GWX 2. You can find it in the first post of the thread.
Graf Paper
02-11-08, 01:28 AM
Mikhayl, you are an absolute, gifted genius! :rock:
I can hardly wait to figure out this multiple-install thingy for SH3 so I can have an installation for the S-Boot! SH3 would probably have to stand for Schnell Hunter 3!:up:
Boris, I love your Schnell-boot loading screen for SH3!
Combine those two together and you have the seeds of a new supermod, the See Panzers, or Ocean Panthers (or something like that).
gimpy117
02-11-08, 08:11 AM
could we rip the default torpedo model for the reloads??
could we rip the default torpedo model for the reloads??
Yes, I'd guess so, but we need someone who has 3d moddeling experience on board.
USS Sea Tiger
02-11-08, 11:51 AM
Hi,
I can model any thing you need in Gmax, and convert them to obj. My question is this,, what program do they use to texture models in .OBJ?
If you can point me in the direction I can do this for you at least!
As you saw in my model,, the torpedo is made,, just have to get them into OBJ and texture there
AVGWarhawk
02-11-08, 12:11 PM
You guys are amazing. Boris, nice work on the loading page and textures.
vedrand
02-11-08, 12:22 PM
Did not try it yet but the whole thing looks fantastic. Mikhayl, thank you for all your effort!
Dear Mikhayl, dear Boris,
thank you very much for your impressive art-work.
BTW: On the following link you will find further informations. It also includes the Kriegsmarine color code.
http://www.schnellboot.net/de/km/index.html
Ciao, Einbecker
GoldenRivet
02-11-08, 02:51 PM
excellent work... i have tried this mod out just for the fun of it and i must say it is quite fun and challenging to launch the schnell boot out of brest and sneak into a southern english port and sink a juicy target or two.
sometimes i get spotted, sometimes i dont. but its always a near expereince.
Now... im sure this has been asked about a hundred times.
But if the schnell boot can be modified to be playable... i see no reason a destroyer or battleship cant be modified to be playable.
Perhaps an IXB could be modded into the bismark or tripitz?
Erich Topp
02-11-08, 03:26 PM
The armament and way of acting of Schnellboote is very similar to U-boote ones. That's why Schnellboot mod fits perfect into SH3 world. With large surface ships you will have much more problems... much more.
Very nice work on skins. Model really can be improved)) Maybe Tomi_99 will be interested in? He is a real talent.
So, this can be done with Britisch and American PT boats too, right? I can imagine a US PTboat campaing in the Pacific?
Hi,
I can model any thing you need in Gmax, and convert them to obj. My question is this,, what program do they use to texture models in .OBJ?
If you can point me in the direction I can do this for you at least!
As you saw in my model,, the torpedo is made,, just have to get them into OBJ and texture there
Actually the model already exist, I exported the torpedo model from torpedos.dat, and merged it with the hull model of the s-boot, just like I did with the old ones. The problem is that I don't know how to "merge" the .MTL of the torpedo (separated from the other torps)
http://img201.imageshack.us/img201/4558/torpmtlts6.jpg
with the .MTL of the hull
http://img216.imageshack.us/img216/6883/boatmtlii9.jpg
to have all the textures displayed properly in game :roll:
The .mtl import in 3dsmax, I tried to merge them, it show ok in deep exploration but not in game as you see on the above screenshot. Actually I don't know how these things work, just trying :-?
We need someone to re-uv map the model. There's plenty of guys around who can do it... anyone? :hmm:
gimpy117
02-11-08, 05:32 PM
your welcome....
And by the way lookin really good
USS Sea Tiger
02-11-08, 05:46 PM
Hi
Just wondering,, what did you do to accomplish this?? thanks!
Antenor
02-11-08, 05:58 PM
Impressive..day by day, new problems are solved and more features added, the waiting for the next beta mod release starts to be hard :up:.
Thank you!!
gimpy117
02-11-08, 06:02 PM
by the way is that silly post thing behing the foward gun supposed to be there? and can we AXE it??
Erich Topp
02-11-08, 06:23 PM
Maybe I could make them destructible
Maybe this is too much, but perhaps this will be good to make small explosion-zone around. So explosion of spare torpedo can damage S-boat. I don't think the spare torpedos could detonate from bullets, but from shells.. maybe. Some explosives detonates only from electricy, but I am not very good in german WII explosives science. Just knew the equivalents for TNT.
PS: Now S-boote looks much better. Wasn't spare torpedoes covered in any way? It's not good to leave pistols and screws exposed to salt water, waves and wind...
by the way is that silly post thing behing the foward gun supposed to be there? and can we AXE it??
It may look silly but it was on the actual boats... no idea what it's supposed to be though.
Gewehr98
02-11-08, 08:28 PM
I read in the S-Boot section at PrinzEugen that no S-100 armored bridge boat (which is the kind we currently have in SH3) had any sort of camouflage. However, I don't want to discourage our texture friends, so I'll leave it up to whoever to do whatever.
Why the heck did I even post this?
:hmm:
gimpy117
02-11-08, 08:39 PM
i bet the torps are pretty inert when they are sitting there but i may be wrong. If they were so dangerous, they would keep them in armored boxes or somthing..
whats the E.T.A of the 1.0 release or next update??
Gewehr98
02-11-08, 08:48 PM
i bet the torps are pretty inert when they are sitting there but i may be wrong. If they were so dangerous, they would keep them in armored boxes or somthing..
whats the E.T.A of the 1.0 release or next update??
Well I bet if the warhead got hit with a 37mm shell the result would not be pretty. However, if you hit it dead center with the same 37mm shell it'd probably just break in two and be a real pain to clean up after (if you survive the encounter, of course)
gimpy117
02-11-08, 09:21 PM
By the way...Gehwer...do you own a K-98 or the original Gehwer from before the 20's??
ok back on topic...
yeah well we could make a very small explosive zone, but we sould make sure it takes a good whallop to kill it because i think it would be too easy for one little stray shell to kill you! but one does wonder how safe they actually were, did the Kriegsmarine have any procedure or armored covers for making safe the warheads??
Gewehr98
02-11-08, 09:34 PM
By the way...Gehwer...do you own a K-98 or the original Gehwer from before the 20's??
ok back on topic...
yeah well we could make a very small explosive zone, but we sould make sure it takes a good whallop to kill it because i think it would be too easy for one little stray shell to kill you! but one does wonder how safe they actually were, did the Kriegsmarine have any procedure or armored covers for making safe the warheads??
I have a '43 dated K98 (can't remember if it's a bnz or a byf...I think it's a byf)
But anyways: Yeah, it needs to be sufficiently difficult to hit to where it's always in the back of your head but not compelling you to break off an engagement cause you're too worried about a stray shell causing torpi-kiri.
sh3rules
02-11-08, 10:11 PM
I read in the S-Boot section at PrinzEugen that no S-100 armored bridge boat (which is the kind we currently have in SH3) had any sort of camouflage. However, I don't want to discourage our texture friends, so I'll leave it up to whoever to do whatever.
Why the heck did I even post this?
:hmm:
LOL
I read in the S-Boot section at PrinzEugen that no S-100 armored bridge boat (which is the kind we currently have in SH3) had any sort of camouflage. However, I don't want to discourage our texture friends, so I'll leave it up to whoever to do whatever.
Why the heck did I even post this?
:hmm:
LOL
Haha, and I just spent hours camouflaging a boat... it doesn't say that no "armoured bridge boat" had camouflage though, just that there's no photos around.
"Photographic evidence of armored bridge S-Boats painted in camouflage patterns is scarce with only one "splotch" pattern identified to date. It was a temporary measure used for a risky daylight transfer of boats to a different operational area."
latemail
02-12-08, 06:13 AM
Hi Boris, (sorry for geman here, but i´m in a hurry, and your mailbox is full:nope: )
ich finde Deinen Skin/Intro für das S-Boat echt super!! :up: :up: :up:
aber nachdem ich mir die skin-Datei mal angesehen habe frage ich mich .... :hmm:
.... wie editiert man bei dieser verzerrten Darstellungsweise zielsicher so einen Skin, gibts da ein Tool um das Ergebnis in der zukünftigen 3D-Ansicht während des Bearbeitens sehen zu können ..... oder ist das einfach Deine lange Erfahrung ???
CU
Hi Boris, (sorry for geman here, but i´m in a hurry, and your mailbox is full:nope: )
ich finde Deinen Skin/Intro für das S-Boat echt super!! :up: :up: :up:
aber nachdem ich mir die skin-Datei mal angesehen habe frage ich mich .... :hmm:
.... wie editiert man bei dieser verzerrten Darstellungsweise zielsicher so einen Skin, gibts da ein Tool um das Ergebnis in der zukünftigen 3D-Ansicht während des Bearbeitens sehen zu können ..... oder ist das einfach Deine lange Erfahrung ???
CU
Genau was Mikhayl gesagt hat. Ich benutze zwar ein anderes Programm um mir das 3d Model anzusehen, aber das muss schon sein. Anders kann man nicht wissen wo die Texturen sich treffen sollen. Anfangs hab ich das immer mit Laden des Spiels gemacht, mir das Schiff im Spiel angeguckt, und Screenshots gemacht... aber das ist viel zu mühselig.
Also richtig während des Bearbeitens kann man das nicht machen, aber das Aktualisieren geht wesentlich schneller wenn man so ein 3d Programm hat. Man muss natürlich immer wieder vorher die geänderten Texturen in den *.dat packen.
gimpy117
02-12-08, 11:17 AM
By the way...Gehwer...do you own a K-98 or the original Gehwer from before the 20's??
ok back on topic...
yeah well we could make a very small explosive zone, but we sould make sure it takes a good whallop to kill it because i think it would be too easy for one little stray shell to kill you! but one does wonder how safe they actually were, did the Kriegsmarine have any procedure or armored covers for making safe the warheads??
I have a '43 dated K98 (can't remember if it's a bnz or a byf...I think it's a byf)
But anyways: Yeah, it needs to be sufficiently difficult to hit to where it's always in the back of your head but not compelling you to break off an engagement cause you're too worried about a stray shell causing torpi-kiri.
Yeah my rifle is a 1941 mauser from Gustaloff werke.
and agreed on the exploding torpedo...all be it with a small explosive area
Since we're off topic... Gimpy, where did you get the 117 from? Is it random or does it mean something? Because on like every other forum I'm Boris117.
Syxx_Killer
02-12-08, 02:45 PM
This should make you think twice before rushing into warships or armed merchant.
No it won't. :D:lol::arrgh!:
Do you think you could let the LRT mod be an option or something? I remember a post some while back by a member of the GWX team saying that the LRT mod broke some features of GWX (or something like that). I wish I could remember who said it or what they said exactly, but that is roughly the point of it.
gimpy117
02-12-08, 04:00 PM
Since we're off topic... Gimpy, where did you get the 117 from? Is it random or does it mean something? Because on like every other forum I'm Boris117.
well it was from Halo...
i was at a friends house and stepped on a nail and that gave the "gimpy" part
the 117 came from spartan 117 and it helps ensure nobody has the same name...
Syxx_Killer
02-12-08, 04:35 PM
And anyway, the mod kinda breaks a lot of features, you can't even dive anymore :rotfl:
You do have a point. :lol:
Since we're off topic... Gimpy, where did you get the 117 from? Is it random or does it mean something? Because on like every other forum I'm Boris117.
well it was from Halo...
i was at a friends house and stepped on a nail and that gave the "gimpy" part
the 117 came from spartan 117 and it helps ensure nobody has the same name...
Man, 117 is a strange number... at least for me. I've been using it for a while, ever since it grew on me, because I noticed it everywhere. Kinda became my lucky number of sorts. You'll notice that the page number on the menu screen for the flotilla transfers is 117. My house number is 117 now, which is not deliberate by the way... I agreed to move in before I even knew. Not sure what it's all supposed to mean so far :hmm:
Anyway, back on topic... I've got a few more graphics goodies, including a Finland cam scheme, which Mikhayl has agreed to include in tonights updated release.
sh3rules
02-12-08, 04:58 PM
That damage screen sure looks nice. I’m looking forward to the next beta release.
Antenor
02-12-08, 08:22 PM
Beta 0.2 is available for download, see the first post for details :up:
http://files.filefront.com/S+Boot+OLC+BETA+02zip/;9622344;/fileinfo.html
DOWNLOADING! ;). Thank you!!.
Madox58
02-12-08, 08:34 PM
DownLoading now.
Would you be upset if I look at a few things and adjust?
I'll send all changes to you for inspection.
:up:
WilhelmSchulz.
02-12-08, 08:52 PM
whats OLC?
Hakahura
02-12-08, 08:57 PM
@ WilhelmSchulz
OLC... One Life Cirisis new Gui.
An excellent mod.
Check it out, you won't be disappointed.
http://www.subsim.com/radioroom/showthread.php?t=124639
Excellent mod especially if you target manually.
Kaleu. Jochen Mohr
02-12-08, 09:34 PM
well, (no offence) but i more like the old GUI instead of OLC's :-?
WilhelmSchulz.
02-12-08, 10:06 PM
2 things
1) the new control bar is confusing to use.
2) The boat cant hold a course set by the compass. the rudder allways mosies over to 6 deg starbord.
A6Intruder
02-13-08, 12:39 AM
well, (no offence) but i more like the old GUI instead of OLC's :-?
Me too. Please release in future only the superb-mod without such "gifts". Because everyone should decide by himself which kind of instruments he/she want to use.:damn:
Kind regards
Axlwolf
02-13-08, 01:48 AM
well, (no offence) but i more like the old GUI instead of OLC's :-?
I like the standard GUI too.
There no need to add something that maybe could drive people away from your mod.
And in fact im not downloading beta 2 for this...:damn:
Kaleu. Jochen Mohr
02-13-08, 02:16 AM
well, (no offence) but i more like the old GUI instead of OLC's :-?
I like the standard GUI too.
There no need to add something that maybe could drive people away from your mod.
And in fact im not downloading beta 2 for this...:damn:
well i did download it, but im seriously thinking if i yes or no will use it :88)
WilhelmSchulz.
02-13-08, 06:29 AM
@Wilhelm :
Even a U-boot doesn't keep a course set on the compass, but being slower it takes more time to lose it. It's due to the way the drift is modeled in game. :-?
But the ridder going to 6 deg starbord? I have to hit rudder amidships to hold a course.
Kaleu. Jochen Mohr
02-13-08, 07:24 AM
[quote=WilhelmSchulz.][quote=Mikhayl]
there's no way people still prefer the stock GUI after that :up:
wanna make a bet ? :p
@ Mikayl, if you decide to appease the masses and make a standard menu.ini, have you heard of winmerge?
http://winmerge.org/
It allows you to see what's different in each file and make the appropriate changes. So you could compare the stock GWX 2.0 ini with your modified version and easily see what needs to be changed.
melendir
02-13-08, 08:05 AM
Superb work :up:
Erich Topp
02-13-08, 09:02 AM
OLC isn't the best decision in my opinion too, because having some controls on UZO screen will be fun and profitable. Also I dislike all the GUI design, the only things I love is (really wish to have the same on GWX GUI) enlarging controls and larger angle of view in observation periscope. Of course it's a private deal of everyone - what he likes.
My idea is to combine all launching controls on UZO screen - torpedo switches, tube selection, launch etc. And maybe reduce zoom a little - down to 8x for example. It fits better for mod and actually "disable" target locking, which is more logical to schellboot warfare.
Also huge GUI improvements enlarges archive size.. for damnit filefront, which often breaks downloads and modem users (yes, there are still some in Russia))) this isn't good)))
But I say one more time - this mod is the most fresh and exciting experience I had in SH3 for a last year.
I agree that the GUI needs an overhaul... and I'm not sure that OLC is the best way to go. The OLC mod is there for those U-boat commanders that want extremely accurate and methodical control over their calcualtions, which take a lot of time. This is exactly the opposites of what we need for the schnellboot.
Sorry Mikhayl... just my opinion
Maybe we should have a poll on this?
Hakahura
02-13-08, 10:16 AM
Mikhayl
Personally I like OLC's GUI. (lightened version looks best on my laptop).
I agree with you the buttons you need fast access to are more accessible.
Once people start playing S-Boot I think they will come round.
Everything happens so quick, you don't want to be swapping screens.
Well done with this release everything is going well for me.
I'm playing a 1st Flotilla 1939 career with SH3 Commander.
Messing about near the mouth of the Thames and causing havoc.
Excellent work.
Syxx_Killer
02-13-08, 10:29 AM
OLC took a little bit to get used to, that's for sure. I will admit as well that it isn't my favorite thing in the world, but I get along with it. There are things I like about it and some things I don't. One issue I am having is, where does the UZO display range and speed like the old GUI? I'm also not too sure I like the monocular style viewing through the UZO and binocs. I do think the S-Boot mod should use a different GUI to differentiate it between U-Boats. I'm just not totally sure OLC is the best route to take. But like I said, I am getting used to it. I hope it doesn't sound like I am nitpicking or anything, it is just a couple personal observations. Whether S-Boot uses OLC or not, it is still an awesome mod.
Now, if only I could get HQ to stop sending me on such long patrols for an S-Boot. :dead::lol: I ignored HQ's (Does BdU command S-Boots as well?) order to patrol AM98 and paid dearly for it. I decided instead to patrol the mouth of the English Channel. Just as I am ready to head home (Wilhelmshaven) I spot a ASW trawler with two fast torpedo boats accompanying it. Apparently my watch crew didn't see it in time because because the ASW trawler started shooting at me and one of those fast torpedo boats came at me at 40 knots. I order ahead flank and run away. Then I decide to take on that little bugger. I turn around and head at him at flank speed. We are closing at a combined speed of about 80 knots! Couldn't be all that hard, right? Wrong! The little twirp eventually killed me. :dead::damn:
I understand your point(s), but actually I didn't choose OLC's GUI for the "realism" part, anyway there's no periscope view in the mod so you just can't use the wiz-wheel. In the few missions I played I didn't ever make a single calculation, it's all visual : use your speed to get in the dead angle of ennemy guns, get closer, and when you're at 600/700 metres, launch one or two straight running fast torps aiming for the tip of the bow. A fast torp needs less than 30 seconds to travel this distance, whatever the speed of the target you're almost sure to hit.
I chose that GUI because you can have fast access to all the dials needed on the same view while keeping an eye on the target. I'm kinda open minded usually but here I can't seriously see a single advantage to have the standard GUI. Neither do I for the big dials, they sure look real good but they get too much in the way. As for the UZO in OLC, it has a 6x zoom level, and from that view you can steer the boat, set your torpedoes from A to Z, all that with an eye on the target :
With the stock/GWX UZO all you can do is select a tube and fire a torp. If you want to set different running depth and pistols, you have to go to TDC view, where you can't see your target nor steer the boat properly :
:hmm: ?
Point taken... I guess your right with all dials being accessable on the one screen, it's actually a must for the S-Boot.
I agree with Hakahura though, I prefer the Lighter version of the OLC GUI.
The darker version is for night attacks right?
Couldn't the ugly greyed out effect on the screens be changed to a red mask that activates at night, like it does for the nav map?
Also, i don't see why the barracks crew management screens need to be greyed out too, it just doesn't mesh well with the rest of the barracks screens. this needs to be somehow separated.
So my suggestion: use the lighter OLC textures, get rid of the grey-out effects (which look really bad at daytime I think), and replace these with red masks that activate at night.
Hakahura
02-13-08, 10:33 AM
http://img511.imageshack.us/img511/7018/sbootkieldy1.jpg
S Boot passing through the Kiel Canal of on patrol.
Thanks Mikhayl.
Point taken... I guess your right with all dials being accessable on the one screen, it's actually a must for the S-Boot.
I agree with Hakahura though, I prefer the Lighter version of the OLC GUI.
The darker version is for night attacks right?
Couldn't the ugly greyed out effect on the screens be changed to a red mask that activates at night, like it does for the nav map?
Also, i don't see why the barracks crew management screens need to be greyed out too, it just doesn't mesh well with the rest of the barracks screens. this needs to be somehow separated.
So my suggestion: use the lighter OLC textures, get rid of the grey-out effects (which look really bad at daytime I think), and replace these with red masks that activate at night.
About the color matter, I like the dark one but I wouldn't mind to use the light version, I sure can add this option. The problem for the barracks screen is that it uses the same menu items as the damage screen, which OLC darkened to fit with the other "ingame" screens (map tdc etc).
The "bright fix" included in the mod "ungreys" all the backgrounds images but not the dials, I did this one really quick you know :D But these can sure be added in the optionnal "bright GUI" folder.
For the red mask, imho it doesn't fit with the dark version, but it can also be easily added (at least for the nav map) to the bright one.
I really don't mind adding a full bright version of the GUI, I just didn't have the time to do it yesterday and I sure didn't espect so much reactions :D
Anyway it won't be done right now, Latemail is working on a new layout that changes some panels and stuff so I'll do the separate Bright/dark versions when it's done. In the meantime maybe you'll get use to the dark version :rotfl:
Edit : I almost forgot about the range speed and bearing thing display : I really think it's irrelevant now due to the way you have to target ships. The only important info is the range, which your watch officer can give you with a simple click. Basically when attacking I only keep the watch officer on the deck, and i steer the ship from the bridge. Once I'm close enough (around 1500m) I get to UZO view, make some fine heading changes and constantly ask the watch for the range (which was his purpose in real life). Once he said "600m" I loose my eels and make a hard turn. By the time you cross the path of the target the torpedo should have hit.
Yeah, the only real problem that I have with the dark version is that it interferes with menu items which should not be dark, which looks unprofessional I think.
... Also, i had another thought...
Could we make controlling the boat easier by mapping the arrow keys to control the rudder and throttle?
Syxx_Killer
02-13-08, 11:13 AM
I told you you better think twice before racing into armed ships :rotfl:
Yes, you did. However, it probably still won't stop me. I think I may set up a single mission and see if I can sink a battleship... :hmm::arrgh!::rotfl:
coronas
02-13-08, 12:43 PM
Only a few words about tactics:
Usually, attacks on ships were by nigth in coastal waters, ambush style. German (and Italian) wait their catchs with electric motors under cover of the night and very low speed. After a sucessfull attack they running away at main engines' full speed so far as possible from escorts.
Luis de la Sierra's books (in Spanish) expound S-Boot's tactics.
I wish this help.
platounet
02-13-08, 01:21 PM
You've created a new game !:up:
latemail
02-13-08, 03:07 PM
-The plan is to have a customized GUI to better fit the mod in the future, and it will be based on OLC's one, then there really won't be a point to keep the standard GUI :hmm:
And to give you a feeling how this GUI will look like (hopefully), here are two screens (still with faked dials and buttons!), but the second screenshot shows
- the dials and buttons with red check marks >>>> already inserted and functional
- the dial with the green check mark >>>> easy to add (today :yep: )
- the buttons with the question mark >>>> there is tricky work to do
The first step is to get all things work properly, then rework the graphics ....
http://freenet-homepage.de/latemail/fake01.jpg
(I will add a button for closing the selected tube as well)
http://freenet-homepage.de/latemail/fake02.jpg
you get access to the menu via the left "OLC"-button at the bottom
more to come .........
Maybe GUI one and non one to keep all happy. ;)
Great work. :up:
bigboywooly
02-13-08, 04:13 PM
Finally found time to have a go
Version 1
Did a quick and dirty edit to leave from Calais
http://i60.photobucket.com/albums/h22/bigboywooly/ScreenHunter_336.jpg
http://i60.photobucket.com/albums/h22/bigboywooly/ScreenHunter_337-1.jpg
http://i60.photobucket.com/albums/h22/bigboywooly/ScreenHunter_338-1.jpg
Ran into an army of armed trawlers off Dover
Ended up :dead:
:rotfl:
Pity cant get an AI firing gun on the bow and is it possible to alter the speed dial to include the available speeds ? Stops where top speed of the uboat was but as you know the S boot goes a lot lot faster :arrgh!:
Anyway very cool mod
Will bash up a couple of single missions for it when GWX 2.1 out of the door
Give you a chance to run with some other S boats or the big boys
http://i60.photobucket.com/albums/h22/bigboywooly/ScreenHunter_344.jpg
http://i60.photobucket.com/albums/h22/bigboywooly/ScreenHunter_345.jpg
bigboywooly
02-13-08, 04:38 PM
Thanx Mikhayl
I take you have radiod in for help
Yu may get some aircover
The BS is pretty well covered
Antenor
02-13-08, 06:53 PM
Well guys, for now, I prefer the original gwx/gui that I use, with the spawolves (spanish mod for sh3), my own config I mean.
Like said Mikhayl before, I try to reduce the mod to the basic settings that allow control the sboot, plus the new intro screens, damage screen and a pair of thing more (skin, flotillas...).
I try to avoid the OLC/GUI MOD for those who prefer your own GUI/settings. I test a little and seems it works, I have my original mods/gui/dials, etc config but with the features of the new mod beta version.
Try it if you want, and tell if works for you mod configs, here´s the download link:
http://rapidshare.com/files/91624332/Basic_settings.zip.html
Salute and hope this can help you!
P.D: Of course, thank you Mikhayl and modders helping you for this great job and I hope you don´t care this changes in your original mod ;).
sh3rules
02-13-08, 08:49 PM
First of all, congratulations Mikhayl for this awesome mod. I would’ve preferred an armed trawler, but zipping about in an S-Boot is loads of fun. I wasn’t completely sold on the GUI though, which is why I didn’t install it. You can choose which files you want to overwrite (weapons or damage screens) so that you end up with an S-Boot with the old interface. So, you can really have it your way.
All in all, a great mod!
http://silent-movies.com/Ladies/BennettC/Bennett18.jpg
latemail
02-13-08, 09:02 PM
Well, my GUI tastes don't seem to be shared by a great many, but I love it :D
I hope you can find a trick for these torp buttons :hmm: Or maybe a switch like the salvo one, with two positions, one for each tube is possible ?
Already told you this but : nice work :up:
Hi Mikhayl,
I have already realised a "quick and dirty"-solution, I´ve got a togglebutton working to cycle through the tubes, so it´s now possible to select the single tubes and open them and fire them ... all you need :lol: (a close-tube-button is also ready)
but I try to realise the tube-selection like it is normally done, because of the tube status, a very usable feature in combat .... we will see!! :hmm:
and I think it should be possible to keep the main changes in the menu.ini in one big block (and only few additional others) .... so everybody could use the modification with his most loved version .... but cleaning up the changes will be the third step, first function, second graphic, and then usability ..... Sorry, time is limited!! :yep: :yep: :yep:
onelifecrisis
02-13-08, 09:16 PM
latemail,
Try making the ParentID of the TDC page be 0x3F000000 instead of 0x0. Not all of the functionality will work but the torpedo tube "buttons" just might! Then its just a case of moving things around.
Oh, and the attack map will become redundant, but who cares? :lol:
HTH
OLC
latemail
02-13-08, 09:34 PM
latemail,
Try making the ParentID of the TDC page be 0x3F000000 instead of 0x0. Not all of the functionality will work but the torpedo tube "buttons" just might! Then its just a case of moving things around.
Oh, and the attack map will become redundant, but who cares? :lol:
HTH
OLC
?????????? :hmm: :hmm: :hmm:
THX, I will test this, I can´t imagine right now what will happen, but that´s modding for me, change something and see what will happen .....
By
Kaleu. Jochen Mohr
02-13-08, 09:44 PM
With the stock/GWX UZO all you can do is select a tube and fire a torp. If you want to set different running depth and pistols, you have to go to TDC view, where you can't see your target nor steer the boat properly :
:hmm: ?
thats why i liked the "Big Dails" mod wich DID had it and did not changed the entire bloody thing :shifty:
unfortunatly its not included in GWX and i dont know what to change else i already did it myselve :yep:
onelifecrisis
02-13-08, 09:57 PM
I can´t imagine right now what will happen, but that´s modding for me, change something and see what will happen .....
:up:
I could try to explain but its simpler if you just see it. You'll go, "Ah-ha" ;)
Hakahura
02-13-08, 10:30 PM
Latemail
Your addition to OLC's GUI looks great.
This mod just gets better and better.
I'm having a blast with it.
Apart from a custom GUI I only see 2 small problems with it...
The ability to save mid patrol &
The ability for the AA guns to target shipping.
Don't take these as a critisism, in fact it's praise, I cannot fault anything else.
I realise your working within the games limitations Mikhayl.
But those are the only real issues I have with the mod.
Madox58
02-13-08, 10:36 PM
You can change the type setting in the Guns_sub.sim file.
type 0 is Deck guns
type 1 is AA
Change the 20's and 37's to type 0
and see what happens.
Hi chaps,
Just popped in to say a BIG thank you to Mikhayl and all involved for this fantastic mod. I had some great fun last night and got some really good footage for the film. Superb work all round.
Many thanks and very best regards.
Leigh (Aces)
Edit: PS. What is the best mod to improve in-game camera angles please, I'm running GWX2.
Hi mate,
Thanks for the info on the camera mod and GWX2.1.
Camera angles are "manner from heaven" for me :).
I got some absolutely stunning footage last night of S-Boats apart from having a "whale" of a time, great fun. I've wanted to include an s-boat segment in the film for some time and was waiting and waiting for PTB Knights of the Sea but I doubt my rig will play it well enough if it ever gets released so your mod is perfect for my needs as well as being great fun if I eventually ever get the chance to "play" any of these games when the movie's finished.
Again, thanks to all involved.
Cheers
Leigh (Aces)
steeljackal
02-14-08, 06:21 AM
The mod for S-boot is compatible with GWX2?
Ops
Sorry
The answer is in the readme
Hakahura
02-14-08, 10:32 AM
You can change the type setting in the Guns_sub.sim file.
type 0 is Deck guns
type 1 is AA
Change the 20's and 37's to type 0
and see what happens.
I think I must have done something wrong.:damn:
I tried this and my guns were destoyed upon launching the game.
Pity.
Sailor Steve
02-14-08, 10:59 AM
All this talk of different targetting options makes me want to say it again: I don't think they had an UZO, and I'm pretty sure they didn't have a TDC. They pointed the boat at the target and let fly.
Syxx_Killer
02-14-08, 11:04 AM
All this talk of different targetting options makes me want to say it again: I don't think they had an UZO, and I'm pretty sure they didn't have a TDC. They pointed the boat at the target and let fly.
I was wondering if they had an UZO or TDC. If they didn't have that stuff, I think we should get rid of it in the mod. Maybe alter the torpedo default depth to something other than 4m (3m or 2m?).
Gewehr98
02-14-08, 11:50 AM
There was a UZO on the bridge...there is also mention made of a "targeting computer," so it might have been all up on the armored bridge.
Pic:
http://www.collectrussia.com/sBoot/latebridge3.jpg
@Mikhayl
Will the final version campaign be like the Black Sea and Indian Ocean in the terms you got to use the JSGME to play it on GWX?
More to do with the loading time. ;)
latemail
02-14-08, 12:07 PM
ha[/I]" ;)
:up: :up: Ah - haaaa !!! :up: :up:
You opened my eyes mate .... THX .... this was the solution, very effectiv!
I won´t use 0x3F000000 for the SBoot-GUI, but I will follow this trace, the first try was very encouraging ......
@Mikhayl
Will the final version campaign be like the Black Sea and Indian Ocean in the terms you got to use the JSGME to play it on GWX?
More to do with the loading time. ;)
I'm not sure what it'll be like yet, have to wait for GWX 2.1 to come out first :hmm:
Anyway whatever the campaign layer we'll use, I guess a huge part of the trafic can be deleted (basically everything out of range) to get "Black Sea-like" loading times
Cheers. :up:
Take your time don't rush it as your on to a winner with this one. :rock:
latemail
02-14-08, 12:14 PM
They actually had an UZO, for the TDC functions I'm not sure but I'd bet they could at least set speed and depth of the torps as well as impact or magnetic pistols. Which is what we want to be available on the panel Latemail is working out.
I´am on the way, looks good so far, OLC pointed me the right way ..... :up:
(I´am off today, sorry, maybe at the weekend I can present you a screen of the working SBoot-GUI)
CU and have fun ...............
Great Mod Mikhayl.
I'm running a career from 1939. Just finished second patrol. Started from Kiel but finished first patrol at Heliogoland (very pretty but no band or nurses).
Couple of points:
1. Like the idea of the 'dashboard' type gui, but hsaven't been able to try it yet.
2. Ran the boat at 14 knots in 10 knot conditions, Bernard couldn't steer the boat. Ran up to 90 degrees off course! yes - 80 degrees. Found it'd steer ok if I plotted a course up very difficult to steer using the compass.
3. On the first patrol came across a 1800 ton boat, tried to sink it by gun fire. Like taking on an elephant with a peashooter! Later ran into an ASW trawler, had to run away. the 37 had no effect - oh for a 10.5!
Probably not authentic but how about the 37 in the bow position (for attack) or a 40mm multiple cannon with 37's else where. i.e no 20mm?
4. as pointed out by several people, torpedo attacks are a whole new skill! In patrol 2, I hit a medium merchant with a salvo, only one hit, having missed with the first two. Refused to sink and couldn't get a kill finishing with guns!
I'm not much good yet but I'm enjoying trying! Thanks again and keep up the good work.
p.s. I assume when it's more stable, all the various sub-mods from the others will be combined together with the original as one full mod? THe extras could be included as optional.
AVGWarhawk
02-14-08, 03:30 PM
Sorry guys and as if I needed too after all the interest and posts to keep this thread near the top. Sticky time.
Jimbuna
02-14-08, 07:48 PM
Thanks Warhawk :up:
I fixed a (very) small bug that I actually added myself at the beginning and that I didn't notice before : when the midship/rear flakguns take damage and are manned, the men slowly repair the guns as usual, but there's a glitch that makes the CE pop a blank message every 5 seconds or so, most annoying especially with the longer repair times. If you remove the men from the flakguns the blank message stops but you'll still get "we're taking damage" message every few minutes until the guns are fully repaired.
If you want to fix it yourself :
-first disable the mod, and go to sh3/mods/S01 beta 0.2/data/cfg
-open basic.cfg and look for the line "[submarine 0]" (use ctrl+F)
-then scroll down a bit until this block :
Comp8=10; FlakGun
Nb8=3
Subs80=FlakGun1
TimeRecovery80=2
FlakGun1=26; E_FlakGun1
Subs81=FlakGun2
FlakGun2=27; E_FlakGun2
TimeRecovery81=2
Subs82=FlakGun3
FlakGun3=28; E_FlakGun3
TimeRecovery82=2
Right under this, you have two columns of numbers, all you need to do is change this part :
64=26
66=27
65=28
for this one :
64=26
65=27
66=28
-save & close, and you're done, just re-enable the mod and that's it :up:
If any of you guys is not at ease with files I can upload a JSGME-ready fix (tomorrow :D)
Probably the best solution....then everybody can be sorted http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif
USS Sea Tiger
02-14-08, 09:04 PM
Hello again
here is a working report on her in SL III Stock
Cannot play single missions, Receiving error message of "go back to barracks, to many petty officers" the boat has 18 and is only allowed 16, and no way in single mission to rectify this. In carrier play, not an issue, she will sail with the extra hands.
damage control, flooding is not showing.
crew stations (f-7) the damage bar is blocked by the new helm command bars,
Crew stations (f-7) the crew skill level (green bar to show effectivness) does not show. Crew hader to tell apart (black on dark background,, very little detals difference)
flag is now showing,, the model looks great!
the new display, not sure on it, Yes, I am used to the old and found it quick and reliable. Guess just some getting used to it.
Thats all for now,, Still loving it!!!!
D.Kruger
02-15-08, 12:38 AM
More 3D details ...:rock:
http://hsfeatures.com/images/s100cw_14.jpg
http://hsfeatures.com/s100cw_1.htm
onelifecrisis
02-15-08, 04:29 AM
:up: :up: Ah - haaaa !!! :up: :up:
lol :D
Glad to help mate.
alamwuhk2a
02-15-08, 05:10 AM
As Mikhayl has mentioned, it is not possible to save the game in mid-patrol if the third tube is not present. I took a look on .sim file accidentaly, partly because i wanted to increase the range of s-boot:lol:. I noticed that the third tube is STILL EXIST in the .sim file, so i wandered if the game would be savable after deleting the third tube. I am no good at hex editing, but i finally made it. I tested the game with stock 1.4b patch and Happy times mission, the game becomes savable and reload without a problem:rock:
Here is the modified .sim file
http://rapidshare.de/files/38581351/NSS_Uboat2A.sim.html
Finally, Thx to Mikhayl from my heart for the excellent S-boot:arrgh!:
Kaleu. Jochen Mohr
02-15-08, 09:07 AM
Following Aces suggestion I moved the flag & flagpole to a more historically accurate position right behind the armored deck :
me guess you can use this ?
http://hsfeatures.com/features04/s100dj_1.htm :up:
http://www.prinzeugen.com/colors.htm
and this
http://www.prinzeugen.com/SBOATIND.htm
Ran a patrol using Beta 0.2.
F7 screen - boat departments only show if cursor directly over it, disappears as soon as cursor moves off. Guns show at all times.
Moon shows at right top on navigation screen (F5).
Not too keen on current gui as officer icons and speed/rudder on opposite sides. Keep losing time looking in wrong side.
At night, navigation map light but bridge dark.
Weapon management (I) shows with three tubes and two spares but only gun ammunition is 37mm. When in action managed to fire tube on but neither of the other tubes would fire.
Dials thrown up on left of gui have two depth dials showing - not a lot of use.
As I usually use weapon officer to lock, provide solution and fire torpedoes, got in a right mess with new choices, kept opening and closing tubes when attempting to get solution and fire.
Boat looks good and handles well but I need lots of practice before I can handle torpedoes properly. Kept overshooting the target while struggling to aim and fire then had to circle round again and try again.
In end wasn't able to attack properly and had no chance to use any guns.
Astounding, bravo my friend that looks fantastic!!!!
Thank you very much,
You've made an old man VERY happy :D :D
Cheers
Leigh (Aces)
Sailor Steve
02-15-08, 09:21 AM
There was a UZO on the bridge...there is also mention made of a "targeting computer," so it might have been all up on the armored bridge.
Pic:
http://www.collectrussia.com/sBoot/latebridge3.jpg
Hmm...I guess I'm just used to those cheap US and British boats.:sunny:
Syxx_Killer
02-15-08, 09:27 AM
It's great that the save game issue has been resolved! I was hoping quite badly that it would be resolved. I have a suggestion if you don't mind. In the Basic.cfg file is the entry for number of days spent in base. I think 31 is way to long. Could that be changed? I have been editing the value, but am not quite sure what is a realistic number. Right now I have it set to 3 days. It doesn't take long to do a patrol with the S-Boat and I don't want my crew getting a month off. :arrgh!:
Thanks mate,
This page is interesting especially regarding its comments on the practice of not carrying spare torpedos (although I think that they look great) and the bit about escaping under a "smoke screen" gave me a few ideas :)
Also the stuff about the use of the UZO and targeting computer makes interesting reading.
http://www.prinzeugen.com/Weapons.htm
Cheers
Leigh (Aces)
USS Sea Tiger
02-15-08, 10:16 AM
Hi
I went to your file front site,, and it is unable to be located for download. New changes being added to it ??:D :D
As for the movement of the flag WONDERFUL. much better looking there! from the stern meant she was tied to a pier or anchored, from the mast,, Underway making way! Looks are greatly improved :D
from Mikayl:
Quote : I'm not sure what you mean about the torpedo tubes and weapons, here it works like a charm. Can you give some specifics like mission type : campaign or single ? also the date ? maybe it's something I didn't notice so far.
I am running a career stating Sept 1939, this is second patrol.
Quote: For the damage screen it works like the stock one, you have to click on the compartment to get the description, I just changed the way it looks. When there's flooding in a compartment you need to click on the name instead of the comp itself (like "diesel engine room") because of the flooding .tga getting on top of the "mouse-over" function.
When I select the screen - NO boat is shown only the guns. If I move the mouse over a section, the section appears, then disappears as the mouse moves away. Running it left to right, each section appears and disappears in turn.
PhantomLord
02-15-08, 12:06 PM
whow... tried this today... what a feeling flying over the black sea... with 40 knots :arrgh!:
Incredible work! Thank you :up:
Is anyone actually using the camouflage skin... ie, is there demand for any more?
@Mikhayl
Any chance of dumping the AA shells for more AP shells on the main gun?
I shot up a small merchant with all the AA shells and at best started a small fire. :damn:
The AP shells are much better on small ships and mopping up big one's after a eel attack, my secondary AA guns will shoot it out better with aircraft as I go flat out dodging there attacks.
Enjoying your second release and so far no problems, running GWX 2.0 & SH3C.
Lord_FLB
02-15-08, 03:28 PM
Is anyone actually using the camouflage skin... ie, is there demand for any more?
Ahoi Boris,
your HighRes Skins are very impressive... It would be perfect if you'll create more - My favorite is these Camo Skin from GWX... perhaps it's possible to create a HighRes of this one ?
NPT_Ge_T01.tga
http://img138.imageshack.us/img138/7774/nptget01nj0.th.jpg (http://img138.imageshack.us/my.php?image=nptget01nj0.jpg)
@Mikhayl:
Your S-Boat Mod is the most inovative Mod for SH3 since long time... "To boldly go where no man has gone before":lol:
In our Fleet we think about to open a S-Boat Flottilla - who needs PT-Boats ? We have th S-Boats of Mikhayl ;)!
You'll upload the new *.dat for the new position of flag - middle of the boat ?
Lord_FLB
02-15-08, 04:11 PM
@Lord FLB : I was thinking of uploading only really necessary fixes to avoid confusion but oh well yeah maybe I'll upload that one as well :hmm: have to check some other tiny-but-annoying bugs before :-?
Ahoi Mikhayl,
no prob - It would be a gift - if you'll send me the file with email to:
lord@flottenbasis.de ?:/\\k:
Syxx_Killer
02-15-08, 05:33 PM
(Edit : oh boy, that avatar is fan-tas-tic)
Tinidad not going to well, eh? :doh: Just wait til you get to Bangkok! :o
Lord_FLB
02-15-08, 05:36 PM
Actually I can't do that, because it also needs the turm2a.dat and it still needs some cleanup. But no worries, it'll come soon enough :up:
(Edit : oh boy, that avatar is fan-tas-tic)
Ahoi Mikhayl,
no Prob - take your time... Tell me if I'm wrong: The responsible file for the flag ist the Turm2A_1_hd.dat ???
Just a test skin still got to iron out the odd bit here and there, working out the template.
http://i66.photobucket.com/albums/h254/RS42/ts1-1.jpg
http://i66.photobucket.com/albums/h254/RS42/ts11.jpg
PhantomLord
02-15-08, 06:14 PM
Don´t know what i was doing wrong - i can´t man the guns. Screen jumps into position but i´ve no guns in front of me and cannot move in any direction. And of course i cannot shoot a single bullet.
Running GWX2 with SH3C, and all this S-Boot-stuff with finland-camo
USS Sea Tiger
02-15-08, 06:18 PM
Slow repair times have lead to this event several times now
http://www.pbase.com/image/92986302.jpg
The stern guns silence the dd;s forward guns but over 20 minutes,, they still get me.
http://www.pbase.com/image/92986303.jpg
USS Sea Tiger
02-15-08, 06:20 PM
floods now show,
the skill level bar on the F7 does not show skill level of the personnel in that area/compartment fatigue does show on the individuals
@Steed : I'll take the same in pink :rotfl:
Yea it's only for test purposes not sure about pink the RN may find that funny. :lol:
PhantomLord
02-15-08, 06:52 PM
Don´t know what i was doing wrong - i can´t man the guns. Screen jumps into position but i´ve no guns in front of me and cannot move in any direction. And of course i cannot shoot a single bullet.
Running GWX2 with SH3C, and all this S-Boot-stuff with finland-camo
Mmh, sounds weird :hmm: Can you give some details about the year, single mission or campaign, possibly screenshots ?
Yes Sir! On the way tomorrow.
USS Sea Tiger
02-15-08, 07:21 PM
MY BOAT WAS CAPTURED
http://www.pbase.com/image/92986301.jpg
onelifecrisis
02-15-08, 11:12 PM
MY BOAT WAS CAPTURED
:rotfl:
CapZap1970
02-15-08, 11:46 PM
Nice maneuver!!! :rotfl:
CapZap
FIREWALL
02-16-08, 12:39 AM
I've been haveing a ball with this. :D :rock:
Juiced her up to 60knts and she almost flies.
I may hafta join the Luftwaffe.:rotfl:
yamato9
02-16-08, 01:28 AM
Hi!
Well this is result of my short play with S-boot textures, this is still rough version of skin and i have lots of details and color to fix/improve, but from these screenshots you can see how this skin will generaly look like.
http://i248.photobucket.com/albums/gg197/yamato980/SBoot/SH3Img16-2-2008_65846_265.jpg
http://i248.photobucket.com/albums/gg197/yamato980/SBoot/SH3Img16-2-2008_6599_953.jpg
http://i248.photobucket.com/albums/gg197/yamato980/SBoot/SH3Img16-2-2008_7637_796.jpg
http://i248.photobucket.com/albums/gg197/yamato980/SBoot/SH3Img16-2-2008_7612_546.jpg
http://i248.photobucket.com/albums/gg197/yamato980/SBoot/SH3Img16-2-2008_777_375.jpg
This skin is more or less a test skin and when i get time i will try to make some more advanced skin.
:up:
A6Intruder
02-16-08, 03:23 AM
Nice start. I like it. I hope all new skins are also useable as multiskins for the AI-S-Boats. Please go ahead.
Kind regards:up:
A6Intruder
02-16-08, 03:48 AM
Nice start. I like it. I hope all new skins are also useable as multiskins for the AI-S-Boats. Please go ahead.
@Mikhayl
I found some issues you maybe should fix:
1) Fuel. If you play with limeted fuel you could not cross the Black-sea on lowest speed without running out of fuel.
2)Flakamunition. If you play this great mod on base of GWX2 everyone will get trouble with planes. In a sub you could dive in a S-Boat you have to fight. It is hard at all but without enough amunition hopeless. I fought against 2 Whitley-Bombers and could hardly escape and take one down. I could not imagine what will happen if they return with mosquitos!!!:-? They nearly wrecked me only with guns.
3)Repairtimes. Must be definatly shorter!!
4)Speed. I think it has to be increased. It must be possible to escape from a destroyer. See pictures above.
5)Sight. Maybe it is possible to allow a larger distance. In a sub you could find merchants by sound below the sea. in a S-Boat you have to find it by sight. In my third journey i did not find any merchant by now. (2X Black Sea,1X Brest)
6)Damage of AA-wepons. I hardly feel this schould be increased! You will never sink a destroyer with a 20mm or 37mm Flak, but it must pe possible to spend some damage to a drestroyer. I would not like to be on bridge of a destroyer when he get some 37mm rounds in there.
Your Mod ist fantastic and very fast growing. Please go ahead with it. Many thanks to you and all the guys with you!:rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock:
Kind regards
1) Fuel. If you play with limeted fuel you could not cross the Black-sea on lowest speed without running out of fuel.
The lowest speed is not the most efficant speed, try running at 20knts and your range will be about 1800NM.
Kaleu. Jochen Mohr
02-16-08, 05:54 AM
somthing i also dislike on OLC's GUI, your thingy around you with the distance is gone, i already rammed several ships becouse i thought i was "far enuf"
also the icons of those ships are not there. if it would be fixed i would be more then happy to use it.... although its dificould im starting to get used to it (just not with those damn ships)
edit: just sank myselve due that, rammed a ship AGAIN! and got crushed like a soda can under a truck
Now about the lookouts there's a most annoying bug : they totally freak out, especially at night (so it seems). I have a russian DD on my tail at some 5000m, clearly visible, and the WO keeps yelling "schiff gesichtet" every 30 seconds or so, just like if the man forgot he ALREADY spotted it :roll: I don't know what is causing that, I tryed to move them around on the boat but it didn't help so far.
Also I thought I got rid of the blank message from the CE poping up every 5 seconds when the flak is damaged but now it seems to pop up randomly when the boat takes damage, I couldn't identify the source yet :damn:
If someone has a clue about that I take it, these glitches are turning me mad
The first problem is in GWX and I think it is connected with the 16k atmostphere.
I would guess the second problem is caused by the officer trying to report about things that are not there, such as dive planes. This bug also happens occasionaly in GWX.
somthing i also dislike on OLC's GUI, your thingy around you with the distance is gone, i already rammed several ships becouse i thought i was "far enuf"
also the icons of those ships are not there. if it would be fixed i would be more then happy to use it.... although its dificould im starting to get used to it (just not with those damn ships)
You mean this http://img292.imageshack.us/img292/9170/untitled8fw8.jpg ?
If so, the tga is still in the folder, you can easily put it back :
-open maps.cfg in "sh3/data/menu/cfg"
-scroll down to [map0], and find the "symbolzoom" line. Replace the "1" value by "20"
-you can do the same for [map1] right below to have the same on the attack map :up:
Can we have it back in the next release version? :yep:
Kaleu. Jochen Mohr
02-16-08, 06:33 AM
somthing i also dislike on OLC's GUI, your thingy around you with the distance is gone, i already rammed several ships becouse i thought i was "far enuf"
also the icons of those ships are not there. if it would be fixed i would be more then happy to use it.... although its dificould im starting to get used to it (just not with those damn ships)
You mean this http://img292.imageshack.us/img292/9170/untitled8fw8.jpg ?
If so, the tga is still in the folder, you can easily put it back :
-open maps.cfg in "sh3/data/menu/cfg"
-scroll down to [map0], and find the "symbolzoom" line. Replace the "1" value by "20"
-you can do the same for [map1] right below to have the same on the attack map :up: thanks, and what about the ship icons ? :hmm:
edit: nvm, just started up the game again and now they also show up
Well yeah why not, it's easy enough to change :D
Out of curiousity : what's the use of this thingy ?
Why, it gives you bearing and distance from your position on the map of course!
hammer-princess
02-16-08, 12:11 PM
S-Boot ftw. It's gotta be an awesome boat. Travelling at 45kts on the open sea, that's what I signed up for. Bring it on.:rock:
Three skins I knocked up today.
This one is a bit rough close up but if you don't look close up, you can see for yourselves.
http://i66.photobucket.com/albums/h254/RS42/sh32008-02-1616-44-44-17.jpg
http://i66.photobucket.com/albums/h254/RS42/sh32008-02-1616-44-48-64.jpg
http://i66.photobucket.com/albums/h254/RS42/sh32008-02-1616-44-57-73.jpg
This one is a bit funky or may be not.
http://i66.photobucket.com/albums/h254/RS42/sh32008-02-1617-01-52-81.jpg
http://i66.photobucket.com/albums/h254/RS42/sh32008-02-1617-02-05-17.jpg
http://i66.photobucket.com/albums/h254/RS42/sh32008-02-1617-02-15-59.jpg
Well I had to have a Black S-Boot to join my Black U-Boat Feet.
http://i66.photobucket.com/albums/h254/RS42/sh32008-02-1617-51-20-57.jpg
http://i66.photobucket.com/albums/h254/RS42/sh32008-02-1617-51-28-95.jpg
http://i66.photobucket.com/albums/h254/RS42/sh32008-02-1617-51-36-29.jpg
CapZap1970
02-16-08, 01:14 PM
@yamato and STEED:
Those are really cools skins, mates!!! :rock:
congrats!!
CapZap
Syxx_Killer
02-16-08, 03:33 PM
I love those skinds, especially that black one! It makes me feel like a pirate! :arrgh!: That black one would look sweet with much darker decks and guns and stuff. They don't have to be as black as the hull, but a very dark shade of gray or something. It's just a thought I had. :D
AVGWarhawk
02-16-08, 03:50 PM
Thanks Warhawk :up:
...for the sticky....
Your welcome man. This is possibly the coolest mod I have seen. Who would have thought you could have visualized a playable boat and make it happen. Amazing really, simply amazing.:yep:
BTW, there are PT boats in the Pacific. Care to check them out after you are done with this?
Cool skins :D, but I'm going to keep it to historical accuracy, so the next (and probably last) one I'll be doing is the tiger stripe scheme. Cam on the S-100s is already a bit of a stretch as there is no photographic evidence of it, but if other types of the same flottilas were cammed-up too, then its at least plausible.
Yep, not going overboard but something a little different.
@Boris & Mikhayl
Where's the deck and guns located on the templates?
Better not mess with the guns if thats dat.
OK, is this the deck?
Both arrows or just the one?
Borrowed the picture from a post here.
http://i66.photobucket.com/albums/h254/RS42/Plate1.jpg
Better not mess with the guns if thats dat.
OK, is this the deck?
Both arrows or just the one?
Borrowed the picture from a post here.
Nop, the deck has it's own texture, looking like that if you have the 0.2 version or Boris' skins for the
0.1 :
http://img409.imageshack.us/img409/5121/deckdd6.jpg
Running your 0.2, that sceenie was just borrowed. Can you point out what parts of that template are just the deck floor, cheers.
So all the Grey areas are the deck?
Just the deck plate interests me.
So all the Grey areas are the deck?
Just the deck plate interests me.
I didn't get it :-? Yep it's all for the deck I don't know what covers what precisely (Boris is the artist, I'm just enjoying the whole thing :D )
Thats alright, thanks for your time Mikhay. :up:
OK, Boris this one is for you. :lol:
Just point out the deck floor only, picture showing what I'm asking would be very nice.
Hope this helps somewhat...
http://img409.imageshack.us/img409/5074/deckdd6nf6.jpg
@Boris
Thank you, come in handy that will. :up: :up: :up:
OK, just messing around here threw a couple of Grey tins over the deck out right (lazy sod, I know :lol: ) and here is the result.
Black S-Boot with a darker Grey deck.
http://i66.photobucket.com/albums/h254/RS42/DH.jpg
http://i66.photobucket.com/albums/h254/RS42/DH1.jpg
http://i66.photobucket.com/albums/h254/RS42/DH2.jpg
@Syxx_Killer
Has this grab you? ;)
Don't know about you but I like it. :D :cool:
Original one.........http://www.subsim.com/radioroom/showpost.php?p=780042&postcount=599
Kaleu. Jochen Mohr
02-16-08, 07:23 PM
i happened to find these on the net :D
http://i5.photobucket.com/albums/y189/mitchtanz/snellebootghjk2.jpg
http://i5.photobucket.com/albums/y189/mitchtanz/snelleboot.jpg
new intro screen ? :hmm:
http://i5.photobucket.com/albums/y189/mitchtanz/snellebootgh1sml.jpg
found on this guy's Photobucket
http://s5.photobucket.com/albums/y189/mitchtanz/
Boris would be interested as he's doing the real look ones.
I was thinking about a red underside hull for a new one I was thinking about. :hmm:
I actually stumbled on those side pictures not 20 mins ago :lol:, good find though.
As you can see the finnland cam has already been done. The other schemes look good though, might be somewhat reliable.
As for a new intro screen, I happen to like the current picture. Besides, that picture is way too small, plus its a completely different type of boat.
Syxx_Killer
02-16-08, 08:02 PM
@Syxx_Killer
Has this grab you? ;)
Don't know about you but I like it. :D :cool:
Original one.........http://www.subsim.com/radioroom/showpost.php?p=780042&postcount=599
That is SO cool! I love it! :arrgh!::rock:
@Syxx_Killer
Has this grab you? ;)
Don't know about you but I like it. :D :cool:
Original one.........http://www.subsim.com/radioroom/showpost.php?p=780042&postcount=599
That is SO cool! I love it! :arrgh!::rock:
I shall release the Black S-Boot sometime on Tuesday on wards along with a couple of others. :sunny:
Syxx_Killer
02-16-08, 08:07 PM
I shall release the Black S-Boot sometime on Tuesday on wards along with a couple of others. :sunny:
Awesome! :D I just got done reading Dreamland: Satan's Tail. That black S-Boat would have fit so well into that story. :lol:
sh3rules
02-16-08, 11:58 PM
I like the idea of a black S-Boot.
http://www.boatboss.com/adpics/4684e0705982202b99dc4ba9a.jpg
http://www.uxmag.com/images/61.png
Lagger123987
02-17-08, 01:42 AM
A *yawn* type of mod for me, unless the vospher and the elco is also playable too.
gimpy117
02-17-08, 02:50 AM
i still want a detchland class you know...or at least A DD
A6Intruder
02-17-08, 04:27 AM
A *yawn* type of mod for me, unless the vospher and the elco is also playable too.
"Yawn" in something else than this mod. But if you are a great modder, give us a mod for vosper and elco! Until then please do not talk rubbish.:down: :damn:
Kind regards
Kaleu. Jochen Mohr
02-17-08, 04:39 AM
A *yawn* type of mod for me, unless the vospher and the elco is also playable too.
"Yawn" in something else than this mod. But if you are a great modder, give us a mod for vosper and elco! Until then please do not talk rubbish.:down: :damn:
Kind regards
i agree :up:
this mod has been fun (even with the darn GUI), if you havnt tested it then please shut yer yap
Lord_FLB
02-17-08, 06:09 AM
Ahoi Mikhayl,
me again...:p
I've been thinking about to give the S-Boat for a later Version (end of war) 2 Aft-Torpedos - because the Type S-700 has these one... It's only an idea!!! Do you think it's possible to give the S-Boat this possibility?:) In fact the S-Boat still will be for SH3 AI a Sub TypIIA - and Type II has no Aft-Torpedos!
I think people are still misunderstanding and underestimating the potential of this mod and think it's meant to be some sort of fun stuff around session. The intention here is to bring it to the same standard as the uboats and make a fully playable campaign.
So, instead of complaining, maybe you should help.
http://img120.imageshack.us/img120/2208/grab89105tu1.jpg
A6Intruder
02-17-08, 08:34 AM
Hi,
after two attacks on destroyer, i have not found any merchants until now, i was wrecked two times. The acuracy of enemy AI-ships is much to heavy to stay alive in a ship who can not dive. In special if you have GWX as ground-platform.
Please do some tweak on this for your next release because it is going to frustrate me.:yep:
I found an other bug into the uzo. If you lock a target, a few seconds later it is unlocked. With this issue it is nearly impossible to hit a target in such a fast vessel.
I also miss the distance of my target. I could not find it in uzo-screen.:hmm:
And last not least the personalscreen is very dark, maybe you could make it some lighter.
Kind regards:rock:
USS Sea Tiger
02-17-08, 08:38 AM
Sure,, this is not for everyone,, Some prefer DD's and bigger, but for me, I really am enjoying it. I enjoy the developing of all new tactics to do the same job, Busting convoys. I personally think this is a masterful creation in its early growing pains.
This is what it is all about!!!
http://www.pbase.com/image/92667872.jpg
Lord_FLB
02-17-08, 08:45 AM
I think people are still misunderstanding and underestimating the potential of this mod and think it's meant to be some sort of fun stuff around session. The intention here is to bring it to the same standard as the uboats and make a fully playable campaign.
So, instead of complaining, maybe you should help.
http://img120.imageshack.us/img120/2208/grab89105tu1.jpg
Ahoi,
I don't understand why you are treating people so bad. You are only in the condition to help - if you have a knowledge about modding things in *.dat etc. files... Not anybody is a master of desaster...:dead: Thanks for your friendly words:down:!!!
I think people are still misunderstanding and underestimating the potential of this mod and think it's meant to be some sort of fun stuff around session. The intention here is to bring it to the same standard as the uboats and make a fully playable campaign.
So, instead of complaining, maybe you should help.
Ahoi,
I don't understand why you are treating people so bad. You are only in the condition to help - if you have a knowledge about modding things in *.dat etc. files... Not anybody is a master of desaster...:dead: Thanks for your friendly words:down:!!!
Shhit man, lighten up. I was just quoting a line from "Predator". :)
Lord_FLB
02-17-08, 10:17 AM
[/quote]
Ahoi,
I don't understand why you are treating people so bad. You are only in the condition to help - if you have a knowledge about modding things in *.dat etc. files... Not anybody is a master of desaster...:dead: Thanks for your friendly words:down:!!![/quote]
Shhit man, lighten up. I was just quoting a line from "Predator". :)[/quote]
Ahoi Boris,
ufff.....:lol: so never mind... no prob then - missunderstanding... :D !!!
sh3rules
02-17-08, 11:12 AM
A *yawn* type of mod for me, unless the vospher and the elco is also playable too.
Constructive criticism at its finest.
-The plan is to have a customized GUI to better fit the mod in the future, and it will be based on OLC's one, then there really won't be a point to keep the standard GUI :hmm:
And to give you a feeling how this GUI will look like (hopefully), here are two screens (still with faked dials and buttons!), but the second screenshot shows
- the dials and buttons with red check marks >>>> already inserted and functional
- the dial with the green check mark >>>> easy to add (today :yep: )
- the buttons with the question mark >>>> there is tricky work to do
The first step is to get all things work properly, then rework the graphics ....
http://freenet-homepage.de/latemail/fake01.jpg
(I will add a button for closing the selected tube as well)
http://freenet-homepage.de/latemail/fake02.jpg
you get access to the menu via the left "OLC"-button at the bottom
more to come .........
Fantastic work!
Is it possible, to integrate the RPM gauges in there?
Good luck and go ahead.
latemail
02-17-08, 12:40 PM
Is it possible, to integrate the RPM gauges in there?
Good luck and go ahead.
Hi speed-fans,
after three days off-line there is a lot to read :o
.... the speed of development of this mod fits to the speed of the SBoot :yep:
.... and which dial is it you´are talking about? RPM = Revolutions Per Minute ? is it part of the stock-game ? or do you mean the Speed-Dial showing normally values from 0 to 20 ?
latemail
02-17-08, 01:04 PM
Hi Latemail :up:
I guess Chris was talking about the RpM gauges that you can see in the command room. Anyway, there's no much room left for this or the speed dial so ...^
:oops: oops ... never realised them before ...
but I agree, it´s not much room for two more gauges left ....... we will see in the end / maybe ;)
Hi Latemail :up:
I guess Chris was talking about the RpM gauges that you can see in the command room. Anyway, there's no much room left for this or the speed dial so ...^
:oops: oops ... never realised them before ...
but I agree, it´s not much room for two more gauges left ....... we will see in the end / maybe ;)
How's the new GUI going so far anyway?
Einzelganger
02-17-08, 01:51 PM
Great fun this, good job on it !
Just wondering if anyone is playing with GWX ? I got sunk pretty fast by an Eelco from a big distance. In stock, this might be really fun.
Keep up the good work on this project :up:
USS Sea Tiger
02-17-08, 02:17 PM
I realy like the concept control panel shown in Chris's post.
With that it would really give the "feel" of running the boat.
For Mikhayl,, Yes, I would agree with you to reduce the detection of a boat sitting still. The primary ambush tactic they used was to sit still in a barrier line on moonless nights and wait like a spider on a net.
I do think the detection range visual is a little to easy for the dd's to find us early war,, however, by 1943 onward and radar, well, S-boats lost the stealth factor by then. Not sure how to tweek this.
One other tactic that is not incorporated into the mod, nor do I know if it even can, Smoke screens. there were 4 smoke generators on her stern, and when turning and running, they made smoke to hide themselves. Not sure how you could mod that at all,
another note, they were capable of 48 knots for short run times, though I can find no definition for "short" anywhere.
I am working on a tiger skin for these,, teeth and all. OK so it never existed, but I just would like it so I am making it.
my two cents worth,
Great fun this, good job on it !
Just wondering if anyone is playing with GWX ? I got sunk pretty fast by an Eelco from a big distance. In stock, this might be really fun.
Keep up the good work on this project :up:
I'm playing with GWX, now I've just finished my 3rd patrol in der Kanal, sunk a 10000 tons lone merchant (armed) and a small coastal vessel. So far that makes 2x 10000 tons merchants, one small coastal vessel, 2x motor torpedo boats and 1x elco. Plus a few schooners and a hurricane. I had a hard time with a DD on my 2nd patrol but all in all it's going quite well, you just need to be very careful :up:
Which port do you start in... Wilhelmshaven? Because even then, I don't have enough fuel for the return journey out of the channel.
Nice, thanks :up:
So the fuel load and range on the boat is accurate otherwise?
Hakahura
02-17-08, 03:19 PM
Hi Mikhayl
Consructive critism I hope.....
This mod rocks. I've been following and using it since this thread first appeared.
I've now completed 5 patrols in career mode with nothng overly negative to report.
IMHO all thats lacking is....
Custom Gui, Latemail's looks great, hope your still working on it mate!
Ability to fire AA guns at shipping. (I've tried Privateers fix with no luck)
Other than that.....
What a mod.
You've given us a whole new game. This mod is fantastically playable. Don't listen to those who say the AI needs tweaking. IMHO it's about right. You shouldn't be able to just charge in with impunity. Players only need to reassess their tatics and realise what they are sailing in.
Couple of additional ideas for you.....
If Latemail's GUI happens, is it possible to get rid of the F6 Attack Map and the F2 Control room?
To my mind these serve no purpose with the S Boot style of play. Omitting these could decrease load times.
In fact is there any point in being able to access the Sonar and Radioroom? I for one do not even man the Hydrophones. What's the point?
Your efforts ARE greatly appreciated, keep up the good work!
Hakahura
02-17-08, 03:51 PM
Don't listen to those who say the AI needs tweaking. IMHO it's about right. You shouldn't be able to just charge in with impunity. Players only need to reassess their tatics and realise what they are sailing in.
Have to admit that's exactly my thinking :D I'll still see how it goes after much feedbacks and own testing but I really feel that the AI is quite well balanced (at least when playing with GWX). They're tough for sure, but they were even tougher in real life so ...
Now a couple of answers :
I already updated some commands and stuff relating to interiors views (not in the released version), I still have to change the default starting view (if possible, I think so), then the related buttons will be deleted from the GUI. I don't think it will speed up loading times but at least you won't be able to go inside that odd submarine interior :hmm:
For the AA guns ... I tryed a few different ways, with no luck so far but I would have to try harder. It would have been piece of cake if the boat was based on a type VII or type IX but it seems a bit tougher here (or maybe it's just me).
I also started some text work for immersion, and will do more once GWX 2.1 and the new SH3 Commander are out (lot of text work to make the whole thing fit). That's some tedious work but adds a lot to a game imho :hmm:
That plus various subsim artists' work in progress to enhance the current thing, so hopefully it'll only get better.
Thanks a bunch for the feedback :up:
You're welcome Mikhayl.
I'm looking foward to whatever comes next.
And yes I'm playing S-Boot on top of GWX 2.
latemail
02-17-08, 04:21 PM
Custom Gui, Latemail's looks great, hope your still working on it mate!
:yep: SURE I´AM !!! :yep:
I just try to fix some size problems, than I will post a new screenshot as promised ..... give me an hour or two :cool:
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