Log in

View Full Version : [REL] Playable S-Boot ( Final )


Pages : 1 2 [3] 4 5 6

Hakahura
02-17-08, 04:52 PM
Custom Gui, Latemail's looks great, hope your still working on it mate!


:yep: SURE IīAM !!! :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:


Take your time dude, I'm sure it'll be worth the wait.

That's it, enough hanging around here....
I'm off to sail my shiney,speedy white S-Boot.

Letum
02-17-08, 05:19 PM
So stealthy they thaught you where a sub!

Hakahura
02-17-08, 05:31 PM
It's things like this that prove the AI in GWX is fine for S-Boot.
If they didn't detect you, then they react as if there was a U-Boot nearby instead.
Seems real enough for me.

"Fortune Favours the Fast"... Herman Spedzt (S-Boot Kaleun)

Boris
02-17-08, 06:34 PM
It's things like this that prove the AI in GWX is fine for S-Boot.
If they didn't detect you, then they react as if there was a U-Boot nearby instead.
Seems real enough for me.

"Fortune Favours the Fast"... Herman Spedzt (S-Boot Kaleun)

Sounds more like an unintended side-effect of the fact that the ships in the game were always looking for you as a sub anyway. Either way, it works out pretty well.

Mush Martin
02-17-08, 06:56 PM
Well working in the other direction
(though not really on purpose)
I took the Sboote out for a spin today
and had forgotten to take out uberboot
mod. so I decided to have a go at the
original uberboot surface combat mission

with a few interesting effects.

first off the auto evasion worked fine as was
without adjustment it didnt throw the lighter boat
around to much at all and went smoothly. also
while I was on auto evasion for approximately two
minutes with five gwx black swans firing at me
at 39 kts they scored zero hits in two full minutes
plus while I was in range.

not that it would have mattered as I found out later
I got bombed fairly badly and then took a direct hit
from a 4" dg on an AMC right square amidships he got
me really really good. and it just bounced off and left a
big hole as uberboots zone file was still in (ooops) and
since it effects all subs while active the little Sboote
had some serious staying power.

I got some great polaroids of me a bunch of great
action screenies and one of me doing 39kts upside
down in the water after a bomb hit.:rotfl:

at first I didnt realize what was happening I thought
you guys had uberized it.

M

Hakahura
02-17-08, 06:56 PM
It's things like this that prove the AI in GWX is fine for S-Boot.
If they didn't detect you, then they react as if there was a U-Boot nearby instead.
Seems real enough for me.

"Fortune Favours the Fast"... Herman Spedzt (S-Boot Kaleun)
Sounds more like an unintended side-effect of the fact that the ships in the game were always looking for you as a sub anyway. Either way, it works out pretty well.
Exactly what I was getting at...
If it ain't broke, don't fix it!

latemail
02-17-08, 06:57 PM
I just try to fix some size problems, than I will post a new screenshot as promised ..... give me an hour or two :cool:



OK, late again, but not so much :oops:

..... thatīs how the SBoot-GUI looks like at the moment (dials and buttons fully functional, graphics have to be sized and polished a bit :yep: )


http://freenet-homepage.de/latemail/stand02.jpg


http://freenet-homepage.de/latemail/stand02b.jpg


Problems to solve:

- single click sound when game starts up
- cockpit interfere with the OLC-panel for manuel torpedo settings
- cockpit-background is still a trial version
- small buttons are too small
- the starting cam-position of the Kaleun should be set some degree downwards (like on the screenshots), otherwise the cockpit covers too much of the foredeck (my opinion)



Comments and suggestions are welcome, I clean up the files a bit, then I will release a beta version for some test-missions .............



CU and n8

Hakahura
02-17-08, 07:23 PM
I just try to fix some size problems, than I will post a new screenshot as promised ..... give me an hour or two :cool:


OK, late again, but not so much :oops:

..... thatīs how the SBoot-GUI looks like at the moment (dials and buttons fully functional, graphics have to be sized and polished a bit :yep: )


http://freenet-homepage.de/latemail/stand02.jpg


http://freenet-homepage.de/latemail/stand02b.jpg


Problems to solve:

- single click sound when game starts up
- cockpit interfere with the OLC-panel for manuel torpedo settings
- cockpit-background is still a trial version
- small buttons are too small
- the starting cam-position of the Kaleun should be set some degree downwards (like on the screenshots), otherwise the cockpit covers too much of the foredeck (my opinion)



Comments and suggestions are welcome, I clean up the files a bit, then I will release a beta version for some test-missions .............



CU and n8

Lookin good...
Lookin real good...

Keep it going guys.

"Fortune Favours the Fast"... Herman Spedzt



_

Boris
02-17-08, 07:42 PM
Great to see the new GUI taking shape! :up:

@ Mikhayl, just a question, what's happened to the green bars that show at what capacity a station is filled in the crew management screen?

latemail
02-17-08, 07:48 PM
If I read you correctly ... Did you already moved the TDC dials to the left side ?! :hmm:



no, it is where OLC put it in his mod ..... at the bottom ..... at present under the cockpit ......

but Iīve an idea, I will try this and made a screenshot as suggestion .... :hmm:

or would you prefer the TDC on the left side, where the OLC-dials were positioned before?

Mush Martin
02-17-08, 07:59 PM
I got some great polaroids of me a bunch of great
action screenies and one of me doing 39kts upside
down in the water after a bomb hit.:rotfl:

Sounds like premium humorous thread material, gotta post it :D

Worthy enough ive done funnier I think. here they are.

http://www.subsim.com/radioroom/showpost.php?p=780998&postcount=1763
&
http://www.subsim.com/radioroom/showpost.php?p=781000&postcount=1764

:arrgh!:

Boris
02-17-08, 08:35 PM
I've posted some screens of an S-Boot patrol in the screenshots thread...

http://www.subsim.com/radioroom/showpost.php?p=781020&postcount=4731

Mush Martin
02-17-08, 08:46 PM
I really like your number three pic boris.
for my set it was the second last pic
of the second set that was the best one.

sh3rules
02-17-08, 10:02 PM
AFAIK this has not been addressed, but I want to be sure in case I missed it. Is it still not possible to have the 37mm attack the ships? And is it possible to upgrade to a Vierling or a double-cannon 37mm? This mod is being developed so fast that maybe this has already been incorporated in a beta release. Amazing work, guys!

http://silent-movies.com/Ladies/BennettC/Bennett21.jpg

PhantomLord
02-18-08, 03:18 AM
Donīt know what i was doing wrong - i canīt man the guns. Screen jumps into position but iīve 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.

Fixed this problem. Iīve made a mistake with acticating S-Boot via JSGME. Always roll back SH3 Commander... :damn:

A6Intruder
02-18-08, 12:29 PM
I've tryed but had no luck, will try again. for the upgrade, there's a bug with the heavy flak in the upgrade screen, that's why I only let the 37mm option. If I can solve I'll put a slow firing 37 for early war, then the current fast firing 37 and a 20mm vierling for 1945. The twin 37mm wouldn't be that realistic :hmm:
---------------------------------------------------------------------------------------------------
I think there ist no need for a double 3,7cm. But there is a heavy need for a "Vierling" This weapon is the only way to fight against airplanes. My guys did not hit anything with a 3,7cm. So please give it to us , as real, in 42/43.
Kind regards:up:

USS Sea Tiger
02-18-08, 05:00 PM
SHIII no mod tactic for dealing with a convoy.

wait until night, critical!!!!!!! set the torps to fast, and heavy crew up your reload teams,, even if at the expense of your guns.

pick your targets before your run,, best set up is two ships , one in front of the other.

Never pick a target beyond the second collum.

creep in at 25kts, and when at 4000 or dectcted , start the high speed run from 080degrees from the convoy,

at 1200yd from your target,, fire your starboard tube at the lead target,

maneuver left, and at 800yds fire at the other target,

exit the convoy at 90 degrees from convoy, , once the first tube is loaded, which will be rapidly fast and suprise you, man your guns turn about and find a outside colum target, or the target prior hit.. fire when possible,, (usually you will be at 600yds) and fire the last tube when possible,

Run like hell on a course of 135 or so, evade,, shoot out that which is shooting at you.

I find this pattern very successful in SHIII stock.

SPEED is LIFE

CaptainNemo12
02-18-08, 07:29 PM
Will there be a S-boot campaign planned for the future?:p

Edit: great.... now my avatar has the navy dude...

Dronston
02-19-08, 06:14 AM
I tried the mod for the first time yesterday. What a blast!

I chose the Gibraltar single player mission as my very first experience with the S-Boot. Probably not a good idea, needless to say all I did was run away from everything as fast as I could. :lol: I didn't kill anything.

In the end, very close to the Strait I was rammed by a Destroyer or something that was on my six. At first I could outrun him but my diesels were hit so I dropped to about 23 knots. While his bow was slowly closing I was frantically shooting rounds in his waterline with the aft gun but that didn't stop him. Really exciting to see this bow towering above you when he's at 1 meter from your stern :huh:

The controls and gameplay take some getting used to but that's just practice.

Good job!

A6Intruder
02-19-08, 02:08 PM
I like the stuff you make!! It completes the deep feeling. And day after day it souds and taste like a new supermod. I think thats the way this great mod should go.:rock: :rock: :rock: :rock: :rock:
Kind regards:up:

STEED
02-19-08, 02:55 PM
Six S-Boot Skins from here.

http://www.subsim.com/radioroom/showpost.php?p=782432&postcount=1 (http://www.subsim.com/radioroom/showpost.php?p=782432&postcount=1)

STEED
02-19-08, 05:34 PM
@Mikhayl


About the JSGME problem it's kinda weird, what happens when you install the S03 finland skin ?
I had once that kind of problem, installed a camera mod and it didn't work ingame, I think it's because I messed my mods files somehow, like deleting a mod when it's still enabled or stuff like that.

Better here I think.

For example after I tested one of the black skins I swap it back to your one without disengaging the mod and the result was the S-Boot still had the black skin also I did a SH3C roll back, strange.

As I said on my S-Boot skin thread if you disengage the mod via JSGME swap the skins over and reengage the mod via JSGME the swap is made with no problem.

Something else for you to look into Mikhayl.

USS Sea Tiger
02-19-08, 05:39 PM
http://fr.youtube.com/watch?v=1DkrrkJkC6Q&feature=related

about 1/3 way though,is a 100 klasse with a camo very unique, and I have not seen before.

lots of f-lighter video too, ( a fast barge with 4 or more 88's and quads)

some great video of all classes, including some torpedo crusiers in a camo pattern I have never seen before

STEED
02-19-08, 06:02 PM
Something else for you to look into Mikhayl.

Mmh not really actually, because the optionnal Finland camo works the same way as your skins do, and when I disable it via JSGME the boat is back to the standard white paint scheme :hmm:
Well maybe it really has to do with the mod but then I really don't know what and how :-?

EDIT

Change of plan I've do it now.

STEED
02-19-08, 06:34 PM
All OK now not sure what it was. :up:

Madox58
02-20-08, 07:40 PM
Slacker!!
:nope:
:rotfl: :rotfl:

Madox58
02-20-08, 07:54 PM
The UV map stuff throws you at first.
:doh:
Once you get the hang of it?
Piece of cake.
I think I have a vid that I used to learn.
I'll check and let you know.
there are also other UV programs that are a bit better to work with.

Now, quit fooling around and get serious!!!
:rotfl: :rotfl: :rotfl:

Madox58
02-20-08, 08:05 PM
Looks like I'm gonna have to. The worst part is that I have that DeepUV thing, never even opened it :rotfl:

Deep UV is nice.
As is Deep Paint 3D!
I couldn't get the spiral nose thingy looking right on the BF-109
till I used Deep Paint 3D.

Dutchie-one
02-20-08, 08:06 PM
Hello Guy`s, I have just instal the S01_boo_OLC beta 0.2 and
S boot OLC Camera on a SH3 1.4 and start a career.
I have make a new Location.CFG file and add all harbours on the
Atlantic coast from Neterlands, Belgie France and Britisch ports
Who are involved by Schnell boot actions
When I play my career those harbours are not seen on the map
did I something wrong ?

Dutchie-one :damn:

USS Sea Tiger
02-20-08, 09:06 PM
Hi

Working on a reskin, using shiii stock and s3d, and the latest s-boat mod

in game the High res light grey skin is showing,

I went to the IIa dat file, and in there is the original grey and black, S_boat tga and S_boatd

I replaced the grey/black with mine (s-boat.tga) with s3d, went to the game and it is the high res grey boat

am I to replace my new file somewhere else??

thank you

Mike d

Boris
02-21-08, 03:35 AM
Hi

Working on a reskin, using shiii stock and s3d, and the latest s-boat mod

in game the High res light grey skin is showing,

I went to the IIa dat file, and in there is the original grey and black, S_boat tga and S_boatd

I replaced the grey/black with mine (s-boat.tga) with s3d, went to the game and it is the high res grey boat

am I to replace my new file somewhere else??

thank you

Mike d

Yeah, the hi-res texture is in the Textures\TNormal\tex folder.

Boris
02-21-08, 03:39 AM
3D railings attempt :

http://img124.imageshack.us/img124/1048/railings2ur4.jpg

http://img120.imageshack.us/img120/9177/railings1gh0.jpg

It's better than the current 2D stuff but it's still rather crappy (some glitches on the poles)
I'm still too lazy to really learn 3dsmax stuff, I used parts of the model, copy-pasted-stretched-cut etc. The good thing is that this way there's no need for new UV mapping or whatever. The bad thing is that it's still low poly (6 sides for the poles and rope) and I did it a bit too dirty :-?
It's time consuming but rather cool to work on so I'll try to replace the poles with cleaner ones and maybe add more detail to the ropes. Maybe some other little things if possible :hmm:

That actually looks pretty good! :yep:

Almost all pictures show the railings covered with a canvas though. Maybe you could do that?
... also, maybe it's a good idea to get the model lengthened before working on details?

latemail
02-21-08, 04:40 AM
Morning SBoot-Kapitäne,

I currently donīt have the time for modding and testing .... so I post the beta-version of the SBoot-GUI for you ... pls use it (if you like it) and give me some feedback (layout, function, everthing)!! :yep:

There is one problem, I recognised yesterday during a short test-mission .... if you switch to salvo-mode, only tube ONE is selected ..... I already have an idea what is going wrong, but I have to look at it closly (next weekend)


- starting view (a little more downwards, cam-fix by Mikhayl)
http://freenet-homepage.de/latemail/prerel01.jpg


- normal cockpit (access via left button at the bottom, see mousecursor)
- button "O" --> open selected tube (oeffnen)
- button "S" --> close selected tube (schliessen)
http://freenet-homepage.de/latemail/prerel02.jpg


- using button "rudder - amidships"
http://freenet-homepage.de/latemail/prerel03.jpg


- TDC cockpit (access via right button at the bottom)
- attack-disc button (see mousecursor)
http://freenet-homepage.de/latemail/prerel04.jpg


DL - Link (http://rapidshare.com/files/93630343/SBoot_GUI_beta.7z)

DL - Link for english version of commands.cfg (keyboard layout to be placed in sh3/data/CFG/) (http://rapidshare.com/files/93926980/Commands_en.cfg)

have fun and happy return

Latemail

latemail
02-21-08, 05:46 AM
For the english users and everyone who uses english keyboard in SH3 settings the rudder amidship and open tube buttons won't work as it is, there's a simple way to fix it :

In SBoot_gui/data/cfg rename "commands_de.cfg" to "commands_en.cfg. You will probably lose some keyboard shortcuts but it's good enough for testing.

It takes a little while to get used to the centre panel but now everything you need to steer the boat and attack is at hand.

Thanks a bunch !


Sorry, I didnīt respect the language-dualism, I will fix the "commands_en.cfg" and then update the files on rapidshare .......


Update : DL - Link for english version of commands.cfg (keyboard layout to be placed in sh3/data/CFG/) (http://rapidshare.com/files/93926980/Commands_en.cfg)

Dutchie-one
02-21-08, 04:25 PM
Hello Mikhayl,
What I did was add places and harours in the Location.cfg file in the terrain folder
and clossed . The I open the Misionedittor and open the open Landunits Lyer
after that the Campaing LND.mis all the new add places are there .
When I start up your Schnellboote mod and play a career they are not ?
So what is wrong ? Maybe someone else will know the anser I hope.
By the way thanks for bringing that mod. out.

Greetz Dutchie-one :up:

PS. In GWX 2.0 it works

Madox58
02-21-08, 05:01 PM
C:\Documents and Settings\Jeff\Desktop\SilentHunterIII\data\Terrain

Locations.cfg

Dutchie-one
02-21-08, 09:10 PM
Hello, I have add ;The Netherland : Den Helder ( our main Navalbase ) IJmuiden / Amsterdam Hoek van Holland / Rotterdam Vlissingen ( Flushing )Belgie: Antwerpen Zeebrugge OostendeFrance Lezardrieux L`aber wrach St.Peter portEngland Ramsgate Dartmouth FoweyI am looking voor more bud these are the one I know they where Schnell Boot BasesFor England ofcourse it will be bases for MTB and/or MGBGreetz, Dutchie-one

Dutchie-one
02-21-08, 09:15 PM
Hello, I have add ;The Netherland : Den Helder ( our main Navalbase )IJmuiden / AmsterdamHoek van Holland / RotterdamVlissingen ( Flushing )Belgie: AntwerpenZeebruggeOostendeFrance ;LezardrieuxL`aber wrachSt.Peter portEngland ;RamsgateDartmouthFoweyI am looking voor more bud these are the one I know they where Schnell Boot BasesFor England ofcourse it will be bases for MTB and/or MGBGreetz, Dutchie-one

USS Sea Tiger
02-21-08, 09:25 PM
OK,, I think I am getting the idea here how to do this VERY BASICALLY at best.

Boris,, how do you add the rivits, scratches and such!! :o I use photoshop VII and zoomed in on the details you added,, WOW

Well, here is my first crack at skinning in SHIII

http://www.pbase.com/image/93261135.jpg


http://www.pbase.com/image/93261134.jpg

CapnMike U-69
02-22-08, 02:42 AM
Hi fellow Schnell-boot kaleuns,
Help please! Read this thread and decided just what I need as was getting a bit bored with GWX (1.3) and my trusty type IX... and wanted to up the excitement stakes!
Have managed to get it loaded, into QWX 1.3, and seems to work well.

However I only get 1 tiddly little 2cm flak gun on the bow of my S-Boot, even when starting at Constanza in 42. How can I get all 3 flaks, and be able to man them?
I have set up a new career in SH3 Commander, and picked a IIA. Even tried to do some single missions - but still only get the tiddler pop-gun on the bow.

Do I have to go out and get renown in the usual way.. or is there a short cut to get an all-dancing and singing S-boot and have some fun straight away?

Of course whole interface is different from what i'm used to, and guess it comes from GWX 2? (I am still in the process of downloading all the GWX2 files as on a slow connection here....)

Sorry if this is a stupid question - have not had time to read all 30-odd pages on the thread...
happy hunting,
Capn Mike

latemail
02-22-08, 06:12 AM
http://www.pbase.com/image/93261134.jpg



Thatīs cool mate !! where is the pirat-mission *lol*

Jimbuna
02-22-08, 03:40 PM
Not having tried this mod......yet (but I will eventually). Do the torpedoe reloads on deck disappear from view when you reload ? http://img255.imageshack.us/img255/621/thinkbigsw1.gif

Boris
02-22-08, 04:28 PM
Hi guys, some pics of the "new" modified OLC GUI (after some brainstorming and mind changing :-?)

http://img147.imageshack.us/img147/6008/newuzoao0.jpg

http://img120.imageshack.us/img120/1044/newdamageqd8.jpg

The "FdU" is actually "FdS", I saw it while writing this post, it's corrected.
I let you check the screens for the changes, this is the clear default option. I'll take care of the dark option tonight.
Thanks a lot to Latemail for the ideas, midship button and above all his menu tutorial :up:

Looks great... but what happened to Latemail's new GUI?

Jimbuna
02-22-08, 05:38 PM
Not having tried this mod......yet (but I will eventually). Do the torpedoe reloads on deck disappear from view when you reload ? http://img255.imageshack.us/img255/621/thinkbigsw1.gif
Sadly they don't ... yet (?) Don't know if it's possible, but if it is it'll be done one day:hmm:

Edit : dark GUI option :



No prob mate.....still a real cool mod http://www.psionguild.org/forums/images/smilies/wolfsmilies/headbanger.gif

Antenor
02-22-08, 05:51 PM
Hi guys, I made other new skin, based in some schemes pictures I saw in the osprey book "german E-boats" is a plain skin, with a dark grey, Thank you Boris for the base skin :).

http://i20.photobucket.com/albums/b209/Aragorn_sr/Sbootgrey1.jpg
http://i20.photobucket.com/albums/b209/Aragorn_sr/Sbootgrey3.jpg
http://i20.photobucket.com/albums/b209/Aragorn_sr/Sbootgrey2.jpg

DL Link

http://www.sendspace.com/file/zwvicx


S!

Boris
02-22-08, 06:01 PM
That looks pretty cool! :up:

So you own that E-boat book? If yes, could you maybe scan some pages and post them here. I'm always on the lookout for more material.

Antenor
02-22-08, 06:12 PM
That looks pretty cool! :up:

So you own that E-boat book? If yes, could you maybe scan some pages and post them here. I'm always on the lookout for more material.

Thank you Boris!

Yes, the book its mine, I bought it in the osprey website.
On this weekend I can scan some pages, like the color schemes for example, but I donīt know if I can post other info, like the powerplant, hull construcction, etc, for the copywrite or use terms. You know about that?.


S!

STEED
02-22-08, 06:25 PM
@Mikhayl

Any chance making the Aircraft/ship spotted screen a bit more darker background? Or darker wording maybe.

http://i66.photobucket.com/albums/h254/RS42/MK.jpg

Boris
02-22-08, 06:40 PM
That looks pretty cool! :up:

So you own that E-boat book? If yes, could you maybe scan some pages and post them here. I'm always on the lookout for more material.

Thank you Boris!

Yes, the book its mine, I bought it in the osprey website.
On this weekend I can scan some pages, like the color schemes for example, but I donīt know if I can post other info, like the powerplant, hull construcction, etc, for the copywrite or use terms. You know about that?.


S!

Well, personally, all I want is colour schemes. But whose copyright on the S-Boot specs? Shouldn't the Kriegmarine have copyright on that? :hmm:

Antenor
02-22-08, 06:55 PM
Well, personally, all I want is colour schemes. But whose copyright on the S-Boot specs? Shouldn't the Kriegmarine have copyright on that? :hmm:
OK then, I hope tomorrow make the scans and post here :up:.

S!

Madox58
02-22-08, 07:37 PM
Well, personally, all I want is colour schemes. But whose copyright on the S-Boot specs? Shouldn't the Kriegmarine have copyright on that?

As the specs are actually public record?
The only copy right is that you can't scan the page and post it.
If you type out the specs, you're fine.
Same with any images.
If the book took the images from a public source?
they hold no copy right except the pages they printed.
Scan the images and cut any page info out.
They did not create them is my bet.

CapnMike U-69
02-22-08, 08:14 PM
[QUOTE=Mikhayl]@CapnMike : I don't have GWX 1.3 and didn't have any feedbacks for this version so I don't know if it works. Anyway, it sounds like a problem with basic.cfg. On the torpedo management screen, do you have 2 or 3 tubes ?

Hi Mikhayl,
Thanks for quick reply! I think you're right. It might be a compatibility problem with GWX 1.3, because I have 3 tubes on the Torp management screen.

I have a clean vanilla SH3 vanilla install (v 1.4b). Maybe the S-Boot mod will work Ok with that .... or should I wait until I've installed GWX2 ?
Capn Mike

Dutchie-one
02-22-08, 08:49 PM
Hello Mikhayl can you make that haevy flak gun a normal gun like the 88 mm ? most of the Schnell boot actions where at night so most of the time the guns where used agains ships and not to aircraft.Thanks, Dutchie-one

Dutchie-one
02-22-08, 08:57 PM
Hello Guy`s, do somebody knows books about the Britische MTB`s and MGB`splaese give me some names and phublischer`sThanks, Dutchie-one

CapnMike U-69
02-22-08, 09:01 PM
Hi Mikhayl,
Ok - Thanks. I will disable all other mods (I only have the standard GWX 1.3 mods and a damage mod) and add the quick-fix, and let you know how it goes. Will be later today as have to do a bit of work first... !

Whatever happens, I have to say thanx VERY much for all your hard work. S-Boot is a LOT of fun!
Capn Mike

Boris
02-22-08, 09:37 PM
Here's a couple more shots of the new "Tiger stripe" scheme. It's a semi-historical scheme, in that it's from a photo of an S-38 type boat.

http://i47.photobucket.com/albums/f152/Boris117/SH3Img23-2-2008_15829_968.jpg

Detail shot, I've updated the bridge rivets on each of the older skins too.
http://i47.photobucket.com/albums/f152/Boris117/SH3Img23-2-2008_15813_62.jpg

Antenor
02-22-08, 10:22 PM
Great cammo job Boris! :up:.


S!

Gewehr98
02-23-08, 12:30 AM
I wonder what the S-Boat operations in 1939 actually were...there's no way in heck you're getting from Kiel to the N. Sea and back with the fuel tank you've got in the S-Boat.

Boris
02-23-08, 05:22 AM
I wonder what the S-Boat operations in 1939 actually were...there's no way in heck you're getting from Kiel to the N. Sea and back with the fuel tank you've got in the S-Boat.

Nope, that's why we need new ports in the English Channel.

Letum
02-23-08, 06:17 AM
I wonder what the S-Boat operations in 1939 actually were...there's no way in heck you're getting from Kiel to the N. Sea and back with the fuel tank you've got in the S-Boat.
Nope, that's why we need new ports in the English Channel.

And a bit more costal cargo there?

A6Intruder
02-23-08, 09:34 AM
Boris' various graphics update :

Tiger cam :

http://img401.imageshack.us/img401/6452/tigerri8.jpg
(forgive the lack of AA)

Some of the new menu screens :

http://img210.imageshack.us/img210/1341/acesky1.jpg

http://img171.imageshack.us/img171/4189/campaigncf9.jpg

Plus many more, and even some new sounds (you're gonna love the flak gun !)

@Dutchie : I tryed various ways to have the 37 act like a deck gun but so far none worked, I'm thinking it may be because I used the typeII as a base, maybe there's some limitation out there regarding the use of deck gun for this boat. I'm sure that if it was based on a type VII it would already be working :-?
As a cheap consolation, the new GUI will have 3 buttons for direct access to each flak gun.



Please give us quick a new version with all of your new great stuff, especialy the new flag position behind the bridge and please use the new gui from latemail. In my mind it is very S-Boat like and very playable.:up:
Kind regards.

Sailor Steve
02-23-08, 10:25 AM
I wonder what the S-Boat operations in 1939 actually were...there's no way in heck you're getting from Kiel to the N. Sea and back with the fuel tank you've got in the S-Boat.
Nope, that's why we need new ports in the English Channel.

And a bit more costal cargo there?
Two years ago I did some preliminary work for an idea I had for the game. GWX has gone beyond that with the Dunkirk scenarios, but what I have in information on Seebruge changing hands and the German coastal convoys from Seebruge to Wilhelmshaven. These were escorted by Flakleiters, with S-boats along for the ride, and were regularly attacked by British Vospers. I will gladly share what little work I've done, and any advice you think might come in handy.

Dutchie-one
02-23-08, 10:27 AM
I wonder what the S-Boat operations in 1939 actually were...there's no way in heck you're getting from Kiel to the N. Sea and back with the fuel tank you've got in the S-Boat.

Hello Mate, in 1939 till june 1940 S-boote operated in the Ostzee along the coast
of Germany and Danmark till the occupation of The Netherlands, Begie and France it was possible to operated in the Nordsee becaus they can use ports in those country`s

Hopes it help, Dutchie-one:up:

Dutchie-one
02-23-08, 10:53 AM
I wonder what the S-Boat operations in 1939 actually were...there's no way in heck you're getting from Kiel to the N. Sea and back with the fuel tank you've got in the S-Boat.

Nope, that's why we need new ports in the English Channel.

Hello I have make a new locations.cfg for stock 1.4 and add new ports
on the coast of The Neterand, Begium, France and England all related
to the S-Boote operations.

Dutchie-one :up:

please read my post about that in this Tread

I am now re write the focations.cfg in GWX 2.0

Dutchie-one
02-23-08, 11:04 AM
Here's a couple more shots of the new "Tiger stripe" scheme. It's a semi-historical scheme, in that it's from a photo of an S-38 type boat.

http://i47.photobucket.com/albums/f152/Boris117/SH3Img23-2-2008_15829_968.jpg

Detail shot, I've updated the bridge rivets on each of the older skins too.
http://i47.photobucket.com/albums/f152/Boris117/SH3Img23-2-2008_15813_62.jpg

Sorry Mate but the flag belong on the stern of the boat puting it on the bridge
you have less seensight.

Grrtz, Dutchie-one :up:

PS. keep on the good work

USS Sea Tiger
02-23-08, 11:25 AM
Very nice paint job.

I understand you did this over the high res to keep the rivet details.

Might I ask how you did this??

I am using paint shop pro 7.

Antenor
02-23-08, 11:26 AM
Hi guys, like promised, I scan the paintchemes book, all are the same, but in different sboot models, not much ;).
http://i20.photobucket.com/albums/b209/Aragorn_sr/Escans/sbootcamo2.jpg
http://i20.photobucket.com/albums/b209/Aragorn_sr/Escans/sbootcamo1.jpg
http://i20.photobucket.com/albums/b209/Aragorn_sr/Escans/sbootcamo3.jpg
Ah, and a good picture gift :up:.
http://i20.photobucket.com/albums/b209/Aragorn_sr/Escans/sbootearly.jpg


S!

Boris
02-23-08, 11:54 AM
Thanks mate :up:

STEED
02-23-08, 04:28 PM
@Mikhayl

I need guns big guns real big guns. :arrgh!:

The English Channel is a beast, swarming with the RAF, fat man Goring's fly boys are so wet. I saw four of them heading to-wards a Destroyer which fired back at them and then they naffed off back to France. :huh:

And that's why I need bigger guns. ;)

PS: This is one hell of a slam bang cool mod. :D :up: :rock:

Hakahura
02-23-08, 04:52 PM
@ Mikhayl, PM

Hakahura
02-23-08, 04:53 PM
:D:up::rock:

Jimbuna
02-23-08, 05:59 PM
Looking forward to trying this.....when we're in a position to enjoy http://img85.imageshack.us/img85/2108/thumbsupkc7.gif

Madox58
02-24-08, 12:27 AM
A little work in progress.
http://i108.photobucket.com/albums/n12/privateer_2006/S-Boot_Glass2.jpg
http://i108.photobucket.com/albums/n12/privateer_2006/NSS_Uboat2A_Railed.jpg

latemail
02-24-08, 06:16 AM
[quote=Mikhayl]Boris' various graphics update :

Tiger cam :

http://img401.imageshack.us/img401/6452/tigerri8.jpg
(forgive the lack of AA)

Some of the new menu screens :

http://img210.imageshack.us/img210/1341/acesky1.jpg

http://img171.imageshack.us/img171/4189/campaigncf9.jpg

Plus many more, and even some new sounds (you're gonna love the flak gun !)
quote]



:up: Please share these goodies .... canīt wait to see them in action !!! :up:

Penelope_Grey
02-24-08, 06:59 AM
seeing this thread reminded me... when the original was released of the Schnellboat, the 0.1, I tried to have a play with it to see what it was like, but it kept causing CTD's. :damn:

Boris
02-24-08, 07:27 AM
A little work in progress.
http://i108.photobucket.com/albums/n12/privateer_2006/S-Boot_Glass2.jpg
http://i108.photobucket.com/albums/n12/privateer_2006/NSS_Uboat2A_Railed.jpg

Aw, hell yeah!!! :rock:

If you can do this kind of neat stuff, you reckon you could lengthen the boat a bit as well?

Mush Martin
02-24-08, 07:31 AM
@Prvtr in the photo's the dudes look to be stood a little lower
head over the rail as opposed to head and shoulders over the
rail.

:up:

Penelope_Grey
02-24-08, 07:42 AM
Hi Mikhayl,

thanks for the reply!:up: I think I'll wait for the next version, I got some jobs to do on a certain Wolf that is Grey in colour and expands various things. so... Cheers for the help, and have a good day sir.

Letum
02-24-08, 10:42 AM
I wonder if anyone will make a merchant shipping mod.....
The ability to take a T3 Tanker from Halifax to Liverpool and back etc. ;)

Boris
02-24-08, 11:13 AM
I wonder if anyone will make a merchant shipping mod.....
The ability to take a T3 Tanker from Halifax to Liverpool and back etc. ;)

What a rush that would be!!! Wooohooo :rock:

Sailor Steve
02-24-08, 11:22 AM
Yep. Sail for 8 days, staying in formation. Once in awhile you'll get attacked, and hopefully it's some other poor sod who gets sunk. If it's you, if you're lucky you get rescued, and if not...:dead:

It might be "fun" once, but personally I'd rather play the escort. Even then if it's realistic it's going to be boring. But I like boring.:sunny:

CCIP
02-24-08, 02:06 PM
I think the only problem with playable merchants is that there's no AI subs. Who are you gonna get attacked by on your Atlantic voyage? Your own destroyers? :88)

CCIP
02-24-08, 03:42 PM
You know what would be really cool as a surface mod by the way? A merchant raider mod. I've read a book about the German raider "Atlantis" and it was bloody fascinating! Think your IXD2 goes far? Well, you ain't seen the raider (beasts operated in the Pacific without refueling; one was actually secretely brought through the Bering straits with the help of a Soviet ice-breaker)!

One way its disguise could be modeled is by severely reducing the enemy ability to spot you; you would only be recognized when an enemy ship was very near, so you could dodge enemy destroyers and cruisers by steering away from them. But getting caught would be fatally dangerous.

Would be fun sneaking up on unsuspecting ships!

Boris
02-24-08, 03:56 PM
Even then if it's realistic it's going to be boring. But I like boring.:sunny:

I don't. That's why the S-Boot mod appeals to me so much.

Kaleu. Jochen Mohr
02-24-08, 04:38 PM
just an, idea... mayby you should make a S-boat skinns thread where all skinns are posted (preferably without reply's after them)

would be much easyer then looking trough all the pages, specialy if your new ;)

Dutchie-one
02-24-08, 05:12 PM
Hello Mihaelhk, with mod are you using to make that screenshot
nice thing

Thanks, Dutchie-one :up:

Antenor
02-24-08, 05:22 PM
Hi guys, I have one question.
Now I have two copys of the sh3 directory. One for GWX and other for the sh3 stock with some mods (I prefer for multiplayer, more estable and quick load). I use de sboot mod in both installs, but I have a little "mistake".

With the GWX I have a big number of new harbors, included calais, cherbourg, etc, perfect for a campaing in sboot. But with the stock game, all this harbors not appear. How can I add the new GWX harbors and others I see in stock game? Exists a specific mod only for "new harbors" that I can install on sh3 stock?.

If not, you known witch files I must copy from GWX to stock to have all these new harbors and play with it in the sboot mod?. I hope you can help me :).

Thank you an cu!

Jimbuna
02-24-08, 05:53 PM
Hi guys, I have one question.
Now I have two copys of the sh3 directory. One for GWX and other for the sh3 stock with some mods (I prefer for multiplayer, more estable and quick load). I use de sboot mod in both installs, but I have a little "mistake".

With the GWX I have a big number of new harbors, included calais, cherbourg, etc, perfect for a campaing in sboot. But with the stock game, all this harbors not appear. How can I add the new GWX harbors and others I see in stock game? Exists a specific mod only for "new harbors" that I can install on sh3 stock?.

If not, you known witch files I must copy from GWX to stock to have all these new harbors and play with it in the sboot mod?. I hope you can help me :).

Thank you an cu!

You can use GWX2.0 to play the S-boot mod http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

Dutchie-one
02-24-08, 06:03 PM
Hi guys, I have one question.
Now I have two copys of the sh3 directory. One for GWX and other for the sh3 stock with some mods (I prefer for multiplayer, more estable and quick load). I use de sboot mod in both installs, but I have a little "mistake".

With the GWX I have a big number of new harbors, included calais, cherbourg, etc, perfect for a campaing in sboot. But with the stock game, all this harbors not appear. How can I add the new GWX harbors and others I see in stock game? Exists a specific mod only for "new harbors" that I can install on sh3 stock?.

If not, you known witch files I must copy from GWX to stock to have all these new harbors and play with it in the sboot mod?. I hope you can help me :).

Thank you an cu!

If you PM me and trust me send me your E-Mail adress and I send you an new GWc 2.0 location file

Greetz Dutchie-one :up:

Antenor
02-24-08, 06:09 PM
@Mikhayl: Ok, thanks mate, Iīll try that, hope works it :D.

@jimbuna: I also do that offline, but I want to play with it, in a more "light" game version without the GWX, I mean the load times are more short and less mods/changes = more stable multiplayer game. For this, only need the harbors and with a couple of mod I like, I could play multiplayer perfectly :up:.

@Dutchie-one: :oThank you very much mate! You have a PM :up:.

S!

Madox58
02-24-08, 06:28 PM
Time for some real Torpedo Tubes.

http://i108.photobucket.com/albums/n12/privateer_2006/Tubes.jpg

Antenor
02-24-08, 07:44 PM
Time for some real Torpedo Tubes.

http://i108.photobucket.com/albums/n12/privateer_2006/Tubes.jpg

:o:o:o:o:o OMG! Amazing work!! :rock:.

S!

Madox58
02-24-08, 07:50 PM
Gotta have a door for those tubes.
Animation workin progress.
:up:

Door closed.
http://i108.photobucket.com/albums/n12/privateer_2006/Door_shot_1.jpg

Door open.
http://i108.photobucket.com/albums/n12/privateer_2006/Door_shot_2.jpg

Mush Martin
02-24-08, 07:55 PM
:up::up::up::up:

Madox58
02-24-08, 08:20 PM
When I Pause the game with S-Boot,
I can not move around to look at things on the boat.
Is there a quick edit to the menu I can do?

And another question,
there is no way to open just the outer torpedo doors is there?

Boris
02-25-08, 05:28 AM
When I Pause the game with S-Boot,
I can not move around to look at things on the boat.
Is there a quick edit to the menu I can do?

And another question,
there is no way to open just the outer torpedo doors is there?
Never noticed the pause thing :-? if it's because of the menu, you can replace the included menu.ini with the original gwx menu.ini, it will only break some features that are useless for testing anyway.
For the doors, after a quick look at the commands.cfg I'd say no, there's just "open tube" and "close tube". Do you have some weird trouble with the former type II doors ?

If you hide the GUI you can move around as normal.

Madox58
02-25-08, 07:37 AM
If you need to do the num pad thing to hide the GUI,
I'm screwed.
I use a Notebook with no num pad.

danlisa
02-25-08, 07:42 AM
If you need to do the num pad thing to hide the GUI,
I'm screwed.
I use a Notebook with no num pad.
:rotfl:Laptops do have a Numpad. You should have a Fn (Function) key, usually a sub-function of the Ctrl key and colored Light Blue (usually). Then look for other Light Blue Sub-Function keys to find the Numpad, it's usually around the O, P, K & L keys.;)

P.S Get yer specs on, they're v.small.

Tis a pain in the a$$ though.:lol: Easier to use a USB keyboard or remap the key using Setkeys.

Madox58
02-25-08, 04:58 PM
:hmm:
Well what the heck do you know?
So that's what that FN key does!!!
Guess I should of RTFM eh?
:rotfl:

Boris
02-25-08, 05:05 PM
Hey Privateer,

hate to nickpick, but why did you square the torpedo doors? Other than that, looking awesome of course! :rock:

Madox58
02-25-08, 05:20 PM
They are still a work in progress.
These are placers as I do the animations.
I've got several good closeups of the doors in 3 different positions
and the tube exits.
:up:
http://i108.photobucket.com/albums/n12/privateer_2006/tubedoors.jpg

If you look close at the pictures above notice the door latch?
I'll re-do the outter tube door animations so this latch is functional also.

The sound file for the tube doors will need changed also by the way.
The doors were cranked open by hand.

Madox58
02-25-08, 10:08 PM
Now,
Does this look better for the torp door?
http://i108.photobucket.com/albums/n12/privateer_2006/S-Boot_T_Door.jpg

Mush Martin
02-25-08, 10:12 PM
The hydraulicalleee thingee part of the boat part of the hinge?
at the top there>:hmm:

Madox58
02-25-08, 10:18 PM
The gear box "Thingy" will be attached to the hull.
These wear hand cranked open by a long shaft.
And if you ask me to do an animation of the guy cranking
the crank?
I'll call Achmed!!!!!
:rotfl:

Boris
02-26-08, 05:17 AM
@ Privateer...

you're sure doing a thorough job of it, great work! :up::rock:
Lookin real good.

Madox58
02-26-08, 05:12 PM
Thanks Boris

It's a very cool mod that many talented people are assisting with.
I'm more then happy to offer what I can to further it.

Besides, those doors not working just bug the bejesus outta me!!
:rotfl:

And since I've already done some work with this type of animation,
it's an easy enuff task.

And just to get you thinking.........
How about a smoke generator?
;)

Mush Martin
02-26-08, 05:14 PM
The gear box "Thingy" will be attached to the hull.
These wear hand cranked open by a long shaft.
And if you ask me to do an animation of the guy cranking
the crank?
I'll call Achmed!!!!!
:rotfl:

Oh come on make a "Cranky Newman" you can do it I just know
you can. :|\\

Madox58
02-26-08, 05:19 PM
http://i108.photobucket.com/albums/n12/privateer_2006/torpcrank.jpg

I'm not gonna tell you how or why it happened but........
I once had a guy on the deck of a ship......
Ummm........
Let's say, abuseing himself.
:rotfl:

Mush Martin
02-26-08, 08:11 PM
You and your hobbies :nope:

Madox58
02-26-08, 08:31 PM
:rotfl:
Ok.
I'll tell you the story.
As I was working with different animations,
(talking to Ref and DivingDuck the whole time)
I tried a few things.
Next thing I know?
This guy is just "doing" his thing on deck!!
:o :nope:
Needless to say you WON'T see that in GWX!!!
:rotfl:
But from every "WTF?" you learn!
View Ref's Whales.
And DivingDuck has something special in 2.1 also!
As do I.

This mod is something that all of us want.
I do not care if I'm given credit one way or the other.
That is my last concern.
I am assisting because I can and
because I'm tired of the SH4 people saying how great it is
that they share but we, at SH3 don't.

Go back to the release of SH3 and see the share guys.
It is ALL there!
Where does everyone think I learned?
There was no great God that came down and slapped me on the head!
(But there are the visits from those Greys late at nite!)
:lol:

Mush Martin
02-26-08, 09:27 PM
Ah up from the ashes.... up from the ashes...grow the roses of success.
:cool:

sandbag69
02-27-08, 04:22 AM
Thanks for this great Mod!

in my opinion it is the most exciting addition to SH3 ever.

Any idea of when the full version will be released.

Keep up the great work.

ReallyDedPoet
02-27-08, 08:53 AM
I'm tired of the SH4 people saying how great it is
that they share but we, at SH3 don't.

Some folks at SH4 may feel this way, but certainly not all. With time attitudes have gotten better, there will still be those posts ( in both forums ) that make you shake your head :doh::yep:, but it is improving.

At the end of the day we are fortunate to have two great games to mod and sim in :up:


RDP

mkubani
02-27-08, 12:03 PM
Hello S-Boot guys,This looks like a fantastic mod! Unfortunately I haven't had a chance to try it yet, so I apologize for my ignorance if the following question has been addressed already. I got one question: Did you guys find a workaround for more user friendly control of the S-Boot compared to the U-Boot? Since S-Boot is much faster than the U-Boot, I guess it would be great if the steering and throttle could be controlled via Arrow keys instead of the dials mouse clicking. You know like Left Arrow key to steer to the left and Right Arrow key to steer to the right. Up and Down Arrow keys would simulate the throttle movement. More importantly, I imagine the control response of a S-Boot to should be almost instant without any delay (not like for current SH3 U-Boot when it takes about 3-4 seconds to change the control settings, simulating the response delay between the captain and his crew).

Boris
02-27-08, 12:11 PM
Hello S-Boot guys,This looks like a fantastic mod! Unfortunately I haven't had a chance to try it yet, so I apologize for my ignorance if the following question has been addressed already. I got one question: Did you guys find a workaround for more user friendly control of the S-Boot compared to the U-Boot? Since S-Boot is much faster than the U-Boot, I guess it would be great if the steering and throttle could be controlled via Arrow keys instead of the dials mouse clicking. You know like Left Arrow key to steer to the left and Right Arrow key to steer to the right. Up and Down Arrow keys would simulate the throttle movement. More importantly, I imagine the control response of a S-Boot to should be almost instant without any delay (not like for current SH3 U-Boot when it takes about 3-4 seconds to change the control settings, simulating the response delay between the captain and his crew).
This is problematic as the arrow keys are already mapped to the camera controls... and it would not be that much easier, as a direct control could not be achieved through this. You'd just be giving the orders to change the throttle speed and put the rudder hard port or hard starboard through the arrow keys.
But maybe something could be done about the delay... maybe somehow getting rid of the "Jawohl Herr Kaleun" confirmations for these commands? No idea if this is achievable though. I'm no expert on this.

STEED
02-27-08, 02:43 PM
Just a report on the latest version, so far no CTD. :up:

Moved to the Med July 43. :damn:

The C38 Flak gun seems to fire rounds off a bit to fast, blink and it's over. :-?

Madox58
02-27-08, 05:55 PM
Some folks at SH4 may feel this way, but certainly not all. With time attitudes have gotten better, there will still be those posts ( in both forums ) that make you shake your head :doh::yep:, but it is improving.

At the end of the day we are fortunate to have two great games to mod and sim in :up:


RDP

Your correct RDP.
I should have stated SOME people.
Or better yet, just left the whole statement out.
(But you have to admit, being accused of "Atrocities to Modding" does bit deep!)
:rotfl:
It is nice to see the people in both Seas working as a kind of loose Team.
:up:

Mush Martin
02-27-08, 09:44 PM
Well kind of loose anyway :|\\

CCIP
02-27-08, 10:33 PM
Some folks at SH4 may feel this way, but certainly not all. With time attitudes have gotten better, there will still be those posts ( in both forums ) that make you shake your head :doh::yep:, but it is improving.

At the end of the day we are fortunate to have two great games to mod and sim in :up:


RDP
Your correct RDP.
I should have stated SOME people.
Or better yet, just left the whole statement out.
(But you have to admit, being accused of "Atrocities to Modding" does bit deep!)
:rotfl:
It is nice to see the people in both Seas working as a kind of loose Team.
:up:
And while we're on the topic - now that a German campaign in SHIV, when oh when shall we see these little beasts (no, not the modders, the E-boats!) on the new engine? :hmm:

Boris
02-28-08, 12:10 AM
Some folks at SH4 may feel this way, but certainly not all. With time attitudes have gotten better, there will still be those posts ( in both forums ) that make you shake your head :doh::yep:, but it is improving.

At the end of the day we are fortunate to have two great games to mod and sim in :up:


RDP
Your correct RDP.
I should have stated SOME people.
Or better yet, just left the whole statement out.
(But you have to admit, being accused of "Atrocities to Modding" does bit deep!)
:rotfl:
It is nice to see the people in both Seas working as a kind of loose Team.
:up:
And while we're on the topic - now that a German campaign in SHIV, when oh when shall we see these little beasts (no, not the modders, the E-boats!) on the new engine? :hmm:
I had this thought too...
Personally I'd like to see any move of SH3 content to the new engine as soon as possible, but I have no idea how hard this would be.
If this mod was moved over to the SH4 engine, then it would be pioneering the way, having to create all the Atlantic infrastructure... However the small operational area of the S-Boot might make it a good place to start.
Also a lot of work, especially with the menu and GUI would have to be done over and in different ways, given how different these are in SH4. I'd be for it though, but I can't do it. :-?

CCIP
02-28-08, 12:16 AM
Fair question. I have a sneaking suspicion though that the SHIII campaign files could basically be adapted to SHIV with some batch text editing and possibly splitting rather than creating all new content. The format remains the same. The content is largely similar. The main issue would be adding back or substituting the ships that were available in SHIII but aren't in SHIV.

But you're right, for the S-boats, it probably wouldn't be much more complicated to create the traffic from scratch. Especially if, say, we started with only a Channel campaign.

If I have the time, I'll look into it. I haven't had much to even play this one lately...

Aces
02-28-08, 03:42 AM
@Mikhayl,

Hi mate, I posted to the wrong thread LOL, the effects of a tired brain or another "senior" moment by me :)

I ran out of time yesterday evening but I've nearly got the mission finished and should be able to get some more done this evening but Saturday's my first clear day to have a really good session.

Looking excellent, again, my cograts to all involved in this brilliant mod..

Cheers

Leigh (Aces)

PS. I've set a top speed of 36Kts is that in keeping with the speed you use ? although I've found a few references to speeds above 40Kts, that's presumable in a calm sea with the wind behind them :)
Also did you see my question regarding is it possible to have both watch crew and flak crews on deck at the same time??.

Boris
02-28-08, 05:06 AM
@CCIP & Boris : since S3D works for both SH3 & 4 I guess that yes the s-boot could be more or less easily ported to SH4. The main problem I can see right now is that I don't have SH4 :D
Since I never even tryed it, what do you think would be really better if you could play the mod in SH4 ? (It's a real question)

Now about the mod, I've just downloaded Skwasjer new version of S3D and at first look it really rocks, I'm gonna add a third rudder and a third propeller (all working) right away :D

Maybe that's a question we should put to the community, but personally I see it as the way forward. The SH3 engine, although it still looks quite nice, is pretty outdated, and much nicer effects are available in SH4. A major issue is the ability to change screen resolutions and support for widescreen monitors, not to mention the transparent water, much further view distances and hugely improved load times.

However, it's no picnic. It's not just about porting over the S-Boot model... The SH4 GUI will need updating, there need to be new ports created in the Channel for the S-boat, a whole range of new shipping will also have to be ported or created from scratch, planes need to be ported or done from scratch, a whole campaign needs to be scripted (but which would only need to be the Englisch channel for starters). Of course permissions need to be gathered from various modders which might cause problems, etc.

Even if it's a big task, I think it should be done sooner or later, and like I said, because the S-Boot has only a small area of operations, it might be a nice place to start. Other modders (the atlantic sharks) are already working on a U-boat port to SH4, so it might be useful to see how far they've gotten. A major issue would also be getting the GWX team on side, as most of the vast content and innovations SH3 really has these days, comes from them... and I know they aren't ready for the move to SH4 just yet.

Other than that, good news on the screws! I was going to ask about that, but it seems you already on top of it. :D

Aces
02-28-08, 05:20 AM
Thanks Mikhayl, 41Kts it is, I'll edit the cfg file to match this speed. No problem on the crew thing just an idea that's all :), I wondered if there was a setting buried in a file somewhere that effected this but it's not that important. Fantastic news on the 3D stuff, I envy your (and others) talent with such things.

I was wondering how racerboy was progressing with his AI torpedo/s-boat torpedoing mod?. Wouldn't it be great to have AI and human-controlled s-boats firing torpedos in a mission!.

I'll be back in touch soon,

Cheers

Leigh

PS. when I put together the misson I set the date of the type 2as to 1942 and, when I fired up the mission the first thing that flashed up was a "flak gun detroyed" text message. On investigation the forward Flak gun was missing, this was solved when I re-edited the mission and set the type 2a to 1945. Just thought I should mention it.

PPS. There "hopefuly" might be a setting somewhere in a file which governs what happens when one selects "surface cruise" mode (or whatever it's called) or "surface anti-aircraft cruise" mode or whatever. If one could conbine the results of them together then maybe one could get the desired effect. I'll have a play around later, I'm probably on a "hiding to nothing" but who knows. I'd also like to know how crew is handled on AI boats, destroyers etc. have crew visible but the U-boats don't, again I'm probably stabing in the dark but I'm curious to know.

johnm
02-28-08, 08:29 AM
[quote=Mikhayl] There's now a 50 knots speed gauge and a "Rudder amidship" button to help you.


When can we down load the latest goodies? Your download site shows Beta_0.2 dated 12/2/08.

I'm enjoying dashing around and I actually hit and sank a medium merchant (using NYGN mod, keeping GW2 for serious career choices!)

Madox58
02-28-08, 10:38 AM
Torpedo tubes corrected.
http://i108.photobucket.com/albums/n12/privateer_2006/Rounded.jpg

Of course the doors you've seen a view of.

Opening/closeing time of the doors is about 10 seconds now.

Aces
02-28-08, 10:51 AM
Fantastic, top work mate.

I've sent you a PM.

Cheers

Aces

Jib01
02-28-08, 12:19 PM
wunderbar, wunderbar, S-boote ist fantastic.

Just loaded and played. Took awhile to get used to the interface.

Big Question.....didn't the S-Boote have a limited range, much less than U-boats. It was used primarily against UK shipping near the UK and close to home ?

Wunderbar, Proost.....
Jib01
:rock: :rock: :rock:

skwasjer
02-28-08, 04:37 PM
I hardly have time to play SH4, let alone SH3, but that's really a shame with such a sexy, fun looking mod. I keep visiting this thread just for the excitement of any new progress made :up: Nice work everyone involved :p

sh3rules
02-28-08, 04:50 PM
Awesome torpedo tubes!


http://i.imdb.com/Photos/Mptv/1396/0709_1960.jpg

Madox58
02-28-08, 04:53 PM
I hardly have time to play SH4, let alone SH3, but that's really a shame with such a sexy, fun looking mod. I keep visiting this thread just for the excitement of any new progress made :up: Nice work everyone involved :p

Then You should like this.
:D

http://i108.photobucket.com/albums/n12/privateer_2006/th_Animated_Doors.jpg (http://s108.photobucket.com/albums/n12/privateer_2006/?action=view&current=Animated_Doors.flv)

Boris
02-28-08, 06:30 PM
Wowaweewa, Nieece! High five!

BTW: Has Gorby shown you his new developments, and will it be hard to transfer this over?

skwasjer
02-28-08, 06:58 PM
I hardly have time to play SH4, let alone SH3, but that's really a shame with such a sexy, fun looking mod. I keep visiting this thread just for the excitement of any new progress made :up: Nice work everyone involved :p

Then You should like this.
:D

http://i108.photobucket.com/albums/n12/privateer_2006/th_Animated_Doors.jpg (http://s108.photobucket.com/albums/n12/privateer_2006/?action=view&current=Animated_Doors.flv)
Looks awesome, I actually pissed my pants because of the sound of the water and then crapped my pants because of the torp being fired in my face. But looking at the torpedo doors made it all worth it! :huh: :rotfl::rotfl:

CCIP
02-29-08, 03:47 AM
@CCIP & Boris : since S3D works for both SH3 & 4 I guess that yes the s-boot could be more or less easily ported to SH4. The main problem I can see right now is that I don't have SH4 :D
Since I never even tryed it, what do you think would be really better if you could play the mod in SH4 ? (It's a real question)

Now about the mod, I've just downloaded Skwasjer new version of S3D and at first look it really rocks, I'm gonna add a third rudder and a third propeller (all working) right away :D
Maybe that's a question we should put to the community, but personally I see it as the way forward. The SH3 engine, although it still looks quite nice, is pretty outdated, and much nicer effects are available in SH4. A major issue is the ability to change screen resolutions and support for widescreen monitors, not to mention the transparent water, much further view distances and hugely improved load times.

However, it's no picnic. It's not just about porting over the S-Boot model... The SH4 GUI will need updating, there need to be new ports created in the Channel for the S-boat, a whole range of new shipping will also have to be ported or created from scratch, planes need to be ported or done from scratch, a whole campaign needs to be scripted (but which would only need to be the Englisch channel for starters). Of course permissions need to be gathered from various modders which might cause problems, etc.

Even if it's a big task, I think it should be done sooner or later, and like I said, because the S-Boot has only a small area of operations, it might be a nice place to start. Other modders (the atlantic sharks) are already working on a U-boat port to SH4, so it might be useful to see how far they've gotten. A major issue would also be getting the GWX team on side, as most of the vast content and innovations SH3 really has these days, comes from them... and I know they aren't ready for the move to SH4 just yet.

Other than that, good news on the screws! I was going to ask about that, but it seems you already on top of it. :D

Good post, I agree with that!

There's some real potential good features in SHIV aside from the graphics that could make it cool. The campaign engine is a bit more sophisticated. The new add-on, potentially, lets you have some control over other units. Those could, potentially, be used to enhance the current features.

But as Boris says, let's finish the job here first! Awesome new model.

Boris
02-29-08, 05:18 AM
Wowaweewa, Nieece! High five!

BTW: Has Gorby shown you his new developments, and will it be hard to transfer this over?
I guess it won't be too hard, some copy/pasting/deleting/merging with 3dsmax should do the trick :hmm:

BTW here's some pics of the other wip stuff :

http://img90.imageshack.us/img90/6990/topviewum8.jpg

http://img84.imageshack.us/img84/6518/oldnew1rm5.jpg

http://img297.imageshack.us/img297/9572/new1tl6.jpg

http://img266.imageshack.us/img266/6359/screwsoo9.jpg

Still a big lot of things to reposition/add/fix but it's on the way :up:

Wow, that's quite a difference in shape!:o Just shows how extremely wrong the original model was. The screws are looking fine!

Wolf359
02-29-08, 05:36 AM
Mikhayl you made REALLY GREAT JOB, these pictures look fantastic!:up:.

Do you can make something similar for the bigger surface ships such as destroyers, cruisers etc.? Today I got one crazy idea for transforming SH3 into surface ships naval combat simulator.



You can read more about this my idea at this link: http://www.subsim.com/radioroom/showthread.php?t=131914


I was looking forward on your work on S-boat mod:ping:.

USS Sea Tiger
02-29-08, 08:34 AM
wow what a difference! Mikhaly

Just proves that that all types German torpedo boats are possible!! I am just glad the s-100 is first (My favorite)

Syxx_Killer
02-29-08, 09:09 AM
Mikhayl, that new S-boat model looks stunning! Fantastic job! :rock: That is such a huge difference compared to the original model. :o

Those new torpedo doors look awesome! I like how they take longer to load. :rock:

I am eagerly awaiting an updated version. This mod keeps getting better everyday. :cool: I constantly check this forum to see if this thread has any updates. :up::yep::lol:

Boris
02-29-08, 09:19 AM
I'm glad you like it Sea Tiger, by the way I thought about your (now) old request about the lookouts :

http://img178.imageshack.us/img178/9214/bridgerm3.jpg

I'm not sure if it will look good with a guy up there because of the character animation that will make him move through the railings, but anyway the plateform is here :) (it will show on the left side of the deck in game, deepX reverses the model)

Now about the model, actually I didn't create a single new vertex, just reshaped the existing model, deleted some irrelevant parts, duplicated some others to reshape and re-use them elsewhere, etc. For example, see the ladder steps : I took the big wooden deck part, resized & duplicated it and voila. About everything is done in the same way :up:

Wow, the detail is amazing! If you can do that... then I guess you can also make the Rettungsring and bars on the bridge texture, physical objects ;)

Truly awesome mate :rock:

USS Sea Tiger
02-29-08, 02:10 PM
On mine I had the same issue,, bouncing through the rails.
I learned that the way they held their position was to be knees bent slightly and leaned harn into the forerail. Lookouts were manned this position at all times, running or fighting. Usually only one person.
I took a person model, (lookout), and just made the knees bent a bit, added it directly to the boat model, I.e. part of the boat. You already know how to add the new texture.
At speed you will see it blends quite nice and is not noticable that he is not moving like the rest.

Just a thought,

But darn that boat looks great the way you have her.

sandbag69
02-29-08, 05:47 PM
Can't wait for the next installment.

Brilliant work!

Would love a playable even drivable Narvik Class (type 36) destroyer in future but am well happy with the S-Boot. Its given new life to SH3 for me.

ReM
02-29-08, 08:45 PM
Just today I found out that the S-boot mod existed and surely I had to give it a try.....it is truly wonderful!

Thanks Mikhayl; I love it......

AdlerGrosmann
03-01-08, 11:52 PM
On the quickfix Sboot mod, I had it enabled with JSGME, and I tried to play a single mission on SH3 1.4b (so it would be faster loading and I get some good screenshots) and it loaded all the way to the end of the line, and it never opened up. I went back to desktop and saw a little pop up "Cannot control torpedo tubes" or something like that.

Boris
03-02-08, 06:11 AM
Nice, exactly what I had in mind :up:

The new model is looking b-e-a-utiful!

Kaleu. Jochen Mohr
03-02-08, 06:14 AM
i cant realy see the difference between the 2... mayby becouse both are taken from different angel ? or its just my eye's that are getting bad :doh:

Boris
03-02-08, 06:20 AM
i cant realy see the difference between the 2... mayby becouse both are taken from different angel ? or its just my eye's that are getting bad :doh:

Mikhayl has streamlined the lower hull, getting rid of those fat ridges at the bottom from the old model, to make it much more like the real S-100.

Madox58
03-02-08, 11:14 PM
Looking very good.
As soon as the newest work is ready,
I'll add the torp door stuff.
And I am testing a way to have the spare torps
load and disappear also.

latemail
03-03-08, 10:35 AM
:o :o No words, just amazing :o :o


hey mate,
what a speed of developement, do you have already squared eyes ??? *lol*

Kaleu. Jochen Mohr
03-03-08, 11:55 AM
i cant realy see the difference between the 2... mayby becouse both are taken from different angel ? or its just my eye's that are getting bad :doh:
Mikhayl has streamlined the lower hull, getting rid of those fat ridges at the bottom from the old model, to make it much more like the real S-100.
ah now i see it :D
then it are my eye's that are getting bad, must lay off the coffee and computer i guess :p



great new model you have there Mikhayl :rock:

ustahl
03-03-08, 07:10 PM
Just came across this thread - couldn't believe my eyes.:huh:

Reason being my father commanded an S-Boot in the Kriegsmarine in WW2, mainly in the Baltic area (he also served on minelayers). Luckily he survived the war.:)

Sadly, he isn't around any longer, so I can't verify mod details with him, but I remember some of his war stories. I keep his Kriegsmarine service (career) book as an artifact.

Must dig deep into this whole thread. I could never imagine this could become so personal.:hmm:

latemail
03-05-08, 09:13 PM
http://img143.imageshack.us/img143/3960/newmap0iq3.jpg


http://freenet-homepage.de/latemail/copy.jpg


Hi Mikhayl,

I downloaded all these 3D-stuff to get an better impression what you are doing the last weeks .... but why looks my SBoot always so different (in Deep Explaration)

I checked all menus but didnīt manage to change the view to one like yours ?? :damn: I always have a clear view inside ..... so i canīt really check the textures ........

Madox58
03-05-08, 09:21 PM
Right click on the object and select Tools.
Select Invert Faces and Normals.
Then use ] to lighten the image.
:up:

latemail
03-06-08, 05:03 AM
THX a lot ..... :up:

it works .... image getting brighter, not as much as yours but enough to work with!!

dertien
03-06-08, 05:05 AM
Nice mod Mikhayl,

I like your mod very much.

I have a few questions though...


- In your final release could it be possible to have a smoke screen generator on the s-boot ? Dunno if this is feasible, but some script that creates a constant trail of smoke on the water in order to mask the sboot from the enemy while it is retreating.

Not sure if the game engine allows it, as I presume the enemy sees right through it.
would still be nice eye candy though.

- Animated torpedo tubes : same as on the U-boat.

- Have these buttons always visible above OLC ' GUI (without having to click the button) as you always need them:

a) The launch torp launch buttons together with the set depth and speed of torp
b)the port and starboard turn dial (without having to click on OLC 's gui to have them displayed.

(an s-boot must rely on zigzag maneouvres to survive incoming fire.)

Up until now, I think the mod is great.

Keep it up

Boris
03-06-08, 05:37 AM
Privateer is working on the tube door animations...

A smoke screen generator would be cool... maybe somehow couple it with the release BOLD function...?:hmm:

Glykol02
03-06-08, 09:00 AM
http://img254.imageshack.us/img254/5091/sboottaktikup8.jpg (http://imageshack.us)

A graphic, showing the tactic and smoke / fog use after attack. Would be cool eyecandy, if possible to implement it. :)

johnm
03-06-08, 10:03 AM
Hi Mikhayl,

This mod's looking better and better. Can't wait for the next beta.

Incidently, it seems to work great in NYGM.

I'm currently using S-boot in NYGM and GW2 as is. I've set up Mush Martin's Uberboot in GWX for a change and keep the vanilla SH3 for my grand-daughter who's working up as a trainee Kalaun on a VIIB but also loves S-Boot!

Keep up the good work.

Thanks

Curiously - Boat was destroyed and all crew killed in my 3rd patrol. However when I reloaded I was allowed to continue. So now my career shows I'm in patrol 6 even though I was killed in patrol 3. Immortal S-boot?

Boris
03-06-08, 02:29 PM
Mikhayl, you rule! :rock:

Syxx_Killer
03-06-08, 02:31 PM
That smokescreen looks awesome! A couple questions, though. First, can the smokescreen be toggled on and off? Second, does it affect an attacking ship's visibility to aid in escape?

Lord_FLB
03-06-08, 03:40 PM
Ahoi Mikhayl,

wow... Why we're waiting for PT-Boats ? We have a better way to play S-Boats with real fun, that rocks: The S-Boat Mod of Mikhayl !!! I can't wait to riding over the waves with 40kn and taste the salt of the sea on my lips... What did "Der Alte" from "THE BOAT" said ? Good men you need - good men! :up:

latemail
03-06-08, 04:06 PM
http://img182.imageshack.us/img182/9633/smoke04dp7.jpg



Jiiiihhaaaa !!! That rocks !!! Great Stuff !!!

USS Sea Tiger
03-06-08, 05:16 PM
WOW that is sharp looking! and nice eye candy at that!


thanks for taking this into consideration!!!

Boris
03-06-08, 06:26 PM
Seriously... why not purple? :hmm: Are we sure they used white smoke? It could be coloured...

When I was in the army we had smoke grenades in various different colours. Not sure if these coloured smokes were already in use in WW2 though.

Do we even know how the smoke was generated?

Boris
03-06-08, 07:35 PM
It surprised me but the first google result returned that :

Now what color is tobacco smoke ? :lol:


http://img117.imageshack.us/img117/1261/smokescreen001bh7.jpg



Well I'd say at least a little bit greyer, like the torpedo impact in this shot

A6Intruder
03-07-08, 12:36 AM
In my opinion the smoke should be much darker. I have not seen RL-Pictures from "smoking S-Boots" but i would sugest that a black smoke barrier is a much better sight protection than a white one.:up:
Kind regards

Boris
03-07-08, 03:11 AM
In my opinion the smoke should be much darker. I have not seen RL-Pictures from "smoking S-Boots" but i would sugest that a black smoke barrier is a much better sight protection than a white one.:up:
Kind regards

Why would black smoke be better? At daytime white smoke would catch the light much better and therefore create a better diffuse effect, and at night it was proven that white was best for camouflage, which is why the S-Boots are painted white.

Anyway, I think it has been established now that the smoke was a middle to light grey... apparently light tobacco smoke.

linerkiller
03-07-08, 07:23 AM
:D Fantastic mod...tried yesterday evening and passed half of the patrol time in the fore flak position screamong things like I'M THE KING OF THE WORLD...etc:p . I was so excited that i forgot to watch the fuel level and my patrol ended near Doggerbank :oops:, so my question is: What is the best cruising speed?

Lord_FLB
03-07-08, 08:31 AM
Ahoi,

for me - the smoke has the rigt Color - because it has to be look like fog! And that it does... no need to bring them darker... like Boris said. The exaust Smoke of the Diesel is still there in the mod, is'nt it Mikhayl ? So for that, I think the smoke of the fog-cans is ok like this.

linerkiller
03-07-08, 08:49 AM
The best cruise speed would be ahead one third, which is something like 17/18 knots. I don't remember exactly but it should give you about 1800 km :up:
In a near future the flotillas files will be adapted to s-boot and there will also be additionnal bases available for refueling.
That's something I didn't look at much yet, but the s-boot flotillas had "tender" used to refuel at sea, so maybe a few milk-cows lookalike could be added.It would be useful implementing a "refuel" system similar to SH4, that allows you to refuel without stopping the game...but I dont know if the game engine will allow that:hmm: .........Now, the real question: When you will release the next major update with the new extracool effects?
I hope soon:yep: ...but take the time that you need, this mod is fantastic:up: :|\\

Dutchie-one
03-07-08, 11:54 AM
That's right, I'm a real non smoker you know :lol: I'll change that tomorrow, it also needs some tweaking for the density and stuff. Also some annoying clipping in external view when moving the camera the smoke disappears at certain angles. I'll see to it with open eyes

When I smoke my Cuban cigars the smoke is some darker grey
I love that color.

Greetz, Dutchie-one :sunny:

Sailor Steve
03-07-08, 12:04 PM
I'm a real non smoker you know :lol: I'll change that tomorrow,
One could easily read that more than one way.:rotfl:

Looking good, bye the way.:sunny:

Erich Topp
03-07-08, 01:33 PM
Military smoke-grenades and shells cause various type of smokes, depends on used chemicals. I can say, that light-grey or even white color is OK. Darker smoke appears, when some carbonides (C) burning - I mean, wood, leafs or smthg. If there are no actual fire, just chemical reaction between reagents in smoke-shell, smoke should be light coloured. Not speaking about matters of coloured smokes - black smoke, red, green etc.
Great work on interface... Looking for new release, guys) Good luck in your job.

Madox58
03-07-08, 04:41 PM
Nice job on the smoke effect so far.
:up:
Now,
Are you ready to make it confuse the AI?
;)

Madox58
03-07-08, 04:57 PM
Have I lied to you yet?
:rotfl:

Madox58
03-07-08, 05:31 PM
You know I'll sent a PM ar 2 over the weekend.
:yep:
I think you'll like the idea.

Boris
03-08-08, 08:40 AM
You guys are awesome! :lol:

linerkiller
03-08-08, 08:48 AM
@Mykhayl, an answer to the question about Schnellboot aces:
On September 8 1943, Taranto Naval Base-Italy.
Oberleutnant z See Klaus Degenhard Schmidt was the commander of the last remaining Kriegsmarine task group in the Southern Italy. His forces are the Schnellbooten S-61 ( under his direct command), S-54 commanded by Obersteuermaat Friedel Blomker ( the LtCmdr of this boat was temporarily in a German hospital due to an illness) and a minelayer barge. They must leave the harbour immediately because the political situation was very hot. They embarked torpedoes and mines and they set sail that night. They mined Taranto harbor while they left the harbor and they set sail for Venice.
The next daya British force entered the harbor and the mines left by Schmidt sank the cruiser-minelayer HMS Abdiel and a tug boat.
Schmidt and his taskforce steamed northward and the morning of 9 they decided to sink the motorbarge because of an engine breakdown. Then they narrowly missed an encounter with an Italian battleship force that was steaming for Malta, but instead they sank an Italian DD, an old gunship and captured three merchant ships for some 17 000 tons. The morning of 13th September they finally entered in the harbor of Venice with the captured merchants, pushing the local authorities to surrend the town to the German ground forces that were surrounding the city.
Unfortunately the heroic commander didnt survived the war, he was killed during an S-boot raid in the English Channel in 1944.

Jib01
03-08-08, 09:06 AM
This may have been discussed already but will we be able to view the torpedo launch from the deck or from external view ?

Regards
Jib01

Awsome work on this. Ubi should hire you.....
:rock: :rock: :rock:

Boris
03-08-08, 09:35 AM
This may have been discussed already but will we be able to view the torpedo launch from the deck or from external view ?

Regards
Jib01

Awsome work on this. Ubi should hire you.....
:rock: :rock: :rock:

The torpedos are quite visible from the bridge as they leave the tube on the new model.

Jimbuna
03-08-08, 11:14 AM
I've resisted the temptation to d/l anything thus far.....that'll cease when the next version is released http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif

linerkiller
03-08-08, 11:38 AM
@ LK : that's quite an epic story :o that makes a huge difference with the dry report found here http://www.wlb-stuttgart.de/seekrieg/km/sboot/serf-med.htm (I used these to set the "s-boot aces" page), if you have more ...:lol:
I have forgotten to mention the sinking of the small armed trawler Vulcania:88) ...
The destroyer Quintino Sella was sunk in a quite rambo way....
Before being captured, the merchant Pontinia ( not pontonia as referred in the link:lol: ) send a distress signal that was receved by the dd, which was few miles away. S-54 was ordered to withdraw beyond the horizon, while S-61 lined with the merchant hiding from the destroyer sight.the DD then tried to circle around the stationary cargo ship, but when they discovered the hided Sboot it was too late, a torpedo was already on his way, and before the italians managed to fire a single shot their ship exploded. Schmidt and Blomker managed to pick up less than 50 sailors.

Learned all this with that book, unfortunately is available only in Italian.
http://www.internetbookshop.it/code/9788842533566/bagnasco-erminio/corsari-adriatico-settembre.html

Glykol02
03-08-08, 02:47 PM
Maybe this advertising could be used in the career menue screen or something.

http://img233.imageshack.us/img233/2664/sbootwerbungdo4.jpg (http://imageshack.us)
Sorry for the cutted edge on bottom, picture was printed on the margin of the page ..

Gewehr98
03-08-08, 05:04 PM
Maybe you could use this footage somewhere?

http://youtube.com/watch?v=1DkrrkJkC6Q

http://youtube.com/watch?v=sJqIJMhwq3k

Jimbuna
03-08-08, 05:14 PM
Great footage http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

Gewehr98
03-08-08, 05:30 PM
Also, here are some hull lines from the S-26 class...not sure how well they correlate to the S-100s, or if anyone actually wants to take the time to get the new model's hull to match these!

http://www.collectrussia.com/sBoot/hulllines.jpg

Templar_4450th
03-08-08, 08:39 PM
Been a long-time lurker here, recently getting back into SHIII after a bit of time in the pacific. I've got to say, Mikhayl, this project is more exciting than any other i've seen for SHIII and IV. I've been hoping that captainable Torpedo and Motor Gun Boats would be a reality at some point, I'm very happy to see this coming to fruition!

I also have a few suggestions for future builds:

1: Torpedo launch speed - I don't know how the Schnellboot compares to the elco in launch time, but it seems to me that it takes a bit too long for the torpedo to launch from the open tube and splash down into the water. Given the fact that it is being launched via compressed air, that thing should be out of the tube and into the water in the blink of an eye. <EDIT> I didn't see the new video before posting, launch time looks much better now, still a bit too slow in my opinion, but much improved.

2: The SHIII AI limitations of FLAK Vs. Surface targets - I know that getting your crew to fire the 3.7cm or 2cm cannons at ground targets is pretty much an exercise in futility due to the game engine...but why not make one of the three FLAK guns a "deck gun" according to the game? The bow 2cm cannon, (forgive me if I'm wrong) was quite difficult to use against aircraft due to the mounting system used...so why not make the bow 2cm cannon a "deck gun" and arm it with HE rounds? This would still give the Schnellboot the dual 2cm amidships, and the aft 3.7cm cannon for anti-air duty, but would also give the AI the capability to sink small coastal vessels or other Torpedo boats with the foreward 2cm. I know giving the forward 2cm cannon HE rounds and making it fireable against only surface ships is unrealistic, but so is making a sim where your crew only fires FLAK guns at aerial targets :nope:

3: RADAR for late model Schnellboots - I have no idea how common this configuration was, but it would be pretty cool to have a little extra warning:
http://www.prinzeugen.com/SchnellSignals.htm

Thanks for hearing me out, I tend to get a bit long winded in my posting if it's something exciting :rock:

Templar_4450th
03-08-08, 09:34 PM
there's some kind of limitation due to the fact the boat is based on the type II. If I had based that mod on a type VII or IX from the beginning I'm 99% sure that it would be working by now.
Ahh that does make sence! It's a shame SH is so finicky. Honestly, the main reason I had hoped for an AI gunner using the forward 2cm is so that he would be firing at the same time that I would be manning the 3.7 cm. Plus, you must admit, it would be pretty cool to see that bow 2cm gun blazing as you close the distance to let loose torpedos :)

I'm currently fiddling around with skwas's editor, looking for some way to get an operational deck gun on a Type IIa, i'll let you know if I figure something out!

Also, I'm looking into editing the flotilla and patrol files to make them more condusive to S-boot operations, do you know of any sources for information on Schnellboot base locations? I'm pretty sure there was one in Cherbourg, and another in Le Havre, but weren't there a few near russia as well? What about the Mediterranean, Baltics, Black Sea?

This opens up so many unique (not to mention fun) possibilities :arrgh!:
Thanks for all your hard work, Mikhayl!

Jimbuna
03-09-08, 07:12 AM
Welcome aboard Templar_4450th http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif

Due to the limitations imposed on the modding of the programme by the game engine, I don't believe it's currently possible to upgrade the power of a single 20mm in isolation, without it having the same effect on every 20mm in the game.

That would mean there would be a disproportionate damage effect on an S-boot attacking a merchant for example and the damage then received in return by the S-boot from said merchants 20mm guns.

I sincerely hope you are successful in developing a fix. http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

JScones
03-09-08, 07:25 AM
About the flotillas stuff, Jaesen "JScones" has worked on it already but this has to wait for GWX 2.1. I don't have much info yet except that the 1-2-3-4-5 S-boot flottilas will be available.
Jaesen if you have a moment between 2 Commander lines for some details :lol:
Correct. 1 through 5 S-Flotillas. Provides a nice spread that gives players the option of sailing around Poland, Norway, Holland, England, France, Finland, Belgium, the Med and the Black Sea.

mkubani
03-09-08, 03:00 PM
Really cool animation. Just a quicky. Isn't the speed of door opening too slow? I have no idea how it was in a real life, it just seems quite slow to me. :)

Madox58
03-09-08, 03:02 PM
They were hand cranked open and closed.
From old videos, I ruff set them for 9 seconds.

mkubani
03-09-08, 03:51 PM
Thanks for reply guys. :) Hand cranked? :o Ouch. :cool:

CaptainNemo12
03-09-08, 04:18 PM
Sweet! Can't wait for the next beta!

latemail
03-09-08, 06:50 PM
Privateer did it again :lol:

http://i244.photobucket.com/albums/gg17/mikhaylH/th_sh3_7.jpg (http://s244.photobucket.com/albums/gg17/mikhaylH/?action=view&current=sh3_7.flv)

Superb work, even the latch is moving!! VERY talented guys around !!!

Dutchie-one
03-09-08, 07:01 PM
Hello Mikhayl, I remember that the radioman tells me that the radio signal came from 600 KM.? away. So in my opinion the RDF works.Greetz Dutchie-one

Templar_4450th
03-09-08, 08:51 PM
That new torpedo launch animation (and launching speed out of tube) is utterly fantastic, better than I could have ever hoped for! :up:

Due to the limitations imposed on the modding of the programme by the game engine, I don't believe it's currently possible to upgrade the power of a single 20mm in isolation, without it having the same effect on every 20mm in the game.

Hmm, that is quite the bummer. Changing the ammo type was kind of a secondary thing, however. Top priority for me is to try to fool SHIII into thinking that the bow 2cm is actually a small caliber deck gun :)

I'm sure it can be done, heck, there's even a mod on this forum to make AI PT Boats fire their torpedos :rock:

With that in mind, modding SHIII may be frustrating... but I have a feeling once you're in the mindset of "How can I trick this game into doing what it is that I really want it to do today," well, cool things start happening :D

Boris
03-09-08, 09:48 PM
Holy moly, that torp just shoots right out of there :o purely awesome :rock: That's the stuff Privateer!


It's been slow going on doing the new texture for the boat... only just finishing up on the main skin and still need to get onto doing the deck... then it's the cam skins. I'll admit I haven't spent alot of time on it in the last few days. I've had to tie up some Uni stuff and partake in the usual celebratory binge drinking. Tomorrow I need to clear my room out for my subtennant, pack my stuff... and run a whole host of other last minute errands before I head back to Australia for a couple of months. I'll take my hard drive though, so I'll continue on the S-Boot stuff there.

@ Mikhayl... If you send be the latest dat I'll have a go at making a sound that matches the torpedo door animation, with something that sounds like its being hand cranked.
Also... another small thing that might imrove things... is it possible to have the default torpedo speed set to schnell rather than langsam?

BTW: here's a video with real footage of the torpedo door opening and the torp launching...

http://youtube.com/watch?v=sJqIJMhwq3k

JScones
03-09-08, 11:19 PM
OK, here's my thoughts re creating full careers.

S-Flotilla bases changed frequently. One minute a flotilla could be in Helsinki and the next in Rotterdam.

This doesn't port well to SH3 considering the in-game limitations surrounding transfers, let alone the fact that SH3 was developed with U-boats in mind. In SH3 it's not practical to change bases every few months and certainly not practical to move bases beyond the S-Boat's 800nm or so range in any one go; players may not like "base hopping" simply to get to their next home base (how far is it from Helsinki to Cherbourg?).

It also undermines transferring - for you may go from a flotilla based at Rotterdam to a flotilla based at...Rotterdam.

So I'm now thinking of theatre-based flotillas. Still five "flotillas" but structured thus:

BALTIC SEA
08/1939 - 06/1941 Pillau
07/1941 - 08/1944 Helsinki

NORTH SEA + CHANNEL
08/1939 - 05/1940 Wilhelmshaven
06/1940 - 02/1941 Den Helder
03/1941 - 10/1941 Ostende
11/1941 - 10/1942 Cherbourg
11/1942 - 06/1944 Le Havre
07/1944 - 05/1945 Rotterdam

MEDITERRANEAN SEA
11/1941 - 12/1942 Cagliari
01/1943 - 10/1943 Toulon
11/1943 - 05/1945 Pula

BLACK SEA
06/1942 - 07/1944 Constanza

NORWAY
05/1940 - 05/1942 Bergen
06/1942 - 05/1945 Kristiansand

These are all based on the real movements of real flotillas, but this way avoids all the limitations that we have with the SH3 engine. Indeed, if you think about it, this is how SH3 U-boat flotillas are set up. It just so happens that U-boat flotillas map nicely to specific theatres so it's not as obvious.

Anyway, I've done some tests and this way works sweet. Gotta check a few things with BBW, but unless anyone vigourously complains, I'll continue down this path...it's practically done now.

USS Sea Tiger
03-10-08, 04:51 AM
FYI

Once opened, they could not be closed until she returned. A boat returneing with open doors is commonly seen in pics of a returning successful boat

latemail
03-10-08, 05:15 AM
FYI

Once opened, they could not be closed until she returned. A boat returneing with open doors is commonly seen in pics of a returning successful boat


Hmmmmmm ....... :hmm: :hmm: :hmm:

That doesnīt make any sense, thats my opinion. Open the hatch, going through rough waters, getting spray (salty) in the tubes ..... not the best treatment for the main weapon of a SBoot, what do you think??

Maybe after the last shot, but already after the first one?? WEIRD!!

JScones
03-10-08, 05:28 AM
@Jaesen : fixed bases for a given theatre sound good to me, being towed by a flottenbegleiter for 2000km useless trips around Norway doesn't really appeal me :lol: I've read that osprey book in a blink yesterday, seems that some of the base changes were big deals for no operationnal value etc. Besides with Dutchie's additionnal bases the player who likes to wander around will have enough friendly bases to refuel and operate from.
Besides the Channel as it is in GWX campaign should open the possibility to reach some u-boot like tonnage if one sets the "time in base" to only a few days, I suppose the Med too should offer quite some fun :hmm: (from a very few tests, the Black Sea is gonna be tough captains :huh: )
Just an ignorant's question though (never did it in SH3 yet), when you transfer say from the channel to the med, do you have to make the trip in game or do you "teleport" there ?
If in base: teleport
If in patrol: you sail! Hence why I am going the way of separating theatres. Imagine being in, say, 3 Flotilla otherwise...Boulogne, Ostende, Rotterdam, Pillau, Libau, Windau, Riga, Turku, North Africa, Sicily, Crete, Neapel, Toulon, Marseille, Venice, Pola, Zara, Sibenic, Split, Dubrovnik, Cattaro & in the Aegean Patras & Piraeus. Imagine getting "base changed" messages mid-patrol with that lot! :o

I'll prolly "tweak" some of the bases used (maybe add one or two more Baltic ports), but my list above is pretty much what I'll go with.

Cheapskate
03-10-08, 07:09 AM
@Sea Tiger : I'll agree with Latemail here, I've seen some pics showing schnellboote entering home base with open tubes too, but my guess is that it was pure lazyness from the guys. When reloading after the first shot they most probably had to close that door didn't they ?

Hi Mikhayl

I think (although I don't know for certain) that Sea Tiger could well be correct. He sounds pretty emphatic. Maybe he could cite his source.

The S-Boot was a proper deep hulled ocean going vessel, and carved through the water rather than skimming/planing over the surface like the MTB and ELCO opposition.

In S-Boote: German E Boats in Action by Jean Philippe Dallies-Labourdette ,there are numerous photos of S Boots at speed (including one in a high speed turn at an angle of about 45deg) and the tubes are well clear of the water. The spray effect starts aft of the tubes in all of these pics.

Also in this book is a passage illustrating the Schnellboot's seagoing capabililites:-

In May 1945 two SBoots left Den Helder for Felixstowe to sign the surrender of the German naval forces in Holland. They were met offshore by a British escort of 10 MTBs and some English officers transferred over to the S-Boots. One officer, Captain Peter Scott left the following account:-

We still had a few dozen miles to cover before arriving at Felixstowe. This was the first time I had ever sailed on an enemy boat and I was immediately impressed by the size of the S-boot. The general silhouette was hardly visible above the surface of the water and everything seemed to have been designed to offer minimum resistance to the elements and maximum protection for the crew when the boat was travelling at full speed. In spite of the rolling we soon reached 30 knots. The MTB's behind couldn't keep up, and inspite of the speed we kept perfectly dry, while my colleagues on our boats had to pull on their oilskins.

Having said this, some of the photos show spray reaching the rear decks. So maybe the tarpaulins over the side rails, which Boris has mentioned a few times, would be a good idea.

Cheers

Cheapskate

PS: The reloading aspect may not have been an issua anyway. It seems spare torps were seldom carried as they added extra weight and unbalanced the boats.

PPS: To all concerned ....Fantastic work :rock: :rock: :rock:

mkubani
03-10-08, 07:55 AM
@Privateer or other GWX boyz:Any chance for the new updated 3D model of S-boot to be included in GWX 2.1 please? Not the playable features. Just the improved 3D model shape as AI boat. I mean, it would be nice to have it there, you know. ;)

Jimbuna
03-10-08, 08:46 AM
I always thought GWX was a sub simulation mod, not a FAC one :hmm:

Jimbuna
03-10-08, 11:02 AM
@Mkubani : I worked a bit on that yesterday, it still needs some tweaking and textures but the AI s-boot will be updated in the next release. And now that you point this out I will also release it as a single unit to replace the AI s-boot while playing a "normal" GWX u-boot patrol :up:

PS : what's "FAC" ? :hmm:

Fast Attack Craft....a term more commonly used these days. :up:

Actually in going over mkubani's post again, I notice he's not asking for the playable version :oops:

http://en.wikipedia.org/wiki/Fast_Attack_Craft

http://en.wikipedia.org/wiki/E-Boat

Jimbuna
03-10-08, 11:28 AM
Just come across this site.....some good info/pictures here http://img120.imageshack.us/img120/9026/wolfthumbsuprw5.gif (http://imageshack.us)

http://www.prinzeugen.com/SBOATIND.htm

johnm
03-10-08, 11:35 AM
It would be real nice if you can get the gunners firing at the ships. Most of the American PT & British MTBs carried lots of assorted armament and let fly at the target when running in for a torpedo attack (once they were spotted), sort of deterrent, keeping the gunners heads down..

In my set-up, I've fiddled gun availability and have two double barrel 20mm M38's but can only acheve a single barrel 3.7.

If all else fails, could all three be 'slaved' together? So you could fire oone and the other two would also fire? Mush Martin got something similar with the UberBoot and it's two deck-guns.

Another possiblity - can we add an extra deckgun to SH3? perhaps a 40mm. I'm sure scrounger captains would pick up some spare artillery guns and rig up a mounting in RL. After Dunkirk there was lots of British equipment left and the Germans certainly used some of it.

According to Wikipedia, S-100 carried :

Complement: 24-30 Armament: 2x 533 mm torpedo tubes (4 torpedoes)
1x 20 mm C/30 cannon (later two)
8x 7.92 mm machine guns alternatively
6 mines

Dutchie-one
03-10-08, 11:55 AM
Hello JScones, At the begin of the War Germany had 2 s-boot flotillas1e based on Kiel and Swinemunden2e based on Heligoland and BorkumAfter the Surrender of Holland, Belgium and Francethey where send to IJmuiden and Hoek van Holland as main basewith Amsterdam and Rotterdam for resupply and maintenanceDen Helder.Belgium, OostendeFrance main bases Boulogne. Le Havre and Cherbourg and for a short time BrestWhen they have to come in action they where send to other harboursIn the Med they operate mostly from Augusta, Gela, and Porto Empedocleand Bizerta and FerryvilleI hope this helped, Dutchie-one

linerkiller
03-10-08, 12:00 PM
It would be real nice if you can get the gunners firing at the ships. Most of the American PT & British MTBs carried lots of assorted armament and let fly at the target when running in for a torpedo attack (once they were spotted), sort of deterrent, keeping the gunners heads down..

In my set-up, I've fiddled gun availability and have two double barrel 20mm M38's but can only acheve a single barrel 3.7.

If all else fails, could all three be 'slaved' together? So you could fire oone and the other two would also fire? Mush Martin got something similar with the UberBoot and it's two deck-guns.

Another possiblity - can we add an extra deckgun to SH3? perhaps a 40mm. I'm sure scrounger captains would pick up some spare artillery guns and rig up a mounting in RL. After Dunkirk there was lots of British equipment left and the Germans certainly used some of it.

According to Wikipedia, S-100 carried :

Complement: 24-30 Armament: 2x 533 mm torpedo tubes (4 torpedoes)
1x 20 mm C/30 cannon (later two)
8x 7.92 mm machine guns alternatively
6 minesThe addiion of two 7.92mm MG on both sides of the bridge would be a nice addition...if I remember well someone have made an eyecandy model of the MG38 for the AI U-boot typ VIID...but the game engine...blah blah blah:cry: :nope:

Dutchie-one
03-10-08, 12:01 PM
Hello JScones, At the begin of the War Germany had 2 s-boot flotillas1e based on Kiel and Swinemunden2e based on Heligoland and BorkumAfter the Surrender of Holland, Belgium and Francethey where send to IJmuiden and Hoek van Holland as main basewith Amsterdam and Rotterdam for resupply and maintenanceDen Helder.Belgium, OostendeFrance main bases Boulogne. Le Havre and Cherbourg and for a short time BrestWhen they have to come in action they where send to other harboursIn the Med they operate mostly from Augusta, Gela, and Porto Empedocleand Bizerta and FerryvilleI hope this helped, Dutchie-one

johnm
03-10-08, 01:20 PM
About the guns,

For the "slaving", I'm not sure but if it's like in the playable bismarck mod then the guns don't fire when you do : they fire at a target designated using the binos and then you're free to man one of the guns to shoot at another target, is that right ?
I actually meant for the other two guns to copy the one you fire. This would get over the limitation of ship or aircraft. As the guns have the means to not fire if aiming on board your own it wouldn't matter if one of the guns was 'masked', it would just stop firing until it was clear of the obstruction.

As for the MG 34/42, it would be looking good for sure but it would require quite a lot of work for something finally useless in that game : in real life such guns were used for suppressing fire but in game there's nothing to suppress since there's no "real" crew on the boats.
Yes, that's a problem.

In short the game has limitations for u-boot game and even more limitations when it comes to surface ships... and I have 100 times more limitations than the game has, which doesn't make things easy :lol:
Anyway if someone can make a working deck gun on that boat I'll be happy to change it into a 37 lookalike and add it to the boat :up:
I understand, I've tried altering guns but with little success. Hope some-one out there can help.

Anyway, even with the limitations, it's a great mod and your to be congratulated. All these requests are just hopes, not demands.

Cheapskate
03-10-08, 01:43 PM
Hi CS ! I've just ordered that book, hope it's a good read :)

Cheers !

Seriously doubt you'll be disappointed Mikhayl. It's packed with information on all aspects of S-Boot operations, year by year. Also includes articles on other torpedo boats i.e. Vosper MTB, Elco, Soviet G5 and Italian MSAS. The artwork is simply gorgeous.

Not the easiest read in the world though. Whenever I try to look something up I get totally distracted by some other eye catching article and taken off in a different direction. Three months after purchase I still haven't read all of it.

It's the sort of book where you get a feeling of satisfaction just taking it out of the packaging. Well worth Amazon UK's current asking price (18 quid... UK delivered ) just for that alone IMHO!

A couple of hours ago I received two other S-Boot books. Squadron Signal Warships #18: Schnellboot in Action and Ship Craft #6: German S-Boats. Have only quickly skimmed through them but found reference to the tubes being kept closed in transit to prevent water ingress. Maybe this means that that they could be opened and closed but it doesn't say that specifically. Probably best you just leave them as they are - does seem to make more sense that way :yep: .

The 2 torpedo only loadout was mentioned as applying to areas like the Channel where enemy reaction was likely to be rapid, thus denying them time for a second attack. So maybe they did use the reloads in other theatres of operation.

Shame about the SH3 engine not allowing the correct high bow attitude - suppose the only alternative is to aim for some sort of compromise which will at least get rid of the crazy porpoising motion of the standard model.

Good luck with the dodgers...I've total faith in your ability :up:

Prost!

Madox58
03-10-08, 04:56 PM
As for the doors being locked open when empty?
I figured no as was posted above.
Opening them when entering port showed you had fired upon the enemy,
so had a good patrol.
I believe the U.S. PT Boats did the same?
:hmm:

Now, if you look close at pictures, the forward part of the tube is slanted down.
That was to allow water to flow back out if a wave hit the tube while
the door was open.
Look close at Milkhayl's S-Boot and you'll see this was duplicated.
:yep:

USS Sea Tiger
03-10-08, 06:28 PM
When I make my runs, i prefer to fire the guns myself, The main reason is ammo conservation.

If it were in auto mode, I could easly see being out of ammo so fast that when I arrived to the targeted vessel, I would be on empty drums and belts.

Madox58
03-10-08, 07:56 PM
@Privateer or other GWX boyz:Any chance for the new updated 3D model of S-boot to be included in GWX 2.1 please? Not the playable features. Just the improved 3D model shape as AI boat. I mean, it would be nice to have it there, you know. ;)


mkubani,

First,
at 50 years of age?
I'm no boy.
:lol:
Wish I was!!!

Second,
I wanted to be the one to tell you.
No.
GWX 2.1 will NOT use the new model.
Comeing down to the very finest of wires?
I can not do the work needed to meet deadline!
(The new model's skins are not complete for one.)
And as great of a job as Mikhayl has done,
it is not ready to replace the current model in GWX 2.0

I know many will be upset by this decision.
So if your upset?
Blame me.
I made the call.
If I can not guarantee the results,
I vote no.
That is one of the jobs I must do to insure
the stability of GWX.
I don't get paid for it,
and any of the GW Team can tell you,
I don't take sides nor back down.

It's just the way it must be at this time.
Sorry.

(Doesn't mean a mod to change the GWX version can't be done! ;) )

Madox58
03-10-08, 08:25 PM
Mikhayl,

I spent a fair amount of time talking to Kpt. Lehmann about the swap.
He and I agreed it was just to late to swap the unit models.
The skins being the major point.

We also agreed,
I would support a mod that replaces the GWX version
should I insure it's to the standards We set for GWX 2.0

By support, I mean:
I would trouble shoot and release fixes if/when needed.

Note that I stated "I"
Not the GW Team.

danurve
03-10-08, 09:48 PM
Ok so I'm running GWX 1.03 not 2.x

D/L'ed what I belive to be the latest ver and the quick fix but after going through the readme not sure this will fly. Presuming it will run on 1.03 but there is an OLC folder as well. Is that nessesary? I just run the default gwx interface, might try the sim feeling dials.

Templar_4450th
03-11-08, 12:51 AM
By the way I played my first patrol in a few weeks (13th overall) to sink some stuff and relax. Turned out that I almost got caught by 2 DDs while trying to sneak close to them to attack (dark night), finally escaped with some damage, and eventually
ended my patrol low on fuel with a tremendous 17 GRT sunk :


With such achievements, no doubt that Vaterland is on its way to victory :rotfl:

lol! I had almost the same thing happen to me yesterday. Dark night, spotted a single DD, plotted an intercept and crept as close as possible at 1/3 speed. Got to within 2400m and then their searchlight lit up and painted my boat. Ahead flank! Destroyer started letting loose with all starboard weaponry. Fired torpedos at 1000m, bad firing solution and they went across her bow. Spun my boat around 180 degrees and zig-zagged in an attempt to get away...before I could get 2000m away from the DD, I was a flaming wreck :cry:

Attacking DDs, even at night, takes a special breed of crazy person :lol:

How were you able to get away? Every destroyer that has pursued me has eventually caught up to me and...well... you get the picture :down:

JScones
03-11-08, 02:36 AM
Hello JScones, At the begin of the War Germany had 2 s-boot flotillas1e based on Kiel and Swinemunden2e based on Heligoland and BorkumAfter the Surrender of Holland, Belgium and Francethey where send to IJmuiden and Hoek van Holland as main basewith Amsterdam and Rotterdam for resupply and maintenanceDen Helder.Belgium, OostendeFrance main bases Boulogne. Le Havre and Cherbourg and for a short time BrestWhen they have to come in action they where send to other harboursIn the Med they operate mostly from Augusta, Gela, and Porto Empedocleand Bizerta and FerryvilleI hope this helped, Dutchie-one
Yes, precisely. And this is why I chose to move away from grouping by Flotilla and towards grouping by Theatre. Individual Flotillas just moved around too much and there has to be compromises with SH3's engine (and player tolerance).

However, if you want to a) suggest improvements to the theatre approach posted above or b) have a go at it yourself, just let me know. :up:

linerkiller
03-11-08, 09:06 AM
maybe in the next release tune down a little GWX gun accuracy...DD fire seems to be too deadly in my view:-? :dead:

And then, a good thing would be ( if possible ) changing the behavior of the escort vessels. During a real Sboot vs DD engagement, the DD would try to use his entire firepower displaying the broadside, and not running directly toward the attacking ship. The current escort behavior is good for an anti-sub action ( as it must be;) )
To do this, we should give to the escort, the same behaviour of the merchant ships ( keep the course and zigzagging).

PS: Congratulations for the mod;) It is going to became superb:arrgh!:

Mush Martin
03-11-08, 09:10 AM
( if possible ) changing the behavior of the escort vessels. During a real Sboot vs DD engagement, the DD would try to use his entire firepower displaying the broadside, and not running directly toward the attacking ship.


This bit isnt changeable I dont think.

linerkiller
03-11-08, 10:53 AM
( if possible ) changing the behavior of the escort vessels. During a real Sboot vs DD engagement, the DD would try to use his entire firepower displaying the broadside, and not running directly toward the attacking ship.


This bit isnt changeable I dont think.ach!:dead: Maybe making them act as light cruisers?:shifty: :shifty: :shifty:

linerkiller
03-11-08, 11:58 AM
The thing is that light cruisers use the same AI as the DDs. [/quote]
:o Really????
Some times ago, during a patrol in the med I engaged a dido cruiser on the surface. He spotted me and started zigzagging firing his main guns (then i dived and i lost it:damn: ). He didnt tried to run toward my directon!

johnm
03-11-08, 01:09 PM
l
Every destroyer that has pursued me has eventually caught up to me and...well... you get the picture :down:


:up: I was spotted by three DDs at about 3km, shot off at full bore, zig-zagging like mad, I was actually crossing in front of them, They shot at me and chased but gave up without hitting me!

Mind you I wasn't any danger to them, I still miss more than I hit. Last night I fired all four torpedoes at a large merchant, in four separate attacks. all missed. I ended up emptying my 3.7 but without any success.

Jimbuna
03-11-08, 02:33 PM
l
Every destroyer that has pursued me has eventually caught up to me and...well... you get the picture :down:


:up: I was spotted by three DDs at about 3km, shot off at full bore, zig-zagging like mad, I was actually crossing in front of them, They shot at me and chased but gave up without hitting me!

Mind you I wasn't any danger to them, I still miss more than I hit. Last night I fired all four torpedoes at a large merchant, in four separate attacks. all missed. I ended up emptying my 3.7 but without any success.

Your posting into the infantry awaits your return to base http://img113.imageshack.us/img113/9379/winkbigid2ph3.gif

Templar_4450th
03-11-08, 03:49 PM
Mind you I wasn't any danger to them, I still miss more than I hit. Last night I fired all four torpedoes at a large merchant, in four separate attacks. all missed. I ended up emptying my 3.7 but without any success.
A small suggestion that may help you in your torpedo runs:

1: Don't go overboard with the zig-zag...it's easy to do, but I've found that if I want my torpedos to hit, it's best to charge in at flank speed and make only minor course corrections on the attack run

2: When on your attack run, don't worry about using the UZO... the magnification can make it difficult to "eyeball" a firing solution. Stay on the bridge, use the "adjust heading to view" command ("=" Key) to make presicion adjustments to the run, and remember that the keybinding to fire torpedos is Ctrl+Enter

3: Since merchant ships zig-zag when they are alerted to danger, this obviously makes them a bit harder to hit perfectly broadside...at least for a submarine. For an S-Boot, however, it's alot easier to take an accurate broadside shot due to the fact that you're firing torpedos at under 1000m in ideal circumstances, and also because these massive merchant ships are amazingly sluggish. Given how slow these huge ships are, at about 700-800m, i've found that aiming directly at their bow when firing torpedos will cause a hit to the midsection, or, worst case scenario, aft of the ship. Leading the target is not nearly the issue that I initially made it out to be when I first started playing

4: On the egress, zig-zag and fire 3.7cm cannon...that bloody thing can be amazingly effective, and I've managed to take out smaller merchant ships and tankers while retreating by aiming at their bridge and cargo. Of course, it always helps when the target is carrying fuel or ammunition...choose your targets carefully :up:
<P.S. Don't bother firing 3.7cm AA ammunition at ships...from my experience, it does zero damage against them.>

mkubani
03-11-08, 04:20 PM
Hi Privateer,

Thanks a lot for your explanation. I completely understand the reasons.

Ok, I hope the Kolibri is flying all right in 2.1... I can't wait to see it. :|\\:D

Madox58
03-11-08, 05:14 PM
Well,
The Kolibri won't be in 2.1
It had to take a back seat to more important things.
It will be released sometime after 2.1 though.
:yep:
There is alot of really cool stuff to look at in 2.1
so you won't be disappointed to much.
;)

Cheapskate
03-12-08, 07:16 AM
There is alot of really cool stuff to look at in 2.1
so you won't be disappointed to much.
;)

Provided you manage to live long enough to see it:yep:

Cheapskate (getting worried!)

linerkiller
03-12-08, 08:04 AM
I'm not sure, anyway if it zigzags it means it has the same AI as the battleships and merchants, so it won't ever run after you which isn't really thrilling :-?
I wonder how's the AI in SH4 :hmm:
SH4 AI is the same...
Just one thing: Usually destroyers didn't tried to pursuit and destroying these small craft for two reasons:
1) The faster and more maneuvrable S-boat could bring the dd into a trap ( other schnellboats or other friendly forces )
2)S-boat attacks usually were carried on in narrow sea passages, like the English channel or the baltic sea, full of minefields. Some times altering the course would mean death:dead: .
Instead, the dd just repelled the attacks without running after the retreating attackers

Dutchie-one
03-12-08, 12:19 PM
I'm not sure, anyway if it zigzags it means it has the same AI as the battleships and merchants, so it won't ever run after you which isn't really thrilling :-?
I wonder how's the AI in SH4 :hmm:
SH4 AI is the same...
Just one thing: Usually destroyers didn't tried to pursuit and destroying these small craft for two reasons:
1) The faster and more maneuvrable S-boat could bring the dd into a trap ( other schnellboats or other friendly forces )
2)S-boat attacks usually were carried on in narrow sea passages, like the English channel or the baltic sea, full of minefields. Some times altering the course would mean death:dead: .
Instead, the dd just repelled the attacks without running after the retreating attackers

That is right the DD always protected the convoy the attack on Schnell boote
was done by MTB`s and MGB`s

Dutchie-one :up:

linerkiller
03-13-08, 07:21 AM
Maybe a well-known video but it can answer at least the torp tube question
http://www.youtube.com/watch?v=Jz6UfFmnNz4&feature=related

Torpedo tubes are visibly closed.:yep:
And then, the fore AA mounting is very different from the one used in the game...maybe it may be a feature of a future release:hmm:

Sailor Steve
03-13-08, 03:22 PM
Wow! Color even! There was one on the same page that showed the tube opening and the torpedo being fired.

A6Intruder
03-13-08, 04:11 PM
Maybe a well-known video but it can answer at least the torp tube question
http://www.youtube.com/watch?v=Jz6UfFmnNz4&feature=related

:hmm:


Nice film, maybe an option for main menue?!:up:
Kind regards

Madox58
03-13-08, 05:10 PM
And you can't get all that done playing IL-2.
Slacker!
;)
:rotfl:

Madox58
03-13-08, 05:45 PM
What were you flying last nite?
:hmm:
I just got IL-2 1946 but haven't installed it yet.
Need to get a good Joy Stick first.
:nope:

Madox58
03-13-08, 06:00 PM
Does the Force feed back work with IL-2?
I'm a newbee doo be do with that game.
(But I am looking at file formats ;) )

mkubani
03-13-08, 06:15 PM
Aaaaagh, my turn to reply to you Mr. Privateer. :)

1. Please do yourself a favor and get MS Sidewinder Force Feedback 2 joystick from ebay. They don't produce them anymore. It's most likely the best joy you can get. I got 2 of them. One as a backup. :)

2. Yes, FF works well with IL-2

3. As for IL-2 1946, upgrade to the current 4.09 beta patch version. Some nice goodies there.

4. Ok and a shameless plug for myself and our Slovak team. We did some heavy work for IL-2 in last 4 years:

http://www.simhq.com/_air11/air_335a.html

Don't forget to check out the Slovakia map video. :)

5. Sorry for off-topic

Mush Martin
03-13-08, 06:19 PM
What were you flying last nite?
:hmm:
I just got IL-2 1946 but haven't installed it yet.
Need to get a good Joy Stick first.
:nope:

Awesome game dont wait!

R1fl3M4n
03-14-08, 05:10 PM
wow good job man the camo rocks :rock:

bb-subs
03-15-08, 08:40 PM
Wow Can hardly wait to try it. What range do you get from the boats?

Grant

Dutchie-one
03-16-08, 07:57 PM
Hello, I need to have some canal`s for de Schnell Boote mod.
if there is someone who can do that please PM me.

Thanks, Dutchie-one :up:

Boris
03-19-08, 12:06 AM
I've been away from here for a while because I'm back in Australia at the moment, but I've finally found some time to continue to work on the S-Boot skin.
Here's some shots of the almost completed skin. Theres still a few refinements I want to make. Let me know if you have any suggestions.


http://i47.photobucket.com/albums/f152/Boris117/SH3Img19-3-2008_1420.jpg

http://i47.photobucket.com/albums/f152/Boris117/SH3Img19-3-2008_142344_843.jpg

http://i47.photobucket.com/albums/f152/Boris117/SH3Img19-3-2008_14241_46.jpg

I've also come up with a torpedo door sound that works pretty well for both opening and closing.

TarJak
03-19-08, 03:13 AM
Boris,

It's is looking great. Maybe adding some scuff marks on the leading edges of the hull below the torpedo tubes where the torps have rubbed off a bit of the paintwork as they are fired and some soot staining around the exhaust ports would give it a used look.

Jimbuna
03-19-08, 03:52 AM
It's looking very nice Boris :rock:

I've yet to d/l the mod,still waiting for a final release (hopefully compatable with GWX2.1).

Your work just makes me more impatient :up:

Letum
03-19-08, 06:03 AM
Playing in the balck sea, I got a lot of hurricanes attacking me.
but they all left after dropping their bomb.

As long as they missed it wasnt a problem.

Jimbuna
03-19-08, 06:23 AM
Looking real good as usual Boris, are you gonna add some emblems on the armored bridge or leave that to everyone's taste ?
Nice to see you're still at it :)

@Jim : it will have to wait for GWX 2.1 to be quite "full" so you guys better press the attack :stare: :lol:
Anyway if it's ready before 2.1 I will upload an "intermediate" version so that everyone can finally enjoy all the new visual stuff.

By the way, last time I played I got really annoyed by the pesky aircrafts and I'm thinking of removing them. That sounds a bit extreme I know, but that would allow you to concentrate on the real thing : hunting/escaping ships.
I think I could keep the level bombers and just delete the fighters and light bombers.
What do you guys think ?

Good man.....I'll hang on for a 2.1 compatable version. http://img120.imageshack.us/img120/9026/wolfthumbsuprw5.gif (http://imageshack.us)

Removing the aircraft could well turn into a mammoth task.....your best bet might be just to remove the airbases, but (certainly in my case) that would mean an additional install of 2.1 would/may be required. http://img522.imageshack.us/img522/9708/piratebf4.gif (http://imageshack.us)

Syxx_Killer
03-19-08, 08:55 AM
I haven't used this mod in quite a while now because I am waiting for the 2.1 version, too. I do follow this thread quite closely and will be one of the first to download the new version! :lol::rock:

Jimbuna
03-19-08, 01:46 PM
Maybe it's just due to the way I play the game, my problem is that the hurricanes don't drop their bombs on the first pass, sometimes it really takes them ages to finally drop their eggs. Added to the poor skills of my gunners (qualified petty officers) I end up spending 10 minutes zigzaging, waiting and wasting tons of ammo.
On the other hand it would sure be a tedious task to remove every aircraft from the campaign layers. I'll wait for GWX 2.1, and if I don't feel as lazy as right now then I'll see to make adjustments to suit the mod :hmm:

Rgr that....shouldn't be toooooo long http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

Jimbuna
03-19-08, 02:25 PM
Rgr that....shouldn't be toooooo long http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif
No hurry please, that gives me an excuse to fly with Dowly and co on IL2 instead of messing with SH3 files :lol: :|\\

I know.....I'm often watching you over on TS http://img221.imageshack.us/img221/4030/winkbigid2zj6.gif

http://imgcash6.imageshack.us/img144/9677/eyes0153fqgl6.gif http://imgcash6.imageshack.us/img144/9677/eyes0153fqgl6.gif