View Full Version : [wip] SH3 canoe for SH4UBM
Mikhayl
04-02-08, 07:05 PM
edited
AVGWarhawk
04-02-08, 08:19 PM
Very cool! One of my favorite when I played the German uboat:up:
Antenor
04-02-08, 08:28 PM
Mikhayl, first you made (and actually) the amazing work with the Sboots in SH3, and now I see this big news for SH4, keep the great work mate! :).
S!.
thasaint
04-02-08, 08:33 PM
woot i love the type II boats, that's why i like the s-boats in sh4, it's like a type II on 'roids
Syxx_Killer
04-02-08, 09:51 PM
The Type II was one of my favorites back in my SH3 days. I had gotten quite far with a Type IID campaign. U-141 felt quite cozy. :oops::lol:
gimpy117
04-02-08, 11:41 PM
did they use these in the pacific? tad bit short of a range for this theater??
Im not knocking the II class i love the darn boats!
Xantrokoles
04-03-08, 09:39 AM
absolutly great!
I didn't get this 3d crew working (only on conning)
great!
cause my Black Sea campaign is almost ready and this is the sub u need in this waters!
May I can add it into my campaign?
Keep up this great work!
While a little short, it looks a lot like an Ro-100 (IJN) sub...
gimpy117
04-03-08, 12:58 PM
i need to get 1.5....
but i must say the extra crew makes it feel much much smaller than ever and it looks great.
i really think the crew models held SH3 back a lot
ekempey
04-03-08, 07:51 PM
Hey, this looks great! Is there any chance of this model being exported to the US side of the game? This sub would be a good stand in for the US O-Class boats, some of which were used as Submarine School training boats, such as USS O-10 (SS-71) (http://en.wikipedia.org/wiki/USS_O-10_%28SS-71%29) instead of the Porpoise class subs used by the game. Pictures here. (http://www.navsource.org/archives/08/08071.htm) The interior for the S-class subs could be used as a stand in, as they are similar enough.
http://www.navsource.org/archives/08/0807102.jpg
Not a perfect match, but it would be a good stand in.
Edit: added pic.
http://www.ussbatfish.com/images/RO%20Class%20Sub.gif
IJN RO class
4 tubes forward, 1 aft.
14.25 knots/8 knots
http://img520.imageshack.us/img520/9466/typiisurface1zc6.jpg
4 tubes forward, 1 aft.
13 knots/7 knots
Pretty similar.
sergbuto
04-04-08, 02:48 AM
Looks good, Mikhayl. The European campaigns need all types of boats.
The RDF antenna needs to go a bit higher, I think.
RICH12ACE
04-04-08, 10:02 AM
great news!
Honestly, for an IJN mod of it, either the whole sub needs to be right, or it just needs to be "good enough."
I'm of a mind that for bashes that use one country's units in a different navy that bothering to spend too much time is not worth it and "good enough" is good enough.
So for the interior, I'd think that retexturing just enough that the big text areas are in japanese would be enough. Basically, what you see at a glance.
The area to concentrate on for a japanese interior, IMO, would be crew face and uniform textures since those can be definitive, and reused when real IJN subs get added. A few big label plates in kanji, and japanese faces looking back at you and you'll forget the dials are labeled in german or english (depending on the interior you chose).
IMHO.
<S>
tater
Sorry, didn't mean to hijack your thread.
Nice model, just got my normal "what can I do with this?" muscles working :)
<S>
tater
skwasjer
04-04-08, 01:22 PM
Nice work, Mikhayl!
Here's a few tips (maybe you already know...):
Instead of using import/export chunk, you can set up 'templates' that you frequently need. Say you need a light node + label multiple times, instead of importing two raw chunks every time, set them up in a new (empty) dat-file (with the correct parent id). This way you can reimport the dat-file every time again, and S3D will load the two chunks in one go. Now all you have to do is run the 'Assign new random id' on the imported light, and rename the label.
Optionally you could use another sub it's dat file, remove all nodes, except the lights, run the remap function once with a random base value, and then all you have to do is change all the parent id's and import the dat-file in your own sub-dat.
:up:
(I hope to add a find/replace function some time, which can speed up name/id replacement)
miner1436
04-05-08, 12:00 AM
Awsome test run just a couple things, you forgot to add the "Data" folder to the directory and when I play as the IIB I get no conning tower at all.
u.Prestige
04-05-08, 04:53 AM
Amazing:o:o:o:up::up::up:
Waiting VIIB/ VIIC/ IXB/ IXC/ IXC40/ VIIC41/ XXI be moved into SH4.:up:
Antenor
04-05-08, 10:16 AM
Amazing and fast work Mikhayl :o:o:o. Canīt wait for a IIB beta version :D.
S!
misfitdreamer
04-05-08, 02:13 PM
wow this is pretty amazing, and it gets me thinking...
alot of people have thought about recreating the atlantic campaign in sh4.
well, so far, we have modelled:
Type II
Type VIIC (both type II and Type VIIC from modders)
Type IX and Walther Propulsion Type (can't remember no., but these are from the addon.
that's four submarines underway. i think that's a pretty good start if you ask me.
basilio
04-07-08, 08:14 AM
Amazing!!!!!!!!!!!:rock: :rock: :rock: :rock: :rock:
gimpy117
04-08-08, 08:55 PM
bump/ comment
look at all the people in that sub...with the men working that is
god, that sub has to smell like feet wrapped in moldy bacon...
gimpy117
04-09-08, 07:08 PM
put sombody at the helm!!
gimpy117
04-10-08, 09:43 PM
could you fit her in
and by the way could anybody make a PT boat sh4 mod??
but have it not replace sh4 subs?
keltos01
04-11-08, 03:07 AM
Well as you can imagine I'd be more than happy to toy with it, no hurry though as I'm still working on my Jyunsen B project, Mikhayl you can always send it to me if you wish.
k
keltos01
04-11-08, 04:52 AM
will download tonight thanks :D
could you look at my mk28 thread ? can you help? I can email the file to u if you want :D
W_clear
04-11-08, 04:53 AM
great! great! great!:up:
Looks forward put all u boat to SH4!:up:
skwasjer
04-11-08, 07:20 AM
I don't have much experience with lights, so here's my brainfart.
Have you tried attached a RayTracedHalo controller to the characters (or their nodes) to prevent halo's shining through them. I doubt it will work but it's worth a shot. I think Ducimus may have some tricks, as he has reworked the lighting of the US interiors. Also, the halo's/lights are controlled by a shader. So if you want to change the way they shine, you'll have to look there... :up:
This is simply amazing. I have seen the lowly type IIA from SH3 become a sh4 capable type IIB with full crew. You guys are amazing with this stuff.
misfitdreamer
04-11-08, 10:07 AM
absolutely amazing. tell us, affter you've finished the type ii, are you going to do any other uboats? :cool:
AVGWarhawk
04-11-08, 10:35 AM
This is looking very good. Hats off:yep:
Kpt. Lehmann
04-11-08, 10:40 AM
Good stuff Mikhayl. :up: :up: :up:
Those Type II's certainly have a bit of magnetism, don't they?
Hang in there.:arrgh!:
Please, give dowload last version. :oops:
M. Sarsfield
04-11-08, 01:02 PM
I really like the red lighting in your photos. A lot more realistic than stock.
If the dials were lit from behind in real life, then I would think that they would give off a yellow glow, even in red light. Non-lit dials should be red.
FloydRoses
04-11-08, 04:19 PM
Don't worry....and Keep up the Good Work.:D
W_clear
04-11-08, 08:39 PM
Does anyone meet this question ????????Some problems need solving. AA gun can't move with the mouse. The officer is dumb.
http://i32.tinypic.com/oi9edx.jpg
W_clear
04-12-08, 05:14 AM
Hi W_Clear, is this a screenshot using the early version that I posted a few days ago or a modified version ? :hmm:
Hi:
Ti's #21 : http://rapidshare.com/files/104862511/typIIB_SH4_-_test.zip.html
W_clear
04-12-08, 09:40 AM
It's probably because you have already some other playable german units ? The file "UnitParts3IIB.upc" should be renamed "UnitParts4IIB.upc" or 5 or so. Or you can try to disable the other playable units and only enable this one to make sure.
I install it in 1.5 clean editions.
http://i29.tinypic.com/2z6dwg6.jpg
W_clear
04-12-08, 10:25 PM
That's strange, I also use a stock 1.5 install :hmm:
I uploaded a slightly updated version for you to try :
http://rapidshare.com/files/106913195/typIIpreview.zip.html
(It's still only the exterior part)
Edit : the file is "heavy" because the textures are an ugly mess, I just fixed that, it's now 6mb instead of 28 (!)
Thanks.
Remain that question. I am sorry. :cry:
http://i27.tinypic.com/j9bu9y.jpg
W_clear
04-13-08, 04:13 AM
Hi W_clear, that's odd, I hope that this mod is not only working on my PC :doh:
I uploaded a new version, much lighter. It's almost the same, but I also included a test mission, maybe it was a date problem :hmm:
http://rapidshare.com/files/107093435/typ2b_preview.zip.html
I hope this one works for you. If anybody else tryed it, do you have the same problem as W_Clear or does it work fine ?
Having worked hard, friend. Thank you very much. I test immediately. Thanks again :up:
W_clear
04-13-08, 04:41 AM
That's all OK.:up: Thanks.
http://i28.tinypic.com/11vppnc.jpg
ekempey
04-13-08, 10:32 AM
Quick question, will this be compatible with Trigger Maru: Overhauled and Operation Monsoon?
ekempey
04-13-08, 03:50 PM
Ok, thanks for your response. I tried just for the hell of it, and when I started the single mission, the ship spawned with no crew. I tried loading a saved game, and then that sub (9d2) had no crew. After uninstalling the sub, the same problem. I am now re-installing sh4 just to be safe.
Mods I used:
TMO
TMO SP1C, 2B
RSRDC TMO
RSRDC Patch 4
TMO Enable Uboat v3
Op. Monsoon
M. Sarsfield
04-13-08, 06:20 PM
Very nice. Any plans to make this compatible with OM?
M. Sarsfield
04-14-08, 08:30 AM
I wouldn't take it to Freetown. I would patrol around France. I was asking more form a compatibility stand point.
M. Sarsfield
04-14-08, 09:07 AM
I wonder if Lurker put up much trafic around France ?
Lot's of traffic off the coast of Spain. I use recon aircraft when I first leave Lorient on my way to the Indian ocean. Tons of merchant traffic.
Sailor Steve
04-14-08, 11:09 AM
Of course there are no crew members. They know they can't get to the Indian Ocean in a Type II, so they just didn't show up for work.
Looks great, sitting there in all his tiny glory!:rock:
ekempey
04-14-08, 06:58 PM
Um, sorry if I sound stupid, but how do I get to test the sub out. I tried creating a mission following the tutorial that was posted on the forums a few days ago, and when I try to load it, I only get the choice of american subs.
modisch
04-14-08, 07:13 PM
I love the work that you're doing Mikhayl. I hope you're having as much fun modding as I am watching your progress.
So, realistically... what are the barriers to an Atlantic Campaign for SH4? Is there interest in this? I'd love to take the Type II for a run out into the English Channel...
-m
skwasjer
04-14-08, 07:35 PM
There are no barriers. It will take some time but a couple of groups have already announced work on a Atlantic campaign.
gimpy117
04-14-08, 09:24 PM
yea now make a US cruiser for 1.4
i'll try but odds are slim
ekempey
04-15-08, 02:04 PM
Thank you so much for your help! The only problem now is, the body of the sub shows up as black. The gun mount has color, but nothing else. In the control room, all you can see is the outline of what the lights cover. Meaning, during the day, the control room is white washed, at night, red washed. This is over a stock 1.5 fresh re-install.
ekempey
04-15-08, 02:21 PM
Ok, here's a pic of what I am seeing.
http://img.photobucket.com/albums/v370/regimentpit/IIBControlRoom.jpg
I am running the game on the lower end of the settings, all sliders all the way to the left in game, nothing enabled (4 year old computer), 1280x1024 60Hz.
LOL now that's a good interior for the guys doing the "Cold war mod"...it certainly looks fine for a soviet nuclear sub of the 60s ... K19 anyone (Including broken radioactive reactor)? :rotfl:
ekempey
04-15-08, 02:33 PM
Haha!
ekempey
04-15-08, 02:41 PM
I'll give it a shot, thanks!
M. Sarsfield
04-15-08, 02:43 PM
It definitely brings new meaning to "Red Oktober" :arrgh!:
ekempey
04-15-08, 02:55 PM
Ok, it works fine now, thanks!
lurker_hlb3
04-15-08, 07:05 PM
Hum then yeah sure it would be pretty easy to make compatible, just have to delete 2 or 3 files, either in this mod or in Op Monsoon, but I wonder if Lurker put up much trafic around France ?
Anyway I'll upload a full version with the pretty much finished interior as soon as I'm done with some tweaks, I'll try to give as much detail as Lurker does to make things clear & easy :)
Right now there is more than enough traffic in OM for a Type II. Can intergate this without much problem. There would be a number of things I would have to do to get to work with OM. There won't be any "campagin" related stuff, ( lots of work ), but can make a number of "Single Mission / Single Patrols " that will work off of the campaign layer. All I would need is permission to from you to go ahead. I can have a new version of OM out with TypeII missions in a few days
lurker_hlb3
04-16-08, 06:55 AM
Hi Lurker, no problem you can use it as you want :)
I didn't take the time to check why I had no crew at all with OM but I suppose it's not a big deal to fix.
That because of changes made to the "CrewMenbers.upc" file. Thanks for the permission. Will work it into OM in the short term ( Single Missions / Single Patrol ) and my planned 30 Flotilla campaign add on to OM later this summer
modisch
04-16-08, 02:42 PM
Lurker,
Is what you're proposing to give type II patrols in the pacific or in the atlantic? I'm a little unclear.
Cheers,
-m
M. Sarsfield
04-16-08, 02:54 PM
http://www.uboat.net/flotillas/30flo.htm
skwasjer
04-17-08, 12:31 PM
I love it!! :sunny: :sunny:
Very nice work Mikhayl, even more considering that just the amount of polys in the interior files makes them a pain to work with !
Ref
skwasjer
04-19-08, 03:57 PM
Now if only I knew how to make tmap or oclusion map or whatever is it already :hmm:
Maybe someone like kapitan_zur_see or UBOAT234 can help out. I know they know how to make (or bake) them. They were amongst the few that kept pushing me for model import ;);)
skwasjer
04-19-08, 07:09 PM
Huh, what? Why!
Don't trust the new import function, and slap me at will. I can take it... :ping:
Honestly, maybe I completely screwed up so if you have problems, let me know :smug:
Madox58
04-19-08, 07:33 PM
@ Mikhayl,
I spent several days looking for tutorials for some things I wanted to learn
in 3DS Max.
Today I bought '3DS Max 9 Essentials'
(OK, the Wife bought it for me.)
$50.00 U.S.
but I found everything I wanted to know in like 5 minutes!!!
Take a trip to a Book Shop and look it up.
Be sure to take a note pad and scribble away!!
:yep:
Madox58
04-19-08, 09:11 PM
I'm hopeing to get the tut redone so it's a bit more oriented to general stuff.
Once that is done, I'll see that it is posted up for all.
I work better from a book myself.
I have a nearly photographic memory for the printed word,
if it's on paper.
Put it on a screen and I'm nearly dyslexic.
:doh:
Nice work Mikhayl!
The crew give the interior the cramped feel that looks right for the size of the boat. The SH3 model seemed a bit spacious to me. Probably from lack of crew.
longdog499
04-20-08, 01:12 PM
I only get two people in the control room.Is this how it should be?
longdog499
04-20-08, 03:55 PM
Ok. Great.Thanks for the answer.
RICH12ACE
04-23-08, 10:47 AM
hi is this sub ready to download yet??? or is it still been worked on?:o
Nice work Mikhayl!
The crew give the interior the cramped feel that looks right for the size of the boat. The SH3 model seemed a bit spacious to me. Probably from lack of crew.
Hehe. Have you seen it since 2.1? With the ladders added it is nice and cramped! haha :smug:
Hartmann
04-23-08, 05:34 PM
did they use these in the pacific? tad bit short of a range for this theater??
Im not knocking the II class i love the darn boats!
I think that is a work for future SH 4 atlantic campaigns.
keltos01
04-25-08, 07:51 AM
go see :
http://jp.youtube.com/watch?v=Di1vX-9dObg
aren't those type II uboot ??
Fincuan
04-25-08, 08:12 AM
go see :
http://jp.youtube.com/watch?v=Di1vX-9dObg
aren't those type II uboot ??
Looks like a mixture of boats with type IIs and type VIIs. I don't think they used type IIs in wolfpacks though.
looks great! :up:
so we use this in place of the IXD2 in the Uboat missions?:hmm:
misfitdreamer
05-04-08, 11:28 AM
mikhayl that looks so amazing....
please please continue your work with more uboats !!! :D (i can at least hope anyway)
....and another step closer to perfection :D Congrats Mykhail, your doing a hell of a job :up:
I would like however to point out something that has been annoying me since the beginning in SH3, and that may be you could correct for the future: AFAIK in the real UBoats there was only one TDC, and it was in the conning tower, not in the control room. During surface attacks, IWO and captain were on the bridge, and navigator (Plotting) and petty officer (Manning TDC) in the conning tower. During submerged attacks, captain and petty officer (TDC) were on the conning tower and the navigator (plot) and IWO in the control room. If teh submerged attack was conducted at night, the captain would many times be in the place where the observation scope -better for night vision- was (CT in the Type IX UBoats and control room in the rest).
Could you do as Ducimus and modify the crew configuration to reflect this? Also, you can remap/delete the TDC in the control room and place other textures there, sparing the need of doing those dials :up:
Lagger123987
05-05-08, 01:14 AM
I know it's a little OT, but will there be a Milkcow being modeled for SH4UBM?
Lagger123987
05-05-08, 09:11 AM
@Lagger : yeah, I suppose someone someday will model some type XIV :)
Hopefully, sometimes I can't stand to lose fuel from my trip to the Far East. I only managed to get to India before my fuel ran out.
Anyway, the TDC and its dials in the CT are way too big. probably because the Dev Team intended to make it fully interactive -which it is in SH3- and thus readable enough. But the layout and distribution of dials in two different bodys is wrong. Here is a picture of the real TDC placed in Type VII and II UBoats (Type IXs had a vertical version you can see in U-505 pics), so you can have a guide if you are interested in nailing the fine details somewhere in the future :up:
http://img361.imageshack.us/img361/8922/tvhray3.th.jpg (http://img361.imageshack.us/my.php?image=tvhray3.jpg)
it's made by siemens !
Yup it's the "S3 Torpedovorhaltrechner"
Do you happen to have the description of the items numbered on the picture (especially the buttons & knobs) ? :hmm:
Yes :) Mainly the dials are easily identificable and already present in the game. :D I'll post about that tomorrow....time to go to bed now ;)
gimpy117
05-05-08, 05:11 PM
when I can't use it in campaign with my Pocket BB mod in 1.5
and in single mission it has the huge underslung array thingy....
I would like however to point out something that has been annoying me since the beginning in SH3, and that may be you could correct for the future: AFAIK in the real UBoats there was only one TDC, and it was in the conning tower, not in the control room. During surface attacks, IWO and captain were on the bridge, and navigator (Plotting) and petty officer (Manning TDC) in the conning tower. During submerged attacks, captain and petty officer (TDC) were on the conning tower and the navigator (plot) and IWO in the control room. If teh submerged attack was conducted at night, the captain would many times be in the place where the observation scope -better for night vision- was (CT in the Type IX UBoats and control room in the rest).
Correct. The torpedo dials in the control room were, so to say, a very simplified version of the TDC: (pictures taken from U-995)
http://img.photobucket.com/albums/v258/LukeFF/IMG_6519.jpg
http://img.photobucket.com/albums/v258/LukeFF/IMG_6521.jpg
Yep, I can figure the dials more or less, but I'm clueless for most buttons (3, 28, 35...) :hmm:
The buttons are connected to the respective dials, (In the upper ones you can see both a wheel and a lever over it. The wheel serves to setup the dial, and the lever clears/resets the setting to zero) same as in the US TDC, but since in SH3/4 you can interact directly in the needles, I think it is useless to make them workable -even if it was possible- :hmm:
Anyway most of them are linked to the dial just below. Some switches of special interest are:
#29 is for setting target distance (Present in SH3/4)
#55 is for switching between "Lage folgend/Lage nicht folgend" i.e. wether the TDC updates automatically with the movement of the scope/UZO. Note that while doing so, a blue lamp would be glowing in the TDC
#63 resets and disconnects the machine, so it can used as a mechanical calculator if electric power fails. Basically the TDC acts then as a hugely complicated wiz-wheel, but now all inputs must be done manually always.
#35 is not present in SH3/4 (Probably the function is automated) and serves for "Paralaxverbesserung" i.e. for fine tuning the convergence of the torpedo according to certain tables (Current setting can be read in the square window/dial below the wheel). See this example of a 1945 LUT torpedo manual:
http://img59.imageshack.us/img59/723/paralaxverbpu2.th.jpg (http://img59.imageshack.us/my.php?image=paralaxverbpu2.jpg)
@Luke:
Thanks for the detailed pic :up: I wanted to have a closer view of those switches but never found a good enough picture. The left ones are linked to the periscope as targeting device -probably serve for connecting/disconnecting the continuous update of the observation scope in the same control room to the TDC- and the right ones seem to be for indicating the torpedo crew certain settings to set in the torpedoes.
@Luke:
Thanks for the detailed pic :up: I wanted to have a closer view of those switches but never found a good enough picture. The left ones are linked to the periscope as targeting device -probably serve for connecting/disconnecting the continuous update of the observation scope in the same control room to the TDC- and the right ones seem to be for indicating the torpedo crew certain settings to set in the torpedoes.
Not a problem! I have a couple more pics of these areas, and actually they are in higher resolution than these I posted here. Let me know if you want them.
As for the buttons on the right-hand panel, the two on the left are indeed for telling the torpedomen what type of shot is to be fired: the left-hand one is for single shots ("Einzelschuss") and the one next to it is for salvo shots ("Salvenschuss"). The one to the right I'd have to look at the original to see what it says.
akdavis
05-10-08, 12:21 PM
Bravo!
miner1436
05-29-08, 08:01 PM
Just wondering, how would you fix the invisible tower? Not just on IIB but on any converted sub.
http://img67.imageshack.us/img67/8048/sh4img20080529210448865fv5.th.jpg (http://img67.imageshack.us/my.php?image=sh4img20080529210448865fv5.jpg)
keltos01
05-30-08, 03:52 AM
Is there a way to increase the torpedo load ? I mean in the reserve, cause for the Kaichu I'll need 10 reserve torpedoes..
also : how do you change the symbol on the side, I'd like to put letters and numbers but I always get this black square around them..
thanks
k
keltos01
05-30-08, 04:50 AM
:damn: that's why !!!!!!!!!!!!!:damn: When I save from photoshop 5.5 it says it won't save the alpha channel:damn:
I didn't know what that was:doh: duh!
thanks, erm, any way you know I can save a dds with alpha channel ?
k
keltos01
05-30-08, 05:27 AM
found it : under bunker in the upcge file in the submarine directory.
k
miner1436
05-30-08, 09:05 PM
Here are my settings:
http://img239.imageshack.us/img239/6301/sh4img20080530220842453ny4.jpg (http://www.subsim.com/radioroom/)
EDIT- Did a fresh install patched to 1.5 and still the same results.
miner1436
05-31-08, 12:26 PM
Could you put up an earlier release? Mabey thats the problem.
miner1436
05-31-08, 01:19 PM
It works, thanks!
Turbografx
06-12-08, 12:35 AM
Hey guys,
If any of you want the Type IIB in the campaign, shoot me an email and I'll send you my .upc files. I have it in every German campaign out of Surabaya.
Also, what would be the best tactics to use with the IIB? The best I can think of is:
A) Go after lone merchants.
B) Go after unescorted and unarmed merchants.
Its too slow underwater to even keep up with some merchants and with no deck dun/5 torpedoes, it cant stand in a fight long.
I'm almost thinking of using it like a torpedoe boat.
gimpy117
06-12-08, 06:01 AM
Hey guys,
If any of you want the Type IIB in the campaign, shoot me an email and I'll send you my .upc files. I have it in every German campaign out of Surabaya.
Also, what would be the best tactics to use with the IIB? The best I can think of is:
A) Go after lone merchants.
B) Go after unescorted and unarmed merchants.
Its too slow underwater to even keep up with some merchants and with no deck dun/5 torpedoes, it cant stand in a fight long.
I'm almost thinking of using it like a torpedoe boat.
torpedo boat?! eeek! just wait till they get deck guns on board
and those MG's actually do real damage now...I got to 50% damage just from a merchant's AA gun:o....it totally suprised me
lone merchants is ok...but there's no reason why you can't take on convoys,especially the slow ones, you just gotta choose targets carefully with 3 torpedos and all....
CaptainNemo
06-12-08, 08:09 PM
I have downloaded your mod and installed it correctly but I do not know where I can choose the type IIB in the game?
Can someone tell me where I can choose this boat in campaign?
Turbografx
06-12-08, 09:35 PM
I have downloaded your mod and installed it correctly but I do not know where I can choose the type IIB in the game?
Can someone tell me where I can choose this boat in campaign?
To get it to work you have to edit the careerstart.upc and flotilla.upc in the UPCge folder. If you want I can send you the files, just give me your email.
CaptainNemo
06-13-08, 07:11 AM
Thx!! :up:
stephankrueger@hotmail.com
RICH12ACE
06-15-08, 04:17 PM
i want the same as the last post here is my e mail EVANSCUMFRUMBRUM@AOL.COM
KLCARROLL
06-18-08, 08:13 AM
@Mikhayl;
:up: :up: :up: :up: :up:
The TypeII has always been my favorite.
Thanks for all your hard work!!!!
klcarroll
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