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Sailor Steve
02-13-12, 01:23 PM
Ah, I see.

I think.

Flaxpants
02-17-12, 11:42 PM
New to this mod- spent the last day or so downloading and getting things setup. Here's what I have:

OpsMonsun_v705
OMv705_to_720
OMv720_Patch5
OMEGU_v300
OMEGU_v300_Patch7

I've modded a fresh install of 1.5 and have joined the 2nd flotilla out of Wilhelmshaven with a type IX boat. Everything seems fine, apart from the fact that I have no roaming camera on the sub. My free cam works fine but the roaming cam in the command room/bridge isn't working. I have been through this thread and haven't been able to find any specific answers to my problem, though I understand that the roaming cam should be working...

I'm no doubt going over old ground here, but can anyone point me in the right direction?

Stealhead
02-18-12, 05:33 PM
Make sure that each file in your MODS folder looks like this:

Name of mod
Data

Some of the files unzip as packages have multiple layers before the actual data file JSGME does not like that.

I am thinking that you should look at the OMEGU files in particular.

Bubblehead1980
02-19-12, 07:02 PM
Anyone know where I can find the version of EAx soundsim that works with OM? The stock version kept making it crash so had to remove, the sounds for OM without are a bit dull.

Flaxpants
02-19-12, 10:54 PM
Make sure that each file in your MODS folder looks like this:

Name of mod
Data

Some of the files unzip as packages have multiple layers before the actual data file JSGME does not like that.

I am thinking that you should look at the OMEGU files in particular.

Cheers Stealhead- actually I have to give a 'duh' here as the regular shift-F2 works fine.....Been playing RFB for so long, which has the roaming camera as default that I forgot the 'ole shortcut....sorry folks!

Stealhead
02-20-12, 02:18 AM
You must be running OM with RFB then? For me with just OM and OMEGU the camera movement is free.I play TMO and RFB as well though I prefer to run either of those alone without OM at the same time.

If you are running OM and OMEGU alone camera movement should be free.I think that OMEGU is what adds the free camera not sure though I recall a while back that OM did have locked camera unless you pressed shift+f2 but at some point they changed it to being free.

Flaxpants
02-20-12, 03:15 AM
You must be running OM with RFB then? For me with just OM and OMEGU the camera movement is free.I play TMO and RFB as well though I prefer to run either of those alone without OM at the same time.

If you are running OM and OMEGU alone camera movement should be free.I think that OMEGU is what adds the free camera not sure though I recall a while back that OM did have locked camera unless you pressed shift+f2 but at some point they changed it to being free.

No, I'm not running RFB, see my mods list below. And I do need to use the shift-F2 to get the free cam....by default it is locked.
On another note- would I be right in saying that I should be able to operate the TDC from the attack persicope? I currently need to go the old fashioned way via the attack map.

Stealhead
02-20-12, 06:39 PM
:hmmm: that is interesting because for me it is free and I am running only running OM and OMEGU myself.


I run the same as you run and the optional MED to play as the 29th Flotilla.

Maybe someone with better knowledge can answer but according to the mods you have the camera movement should be free I am very sure
if yours is not that implies that something has not been taken by JSGME.


EDIT:

You are fine use of the free camera is so second nature to me that I forgot a minor detail you must left click the mouse(make sure you are not staring at a torpedo firing button:D) the pointer will disappear and you can move around by pressing the arrow keys to come back out left click the screen again.You no longer need to press shift+f2 but it still works though left clicking is much faster.

Flaxpants
02-20-12, 11:35 PM
I got it working Stealhead. I removed all the mods, downloaded the OMEGU files again and reinstalled. Now it's working fine!

Must have been corrupted because I didn't even see the OM loading screen before.... looked rather like stock...

Anyway, now I'm back in the hunt and happy I can play again- thanks for your help!:woot:

Smokey Joe
02-24-12, 06:13 AM
Hey Guys

I have a Problem with SH4 Operation Monsun.
only can make one mission without any problems, then back to harbor and when i start the second mission all is good.
But when i save the game, in the second mission, and reload it later, SH4 CTD ?!

my Version is 1.5 with UBM
then i have installed with JSGME:

Operation Monsun 705
Operation Monsun 705 to 720
OMEGU v300
Red lighting for OM
NavMap Makeover for OM
Dark Recognition Manual
Smaller Seaplants


Do you have an idea what is wrong??
Please help me


greets Joe

Stealhead
02-27-12, 12:22 AM
You need to have OMEGU_v300_Patch after OMEGU v300 you also need to have
OMv720_Patch5 as well remove all your mods in JSGME and then load them up in the correct order fist that is most likely why you are getting CTDs you are missing tow very important patches all those came in the D/L packages though I do admit the top post is spaced out in a confusing manner it could use some editing.

http://www.subsim.com/radioroom/downloads.php?do=file&id=1477 OMv720_Patch5

http://www.subsim.com/radioroom/downloads.php?do=file&id=1449 OMEGU_v300_Patch7



I do not use:

Red lighting for OM
NavMap Makeover for OM
Dark Recognition Manual
Smaller Seaplants

but they should come after everything directly related to OM then you add those mods.I am not 100% sure but I think that OMEGU already uses a smaller plants and sea bottom rocks mod so you don't need to run another one.

Your JSGME should look like this:
Operation Monsun 705
Operation Monsun 705 to 720
OMv720_Patch5
OMEGU v300
OMEGU_v300_Patch7
(any optional mod that came with the OM files)
Red lighting for OM
NavMap Makeover for OM
Dark Recognition Manual(I do not know this mod are you sure it even works with the ID manual used in OM?)
Smaller Seaplants (you do not really need this one they are already being reduced by a mod included with OM/OMEGU).

Oh and welcome seeing as that was your first post.You did pretty good as well Some of the OM files un patch in a package format and are not ready to just be dropped your MODS folder looks you had no trouble there(I think... you see the Op Monson loading screen on start up in place of the stock one correct?).

Smokey Joe
03-01-12, 06:07 PM
hello Stealhead,

thanks for your reply.

I have reinstalled the mods.

Now my JSGME looks like, what you told me.
But this time without smallerseaplants, redlighting and the recognitionmanual.
You´re right with the smallerseaplants and the dark recognition manual don´t work with the one that used in OM.

But after i did this the game crashed again.
I think OMEGU is the problem, because now i have only installed:

OM 705
OM 705 to 720
OM 720 Patch 4 (to play without any other mods, describted in the subsim forum)

and it works!
I did up to now three missions and had no problems.
(the loading screen is the stock-one but OM works !?)

But I like to play with OMEGU, its looks really better than the stock graphics.
I think i try it with OMv720_Patch5 and OMEGU_v300_Patch7 without any other mods. . . .maybe it works too.

(Man, i tried up to 10 first missions in the last few days . . . grrr:damn::DL)


greets Joe

Stealhead
03-01-12, 11:56 PM
That is my usual set up OM patch7 and OMGEU patch5 and only the Med or Pac optional.

Do you mean to say that you tried it with out your extra mods? Maybe you have the double folder problem then make sure that all the OM and OMEGU folders in your MODS folder are set up like this:

http://i1162.photobucket.com/albums/q527/datsun260zyojimbo/unzip2.jpg

http://i1162.photobucket.com/albums/q527/datsun260zyojimbo/unzip1.jpg

Both OMEGUV300 and OMEGUPatch7 zips are package files that means you need to unzip them someplace other than the MODS folder and then only copy the file in the unzipped package with the OMEGU title into your MODs folder.

If it still does not work then download the file again it might have gotten corrupted.Each of the optional mods would need to be separately placed into the MODs folder in the same manner.If you wanted to use OM_Med_Env you would copy that file and paste it into MODS any of the OM/OMEGU optional mods should come after OM and OMEGU in JSGME.

Shihadeh
03-02-12, 07:22 PM
Thanks for this fantastic mod

Bubblehead1980
03-19-12, 10:08 PM
June 29, 1942 in North Atlantic, Type VIIB U boat, trying to close a convoy, keeps CTD when near this convoy.This is an ongoing issue which i have solved by saving and reloading after CTD and usually it solves the problem, thing keeps crashing.Any ideas?

Running OM and OMEGU

themrwho
03-26-12, 01:30 PM
I am back to OM after a long 'vacation' (1+ year), last time I checked we were on page 112 or so in this thread, now there is about another hundred pages of posts in this thread.

The list below is what I am installing in the background. Is there any other recommended mods that would play nicely with the setup below?

Please let me know as I would love to get it as good as possible and just dive in without further mod adjustments.

Thanks in advance for any inputs...



--
My Planned Installation:

SH4+UBM
OM v705
OM v720
OM v720 Patch 5
OMEGU v300
OMEGU v300 Patch 7
--

themrwho
03-26-12, 02:12 PM
Just wanted to say that Karamazov's KiUB targeting wheel works amazing;

Yesterday, for several hours I have been looking for a "manual targeting" text tutorial or video tutorial but I haven't managed to find a good one yet.

I have been playing with manual targeting in the past (last year) but apparently I forgot almost all of it and need to start from scratch. I cannot find the same resources I have found earlier.

Can anyone help? Do you have any local files that you could upload to a free file hosting? Or any URLs?

Thanks!



Hallo und willkommen zu subsim! Since this is an English thread I will respond in English. Operation Monsun will assign you newer U-Boats as you progress through the campaign and earn more renown. Unlike SH3, you cannot "purchase" newer U-Boats with your renown, you can only be offered command of newer ones. This is something that is hard-coded into the SH4 game engine and cannot be changed (along with English-speaking U-boat crewman, there is nothing you can do to change that to German, as it is also hard-coded). If you have any other questions, feel free to ask on this thread or post a new thread under the Silent Hunter 4 Threads.
Wilkommen an Bord! :salute:
@gi_dan2987
My U-boat crew speaks German in SH4/UBM/OM, so it must be possible for you to have German speaking crew too...

gianluca62
03-26-12, 03:11 PM
Go to folder MODS in SH4 installation folder, then OMEGUv300 and after in Support folder, where you'll find OM Readme files, and the useful KIUB User Guide. Hoping this solves your problems....

themrwho
03-26-12, 07:44 PM
Go to folder MODS in SH4 installation folder, then OMEGUv300 and after in Support folder, where you'll find OM Readme files, and the useful KIUB User Guide. Hoping this solves your problems....
I read that already I don't think it is a good one at all. Text is not clear, neither are the screenshots/example data.

So I am looking for a good guide, video or text...

gianluca62
03-27-12, 12:27 PM
Strange you found it useless... I didn't know nothing about AOBF, but reading that guide I perfectly understood the concept, and started to sunk ships with great enjoyment!

themrwho
03-28-12, 06:33 AM
I managed sinking ships again using RR's "Dick O'Kane" method, but only from 900-1000 meters. I was able to sink from 3-4 km's using OLCGUI in the past, I am still trying to get back to that level.

If you say the guide is good, perhaps it is - I will have another go at it and post the specific part I don't get, maybe someone will clarify it for me.

EDIT - finally hitting at distance... for me the most satisfactory moment of subsim experience is the moment a manually targeted torpedo explodes at 2km+ distance :)

themrwho
03-30-12, 04:20 PM
Is there a way to export the recognition manual data as TXT/PDF so that I can use CTRL+F to find the ship I am looking for.

It is taking ages to flip through pages, large convoys with many ships in stormy weather is killing me.

Bubblehead1980
03-30-12, 10:31 PM
Is there a way to export the recognition manual data as TXT/PDF so that I can use CTRL+F to find the ship I am looking for.

It is taking ages to flip through pages, large convoys with many ships in stormy weather is killing me.


if running OMEGU simply lock onto target and hit the target ID button.The name of the ship will appear at bottom of the scope, click on it, then open the rec manual, it will have the ship there.

themrwho
03-30-12, 10:45 PM
if running OMEGU simply lock onto target and hit the target ID button.The name of the ship will appear at bottom of the scope, click on it, then open the rec manual, it will have the ship there.
Playing SH4 for a long time, never knew this. Thanks you saved me a lot of time with this tip.

Bubblehead1980
04-01-12, 07:20 AM
Playing SH4 for a long time, never knew this. Thanks you saved me a lot of time with this tip.


No problem, I played OM for about a week before I noticed and had to lol at myself.

themrwho
04-01-12, 04:22 PM
In case any of you guys with 1920xY screen resolution is interested, here is a mini mod I've adapted to work with OM

[REL] 3000 Meter Bearing Plotter Tool for OM U-Boats(only for 1920xY resolution)
http://www.subsim.com/radioroom/showthread.php?t=193949




EDIT - Below is another minimod that I've made for my personal use and uploaded just in case.

[REL] Crystal Clear Metric Nomograph package for OM+OMEGU
http://www.subsim.com/radioroom/showthread.php?t=193969



.

jafidel
04-12-12, 09:57 AM
Ahoy Kapitans.My Bad Eng..I've noticed that in crew management screen there is non-active "weapons and sensors" chart. Try to click on it, but with no effect - what's the problem?Please:cry:

Sailor Steve
04-12-12, 10:01 AM
I'm not sure what the problem might be, but WELCOME ABOARD! :sunny:

And your English seems fine. Certainly better than my Czech. :D

jafidel
04-12-12, 11:24 AM
Thanks..for me it's all new here:88) http://www.silenthunter.cz/

Sailor Steve
04-12-12, 03:38 PM
Wow! That looks like a very nice site! When I have time I'll break out my translator. :sunny:

Zaphod
04-19-12, 10:29 AM
Thanks for this. I haven't played SH4 in ages (and gave up on SH5)... time to dust it off and try this one. :)

vena720
04-21-12, 01:48 AM
Thanks

johnhealon
06-09-12, 12:47 AM
I don't know what I'm doing wrong, but I installed everything in the right order but the campaigns don't work, just the original U Boat add on ones. The only way I can select ATO is if I install one of Karle's ship mods, but then when I do that I have no crew and missing guns? What am I doing wrong?

Here@Large
06-12-12, 12:14 PM
TYVM! gr8 patch

Herr_Pete
07-18-12, 08:15 AM
The links to download don't seem to work for me. Is it possible for a new working link?

Cheers

Sailor Steve
07-18-12, 08:39 AM
Right here at Subsim, as (almost) always.
http://www.subsim.com/radioroom/downloads.php?do=file&id=1097
http://www.subsim.com/radioroom/downloads.php?do=file&id=1154
http://www.subsim.com/radioroom/downloads.php?do=file&id=1403
http://www.subsim.com/radioroom/downloads.php?do=file&id=1336
http://www.subsim.com/radioroom/downloads.php?do=file&id=1449
http://www.subsim.com/radioroom/downloads.php?do=file&id=1477

Sepp von Ch.
07-31-12, 02:42 PM
Gentlemen, I have this problem with my "transparent" crew. How can I solve this?:06:

http://s10.postimage.org/6sh0na2hx/SH4_Img_2012_07_23_22_29_55_281.jpg (http://postimage.org/image/6sh0na2hx/)

Mehring1917
08-22-12, 05:31 PM
Hi, I hope this is the right place for this. I'm not a mathematician by any means, but I've stumbled before even reaching a hurdle.

On page 3, the KiUB user guide says "As you can see the ship is about 11.2 degrees high. Let's calculate the range."

Sorry, I can't calculate the range because I can't see from the picture provided, that the ship is 11.2 degrees high. I haven't a clue why, apparently, the top of the highest MA turret is being taken as the hight of the ship. How is this guide defining the hight of ships?

Kreisläufer
08-25-12, 10:26 AM
Thank you very much for this awesome mod :up: SH4 turned into a complete ne game :)

BigWalleye
08-27-12, 07:48 AM
Gentlemen, I have this problem with my "transparent" crew. How can I solve this?:06:

Josef, I found the problem went away when I turned off "Volumetric Fog" on the Graphics Options page. See this thread on the main SH4 forum:

http://www.subsim.com/radioroom/showthread.php?t=197846

Good luck!

Funkhauptgefreiter
08-27-12, 04:57 PM
hi folks,
i have a problem: after a hard fight in the northwestern sea of ireland sh4 om crashed down.
ok, i took the saved file and started again, but ca. 1 hour (there was no difference if i used the time-acceleration) the game crashed again.
It's annoying because I sunk 36.000 tons and want to go back to St. Nazaire with my VIIB.
Is there anyone who can help me in analyzing this problem ?
FunkHG

Capt. Morgan
08-29-12, 11:28 AM
...As you can see the ship is about 11.2 degrees high. Let's calculate the range."

Sorry, I can't calculate the range because I can't see from the picture provided, that the ship is 11.2 degrees high. ...

If you look carefully at the picture (you may have to enlarge it to see it clearly) the image in the periscope of tallest mast on the target ship extends vertically for just over 11 of the hash-marks in the periscope (the author estimated the height as 11.2 hash marks).

Wilcke
08-29-12, 06:36 PM
hi folks,
i have a problem: after a hard fight in the northwestern sea of ireland sh4 om crashed down.
ok, i took the saved file and started again, but ca. 1 hour (there was no difference if i used the time-acceleration) the game crashed again.
It's annoying because I sunk 36.000 tons and want to go back to St. Nazaire with my VIIB.
Is there anyone who can help me in analyzing this problem ?
FunkHG

Is the game saved near a large convoy? If so that could be the culprit, you can start your saved game and strike course away from the known location and then head for home.

I had this same scenario and fixed it that way.

Happy Hunting!

Funkhauptgefreiter
08-30-12, 08:20 AM
Is the game saved near a large convoy? If so that could be the culprit, you can start your saved game and strike course away from the known location and then head for home.

I had this same scenario and fixed it that way.

Happy Hunting!

Yes, it was near of a very large convoy.
After the hunt I only had 2 torpedoes outside of the boat and want to retreat home, so I saved the game (22:43 game time). After reloading next day, the game crashed at 22:55. I reloaded it again and it crashed down at 22:55.
After the second reload I saved the game at 22:54, return to main menu and load again. At 22:55 nothing happened but at 23:54...and at... and at...
Exactly 1 hour after saving, the game crashed down. I fixed my problem in the way, that I start a new career and copied file after file of the old career to the new folder.
I noticed, after I copied file "SaveFile.rep", that the game crashed down. Unfortunately I have no Editor to check that file.
Now I corrected my career by hand, but for myself it wasn't an elegant way !
Thank you very much for your help. :salute:

Gute Jagd und fette Beute

Funkhauptgefreiter

-----------------------------------------------------------------
War eindeutig eine Ju88 Funkhauptgefreiter. Jawoll, Herr Oberleutnant ! War nur etwas knapp.

ryanwigginton
11-03-12, 11:02 PM
Hi, I found this on my first OM patrol.


http://img855.imageshack.us/img855/8566/sh4img20121104071935286.jpg

At first, I thought it was a camo pattern. But then realised it's actually corrupt or missing textures.

I was using:
OpsMonsun_v705
OMv705_to_V720
OMv720_patch4
OMEGU_v300
OMEGU_v300_Patch6

Then I found OM patch 5 and OMEGU patch 7 (these are unofficial, right?). Thought they might help but I'm still seeing the same.

Fantastic mod otherwise. :yeah:

Klaus
11-16-12, 03:16 AM
Can somebody tell me if exist somewhere a tutorial about adding playable ships in OM campaign? Or what files i need to modify?
Thanks for help! :salute:

Sepp von Ch.
11-16-12, 07:02 AM
It works great, thank you BigWalleye for help.

Josef


Josef, I found the problem went away when I turned off "Volumetric Fog" on the Graphics Options page. See this thread on the main SH4 forum:

http://www.subsim.com/radioroom/showthread.php?t=197846

Good luck!

ALOTEF
12-07-12, 07:24 AM
I'm getting a constant CTD passing the Dover Strait on both 1939 and 1940 campaigns. Any ideas? :down:
~Mike

padi
12-08-12, 10:24 PM
Hello,

Is there any Mod á la Stieblers "Asdic in Shallow Waters" Contact Fix for OM?
And is any Wolfpack Mod existing?

Sepp von Ch.
12-09-12, 08:50 AM
Both answers: No.

PacificWolf
12-10-12, 12:53 AM
The T1 Gas-Steam powered torpedo didnt have a wake.
I have search for texture file and in torpedo.dat (i think) description the file is "siaj" .tga, i have added this file to textures but it still didnt work.

Cybermat47
12-10-12, 01:02 AM
If my SH4 install folder wasn't so screwed up, I would get this mod!

Sailor Steve
12-10-12, 11:21 AM
OM is not made to work with any other SH4 supermod. The best thing is MultiSH4. Lets you reinstall the game several time, and still be organized.

jaxa
12-10-12, 12:18 PM
Let me know, is there a problem with diving in stormy waters in OM? I've noticed it during cruising around Scotland in heavy storm (15 m per sec wind). I've ordered to dive, but my uboot had problems with diving at flank speed. Just ordered crash dive and after that ship start to dive. Is it normal behavior?

padi
12-10-12, 02:15 PM
Another Question: Is any mod existing, that gives the game a depth-charge warning from the SO?

PacificWolf
12-10-12, 10:35 PM
Let me know, is there a problem with diving in stormy waters in OM? I've noticed it during cruising around Scotland in heavy storm (15 m per sec wind). I've ordered to dive, but my uboot had problems with diving at flank speed. Just ordered crash dive and after that ship start to dive. Is it normal behavior?

I have the same problem even on calm seas.:yep:

jaxa
12-12-12, 02:08 AM
It's very annoying and I don't know how to explain this. I don't think it's real behaviour, maybe bug?

PacificWolf
12-12-12, 07:15 PM
Im trying to fix that but now she goes too fast, im messing with ballast and diveplane efficency but i over do it, so i need adjust the values even more carefully then before.
Anyway i think it's possible to fix that.

jaxa
12-13-12, 04:26 AM
Good to hear it, because now it's completely unacceptable and unrealistic.

Gotland
12-28-12, 07:19 PM
Great mod, enjoying it alot, playing it for the first time.

I have a question though. Im in February 1941, and to get to the middle of the Atlantic, i tried to take the shortest route through the english channel.
What surprised me though, is that i encountered several british patrol aircaft, even though i was hugging the coast of occupied France.

Is it designed to be this way?
If so, is it to increase difficulty or is it some historic aspect im missing?

Historically, AFAIK, having patrol aircraft flying into the coast of France in 1941 seems a little counterintuitive to me. Did they really fly that close in early 1941?

Anyway, i gave up on the channel and sneaked through the North Sea instead.

ReLax
12-29-12, 04:49 AM
Hello, first I have to admit I love this mod. Totally great! :) But I encountered a big bug for me. I started my Carrear at the 1st U-Flottilla with an Type IIb U-10. And I'm now in March 1940 with my U-10 and don't get a new Objective. Only the Error Message: Error: No Primary objectives found! I hope someone has a hint for help. Best regards ReLax

Sailor Steve
12-29-12, 11:04 AM
I'm not sure why it would do that, unless Lurker forgot to put an objective in at those dates.

Does it crash, or does it still let you play? If it lets you play, just go somewhere and sink things. Then go back to port and see if it gives you a new objective for the next patrol.

ReLax
01-01-13, 07:26 AM
I'm not sure why it would do that, unless Lurker forgot to put an objective in at those dates.

Does it crash, or does it still let you play? If it lets you play, just go somewhere and sink things. Then go back to port and see if it gives you a new objective for the next patrol.

Well I can't play further because in the Missionbriefing, I don't have a NEXT Button on the bottom right corner.... :(

Fader_Berg
01-01-13, 09:03 AM
Hi, I'm going to give SH4 with OM a try, but I have somehow failed to install it.
I used JSGME to install OM a vanilla SH4 installation, but the earliest date I can choose is at 1941 and I can't choose german.

Anybody knows what's wrong?

Sailor Steve
01-01-13, 10:35 AM
Hi, I'm going to give SH4 with OM a try, but I have somehow failed to install it.
I used JSGME to install OM a vanilla SH4 installation, but the earliest date I can choose is at 1941 and I can't choose german.

Anybody knows what's wrong?
I'm certainly no expert, but here goes. You might check the installation path, but since you used JSGME it should be in the right folder. I would double-check anyway.

Second, un-enable OM, then look in the MODS folder. Click on the OM folder and see if there isn't a second folder inside. In the MODS folder should be Operation Monsun. Inside that should be 'Data'. If there's another OM folder or anything else, then JSGME can't read the 'Data' folder. The correct path should be SH4/MODS/OpMonsun/Data.

Uboatman
01-06-13, 01:33 PM
Hi, I'm going to give SH4 with OM a try, but I have somehow failed to install it.
I used JSGME to install OM a vanilla SH4 installation, but the earliest date I can choose is at 1941 and I can't choose german.

Anybody knows what's wrong?

Erm, sorry but wondering; you said Vanilla SH4, did you install the uboat missions add-on?

The D/L links just send me to Subsim.com, are they down?

Stevetry
01-06-13, 05:45 PM
dead links ?

0167
01-06-13, 11:37 PM
you gotta do some digging. go though the download section, it's still there.

Uboatman
01-07-13, 05:47 AM
Indeed, found the links through searching the D/L section last night:up:

All installed ran quick test and sub school 1st mission worked fine.

Voices are still American, had a look and see I need another mod for German voices, I see there are 2 main ones DBSM and Spaxs_SH4_Uboat_SPEECH_FI8.zip. What are the differences between the two, can you even have both?

Sailor Steve
01-07-13, 10:42 AM
Spax's Speech Fix uses the files from SH3 to give German voices (I think). DBSM uses scenes from Das Boot.

Uboatman
01-07-13, 11:13 AM
Spax's Speech Fix uses the files from SH3 to give German voices (I think). DBSM uses scenes from Das Boot.

I can try both switching on and off with JSGME can't I, won't harm the files?

Sailor Steve
01-07-13, 12:45 PM
Yes you can, and no it won't harm them at all. Another thing you can do is download a free converter such as www.goldwave.com (http://www.goldwave.com). This will also let you listen to .ogg files before installing them, just for fun.

Uboatman
01-07-13, 01:50 PM
Yes you can, and no it won't harm them at all. Another thing you can do is download a free converter such as www.goldwave.com (http://www.goldwave.com). This will also let you listen to .ogg files before installing them, just for fun.

Thank you.

Uboatman
01-07-13, 02:41 PM
I have OM with OMEGU added and working and have got DSBM, travellers mod and EAX sounds D/L, does anyone have anymore recommendations for me or any advice for JSGME mod activation order?

Uboatman
01-08-13, 06:46 PM
Think I may have to correct that last post, I don't think it is working properly. I have no Operation Monsun loading screen that I read was a good indicator it was installed and also the Conning Tower in the VIIc only gives me the 1st 3 torpedo tubes like it does in the IIc, I also have no torpedo adjustment controls in the TDC or Periscope views ( was wondering if this was intentional however?)

Disabled the mods and checked everyone and right back to V705 it was all the same, Installed in the correct order per the 1st post and had only added DBSM and it's speech fix on top, both of which showed no conflicts with the previously enabled.

Any help to get me going would be much appreciated:up:

Had the same issue re-enabling just V705, anyone know what's happening? Are your VIIc towers the same? Can someone post a screenshot of the Ops Monsun loading screen (not found one myself yet)?

:hmm2::hmm2::hmm2::hmm2::hmm2:

Gomissar
01-15-13, 07:07 AM
Greetings. First, thanks for an awesome mod. I have a question, however. Currently I'm using OM+OMEGU and I'm a little confused with the fact that in Sept. 1939 all Scandinavian countries are hostile according to the map, i.e. their ports are named in red. First I thought that it's because of "no neutrals" thing from OMEGU, but French ports are named in black. Am I doing something wrong? Also, radio seems to be awfully quiet compared to 3 and 5. Will I at least receive messages about new resupply ships?

Sailor Steve
01-15-13, 10:28 AM
WELCOME ABOARD! :sunny:

No, I don't think you're doing anything wrong. I like OM a lot, but it's far from perfect. I just treat the countries who really were neutral as such, and get on with sinking Brits.

Gomissar
01-15-13, 09:58 PM
Thanks for the answer. Now I have a question about damage system. So far I've only seen ships sink right after taking damage. Does flooding even exists?

Sailor Steve
01-15-13, 11:25 PM
Yes, but it's hard to tell sometimes. Did the ship you sank explode, or just sink? If it exploded then you probably used up all its hitpoints and flooding didn't matter. If it just sank real fast then it definitely flooded. In the stock game they never sink until the hitpoints are gone, then they explode. If they sink without exploding, then flooding is working.

On the other hand I've had ships take so long that I put another torpedo into them just to make sure. Would they have eventually gone down or not? I'll never know. My patience isn't unlimited. :sunny:

Jimbuna
01-16-13, 06:02 AM
Thanks for the answer. Now I have a question about damage system. So far I've only seen ships sink right after taking damage. Does flooding even exists?

You will at some point come across ships (usually of smallish tonnage) ablaze in heavy seas. That is another way of the game engine simulating weather damage.

Singed
01-16-13, 09:47 AM
Thanks for the answer. Now I have a question about damage system. So far I've only seen ships sink right after taking damage. Does flooding even exists?

I'm pretty stingy with torpedoes and I've seen a few, especially larger ships take a real long time to sink, especially if I hit too far off the center of mass. I remember from playing SH4 with RFB/RDRC that compartment flooding was modeled pretty well, so no reason to think it different in OM.

I'm waffling back and forth between SH3 and OM right now, can't quite decide which I like better. I liked OM from the start and it continues to grow on me, especially with the Das Boot sounds and a couple little tweak mods, the eye candy is compelling, since I actually started with RFB/RSRDC a couple years ago, SH3 + GWX looks more dated but it just plays so well.

Sailor Steve
01-16-13, 11:18 AM
I'm waffling back and forth between SH3 and OM right now, can't quite decide which I like better.
I well know that feeling.

With SH4 you get a much better looking, more stable game. You get the whole 'Battle Stations' thing, plus KM grids and latitude and longitude on the map.

With SH3 you get mods putting the Canal locks and gates into the game, and SH3 Commander giving names to every ship you sink.

I mostly stick with SH3, but if SH4 had gotten the same attention from the modders...

Singed
01-16-13, 01:31 PM
It feels like GWX sends me where the enemy will be more often, I've had better luck finding merchant traffic in my patrol zone where in SH4 I have to hunt more. The traffic will be where you expect it to be, but the patrol zone is often a few grids over. Though I did notice (finally duh) that the patrol areas are 200km in Monsun which will alter my strategy a little, I thought it was 100.

Anyway, the point being that both ATO mods are so good I can't choose, of all the problems to have, that is one of the most pleasant ones.

Now my dogs, particularly my hybrid (rescue) prefer it when I boot up GWX, the howl gets his attention in a big way. The wolf on some of the artwork could be his cousin.

Uboatman
01-16-13, 02:05 PM
Think I may have to correct that last post, I don't think it is working properly. I have no Operation Monsun loading screen that I read was a good indicator it was installed and also the Conning Tower in the VIIc only gives me the 1st 3 torpedo tubes like it does in the IIc, I also have no torpedo adjustment controls in the TDC or Periscope views ( was wondering if this was intentional however?)

Disabled the mods and checked everyone and right back to V705 it was all the same, Installed in the correct order per the 1st post and had only added DBSM and it's speech fix on top, both of which showed no conflicts with the previously enabled.

Any help to get me going would be much appreciated:up:

Had the same issue re-enabling just V705, anyone know what's happening? Are your VIIc towers the same? Can someone post a screenshot of the Ops Monsun loading screen (not found one myself yet)?

:hmm2::hmm2::hmm2::hmm2::hmm2:

:hmmm: Hi, as I've not had an answer yet I'll try and simplify:

Should I see an Operation Monsun loading screen before the main menu appears?

Should all 5 torpedo tubes be clickable in the Type VII conning tower?
:06:

BigWalleye
01-16-13, 05:59 PM
Yes and yes. Check your mods folder. You will see a folder OpsMonsun_V705. The ONE and ONLY thing you see in that folder should be a folder named Data. If you see anything else, you have not installed OM correctly.

Uboatman
01-18-13, 01:54 PM
Hi again, I just don't understand it, I'm enabling V105 with JSGME and still have no Operation Monsun loading screen and still have the conning tower issue:/\\!! So I'm assuming it has not installed correctly, what could I be doing wrong?

mido
01-26-13, 04:48 PM
Yes and yes. Check your mods folder. You will see a folder OpsMonsun_V705. The ONE and ONLY thing you see in that folder should be a folder named Data. If you see anything else, you have not installed OM correctly.

Are you really sure there should be an OM loading screen? I just installed, re- and reinstalled OM again and still no OM loading screen...
And I have to folders there, data and support!

Can you post a screenshot of the loading screen and what is the file name?

Sailor Steve
01-26-13, 07:10 PM
My mistake. The loading screen comes with the OMEGU 300 pack.

http://i14.photobucket.com/albums/a325/SailorSteve/Silent%20Hunter%20Screenshots/Intro_logo_bkg.jpg

padi
01-26-13, 07:33 PM
Hello,

Why can I increase the power of the Deckgun to a realistiv level?
In the actual version it is no more than a papergun...

Sailor Steve
01-26-13, 08:47 PM
Hello,

Why can I increase the power of the Deckgun to a realistiv level?
In the actual version it is no more than a papergun...
What do you consider a realistic level?

mido
01-27-13, 09:21 AM
Can someone give some recommendations for some good tutorials for manual targeting (German U-Boats)?
I did read and use all the methods for the American subs.

mido
01-28-13, 07:15 AM
How can one open several torpedo doors at the same time? When I attack a convoy I would like to have all torpedo doors open before the attack. But when I try to open the second door, always the first one closes. Is this a bug?

padi
01-28-13, 08:39 AM
What do you consider a realistic level?

In the game I need 50-100 shells to sink a steam trawler. I have asked a sooner german U-Boat-Men and he told me that ships if these size need only 5-10 shells to sink.

I think that the Torpedos are too good and the Deckgun is not good enough.

padi
01-28-13, 08:41 AM
How can one open several torpedo doors at the same time? When I attack a convoy I would like to have all torpedo doors open before the attack. But when I try to open the second door, always the first one closes. Is this a bug?

You switch to the first tube and press "Q", then switch to the next tube by pressing "W" and then open that tube and the next...

mido
01-28-13, 09:33 AM
You switch to the first tube and press "Q", then switch to the next tube by pressing "W" and then open that tube and the next...
Thanks for your reply! I do exactly what you say but each time I open the next tube, the previous one closes again...

padi
01-28-13, 10:53 AM
I dont have the problem. When I did it all tubes are open.

mido
01-28-13, 11:25 AM
I dont have the problem. When I did it all tubes are open.
I am sorry, I just realized that I did not use the "W" key but selected the tubes by mouse click. Using the "W" key makes it work correctly.

Thanks again!

padi
01-28-13, 01:30 PM
Then Im happy that I could help you.

Bubblehead729
01-29-13, 10:45 AM
Wasn't there a hotkey to open all tubes at once....like Shift-Q or Cntrl-Q?
Or am I crazy, and just made that up in my head?
:hmmm:

mido
01-29-13, 03:37 PM
Each time I get to AN 18 I get a CTD, is this a known bug or something wrong with my installation? I am using OM + OMEGU + Atlantic Radio Mod.

padi
01-29-13, 06:16 PM
Why can I switch the language in OMEGU on a german installation back to german?

padi
01-31-13, 08:06 AM
Hi,

Why can I have a visible U-Mark in OM v720 Patch 4?

mido
01-31-13, 04:51 PM
Why can I switch the language in OMEGU on a german installation back to german?
I have the same problem, can't figure out how to get it back to German either, the crew still speaks German.
Why can I have a visible U-Mark in OM v720 Patch 4?
I guess you talk about the emblem, I cannot see it either.

mido
02-01-13, 09:35 AM
If you start a career with a type II boat, will you ever get an upgrade to a type VII boat?

Sonic
02-15-13, 12:02 PM
Yes. dont have it installed right now, but there is a flottilla for this.

only thing that will never happen is transition from Type II / Type VII to Type IX (afaik)

Jelkan
02-16-13, 09:50 AM
is the stadimeter broken?
i cant get a range out of it, or am i supposed to get the range manually?

K_mack27
02-21-13, 12:28 PM
Hey guys!

First of all i want to thank you guys for an absolutely incredible mod. Its been an blast playing so far. i am well into my 3rd patrol and i have noticed something regarding merchants after being hit by a torpedo. Some merchant ships have amazing visual damages at torpedo impact points or when using the deck gun but it seems that most of the tankers i hit (even though they have great skins :up:) do not show any visual damages at impact points for both torpedo's and deck gun rounds.

This is of course not a gameplay killer or anything to truly be critical about, i was just wondering if i might have installed something incorrectly or if others have noticed this as well?

My install order:
OM v705
OM v 705 to 720
OM v720 Patch 5
OMEGU v300
OMEGU v300 Patch 7

Any info or feedback would be greatly appreciated!

Happy hunting!!

Jimbuna
02-21-13, 12:30 PM
Welcome Aboard K_mack27 :salute:

mido
02-25-13, 07:32 PM
Jimbuna, first of all, my greatest respect for your contribution to the subsimmer community.
I would like to ask you if I can use some, maybe all, of the German radio messages you used in GWX for SH3 for a small mod enhancing the experience with OM-OMEGU in German.
Please let me know.

mido
03-28-13, 07:57 AM
Does one ever get a new boat in OM? Let's say you play 7th Flotilla from beginning of the war in a Type VIIB, can you upgrade to a Type VIIC somehow?

And if yes, how?

mr. whukid
04-09-13, 10:02 PM
The links are dead :(

Sailor Steve
04-09-13, 10:26 PM
http://www.subsim.com/radioroom/downloads.php?do=file&id=1097
http://www.subsim.com/radioroom/downloads.php?do=file&id=1403
http://www.subsim.com/radioroom/downloads.php?do=file&id=1477
http://www.subsim.com/radioroom/downloads.php?do=file&id=1477
http://www.subsim.com/radioroom/downloads.php?do=file&id=1477

mr. whukid
04-10-13, 01:15 PM
Thanks! Edit: Is there a non-subsim version? This whole "download limits per 'day'(but-really-two-or-three)" are starting to get on my nerves..

Arclight83
04-18-13, 10:22 AM
Hi folks!

Having a problem that I can't seem to solve. Install order is this:

OM v705
OM v 705 to 720
OM v720 Patch 5
OMEGU v300
OMEGU v300 Patch 7

But I'm still only getting stock campaigns showing up. Any solutions? Possibly corrupt downloads?

mido
04-18-13, 10:31 AM
OM-OMEGU in this case just adds to your installation, it doesn't replace the missions. Many other improved or changed files are replaced. If you can't see the German missions, did you try to "change sides"?

Arclight83
04-18-13, 12:25 PM
Re-downloaded all files, but still no change.

Assuming you mean the option to change sides in the "War Patrol" section, yep, just tried it, but still same issue.

All I see in U-Boat Campaign is "Into the East" and "Fortunes of War".

What's the bet that someone will point out the worlds most obvious solution to this that I just can't see... :hmmm:

Should also mention I am running RSRDC. Both files needed are modded into SH4 1.5 prior to OM as per instructions on 1st page. No idea if this info will help at all...

Arclight83
04-18-13, 01:05 PM
Problem solved! Turns out since I have an individual folder for JSGME, this is where the data file was created rather than overwriting the current one in the main SH4 folder. A simple copy and paste and it works :cool:

Mikemike47
04-20-13, 04:03 PM
http://www.subsim.com/radioroom/downloads.php?do=file&id=1097
http://www.subsim.com/radioroom/downloads.php?do=file&id=1403
http://www.subsim.com/radioroom/downloads.php?do=file&id=1477


Thank you for your continuous help. Thanks for catching typos. Sent PM to Neal to correct links at bottom of first post for this thread. This will save our new subsimmers from constantly sending new posts about outdated links, and subsim servers some data storage, etc.

Mike

Cybermat47
04-20-13, 05:16 PM
So, does this mod overwrite the UBM files?

mido
04-20-13, 05:43 PM
Depends which files you are talking about, some files get replaced and some are just added.

jeffgordonfan1
04-23-13, 07:41 PM
Does this mod or RSRDC change the damage model for enemy ships because the stock damage model (for flooding and fire damage sucks) if it doesn't does anyone know of a compatible mod that does change the damage model an would work with both this mod and RSRDC?

fithah4
04-24-13, 09:54 PM
Check out the mods by Traveller he has done different ones that apply to damage and rescue ships.

ostheim
04-27-13, 10:30 PM
Sorry if am repeating, but i digging through the long list of posts for this thread, this is my first time using mods for this. I have the mod enabler, the JSMGE program with the mod folder in the main directory, do i just extract each monsun folder into there and then activate each of em?

R3dakted
04-28-13, 05:32 AM
I have the mod enabler, the JSMGE program with the mod folder in the main directory, do i just extract each monsun folder into there and then activate each of em?

From the first post of this thread, install in the following order using JSGME:
OM v705
OM v720
OM v720 Patch 5

It's best to extract each mod into a temporary folder elsewhere (into a folder on the Desktop for example) before shifting them to the SH4 MODS folder and enabling via JSGME. This is partly because some mod packages include mods in subfolders under the main mod folder, e.g. OMEGU, which may require some rearranging before installation.

Kptlt. Jurgen Stumpff
04-29-13, 11:37 AM
I have JSGME for GWX and sh3 but is there a version for SH4?, because i can't activate this mod otherwise mainly because modding without JSGME is not really my expertise. Thanks

Kptlt. Jurgen Stumpff
04-29-13, 11:38 AM
Or can i use the one i have already downloaded with SH3?

Sailor Steve
04-29-13, 03:50 PM
JSGME has nothing to do with any particular game. It was originally created before there was a Silent Hunter. The "G" stands for "Generic".

It is advisable to create a new JSGME install for each game you use it with. You can rename each one to reflect that: JSGME GWX, JSGME NYGM, JSGME RFB, JSGME TMO, JSGME OM etcetera.

Mikemike47
04-29-13, 06:11 PM
It is advisable to create a new JSGME install for each game you use it with. You can rename each one to reflect that: JSGME GWX, JSGME NYGM, JSGME RFB, JSGME TMO, JSGME OM etcetera.

I go one step further to keep it a little more organized. I add shortcuts on my desktop: SH3 JSGME, SH4 JSGME, and SH5 JSGM.
Using SH4 as an example, I save all individual mods such as RFB, TMO, OM, GFO and RSRD to the SH4 JSGME mods folder. If I want to play TMO and RSRD, I load the appropriate mods into SH4 JSGME, then save the file as TMO and RSRD.mep. (JSGME saves files as **.mep file extensions.) As I am playing TMO and RSRD, I save the game as TMO and RSRD1, TMO and RSRD2, etc. in the documents SH4 folder. That works well for me and you do not have to use multiSH4. :up:

Some other subsimmers love MultiSH4.:up:

Sailor Steve
04-29-13, 06:27 PM
I have to keep my games as complete separate installs. I have OM with DBSM, and if I loaded those each time I wanted to change careers it would take forever, as DBSM takes 15 minutes just to load on my current machine. If I have each one as a separate game I just have to click that icon and it's loaded up in just a couple of minutes.

MultiSH4 is my hero. :rock:

Kptlt. Jurgen Stumpff
04-30-13, 01:40 AM
Thanks for the help.:)

Mister_Spok
05-02-13, 10:36 AM
Mates, I kinda need your help :)

I installed OM+OMEGU mods, but I don't quite like how theese handle sub movemens. So I decided to try Living Breathing Ocean mod by Leovampire.

The problem is, when I try to enable it in JSGME it sais that it will alter scene.dat file, which was already altered by OMEGU. I know that OMEGU changes only environment and graphics, but I'm concerned about how will this scene.dat change will influence detection ranges, sensors and so on?

Sailor Steve
05-02-13, 11:27 AM
LeoVampire's work was so revolutionary that he is mentioned in the SH4 Gold credits. Gold actually has an environment based on LBO. OMEGU changes it yet again for its own purposes, and adding LBO back in would probably be redundant. I would just use OMEGU and be happy with it. Or not - it adds in a couple of things I didn't like, so I use OM without it.

Mister_Spok
05-02-13, 12:45 PM
Thanks Steve. But it all leads to another question :) What graphic and environmental mods do you use with OM if you throw away OMEGU?

nattai
05-03-13, 12:46 AM
Just posting to register my thanks for all the work that has gone into this mod. Just dipping my toes now and it's immense :up:

Sailor Steve
05-03-13, 02:31 AM
Thanks Steve. But it all leads to another question :) What graphic and environmental mods do you use with OM if you throw away OMEGU?
I had to look at my list, since I can't play anything right now (cranky old computer). I was pretty sure I wasn't using any environment mod, but OMEGU is on my list, so now I'm not sure. I do use the alternate OM Med and OM Arctic environments when in those areas, and I do use my own water transparency mods, so maybe I do.

When I finally get a new computer and get set up again I should have more positive information.

mido
05-03-13, 07:16 AM
Just posting to register my thanks for all the work that has gone into this mod. Just dipping my toes now and it's immense :up:

I second that! So many things to discover, surprises etc..
Too bad, there is no manual available.

Mister_Spok
05-03-13, 07:55 AM
I had to look at my list, since I can't play anything right now (cranky old computer). I was pretty sure I wasn't using any environment mod, but OMEGU is on my list, so now I'm not sure. I do use the alternate OM Med and OM Arctic environments when in those areas, and I do use my own water transparency mods, so maybe I do.

When I finally get a new computer and get set up again I should have more positive information.

Well, I found your transparancy mod. It's great. No more crystal clear water with up to 40m visibility (in North Atlantic!). And I also use env mods for different areas that go with OMEGU.

Anyway, I will appreciate any information after you get new computer. Thank you.

Sailor Steve
05-11-13, 09:26 AM
1.- Does that means that I just put the officers in the conning tower, move lower rank seamen in the berthing room and the mod will simulate that they are still on duty in their "supposed" previous posts? do I still receive any hidden bonus? :hmm2:
If crewmen are in the places that keep them safe they are off duty. You will get no bonuses out of them unless they are moved to their work spaces.

2.- I have started a new ATO campaign, I have made my way into Scapa Flow, rainy and foggy night high seas and suddenly I see a Cruiser, heavy type, peacefully docked. I proceed to get in position, get myself 89 AOB, 400 m distance, fire 4 eels salvo 7,5m depth, impact pistol and.... duds, ALL of them, and it happens quite often, they keep bouncing ¬¬.
What could be happening in this case? extremely bad luck? dept keeping problems with early war torps?
All of he above - bad luck, normanl duds and depth-keeping issues, plus when seas are heavy they tend to be erratic anyway. Firing torpedoes when the sea is running high is just asking for trouble.

One of the things all SH games leave out is the fact that in a harbor there are no heavy seas. That's why it's called "safe harbor". There are many things that are just plain wrong, and all we can do is live with them.

3.- Any quick reference about which sailors should I put in each compartment? I understand watchmen goes in the watch deck, engines "should" be a mix between electrical engine knowledge and mechanical for diesel, but what about sonar and radio rooms?
I don't remember if the game has a sonar qualification, but there definitely is a radio qual. Put the radioman in the radio room.

4.- How do I turn back the ships silhouette (is that the right name?profile?shape?countour?) on both attack and navigation map? In question 3 I had no idea how to calculate how large would that cruiser be... so I had to fire my salvo guessing its size. Maybe there is any other way with the game optics?
In real life they only had the recognition manual to go by. That's what the game expects too, unless you use automatic targeting.

Gomissar
05-17-13, 02:45 PM
I just noticed that there's no wake from periscopes. Am I doing something wrong? OM+OMEGU

Railgun
05-18-13, 04:17 PM
Hi All

Any ideas what I might be doing wrong here?

I have windows 7 jgme 2.6.0157 and I have sucessfully got OM ( OM , 705 -720, and 720 patch 5 ) working , 1939 start from Kiel/ BDU deployment etc. etc .

However when I put Omegu 300 and Patch 7 in , via jgme , I cant seem to get them to work ( no Kiub attack scope Icons etc) and while these two mods are in the Mods folder via jgme , they are also installed alongside the Mods folder in the main 'level' of SH4. Wierd. I have got rid of any double folder errors when I unpacked the files it only goes wrong when I enable them. The installer says 5 mods installed btw.

I have followed the installed instructions but I must be doing some thing wrong as the OM bits work.

Any ideas?

Regards, RG

Railgun
05-18-13, 04:35 PM
Hmnn...

Reading the forums tells me I may need to reinstall SH 4 In games not x86 Programs.

Any advice greatly recieved

RG

Post script. Got it all working. For me Programme files x86 was ok I was ( stupidly ) putting the whole folder into jgme not the individual elemts of the mods. I guess I have alot to learn about mods :/

R3dakted
05-24-13, 01:17 AM
Glad you got it working, Railgun. :Kaleun_Salute:

Sailor Steve
05-24-13, 09:06 AM
All I wanted were these icons back (what is the name you use in english?) so I can measure enemy ship's lenght.
Sorry about that. I don't know how to do that.

GlobalExplorer
06-05-13, 06:34 AM
Because there aren't many upgrades for the 7B ..

You're stuck with the same conning tower. Eventually you get a Bold, and very late, a Snorkel. But no Radar nor a Kristalldrehbasisgerät for the 7B.

You're also not going to be able to transfer to many flotillas because you can only transfer if the flotilla is using the same boat. That's why your only option for transfer is to the Mediterranean, in late 1941. Because of this it's better to get a 7C. A bit of a shame really because I love the sleeker lines of the 7B.

Where can I get a timeline for those improvements?

Thanks in advance :salute:

The info is in Data/Submarine/NSS_Uboat7b.upcge

For your convenience, I have included the file. I have told you a bit, but there's a LOT of information, and you'll have dig through it yourself ;)


;************************************************* ***********
;
; SUBMARINE TYPE DEFINITION
;
;************************************************* ***********

;------------------------------------------------------------
; Crew Evolutions
;------------------------------------------------------------
;Evolution= Normal
;Evolution= Battle_Stations

[UserPlayerUnit 1]
ID=VIIB
NameDisplayable=Type VIIB U-boat
UnitName= U-100
Type=VIIB
UpgradeClass=1
UnitInterval= 1938-06-28, 1944-09-15
ExternalClassName=SSTypeVIIB
Nationality=German
CrewRanks=15
Evolution= Normal
Damage= 0
TextureName=NULL
LightmapTextureName=NULL
NormalmapTextureName= NULL
MenuSilhouetteTextureName= Typ_7_1.tga
MaxPettyOfficers=15 ; max number of crewmembers over rank 4
MaxOfficers=8 ; max number of crewmembers over rank 7

[UserPlayerUnit 1.UnitPartSlot 1]
ID=VIIBConningSlot
NameDisplayable=Conning Tower Mount
Type=NULL
AcceptedTypes=VIIBConningTower ;Only UnitParts of this type could be placed here
IDLinkUnitPartIntervalDefault1= NULL, NULL, Turm_VIIB_1
ExternalNodeName3D= Z01



;------------------------------------------------------------
; STATUS OF EQUIPMENTS & WEAPONS
;------------------------------------------------------------
; Functional
; Damaged
; Disabled
; Destroyed

;------------------------------------------------------------
; COMPARTMENTS STRUCTURE
;------------------------------------------------------------


; Compartments Functional Types
;
; FunctionalType= BowTorpedoRoom
; FunctionalType= SternTorpedoRoom
; FunctionalType= PropulsionRoom
; FunctionalType= SensorsRoom
; FunctionalType= CommandRoom
; FunctionalType= DamageControlRoom
; FunctionalType= ObservationRoom - Do we need this separate from SensorsRoom?
; FunctionalType= ArtilleryRoom
; FunctionalType= FlakRoom


[UserPlayerUnit 1.Compartment 1]
CompartmentType= 1
StatusActive= Yes
ID= VIIBSternTorpedo
NameDisplayable= Stern Torpedo Room
Type=NULL
FunctionalType= SternTorpedoRoom
MechanicalCoef= 1.05 ;0.7 ;0..1
ElectricsCoef= 0 ;0..1
GunsCoef= 0.45 ;0.3 ;0..1
WatchmanCoef= 0 ;0..1
WatchStandingCoef= 0.058
MaintenanceCoef= 0.0244
RepairsCoef= 0.082
ReloadingweaponCoef= 0.082
SleepCoef= -0.12
LeadersSlots=3
CrewMembersSlots= 0
EffciencyDenominator=3
EffciencyDenominatorBS=3
Hitpoints=100
CrewExposure=0.075
EquipmentsExposure=0.1
WeaponsExposure=0.1
ExternalDamageZoneTypeID3D= 200
DamageDescription1= NULL,0,0.1,0,0,1,Minor Leak,0,0,NULL,0.1,0.2,0.5
DamageDescription2= NULL,0.1,0.2,0,0,1,Minor Leak,0,0,NULL,0.2,0.2,1
DamageDescription3= NULL,0.2,0.3,0,0,1,Large hole,0,0,NULL,0.3,0.2,1.5
DamageDescription4= NULL,0.3,0.4,0,0,1,Large hole,0,0,NULL,0.4,0.5,2
DamageDescription5= NULL,0.4,0.5,0,0,1,Large hole,0,0,NULL,0.5,0.5,2.5
DamageDescription6= NULL,0.5,0.6,0,0,1,Wall breached,0,0,NULL,0.6,0.5,5
DamageDescription7= NULL,0.6,0.7,0,0,1,Wall breached,0,0,NULL,0.7,0.5,10
DamageDescription8= NULL,0.7,0.8,0,0,1,Wall breached,0,0,NULL,0.8,0.7,15
DamageDescription9= NULL,0.8,0.9,0,0,1,Wall breached,0,0,NULL,0.9,0.7,20
DamageDescription10= NULL,0.9,1,0,0,1,Wall breached,0,0,NULL,1,1,1000000

[UserPlayerUnit 1.Compartment 2]
CompartmentType= 1
StatusActive= Yes
ID= VIIBEnginesRoom
NameDisplayable= Propulsion Rooms
Type=NULL
FunctionalType= PropulsionRoom
MechanicalCoef= 0.67 ;0..1
ElectricsCoef= 0.33 ;0..1
GunsCoef= 0 ;0..1
WatchmanCoef= 0 ;0..1
WatchStandingCoef= 0.058
MaintenanceCoef= 0.0244
RepairsCoef= 0.082
ReloadingweaponCoef= 0.082
SleepCoef= -0.12
LeadersSlots=3
CrewMembersSlots= 12
EffciencyDenominator=5
EffciencyDenominatorBS=8
Hitpoints=100
CrewExposure=0.075
EquipmentsExposure=0.1
WeaponsExposure=0.1
ExternalDamageZoneTypeID3D= 201
DamageDescription1= NULL,0,0.1,0,0,1,Minor Leak,0,0,NULL,0.1,0.2,0.5
DamageDescription2= NULL,0.1,0.2,0,0,1,Minor Leak,0,0,NULL,0.2,0.2,1
DamageDescription3= NULL,0.2,0.3,0,0,1,Large hole,0,0,NULL,0.3,0.2,1.5
DamageDescription4= NULL,0.3,0.4,0,0,1,Large hole,0,0,NULL,0.4,0.5,2
DamageDescription5= NULL,0.4,0.5,0,0,1,Large hole,0,0,NULL,0.5,0.5,2.5
DamageDescription6= NULL,0.5,0.6,0,0,1,Wall breached,0,0,NULL,0.6,0.5,5
DamageDescription7= NULL,0.6,0.7,0,0,1,Wall breached,0,0,NULL,0.7,0.5,10
DamageDescription8= NULL,0.7,0.8,0,0,1,Wall breached,0,0,NULL,0.8,0.7,15
DamageDescription9= NULL,0.8,0.9,0,0,1,Wall breached,0,0,NULL,0.9,0.7,20
DamageDescription10= NULL,0.9,1,0,0,1,Wall breached,0,0,NULL,1,1,1000000

[UserPlayerUnit 1.Compartment 3]
CompartmentType= 1
StatusActive= Yes
ID= VIIBCommandRoom
NameDisplayable= Control Room
Type=NULL
FunctionalType= CommandRoom
MechanicalCoef= 0.8 ;0..1
ElectricsCoef= 0.2 ;0..1
GunsCoef= 0 ;0..1
WatchmanCoef= 0 ;0..1
WatchStandingCoef= 0.048
MaintenanceCoef= 0.0144
RepairsCoef= 0.072
ReloadingweaponCoef= 0.072
SleepCoef= -0.12
LeadersSlots=3
CrewMembersSlots= 9
EffciencyDenominator=5
EffciencyDenominatorBS=6
Hitpoints=100
CrewExposure=0.075
EquipmentsExposure=0.1
WeaponsExposure=0.1
ExternalDamageZoneTypeID3D= 202
DamageDescription1= NULL,0,0.1,0,0,1,Minor Leak,0,0,NULL,0.1,0.2,0.5
DamageDescription2= NULL,0.1,0.2,0,0,1,Minor Leak,0,0,NULL,0.2,0.2,1
DamageDescription3= NULL,0.2,0.3,0,0,1,Large hole,0,0,NULL,0.3,0.2,1.5
DamageDescription4= NULL,0.3,0.4,0,0,1,Large hole,0,0,NULL,0.4,0.5,2
DamageDescription5= NULL,0.4,0.5,0,0,1,Large hole,0,0,NULL,0.5,0.5,2.5
DamageDescription6= NULL,0.5,0.6,0,0,1,Wall breached,0,0,NULL,0.6,0.5,5
DamageDescription7= NULL,0.6,0.7,0,0,1,Wall breached,0,0,NULL,0.7,0.5,10
DamageDescription8= NULL,0.7,0.8,0,0,1,Wall breached,0,0,NULL,0.8,0.7,15
DamageDescription9= NULL,0.8,0.9,0,0,1,Wall breached,0,0,NULL,0.9,0.7,20
DamageDescription10= NULL,0.9,1,0,0,1,Wall breached,0,0,NULL,1,1,1000000

[UserPlayerUnit 1.Compartment 4]
CompartmentType= 1
StatusActive= Yes
ID= VIIBRadio
NameDisplayable= Radio and Listening Rooms
Type=NULL
FunctionalType= SensorsRoom
MechanicalCoef= 0.3
ElectricsCoef= 0.7 ;0..1
GunsCoef= 0 ;0..1
WatchmanCoef= 0 ;0..1
WatchStandingCoef= 0.048
MaintenanceCoef= 0.0144
RepairsCoef= 0.072
ReloadingweaponCoef= 0.072
SleepCoef= -0.12
LeadersSlots=3
CrewMembersSlots= 3
EffciencyDenominator=2
EffciencyDenominatorBS=3
Hitpoints=100
CrewExposure=0.075
EquipmentsExposure=0.1
WeaponsExposure=0.1
ExternalDamageZoneTypeID3D= 208
DamageDescription1= NULL,0,0.1,0,0,1,Minor Leak,0,0,NULL,0.1,0.2,0.5
DamageDescription2= NULL,0.1,0.2,0,0,1,Minor Leak,0,0,NULL,0.2,0.2,1
DamageDescription3= NULL,0.2,0.3,0,0,1,Large hole,0,0,NULL,0.3,0.2,1.5
DamageDescription4= NULL,0.3,0.4,0,0,1,Large hole,0,0,NULL,0.4,0.5,2
DamageDescription5= NULL,0.4,0.5,0,0,1,Large hole,0,0,NULL,0.5,0.5,2.5
DamageDescription6= NULL,0.5,0.6,0,0,1,Wall breached,0,0,NULL,0.6,0.5,5
DamageDescription7= NULL,0.6,0.7,0,0,1,Wall breached,0,0,NULL,0.7,0.5,10
DamageDescription8= NULL,0.7,0.8,0,0,1,Wall breached,0,0,NULL,0.8,0.7,15
DamageDescription9= NULL,0.8,0.9,0,0,1,Wall breached,0,0,NULL,0.9,0.7,20
DamageDescription10= NULL,0.9,1,0,0,1,Wall breached,0,0,NULL,1,1,1000000

[UserPlayerUnit 1.Compartment 5]
CompartmentType= 1
StatusActive= Yes
ID= VIIBAttackCenter
NameDisplayable= Conning Tower
Type=NULL
FunctionalType= SensorsRoom
MechanicalCoef= 0.45 ;0.3
ElectricsCoef= 1.05 ;0.7 ;0..1
GunsCoef= 0 ;0..1
WatchmanCoef= 0 ;0..1
WatchStandingCoef= 0.048
MaintenanceCoef= 0.0144
RepairsCoef= 0.072
ReloadingweaponCoef= 0.072
SleepCoef= -0.12
LeadersSlots=3
CrewMembersSlots= 0
EffciencyDenominator=2
EffciencyDenominatorBS=2
Hitpoints=100
CrewExposure=0.075
EquipmentsExposure=0.1
WeaponsExposure=0.1
ExternalDamageZoneTypeID3D= 192
DamageDescription1= NULL,0,0.1,0,0,1,Minor Leak,0,0,NULL,0.1,0.2,0.5
DamageDescription2= NULL,0.1,0.2,0,0,1,Minor Leak,0,0,NULL,0.2,0.2,1
DamageDescription3= NULL,0.2,0.3,0,0,1,Large hole,0,0,NULL,0.3,0.2,1.5
DamageDescription4= NULL,0.3,0.4,0,0,1,Large hole,0,0,NULL,0.4,0.5,2
DamageDescription5= NULL,0.4,0.5,0,0,1,Large hole,0,0,NULL,0.5,0.5,2.5
DamageDescription6= NULL,0.5,0.6,0,0,1,Wall breached,0,0,NULL,0.6,0.5,5
DamageDescription7= NULL,0.6,0.7,0,0,1,Wall breached,0,0,NULL,0.7,0.5,10
DamageDescription8= NULL,0.7,0.8,0,0,1,Wall breached,0,0,NULL,0.8,0.7,15
DamageDescription9= NULL,0.8,0.9,0,0,1,Wall breached,0,0,NULL,0.9,0.7,20
DamageDescription10= NULL,0.9,1,0,0,1,Wall breached,0,0,NULL,1,1,1000000

[UserPlayerUnit 1.Compartment 6]
CompartmentType= 1
StatusActive= Yes
ID= VIIBBowTorpedo
NameDisplayable= Bow Torpedo Room
Type=NULL
FunctionalType= BowTorpedoRoom
MechanicalCoef= 1.05 ;0.7 ;0..1
ElectricsCoef= 0 ;0..1
GunsCoef= 0.45 ;0.3 ;0..1
WatchmanCoef= 0 ;0..1
WatchStandingCoef= 0.058
MaintenanceCoef= 0.0244
RepairsCoef= 0.082
ReloadingweaponCoef= 0.082
SleepCoef= -0.12
LeadersSlots=3
CrewMembersSlots= 0
EffciencyDenominator=3
EffciencyDenominatorBS=3
Hitpoints=100
CrewExposure=0.075
EquipmentsExposure=0.1
WeaponsExposure=0.1
ExternalDamageZoneTypeID3D= 199
DamageDescription1= NULL,0,0.1,0,0,1,Minor Leak,0,0,NULL,0.1,0.2,0.5
DamageDescription2= NULL,0.1,0.2,0,0,1,Minor Leak,0,0,NULL,0.2,0.2,1
DamageDescription3= NULL,0.2,0.3,0,0,1,Large hole,0,0,NULL,0.3,0.2,1.5
DamageDescription4= NULL,0.3,0.4,0,0,1,Large hole,0,0,NULL,0.4,0.5,2
DamageDescription5= NULL,0.4,0.5,0,0,1,Large hole,0,0,NULL,0.5,0.5,2.5
DamageDescription6= NULL,0.5,0.6,0,0,1,Wall breached,0,0,NULL,0.6,0.5,5
DamageDescription7= NULL,0.6,0.7,0,0,1,Wall breached,0,0,NULL,0.7,0.5,10
DamageDescription8= NULL,0.7,0.8,0,0,1,Wall breached,0,0,NULL,0.8,0.7,15
DamageDescription9= NULL,0.8,0.9,0,0,1,Wall breached,0,0,NULL,0.9,0.7,20
DamageDescription10= NULL,0.9,1,0,0,1,Wall breached,0,0,NULL,1,1,1000000

[UserPlayerUnit 1.Compartment 7]
CompartmentType= 2
StatusActive= No
ID= VIIBCrewBerthing
NameDisplayable= Crew Berthing
Type=NULL
FunctionalType= SensorsRoom
MechanicalCoef= 0 ;0..1
ElectricsCoef= 0 ;0..1
GunsCoef= 0 ;0..1
WatchmanCoef= 0 ;0..1
WatchStandingCoef= 0.048
MaintenanceCoef= 0.0144
RepairsCoef= 0.072
ReloadingweaponCoef= 0.072
SleepCoef= -0.12
LeadersSlots=3
CrewMembersSlots= 9
EffciencyDenominator=9
EffciencyDenominatorBS=9
Hitpoints=100
CrewExposure=0.075
EquipmentsExposure=0.1
WeaponsExposure=0.1
ExternalDamageZoneTypeID3D= -1
DamageDescription1= NULL,0,1,0,1,1,No Damage,0,0,NULL,0,0,0

[UserPlayerUnit 1.Compartment 8]
CompartmentType= 2
StatusActive= No
ID= VIIBRepairTeam
NameDisplayable= Damage Control Team
Type=Damage Control
FunctionalType= DamageControlRoom
MechanicalCoef= 0.9 ;0..1
ElectricsCoef= 0.1 ;0..1
GunsCoef= 0 ;0..1
WatchmanCoef= 0 ;0..1
WatchStandingCoef= 0.048
MaintenanceCoef= 0.0144
RepairsCoef= 0.072
ReloadingweaponCoef= 0.072
SleepCoef= -0.12
LeadersSlots=1
CrewMembersSlots= 1
EffciencyDenominator=2
EffciencyDenominatorBS=2
Hitpoints=100
CrewExposure=0.075
EquipmentsExposure=0.1
WeaponsExposure=0.1
ExternalDamageZoneTypeID3D= -1
DamageDescription1= NULL, 0, 1, 0, 1, 1, No Damage, 0, 0, NULL, 0, 0, 0

[UserPlayerUnit 1.Compartment 9]
CompartmentType= 2
StatusActive= No
ID= VIIBGun
NameDisplayable= Deck Gun
Type=NULL
FunctionalType= ArtilleryRoom
MechanicalCoef= 0.175 ;0.1
ElectricsCoef= 0
GunsCoef= 1.575 ;0.9 ;0..1
WatchmanCoef= 0
WatchStandingCoef= 0.048
MaintenanceCoef= 0.0144
RepairsCoef= 0.072
ReloadingweaponCoef= 0.072
SleepCoef= -0.12
LeadersSlots=1
CrewMembersSlots= 6
EffciencyDenominator=6
EffciencyDenominatorBS=6
Hitpoints=200
CrewExposure=2.5
EquipmentsExposure=1.0
WeaponsExposure=1.0
ExternalDamageZoneTypeID3D= 635 ;43
DamageDescription1= NULL, 0, 1, 0, 1, 1, small malfunction, 0, 0, NULL, 0.2, 0.4, 0.01


;------------------------------------------------------------
; CREWMEMBER SLOTS
;
;
;Type= CrewMember_Type1 ;for Commander slots, which give bonus to the entire unit
;Type= CrewMember_Type2 ;for Leaders slots, which give bonus to the compartment
;Type= CrewMember_Type3 ;for crewmember slots, which work and get poor pay :D
;
;IDLinkCrewMember= NULL ; this means the person will be generated
;
;------------------------------------------------------------


; ******** STERN TORPEDO *********

[UserPlayerUnit 1.Compartment 1.CrewMemberSlot 1]
ID=CrewMemberSlot_SternTorpW1L
NameDisplayable= Stern Torpedo 1st Watch Leader
Type= Leader
WatchIndex= 1
IDLinkCrewMember= Maat-Torpedo
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 1.CrewMemberSlot 2]
ID=CrewMemberSlot_SternTorpW2L
NameDisplayable= Stern Torpedo 2nd Watch Leader
Type= Leader
WatchIndex= 2
IDLinkCrewMember= Maat-Torpedo
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 1.CrewMemberSlot 3]
ID=CrewMemberSlot_SternTorpW3L
NameDisplayable= Stern Torpedo 3rd Watch Leader
Type= Leader
WatchIndex= 3
IDLinkCrewMember= Maat-Torpedo
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 1.CrewMemberSlot 4]
ID=CrewMemberSlot_SternTorpW1C1
NameDisplayable= Stern Torpedo Crew
Type= Crewman
WatchIndex= 1
IDLinkCrewMember= Matrosenobergefreiter-Torpedo
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 1.CrewMemberSlot 5]
ID=CrewMemberSlot_SternTorpW2C1
NameDisplayable= Stern Torpedo Crew
Type= Crewman
WatchIndex= 2
IDLinkCrewMember= Matrosenobergefreiter-Torpedo
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 1.CrewMemberSlot 6]
ID=CrewMemberSlot_SternTorpW3C1
NameDisplayable= Stern Torpedo Crew
Type= Crewman
WatchIndex= 3
IDLinkCrewMember= Matrosengefreiter-Torpedo
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL


; ******** ENGINE ROOM *********


[UserPlayerUnit 1.Compartment 2.CrewMemberSlot 1]
ID=CrewMemberSlot_EngineW1L
NameDisplayable= Engine Room 1st Watch Leader
Type= Leader
WatchIndex= 1
IDLinkCrewMember= Oberbootsmann-Engines
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 2.CrewMemberSlot 2]
ID=CrewMemberSlot_EngineW2L
NameDisplayable= Engine Room 2nd Watch Leader
Type= Leader
WatchIndex= 2
IDLinkCrewMember= Oberbootsmann-Engines
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 2.CrewMemberSlot 3]
ID=CrewMemberSlot_EngineW3L
NameDisplayable= Engine Room 3rd Watch Leader
Type= Leader
WatchIndex= 3
IDLinkCrewMember= Obermaat-Engines
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 2.CrewMemberSlot 4]
ID=CrewMemberSlot_EngineW1C1
NameDisplayable= Engine Room Crew
Type= Crewman
WatchIndex= 1
IDLinkCrewMember= Matrosenobergefreiter-Engines
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 2.CrewMemberSlot 5]
ID=CrewMemberSlot_EngineW2C1
NameDisplayable= Engine Rooms Crew
Type= Crewman
WatchIndex= 2
IDLinkCrewMember= Matrosenobergefreiter-Engines
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 2.CrewMemberSlot 6]
ID=CrewMemberSlot_EngineW3C1
NameDisplayable= Engine Room Crew
Type= Crewman
WatchIndex= 3
IDLinkCrewMember= Matrosenobergefreiter-Engines
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 2.CrewMemberSlot 7]
ID=CrewMemberSlot_EngineW1C2
NameDisplayable= Engine Room Crew
Type= Crewman
WatchIndex= 1
IDLinkCrewMember= Matrosengefreiter-Engines
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 2.CrewMemberSlot 8]
ID=CrewMemberSlot_EngineW2C2
NameDisplayable= Engine Room Crew
Type= Crewman
WatchIndex= 2
IDLinkCrewMember= Matrosengefreiter-Engines
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 2.CrewMemberSlot 9]
ID=CrewMemberSlot_EngineW3C2
NameDisplayable= Engine Room Crew
Type= Crewman
WatchIndex= 3
IDLinkCrewMember= Matrosengefreiter-Engines
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

; ******** COMMAND ROOM *********

[UserPlayerUnit 1.Compartment 3.CrewMemberSlot 1]
ID=CrewMemberSlot_CommandW1L
NameDisplayable= 1st Watch Officer On The Deck
Type= Leader
WatchIndex= 1
IDLinkCrewMember= LT-Command
WatchCrewMemberSlot3D= SO_dummy
BattleStationsCrewMemberSlot3D= SO_dummy
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 3.CrewMemberSlot 2]
ID=CrewMemberSlot_CommandW2L
NameDisplayable= 2nd Watch Officer On The Deck
Type= Leader
WatchIndex= 2
IDLinkCrewMember= LT-Command
WatchCrewMemberSlot3D= SO_dummy
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 3.CrewMemberSlot 3]
ID=CrewMemberSlot_CommandW3L
NameDisplayable= 3rd Watch Officer On The Deck
Type= Leader
WatchIndex= 3
IDLinkCrewMember= Stabsoberbootsmann-Command
WatchCrewMemberSlot3D= SO_dummy
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 3.CrewMemberSlot 4]
ID=CrewMemberSlot_CommandW1C1
NameDisplayable= Command Room Crew
Type= Crewman
WatchIndex= 1
IDLinkCrewMember= Matrosengefreiter-Command
WatchCrewMemberSlot3D= NA_dummy ;electrical panel
BattleStationsCrewMemberSlot3D= SA1_dummy
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 3.CrewMemberSlot 5]
ID=CrewMemberSlot_CommandW2C1
NameDisplayable= Command Room Crew
Type= Crewman
WatchIndex= 2
IDLinkCrewMember= Matrosengefreiter-Command
WatchCrewMemberSlot3D= NA_dummy
BattleStationsCrewMemberSlot3D= SA1_dummy
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 3.CrewMemberSlot 6]
ID=CrewMemberSlot_CommandW3C1
NameDisplayable= Command Room Crew
Type= Crewman
WatchIndex= 3
IDLinkCrewMember= Matrosengefreiter-Command
WatchCrewMemberSlot3D= NA_dummy
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 3.CrewMemberSlot 7]
ID=CrewMemberSlot_CommandW1C2
NameDisplayable= Command Room Crew
Type= Crewman
WatchIndex= 1
IDLinkCrewMember= Matrosengefreiter-Command
WatchCrewMemberSlot3D= HF_dummy
BattleStationsCrewMemberSlot3D= HF_dummy
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 3.CrewMemberSlot 8]
ID=CrewMemberSlot_CommandW2C2
NameDisplayable= Command Room Crew
Type= Crewman
WatchIndex= 2
IDLinkCrewMember= Matrosengefreiter-Command
WatchCrewMemberSlot3D= HF_dummy
BattleStationsCrewMemberSlot3D= HA_dummy
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 3.CrewMemberSlot 9]
ID=CrewMemberSlot_CommandW3C2
NameDisplayable= Command Room Crew
Type= Crewman
WatchIndex= 3
IDLinkCrewMember= Matrosengefreiter-Command
WatchCrewMemberSlot3D= HF_dummy
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 3.CrewMemberSlot 10]
ID=CrewMemberSlot_CommandW1C3
NameDisplayable= Command Room Crew
Type= Crewman
WatchIndex= 1
IDLinkCrewMember= Oberbootsmann-Command
WatchCrewMemberSlot3D= HA_dummy
BattleStationsCrewMemberSlot3D= NA_dummy
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 3.CrewMemberSlot 11]
ID=CrewMemberSlot_CommandW2C3
NameDisplayable= Command Room Crew
Type= Crewman
WatchIndex= 2
IDLinkCrewMember= Obermaat-Medic
WatchCrewMemberSlot3D= HA_dummy
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 3.CrewMemberSlot 12]
ID=CrewMemberSlot_CommandW3C3
NameDisplayable= Command Room Crew
Type= Crewman
WatchIndex= 3
IDLinkCrewMember= Obermaat-Medic
WatchCrewMemberSlot3D= HA_dummy
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

; ******** Radio ROOM *********

[UserPlayerUnit 1.Compartment 4.CrewMemberSlot 1]
ID=CrewMemberSlot_RadioW1L1
NameDisplayable= Radio Room Crew
Type= Leader
WatchIndex= 1
IDLinkCrewMember= Bootsmann-Sensors
WatchCrewMemberSlot3D= SON
BattleStationsCrewMemberSlot3D= SON
WatchAccessoriesForAdding3DObjects= headphones#Head
WatchAccessoriesForSubtracting3DObjects= sapca
BattleAccessoriesForAdding3DObjects= headphones#Head
BattleAccessoriesForSubtracting3DObjects= sapca

[UserPlayerUnit 1.Compartment 4.CrewMemberSlot 2]
ID=CrewMemberSlot_RadioW2L1
NameDisplayable= Radio Room Crew
Type= Leader
WatchIndex= 2
IDLinkCrewMember= Obermaat-Sensors
WatchCrewMemberSlot3D= SON
BattleStationsCrewMemberSlot3D= RAD
WatchAccessoriesForAdding3DObjects= headphones#Head
WatchAccessoriesForSubtracting3DObjects= sapca
BattleAccessoriesForAdding3DObjects= headphones#Head
BattleAccessoriesForSubtracting3DObjects= sapca

[UserPlayerUnit 1.Compartment 4.CrewMemberSlot 3]
ID=CrewMemberSlot_RadioW3L1
NameDisplayable= Radio Room Crew
Type= Leader
WatchIndex= 3
IDLinkCrewMember= Maat-Sensors
WatchCrewMemberSlot3D= SON
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= headphones#Head
WatchAccessoriesForSubtracting3DObjects= sapca
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 4.CrewMemberSlot 4]
ID=CrewMemberSlot_RadioW1C1
NameDisplayable= Radio Room Crew
Type= Crewman
WatchIndex= 1
IDLinkCrewMember= Matrosenobergefreiter-Sensors
WatchCrewMemberSlot3D= RAD
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= headphones#Head
WatchAccessoriesForSubtracting3DObjects= sapca
BattleAccessoriesForAdding3DObjects= headphones#Head
BattleAccessoriesForSubtracting3DObjects= sapca

[UserPlayerUnit 1.Compartment 4.CrewMemberSlot 5]
ID=CrewMemberSlot_RadioW2C1
NameDisplayable= Radio Room Crew
Type= Crewman
WatchIndex= 2
IDLinkCrewMember= Matrosenobergefreiter-Sensors
WatchCrewMemberSlot3D= RAD
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= headphones#Head
WatchAccessoriesForSubtracting3DObjects= sapca
BattleAccessoriesForAdding3DObjects= headphones#Head
BattleAccessoriesForSubtracting3DObjects= sapca

[UserPlayerUnit 1.Compartment 4.CrewMemberSlot 6]
ID=CrewMemberSlot_RadioW3C1
NameDisplayable= Radio Room Crew
Type= Crewman
WatchIndex= 3
IDLinkCrewMember= Matrosengefreiter-Sensors
WatchCrewMemberSlot3D= RAD
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= headphones#Head
WatchAccessoriesForSubtracting3DObjects= sapca
BattleAccessoriesForAdding3DObjects= headphones#Head
BattleAccessoriesForSubtracting3DObjects= sapca

; ******** Conning Tower *********

[UserPlayerUnit 1.Compartment 5.CrewMemberSlot 1]
ID=CrewMemberSlot_AttackW1L
NameDisplayable= Conning Tower Crew
Type= Officer
WatchIndex= 1
IDLinkCrewMember= NULL
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 5.CrewMemberSlot 2]
ID=CrewMemberSlot_AttackW2L
NameDisplayable= Conning Tower Crew
Type= Officer
WatchIndex= 2
IDLinkCrewMember= NULL
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 5.CrewMemberSlot 3]
ID=CrewMemberSlot_AttackW3L
NameDisplayable= Conning Tower Crew
Type= Officer
WatchIndex= 3
IDLinkCrewMember= NULL
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 5.CrewMemberSlot 4]
ID=CrewMemberSlot_AttackW1C
NameDisplayable= Conning Tower Crew
Type= Crewman
WatchIndex= 1
IDLinkCrewMember= NULL
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 5.CrewMemberSlot 5]
ID=CrewMemberSlot_AttackW2C
NameDisplayable= Conning Tower Crew
Type= Crewman
WatchIndex= 2
IDLinkCrewMember= NULL
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 5.CrewMemberSlot 6]
ID=CrewMemberSlot_AttackW3C
NameDisplayable= Conning Tower Crew
Type= Crewman
WatchIndex= 3
IDLinkCrewMember= NULL
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

; ******** BOW TORPEDO *********


[UserPlayerUnit 1.Compartment 6.CrewMemberSlot 1]
ID=CrewMemberSlot_BowTorpW1L
NameDisplayable= Bow Torpedo 1st Watch Leader
Type= Leader
WatchIndex= 1
IDLinkCrewMember= Obermaat-Torpedo
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 6.CrewMemberSlot 2]
ID=CrewMemberSlot_BowTorpW2L
NameDisplayable= Bow Torpedo 2nd Watch Leader
Type= Leader
WatchIndex= 2
IDLinkCrewMember= Obermaat-Torpedo
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 6.CrewMemberSlot 3]
ID=CrewMemberSlot_BowTorpW3L
NameDisplayable= Bow Torpedo 3rd Watch Leader
Type= Leader
WatchIndex= 3
IDLinkCrewMember= Maat-Torpedo
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 6.CrewMemberSlot 4]
ID=CrewMemberSlot_BowTorpW1C1
NameDisplayable= Bow Torpedo Crew
Type= Crewman
WatchIndex= 1
IDLinkCrewMember= Matrosenobergefreiter-Torpedo
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 6.CrewMemberSlot 5]
ID=CrewMemberSlot_BowTorpW2C1
NameDisplayable= Bow Torpedo Crew
Type= Crewman
WatchIndex= 2
IDLinkCrewMember= Matrosenobergefreiter-Torpedo
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 6.CrewMemberSlot 6]
ID=CrewMemberSlot_BowTorpW3C1
NameDisplayable= Bow Torpedo Crew
Type= Crewman
WatchIndex= 3
IDLinkCrewMember= Matrosenobergefreiter-Torpedo
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 6.CrewMemberSlot 7]
ID=CrewMemberSlot_BowTorpW1C2
NameDisplayable= Fore Torpedo Crew
Type= Crewman
WatchIndex= 1
IDLinkCrewMember= Matrosenobergefreiter-Torpedo
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 6.CrewMemberSlot 8]
ID=CrewMemberSlot_BowTorpW2C2
NameDisplayable= Fore Torpedo Crew
Type= Crewman
WatchIndex= 2
IDLinkCrewMember= Matrosenobergefreiter-Torpedo
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 6.CrewMemberSlot 9]
ID=CrewMemberSlot_BowTorpW3C2
NameDisplayable= Fore Torpedo Crew
Type= Crewman
WatchIndex= 3
IDLinkCrewMember= Matrosenobergefreiter-Torpedo
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

; ******** Crew Berthing *********

[UserPlayerUnit 1.Compartment 7.CrewMemberSlot 1]
ID=CrewMemberSlot_BerthingC1
NameDisplayable= Crew Berthing
Type= Crewman
WatchIndex= 0
IDLinkCrewMember= NULL
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 7.CrewMemberSlot 2]
ID=CrewMemberSlot_BerthingC2
NameDisplayable= Crew Berthing
Type= Crewman
WatchIndex= 0
IDLinkCrewMember= NULL
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 7.CrewMemberSlot 3]
ID=CrewMemberSlot_BerthingC3
NameDisplayable= Crew Berthing
Type= Crewman
WatchIndex= 0
IDLinkCrewMember= NULL
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 7.CrewMemberSlot 4]
ID=CrewMemberSlot_BerthingC4
NameDisplayable= Crew Berthing
Type= Crewman
WatchIndex= 0
IDLinkCrewMember= NULL
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 7.CrewMemberSlot 5]
ID=CrewMemberSlot_BerthingC5
NameDisplayable= Crew Berthing
Type= Crewman
WatchIndex= 0
IDLinkCrewMember= NULL
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 7.CrewMemberSlot 6]
ID=CrewMemberSlot_BerthingC6
NameDisplayable= Crew Berthing
Type= Crewman
WatchIndex= 0
IDLinkCrewMember= NULL
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL


[UserPlayerUnit 1.Compartment 7.CrewMemberSlot 7]
ID=CrewMemberSlot_BerthingC7
NameDisplayable= Crew Berthing
Type= Crewman
WatchIndex= 0
IDLinkCrewMember= NULL
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 7.CrewMemberSlot 8]
ID=CrewMemberSlot_BerthingC8
NameDisplayable= Crew Berthing
Type= Crewman
WatchIndex= 0
IDLinkCrewMember= NULL
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 7.CrewMemberSlot 9]
ID=CrewMemberSlot_BerthingC9
NameDisplayable= Crew Berthing
Type= Crewman
WatchIndex= 0
IDLinkCrewMember= NULL
WatchCrewMemberSlot3D= NULL
BattleStationsCrewMemberSlot3D= NULL
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

; ******** DAMAGE CONTROL *********


[UserPlayerUnit 1.Compartment 8.CrewMemberSlot 1]
ID=CrewMemberSlot_DamageL1
NameDisplayable= Damage Control Team Leader
Type= Leader
WatchIndex= 0
IDLinkCrewMember= Matrosenobergefreiter-DC
WatchCrewMemberSlot3D= RT1_dummy
BattleStationsCrewMemberSlot3D= RT1_dummy
WatchAccessoriesForAdding3DObjects= WRENCH
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= WRENCH
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 8.CrewMemberSlot 2]
ID=CrewMemberSlot_DamageC1
NameDisplayable= Damage Control Crew
Type= Crewman
WatchIndex= 0
IDLinkCrewMember= Matrosengefreiter-DC
WatchCrewMemberSlot3D= RT2_dummy
BattleStationsCrewMemberSlot3D= RT2_dummy
WatchAccessoriesForAdding3DObjects= WRENCH
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= WRENCH
BattleAccessoriesForSubtracting3DObjects= NULL


; ******** DECK GUN *********


[UserPlayerUnit 1.Compartment 9.CrewMemberSlot 1]
ID=CrewMemberSlot_DGunL
NameDisplayable= Deck Gun Leader
Type= Leader
WatchIndex= 0
IDLinkCrewMember= NULL
WatchCrewMemberSlot3D= WM1@slot_M01
BattleStationsCrewMemberSlot3D= WM1@slot_M01
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 9.CrewMemberSlot 2]
ID=CrewMemberSlot_DGunC1
NameDisplayable= Deck Gun Crew
Type= Crewman
WatchIndex= 0
IDLinkCrewMember= NULL
WatchCrewMemberSlot3D= WM2@slot_M01
BattleStationsCrewMemberSlot3D= WM2@slot_M01
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 9.CrewMemberSlot 3]
ID=CrewMemberSlot_DGunC2
NameDisplayable= Deck Gun Crew
Type= Crewman
WatchIndex= 0
IDLinkCrewMember= NULL
WatchCrewMemberSlot3D= WM3@slot_M01
BattleStationsCrewMemberSlot3D= WM3@slot_M01
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 9.CrewMemberSlot 4]
ID=CrewMemberSlot_DGunC3
NameDisplayable= Deck Gun Crew
Type= Crewman
WatchIndex= 0
IDLinkCrewMember= NULL
WatchCrewMemberSlot3D= WM4@slot_M01
BattleStationsCrewMemberSlot3D= WM4@slot_M01
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 9.CrewMemberSlot 5]
ID=CrewMemberSlot_DGunC4
NameDisplayable= Deck Gun Crew
Type= Crewman
WatchIndex= 0
IDLinkCrewMember= NULL
WatchCrewMemberSlot3D= WM5@slot_M01
BattleStationsCrewMemberSlot3D= WM5@slot_M01
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 9.CrewMemberSlot 6]
ID=CrewMemberSlot_DGunC5
NameDisplayable= Deck Gun Crew
Type= Crewman
WatchIndex= 0
IDLinkCrewMember= NULL
WatchCrewMemberSlot3D= WM6@slot_M01
BattleStationsCrewMemberSlot3D= WM6@slot_M01
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL

[UserPlayerUnit 1.Compartment 9.CrewMemberSlot 7]
ID=CrewMemberSlot_DGunC6
NameDisplayable= Deck Gun Crew
Type= Crewman
WatchIndex= 0
IDLinkCrewMember= NULL
WatchCrewMemberSlot3D= WM7@slot_M01
BattleStationsCrewMemberSlot3D= WM7@slot_M01
WatchAccessoriesForAdding3DObjects= NULL
WatchAccessoriesForSubtracting3DObjects= NULL
BattleAccessoriesForAdding3DObjects= NULL
BattleAccessoriesForSubtracting3DObjects= NULL


;************************************************* ***********
;
; COMPARTMENT EQUIPMENT & WEAPS
;
;************************************************* ***********


;------------------------------------------------------------
; STERN TORPEDO
;------------------------------------------------------------

[UserPlayerUnit 1.Compartment 1.EquipmentSlot 1]
ID= EqSlotSternTorpWall
NameDisplayable= After Torpedo Room Compartment
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, ATRBulkhead
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= 200

[UserPlayerUnit 1.Compartment 1.EquipmentSlot 2]
ID= VIIATRBH
NameDisplayable= After Torpedo Room Pressure Hull
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, ATRBHZone
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= 232

[UserPlayerUnit 1.Compartment 1.EquipmentSlot 3]
ID= EqSlot11
NameDisplayable= Stern Dive Planes Transmission
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, DivePlanesTransmission
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= 60

[UserPlayerUnit 1.Compartment 1.EquipmentSlot 4]
ID= StbdRudder
NameDisplayable= Stbd Rudders Transmission
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, StbdRudderTransmission
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= 67

[UserPlayerUnit 1.Compartment 1.EquipmentSlot 5]
ID= PortRudder
NameDisplayable= Port Rudders Transmission
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, PortRudderTransmission
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= 73

[UserPlayerUnit 1.Compartment 1.EquipmentSlot 6]
ID= EqSlot13
NameDisplayable= Stbd Propeller Shaft
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, StbdPropellerShaft
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= 68

[UserPlayerUnit 1.Compartment 1.EquipmentSlot 7]
ID= EqSlot14
NameDisplayable= Port Propeller Shaft
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, PortPropellerShaft
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= 72

[UserPlayerUnit 1.Compartment 1.EquipmentSlot 8]
ID= EqSlotSEE
NameDisplayable= Starboard Electric Engine
Type=NULL
AcceptedTypes=IXEEngine
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, StbdElectricEngine
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= 22

[UserPlayerUnit 1.Compartment 1.EquipmentSlot 9]
ID= EqSlotPEE
NameDisplayable= Port Electric Engine
Type=NULL
AcceptedTypes=IXEEngine
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, PortElectricEngine
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= 56

[UserPlayerUnit 1.Compartment 1.WeaponSlot 1]
ID= TorpMountS1
NameDisplayable= Torpedo Tube V
Type=NULL
AcceptedTypes= TorpedoTube
UserCustomizable=No
IDLinkBunker=SternTorpedoRoom
IDLinkWeaponIntervalDefault1= NULL, 1940-12-31, TorpedoTube533Ger, T2Torpedo
IDLinkWeaponIntervalDefault2= 1941-01-01, 1942-11-01, TorpedoTube533Ger, T4Torpedo
IDLinkWeaponIntervalDefault3= 1942-11-02, NULL, TorpedoTube533Ger, T3Torpedo
ExternalNodeName3D= NULL
ExternalObjectName3D= NSS_Uboat7b_Door02_B_anim
ExternalDamageZoneTypeID3D= 61

[UserPlayerUnit 1.Compartment 1.WeaponSlot 2]
ID= DecoyLaunchMount
NameDisplayable= Decoy Launcher
Type=NULL
AcceptedTypes= GerDecoyLaunchers
UserCustomizable=No
IDLinkBunker=SternDecoyReserve, SternTorpedoReserves
IDLinkWeaponIntervalDefault1= 1941-01-01, 1945-12-31, DecoyLaunchTube1, BubbleGenerator
ExternalNodeName3D= BLD
ExternalObjectName3D= NULL
ExternalDamageZoneTypeID3D= 138

[UserPlayerUnit 1.Compartment 1.Bunker 1]
ID=SternTorpedoRoom
Capacity=1
IDLinkAmmunitionIntervalDefault1= NULL, 1940-12-31, T2Torpedo, 1
IDLinkAmmunitionIntervalDefault2= 1941-01-01, 1942-11-01, T4Torpedo, 1
IDLinkAmmunitionIntervalDefault3= 1942-11-02, NULL, T3Torpedo, 1

[UserPlayerUnit 1.Compartment 1.Bunker 2] ; Deck reserves
ID=SternTorpedoReserves
Capacity=1
IDLinkAmmunitionIntervalDefault1= NULL, 1940-12-31, T1Torpedo, 1
IDLinkAmmunitionIntervalDefault2= 1941-01-01, 1942-11-01, T11Torpedo, 1
ExternalReserves=Yes

[UserPlayerUnit 1.Compartment 1.Bunker 3]
ID=SternDecoyReserve
Capacity=0
IDLinkAmmunitionIntervalDefault1= NULL, NULL, BubbleGenerator, 0




;------------------------------------------------------------
; ENGINES ROOM
;------------------------------------------------------------

[UserPlayerUnit 1.Compartment 2.EquipmentSlot 1]
ID= EqSlotEnginesWall
NameDisplayable= Engine Rooms Compartment
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, ERBulkhead
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= 201

[UserPlayerUnit 1.Compartment 2.EquipmentSlot 2]
ID= VIIERBH
NameDisplayable= Engine Room Pressure Hull
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, ERBHZone
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= 233

[UserPlayerUnit 1.Compartment 2.EquipmentSlot 3]
ID= EqSlotSDE
NameDisplayable= Starboard Diesel Engine
Type=NULL
AcceptedTypes=IXDEngine
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, StbdDieselEngine
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= 21

[UserPlayerUnit 1.Compartment 2.EquipmentSlot 4]
ID= EqSlotPDE
NameDisplayable= Port Diesel Engine
Type=NULL
AcceptedTypes=IXDEngine
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, PortDieselEngine
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= 55

[UserPlayerUnit 1.Compartment 2.EquipmentSlot 5]
ID= EqSlotComp
NameDisplayable= Compressor
Type=NULL
AcceptedTypes=IXComp
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, IXCompressor
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= 57

[UserPlayerUnit 1.Compartment 2.EquipmentSlot 6]
ID= CFOTank
NameDisplayable= Clean Fuel Oil (CFO) Tank
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, UBCFOTank
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= 54


;-------------------------------------------------------------
; COMMAND ROOM
;------------------------------------------------------------

[UserPlayerUnit 1.Compartment 3.EquipmentSlot 1]
ID= EqSlotCommandWall
NameDisplayable= Control Room Compartment
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, CRBulkhead
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= 202

[UserPlayerUnit 1.Compartment 3.EquipmentSlot 2]
ID= VIICRBH
NameDisplayable= Control Room Pressure Hull
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, CRBHZone
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= 234

[UserPlayerUnit 1.Compartment 3.EquipmentSlot 3]
ID= EqSlot31
NameDisplayable= Trim Pump
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, MainPump
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= 53

[UserPlayerUnit 1.Compartment 3.EquipmentSlot 4]
ID= EqSlot36
NameDisplayable= Hydraulic Pump
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, HydraulicPumpBasic
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= -1

[UserPlayerUnit 1.Compartment 3.EquipmentSlot 5]
ID= CommRoomTDC
NameDisplayable= Torpedo Data Computer
Type=NULL
AcceptedTypes=GerTDC
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, VorhaltrechnerS3
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= -1

[UserPlayerUnit 1.Compartment 3.EquipmentSlot 6]
ID= ScopeBase1
NameDisplayable= Observation Periscope
Type=NULL
AcceptedTypes=USPeriscope
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, ObsPeriscope
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= -1

[UserPlayerUnit 1.Compartment 3.EquipmentSlot 7]
ID= IXSternBattery
NameDisplayable= Stern Battery
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, VIISBat27MAK740
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= 59

;------------------------------------------------------------
; RADIO ROOM
;------------------------------------------------------------

[UserPlayerUnit 1.Compartment 4.EquipmentSlot 1]
ID= EqSlotRadioWall
NameDisplayable= Control Room Compartment
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, RRBulkhead
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= 208

[UserPlayerUnit 1.Compartment 4.EquipmentSlot 2]
ID= VIIRRBH
NameDisplayable= Control Room Pressure Hull
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, RRBHZone
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= 194

[UserPlayerUnit 1.Compartment 4.EquipmentSlot 3]
ID= EqSlot41
NameDisplayable= Hydrophone Apparatus
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, Hydrophone
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= 49

[UserPlayerUnit 1.Compartment 4.EquipmentSlot 4]
ID= EqSlot42
NameDisplayable= Radio Apparatus
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, BasicRadio
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= 50

[UserPlayerUnit 1.Compartment 4.EquipmentSlot 5]
ID= EqSlot44
NameDisplayable= Radar Warning Receiver
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= 1942-08-01, NULL, NULL
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= -1

;------------------------------------------------------------
; CONNING TOWER
;------------------------------------------------------------


[UserPlayerUnit 1.Compartment 5.EquipmentSlot 1]
ID= EqSlotCommandWall
NameDisplayable= Conning Tower Compartment
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, CTBulkhead
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= 192

[UserPlayerUnit 1.Compartment 5.EquipmentSlot 2]
ID= VIICRBH
NameDisplayable= Conning Tower Pressure Hull
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, CTBHZone
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= 236

[UserPlayerUnit 1.Compartment 5.EquipmentSlot 3]
ID= ScopeBase2
NameDisplayable= Attack Periscope
Type=NULL
AcceptedTypes=USPeriscope
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, AttackPeriscope
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= -1



;------------------------------------------------------------
; BOW TORPEDO
;------------------------------------------------------------

[UserPlayerUnit 1.Compartment 6.EquipmentSlot 1]
ID= EqSlotBowTorpWall
NameDisplayable= Forward Torpedo Room Compartment
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, FTRBulkhead
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= 199

[UserPlayerUnit 1.Compartment 6.EquipmentSlot 2]
ID= IIBFTRBH
NameDisplayable= Forward Torpedo Room Pressure Hull
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, FTRBHZone
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= 235

[UserPlayerUnit 1.Compartment 6.EquipmentSlot 3]
ID= EqSlot51
NameDisplayable= Bow Dive Planes Transmission
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, DivePlanesTransmission
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= 33

[UserPlayerUnit 1.Compartment 6.EquipmentSlot 4]
ID= EqSlot53
NameDisplayable= Hydrophone Receivers
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, NULL
ExternalNodeName3D= H01
ExternalDamageZoneTypeID3D= 139

[UserPlayerUnit 1.Compartment 6.EquipmentSlot 5]
ID= EqSlot54
NameDisplayable= Hydrophone Receivers
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, NULL
ExternalNodeName3D= H02
ExternalDamageZoneTypeID3D= 209

[UserPlayerUnit 1.Compartment 6.EquipmentSlot 6]
ID= IXBowBattery
NameDisplayable= Bow Batteries
Type=NULL
AcceptedTypes=NULL
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, VIIBowBat27MAK740
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= 23

[UserPlayerUnit 1.Compartment 6.WeaponSlot 1]
ID= TorpMountB1
NameDisplayable= Torpedo Tube I
Type=NULL
AcceptedTypes= TorpedoTube
UserCustomizable=No
IDLinkBunker=BowTorpedoRoom, BowTorpedoReserves
IDLinkWeaponIntervalDefault1= NULL, 1940-12-31, TorpedoTube533Ger, T2Torpedo
IDLinkWeaponIntervalDefault2= 1941-01-01, 1942-11-01, TorpedoTube533Ger, T4Torpedo
IDLinkWeaponIntervalDefault3= 1942-11-02, 1944-02-01, TorpedoTube533Ger, T3Torpedo
IDLinkWeaponIntervalDefault4= 1944-02-02, NULL, TorpedoTube533Ger, T1Fat1Torpedo
ExternalNodeName3D= NULL
ExternalObjectName3D= NSS_Uboat7b_Door02_FRU_anim
ExternalDamageZoneTypeID3D= 58

[UserPlayerUnit 1.Compartment 6.WeaponSlot 2]
ID= TorpMountB2
NameDisplayable= Torpedo Tube II
Type=NULL
AcceptedTypes= TorpedoTube
UserCustomizable=No
IDLinkBunker=BowTorpedoRoom, BowTorpedoReserves
IDLinkWeaponIntervalDefault1= NULL, 1940-12-31, TorpedoTube533Ger, T2Torpedo
IDLinkWeaponIntervalDefault2= 1941-01-01, 1942-11-01, TorpedoTube533Ger, T4Torpedo
IDLinkWeaponIntervalDefault3= 1942-11-02, 1944-02-01, TorpedoTube533Ger, T3Torpedo
IDLinkWeaponIntervalDefault4= 1944-02-02, NULL, TorpedoTube533Ger, T1Fat1Torpedo
ExternalNodeName3D= NULL
ExternalObjectName3D= NSS_Uboat7b_Door02_FLU_anim
ExternalDamageZoneTypeID3D= 131

[UserPlayerUnit 1.Compartment 6.WeaponSlot 3]
ID= TorpMountB3
NameDisplayable= Torpedo Tube III
Type=NULL
AcceptedTypes= TorpedoTube
UserCustomizable=No
IDLinkBunker=BowTorpedoRoom, BowTorpedoReserves
IDLinkWeaponIntervalDefault1= NULL, 1940-12-31, TorpedoTube533Ger, T2Torpedo
IDLinkWeaponIntervalDefault2= 1941-01-01, 1942-11-01, TorpedoTube533Ger, T4Torpedo
IDLinkWeaponIntervalDefault3= 1942-11-02, NULL, TorpedoTube533Ger, T3Torpedo
ExternalNodeName3D= NULL
ExternalObjectName3D= NSS_Uboat7b_Door02_FRD_anim
ExternalDamageZoneTypeID3D= 132

[UserPlayerUnit 1.Compartment 6.WeaponSlot 4]
ID= TorpMountB4
NameDisplayable= Torpedo Tube IV
Type=NULL
AcceptedTypes= TorpedoTube
UserCustomizable=No
IDLinkBunker=BowTorpedoRoom, BowTorpedoReserves
IDLinkWeaponIntervalDefault1= NULL, 1940-12-31, TorpedoTube533Ger, T2Torpedo
IDLinkWeaponIntervalDefault2= 1941-01-01, 1942-11-01, TorpedoTube533Ger, T4Torpedo
IDLinkWeaponIntervalDefault3= 1942-11-02, NULL, TorpedoTube533Ger, T3Torpedo
ExternalNodeName3D= NULL
ExternalObjectName3D= NSS_Uboat7b_Door02_FLD_anim
ExternalDamageZoneTypeID3D= 133

[UserPlayerUnit 1.Compartment 6.Bunker 1] ; Forward Torpedo Room
ID=BowTorpedoRoom
Capacity=6
IDLinkAmmunitionIntervalDefault1= NULL, 1940-12-31, T1Torpedo, 4, T2Torpedo, 2
IDLinkAmmunitionIntervalDefault2= 1941-01-01, 1942-11-01, T11Torpedo, 4, T4Torpedo, 2
IDLinkAmmunitionIntervalDefault3= 1942-11-02, 1944-06-31, T11Torpedo, 2, T3Torpedo, 4
IDLinkAmmunitionIntervalDefault4= 1944-07-01, NUll, T3Torpedo, 2, T1Fat1Torpedo, 2

[UserPlayerUnit 1.Compartment 6.Bunker 2] ; Deck reserves
ID=BowTorpedoReserves
Capacity=1
IDLinkAmmunitionIntervalDefault1= NULL, 1941-12-31, T1Torpedo, 1
IDLinkAmmunitionIntervalDefault2= 1942-01-01, 1942-11-01, T11Torpedo, 1
ExternalReserves=Yes

;------------------------------------------------------------
; DECK GUNS AND MISC EXTERNAL EQUIP
;------------------------------------------------------------


[UserPlayerUnit 1.Compartment 9.WeaponSlot 1]
ID= BowDeckGun
NameDisplayable= Deck Gun Mount
Type=NULL
AcceptedTypes= NULL
UserCustomizable=No
IDLinkBunker= GunsAmmoBunker
IDLinkWeaponIntervalDefault1= NULL, NULL, NULL, NULL
ExternalNodeName3D= M01
ExternalObjectName3D= NULL
ExternalDamageZoneTypeID3D= 229 ;-1

[UserPlayerUnit 1.Compartment 3.Bunker 1] ; Deck Gun and Flak guns ammo
ID=GunsAmmoBunker
Capacity=10
IDLinkAmmunitionIntervalDefault1= NULL, NULL, NULL, 0
;Link1=Buncar 2, LinkType, Time



;************************************************* ***********
;
; UpgradePackSlot
;
;************************************************* ***********


[UserPlayerUnit 1.UpgradePackSlot 1]
ID= UpgDeckGun
NameDisplayable= Deckgeschütz
Type=NULL
AcceptedTypes= GerHeavyDeckGun, GerDeckGun
UserCustomizable=Yes
IDLinkUpgradePackSlots= BowDeckGun
IDLinkUpgradePackSlotsIntervalDefault1= 1939-01-01, 1943-06-01, Upack88mmDG

[UserPlayerUnit 1.UpgradePackSlot 2]
ID= UpgHydrophone
NameDisplayable= Hydrophone
Type=NULL
AcceptedTypes= IXHydrophone
UserCustomizable=Yes
IDLinkUpgradePackSlots= EqSlot41, EqSlot53, EqSlot54
IDLinkUpgradePackSlotsIntervalDefault1= Null, Null, UpackIXGHG

[UserPlayerUnit 1.UpgradePackSlot 3]
ID= UpgRadarWarningReceiver
NameDisplayable= Radar Warning Receiver
Type=NULL
AcceptedTypes= IXRadarWarningReceiver
UserCustomizable=Yes
IDLinkUpgradePackSlots= RWRAntenna, EqSlot44
IDLinkUpgradePackSlotsIntervalDefault1= 1942-08-01, 1943-11-14, UpackIXFuMB1
IDLinkUpgradePackSlotsIntervalDefault2= 1943-11-15, 1945-12-31, UpackIXFuMB10

[UserPlayerUnit 1.UpgradePackSlot 4]
ID= UpgSchnorkel
NameDisplayable=Main Deck
Type=NULL
AcceptedTypes= Schnorkel
UserCustomizable=Yes
IDLinkUpgradePackSlots= SnorkelSlot
IDLinkUpgradePackSlotsIntervalDefault1= Null, Null, UpackVIIBSnorkelMask

[UserPlayerUnit 1.UpgradePackSlot 5]
ID= UpgDecoyLauncher
NameDisplayable= Decoy Launcher
Type=NULL
AcceptedTypes= GerDecoyLauncher
UserCustomizable=Yes
IDLinkUpgradePackSlots= DecoyLaunchMount
IDLinkUpgradePackSlotsIntervalDefault1= 1941-01-01, 1943-03-01, UpackBold1
IDLinkUpgradePackSlotsIntervalDefault2= 1943-03-02, 1943-07-10, UpackBold2
IDLinkUpgradePackSlotsIntervalDefault3= 1943-07-11, 1944-04-01, UpackBold3
IDLinkUpgradePackSlotsIntervalDefault4= 1944-04-02, 1945-12-31, UpackBold4


;************************************************* ***********
;
; FunctionalSubsystem
;
;************************************************* ***********
;
; FunctionalType= PropulsionSurface
; FunctionalType= PropulsionUnderwater
; FunctionalType= PropulsionSilent
; FunctionalType= SteeringHorizontal
; FunctionalType= SteeringVertical
; FunctionalType= SensorHydrophone
; FunctionalType= SensorSonar
; FunctionalType= SensorRWR
; FunctionalType= SensorRadio
; FunctionalType= SensorRadar
; FunctionalType= SensorMAD
; FunctionalType= SensorPeriscope
; FunctionalType= SensorEyeball
; FunctionalType= SensorDF
; FunctionalType= WeaponDecoy
; FunctionalType= WeaponTorpedo
; FunctionalType= WeaponMainCannon
; FunctionalType= WeaponSecondaryCannon
; FunctionalType= WeaponFlak
; FunctionalType= ResourceCompressedAir
; FunctionalType= ResourceFuel
; FunctionalType= ResourceElectricity


[UserPlayerUnit 1.FunctionalSubsystem 1]
ID= DieselPropulsionStbd
NameDisplayable= Starboard Side Diesel Propulsion
FunctionalType= PropulsionSurface
IDLinkFunctionalSubsystemSlots= EqSlot13, 0, EqSlotSDE, 1, SnorkelSlot, 0

[UserPlayerUnit 1.FunctionalSubsystem 2]
ID= DieselPropulsionPort
NameDisplayable= Port Side Diesel Propulsion
FunctionalType= PropulsionSurface
IDLinkFunctionalSubsystemSlots= EqSlot14, 0, EqSlotPDE, 1, SnorkelSlot, 0

[UserPlayerUnit 1.FunctionalSubsystem 3]
ID= ElectricPropulsionStbd
NameDisplayable= Starboard Side Electric Propulsion
FunctionalType= PropulsionUnderwater
IDLinkFunctionalSubsystemSlots= EqSlot13, 0, EqSlotSEE, 1, IXSternBattery, 0, IXBowBattery, 0

[UserPlayerUnit 1.FunctionalSubsystem 4]
ID= ElectricPropulsionPort
NameDisplayable= Port Side Electric Propulsion
FunctionalType= PropulsionUnderwater
IDLinkFunctionalSubsystemSlots= EqSlot14, 0, EqSlotPEE, 1, IXSternBattery, 0, IXBowBattery, 0

[UserPlayerUnit 1.FunctionalSubsystem 5]
ID= DiveControls
NameDisplayable= Dive Control Systems
FunctionalType= SteeringVertical
IDLinkFunctionalSubsystemSlots= EqSlot11, 0, EqSlot31, 1, EqSlot51, 0

[UserPlayerUnit 1.FunctionalSubsystem 6]
ID= SteeringControls
NameDisplayable= Steering Control Systems
FunctionalType= SteeringHorizontal
IDLinkFunctionalSubsystemSlots= StbdRudder, 0, Port Rudder, 0, EqSlot36, 1

[UserPlayerUnit 1.FunctionalSubsystem 7]
ID= CompressedAir
NameDisplayable= Compressor
FunctionalType= ResourceCompressedAir
IDLinkFunctionalSubsystemSlots= EqSlotComp, 1

[UserPlayerUnit 1.FunctionalSubsystem 8]
ID= ListeningGear
NameDisplayable= Hydrophone
FunctionalType= SensorHydrophone
IDLinkFunctionalSubsystemSlots= EqSlot41, 1, EqSlot53, 0, EqSlot54, 0

[UserPlayerUnit 1.FunctionalSubsystem 9]
ID= Radio
NameDisplayable= Radio
FunctionalType= SensorRadio
IDLinkFunctionalSubsystemSlots= EqSlot42, 1, RadioAntenna, 0

[UserPlayerUnit 1.FunctionalSubsystem 10]
ID= Radar
NameDisplayable= Radar
FunctionalType= SensorRadar
IDLinkFunctionalSubsystemSlots= EqSlot43, 1, RadarAntenna, 0

[UserPlayerUnit 1.FunctionalSubsystem 11]
ID= DecoyLauncher
NameDisplayable= Decoy Launcher
FunctionalType= WeaponDecoy
IDLinkFunctionalSubsystemSlots= BoldLauncher, 1

[UserPlayerUnit 1.FunctionalSubsystem 12]
ID= RadarWarning
NameDisplayable= Radar Warning Receiver
FunctionalType= SensorRWR
IDLinkFunctionalSubsystemSlots= EqSlot44, 1, RWRAntenna, 0

[UserPlayerUnit 1.FunctionalSubsystem 13]
ID= AttackPeriscope
NameDisplayable= Attack Periscope
FunctionalType= SensorPeriscope
IDLinkFunctionalSubsystemSlots= AttackPeriscopeHead, 0

[UserPlayerUnit 1.FunctionalSubsystem 14]
ID= ObservPeriscope
NameDisplayable= Observation Periscope
FunctionalType= SensorPeriscope
IDLinkFunctionalSubsystemSlots= ObsPeriscopeHead, 0

[UserPlayerUnit 1.FunctionalSubsystem 15]
ID= TorpedoTube1
NameDisplayable= Torpedo Tube I
FunctionalType= WeaponTorpedo
IDLinkFunctionalSubsystemSlots= CommRoomTDC, 0, TorpMountB1, 1

[UserPlayerUnit 1.FunctionalSubsystem 16]
ID= TorpedoTube2
NameDisplayable= Torpedo Tube II
FunctionalType= WeaponTorpedo
IDLinkFunctionalSubsystemSlots= CommRoomTDC, 0, TorpMountB2, 1

[UserPlayerUnit 1.FunctionalSubsystem 17]
ID= TorpedoTube3
NameDisplayable= Torpedo Tube III
FunctionalType= WeaponTorpedo
IDLinkFunctionalSubsystemSlots= CommRoomTDC, 0, TorpMountB3, 1

[UserPlayerUnit 1.FunctionalSubsystem 18]
ID= TorpedoTube4
NameDisplayable= Torpedo Tube IV
FunctionalType= WeaponTorpedo
IDLinkFunctionalSubsystemSlots= CommRoomTDC, 0, TorpMountB4, 1

[UserPlayerUnit 1.FunctionalSubsystem 19]
ID= TorpedoTube5
NameDisplayable= Torpedo Tube V
FunctionalType= WeaponTorpedo
IDLinkFunctionalSubsystemSlots= CommRoomTDC, 0, TorpMountS1, 1

[UserPlayerUnit 1.FunctionalSubsystem 20]
ID= DeckGun
NameDisplayable= Deck Gun
FunctionalType= WeaponMainCannon
IDLinkFunctionalSubsystemSlots= DeckGun, 1

[UserPlayerUnit 1.FunctionalSubsystem 21]
ID= FlakGun1
NameDisplayable= 1st Flak Gun
FunctionalType= WeaponFlak
IDLinkFunctionalSubsystemSlots= CTAAMount1, 1

[UserPlayerUnit 1.FunctionalSubsystem 22]
ID= FlakGun2
NameDisplayable= 2nd Flak Gun
FunctionalType= WeaponFlak
IDLinkFunctionalSubsystemSlots= CTAAMount2, 1

[UserPlayerUnit 1.FunctionalSubsystem 23]
ID= FlakGun3
NameDisplayable= 3rd Flak Gun
FunctionalType= WeaponFlak
IDLinkFunctionalSubsystemSlots= CTAAMount3, 1

[UserPlayerUnit 1.FunctionalSubsystem 24]
ID= FlakGun4
NameDisplayable= 4th Flak Gun
FunctionalType= WeaponFlak
IDLinkFunctionalSubsystemSlots= CTAAMount4, 1

[UserPlayerUnit 1.FunctionalSubsystem 25]
ID= CrewWatch1
NameDisplayable= 1st Watch
FunctionalType= CrewMembersGrouping
IDLinkFunctionalSubsystemSlots= CrewMemberSlot_SternTorpW1L, 0,CrewMemberSlot_SternTorpW1C1, 0,CrewMemberSlot_EngineW1L, 0,CrewMemberSlot_EngineW1C1, 0,CrewMemberSlot_EngineW1C2, 0,CrewMemberSlot_CommandW1L, 0,CrewMemberSlot_CommandW1C1, 0,CrewMemberSlot_CommandW1C2, 0,CrewMemberSlot_CommandW1C3, 0,CrewMemberSlot_RadioW1L1, 0,CrewMemberSlot_RadioW1C1, 0,CrewMemberSlot_AttackW1L, 0,CrewMemberSlot_AttackW1C, 0,CrewMemberSlot_BowTorpW1L, 0,CrewMemberSlot_BowTorpW1C1, 0,CrewMemberSlot_BowTorpW1C2, 0,CrewMemberSlot_BowTorpW1C3, 0,CrewMemberSlot_WatchW1L, 0,CrewMemberSlot_WatchW1C1, 0,CrewMemberSlot_WatchW1C2, 0,CrewMemberSlot_WatchW1C3, 0,CrewMemberSlot_WatchW1C4, 0

[UserPlayerUnit 1.FunctionalSubsystem 26]
ID= CrewWatch2
NameDisplayable= 2nd Watch
FunctionalType= CrewMembersGrouping
IDLinkFunctionalSubsystemSlots= CrewMemberSlot_SternTorpW2L, 0,CrewMemberSlot_SternTorpW2C1, 0,CrewMemberSlot_EngineW2L, 0,CrewMemberSlot_EngineW2C1, 0,CrewMemberSlot_EngineW2C2, 0,CrewMemberSlot_CommandW2L, 0,CrewMemberSlot_CommandW2C1, 0,CrewMemberSlot_CommandW2C2, 0,CrewMemberSlot_CommandW2C3, 0,CrewMemberSlot_RadioW2L1, 0,CrewMemberSlot_RadioW2C1, 0,CrewMemberSlot_AttackW2L, 0,CrewMemberSlot_AttackW2C, 0,CrewMemberSlot_BowTorpW2L, 0,CrewMemberSlot_BowTorpW2C1, 0,CrewMemberSlot_BowTorpW2C2, 0,CrewMemberSlot_BowTorpW2C3, 0,CrewMemberSlot_WatchW2L, 0,CrewMemberSlot_WatchW2C1, 0,CrewMemberSlot_WatchW2C2, 0,CrewMemberSlot_WatchW2C3, 0,CrewMemberSlot_WatchW2C4, 0

[UserPlayerUnit 1.FunctionalSubsystem 27]
ID= CrewWatch3
NameDisplayable= 3rd Watch
FunctionalType= CrewMembersGrouping
IDLinkFunctionalSubsystemSlots= CrewMemberSlot_SternTorpW3L, 0,CrewMemberSlot_SternTorpW3C1, 0,CrewMemberSlot_EngineW3L, 0,CrewMemberSlot_EngineW3C1, 0,CrewMemberSlot_EngineW3C2, 0,CrewMemberSlot_CommandW3L, 0,CrewMemberSlot_CommandW3C1, 0,CrewMemberSlot_CommandW3C2, 0,CrewMemberSlot_CommandW3C3, 0,CrewMemberSlot_RadioW3L1, 0,CrewMemberSlot_RadioW3C1, 0,CrewMemberSlot_AttackW3L, 0,CrewMemberSlot_AttackW3C, 0,CrewMemberSlot_BowTorpW3L, 0,CrewMemberSlot_BowTorpW3C1, 0,CrewMemberSlot_BowTorpW3C2, 0,CrewMemberSlot_BowTorpW3C3, 0,CrewMemberSlot_WatchW3L, 0,CrewMemberSlot_WatchW3C1, 0,CrewMemberSlot_WatchW3C2, 0,CrewMemberSlot_WatchW3C3, 0,CrewMemberSlot_WatchW3C4, 0

[UserPlayerUnit 1.FunctionalSubsystem 28]
ID= CrewFlak
NameDisplayable= Flak Guns
FunctionalType= CrewMembersGrouping
IDLinkFunctionalSubsystemSlots= CrewMemberSlot_FlakL1, 0,CrewMemberSlot_FlakL2, 0,CrewMemberSlot_FlakL3, 0,CrewMemberSlot_FlakC31, 0,CrewMemberSlot_FlakC32, 0,CrewMemberSlot_FlakC1, 0,CrewMemberSlot_FlakC2, 0

[UserPlayerUnit 1.FunctionalSubsystem 29]
ID= CrewDeckGun
NameDisplayable= Deck Gun
FunctionalType= CrewMembersGrouping
IDLinkFunctionalSubsystemSlots= CrewMemberSlot_DGunL, 0,CrewMemberSlot_DGunC1, 0,CrewMemberSlot_DGunC2, 0,CrewMemberSlot_DGunC3, 0,CrewMemberSlot_DGunC4, 0,CrewMemberSlot_DGunC5, 0

[UserPlayerUnit 1.FunctionalSubsystem 30]
ID= CrewDamage
NameDisplayable= Damage Repair Team
FunctionalType= CrewMembersGrouping
IDLinkFunctionalSubsystemSlots= CrewMemberSlot_DamageL1, 0,CrewMemberSlot_DamageC1, 0

[UserPlayerUnit 1.FunctionalSubsystem 31]
ID= CrewBerthing
NameDisplayable= Crew Berthing
FunctionalType= CrewMembersGrouping
IDLinkFunctionalSubsystemSlots= CrewMemberSlot_BerthingC1, 0,CrewMemberSlot_BerthingC2, 0,CrewMemberSlot_BerthingC3, 0,CrewMemberSlot_BerthingC4, 0,CrewMemberSlot_BerthingC5, 0,CrewMemberSlot_BerthingC6, 0




;************ The End ************

airsangel
06-06-13, 12:11 PM
first of all thanks alot lurker and whoever who worked on this great mod that makes sh4 much enjoyable and realistic

since i started using this mod which is 1 month ago i have some issuse want to ask about

1- is the damge control party activated in a different way than stock ..cause i got hit by depth charges later when i escaped and 2 days past that no fixing happened so should i move the 2 members with ddamage control i con to the damge compartment ? cause in the 2 slots of famage control party they are like neglecting and not commencing fixing operation


2- i have current installation order
om 705
om 705-720
om 720 patch 5
then omegu 300
and omegu patch 7


right installation ??

so the question is the omegu adds this weird ( hard for me manual targetting ) how can i remove that interface the kuib thing and...i enjoyed the om without omegu better coz it left the stock tagetting menu of sh4 uboat... the ship the angle on bow the speed thing !


3 - my first patrol was with IX near spain returned with 34000 tons of ships. and none of them when hit had explosions or torpedo holes ?? is that happenning for me only ?


4- last question i tried this installation yesterday it seems to work well but should i expect any errors ?

tmo 2.5
tmo 2.5 small patch
om705
om705-720
om 720 patch 5


it looks great for me as a mix...any errors expected ?

airsangel
06-06-13, 08:33 PM
thnaks alot for replying...well about the damage control party when i start the career the 2 slots have 2 special crew but when i got damaged from a destroyer they didnt seem to work 3 in game days passed they did no fixing..and also injured crew remained that way...so should i have moved them to damaged places on the sub like control room...etc or just leave them and they will work ?

GlobalExplorer
06-07-13, 04:23 PM
@airsangel, I think you should really try the Kiub, I think it's the greatest thing about OMEGU. Such a slick mod and works flawless for me. Absolutely great work done by karmazovnev.

GlobalExplorer
06-07-13, 04:27 PM
The damage control party is quirky, but if you order Battle Stations it should work. Also keep in mind to disengage silent running.

Just hit F2, once you see people working with wrenches everything should be all right.

airsangel
06-08-13, 01:33 AM
The damage control party is quirky, but if you order Battle Stations it should work. Also keep in mind to disengage silent running.

Just hit F2, once you see people working with wrenches everything should be all right.

thanks a bunch...i tried it..cant get used to it i guess : )...overall Operation monsoon is the greatest... im running tmo 2.5 with latest om both working good with each other cant fin no problems.. and the damage party worked yesterday i think the problem was alt+tab..

airsangel
06-13-13, 11:16 PM
guys sorry for asking another question but...why i cant see lifeboats at all ! ?
have got experience solved problems i had before...but even with sinking 100 thousand tonnes not one lifeboat stock or sh3 ships : ( ?


thanks in advance

Admiral Halsey
06-14-13, 12:12 AM
guys sorry for asking another question but...why i cant see lifeboats at all ! ?
have got experience solved problems i had before...but even with sinking 100 thousand tonnes not one lifeboat stock or sh3 ships : ( ?


thanks in advance

I have been wondering where the lifeboats are myself.

Stealhead
06-14-13, 10:43 AM
I have been wondering where the lifeboats are myself.


I see them from time to time.They do not show up as often though I find that a bit more realistic.I tend to see them appear after a gradual sinking and in typically more calm seas.I never notice them in very rough seas or during storms or after a more violent and rapid sinking.

I sank a little US Coast Guard cutter the other day only 330 tons and some of the crew managed to get into a raft.I think it is more or less random but the likely hood is lower for a raft or boat to appear.I'd rather know that they all died quickly anyway if they get into a raft they are just going to suffer.

airsangel
06-14-13, 11:43 AM
I see them from time to time.They do not show up as often though I find that a bit more realistic.I tend to see them appear after a gradual sinking and in typically more calm seas.I never notice them in very rough seas or during storms or after a more violent and rapid sinking.

I sank a little US Coast Guard cutter the other day only 330 tons and some of the crew managed to get into a raft.I think it is more or less random but the likely hood is lower for a raft or boat to appear.I'd rather know that they all died quickly anyway if they get into a raft they are just going to suffer.

well it adds to the eye candy....well i did sink alot in calm seas from huge passenger ship to small coastal bessels no luck in seeing any...
is there a mod to make them spawn more often

airsangel
06-15-13, 07:40 AM
Well if you waste all of the ship's HP with a good salvo or a critical hit they wouldn't have any time to reach the lifeboats, the ship will sink in minutes, but I would "blame it" on the insertion of new ship models and maybe no assigning such thing as lifeboats, but this is just me wondering.

I do tend to see more lifeboats when I just have bad luck, fire a salvo and all my torpedoes go dud except for one or two... it takes like 2 hours to sink and then when it finally goes down I usually see the lifeboats.

@GlobalExplorer: I saw that Kiub mod but I didn't install it because I don't know what it does, there is no readme and on the first page there's only a reference to it being translated to english. Sooo... what does it do? anyone? Thanks in advance.


Good point

Stealhead
06-15-13, 03:52 PM
I was thinking that it might have the same effects as Torres84 mentioned as for me usually I see life boats or rafts when the ship went down slowly.Of course the CG cutter that i sank that was an instant kill and one raft was in the sea.

It may have something to do with the different ship models.Of course this mod has tons of very impressive details so if the cost for that it has is less common appearances of life boats that is fine with me.

I think that each individual ship model has a file that effects the appearance likelihood of life boat/raft spawning and the damage circumstances have some effect and OM has at least 60 or 70 ships that would require a lot of work.

Lurker did a ton of work on this mod and the detail in many places is rich hell he made a type VII and a type II as well so with all the other detail present if the one thing "skimped" was less life boats appearing I feel that this choice was a good compromise.

If you want more boats to spawn airsangle you will have to tweak the files yourself as that detail is not very high on most players wish lists so from a modder standpoint they do not want to spend much time on it.It would not be too hard to do this with the more common ships.I do not know what you need to tweak though I have seen screen shots players have made where they tweaked the file so that a ridiculous amount of life boats appear.

airsangel
06-16-13, 07:54 AM
I was thinking that it might have the same effects as Torres84 mentioned as for me usually I see life boats or rafts when the ship went down slowly.Of course the CG cutter that i sank that was an instant kill and one raft was in the sea.

It may have something to do with the different ship models.Of course this mod has tons of very impressive details so if the cost for that it has is less common appearances of life boats that is fine with me.

I think that each individual ship model has a file that effects the appearance likelihood of life boat/raft spawning and the damage circumstances have some effect and OM has at least 60 or 70 ships that would require a lot of work.

Lurker did a ton of work on this mod and the detail in many places is rich hell he made a type VII and a type II as well so with all the other detail present if the one thing "skimped" was less life boats appearing I feel that this choice was a good compromise.

If you want more boats to spawn airsangle you will have to tweak the files yourself as that detail is not very high on most players wish lists so from a modder standpoint they do not want to spend much time on it.It would not be too hard to do this with the more common ships.I do not know what you need to tweak though I have seen screen shots players have made where they tweaked the file so that a ridiculous amount of life boats appear.



thanks for replying...and for all the great work lurker did the hell with lifeboats then : )...hope they all sink once hit !

Stealhead
06-16-13, 10:09 PM
Well some stuff in OM where originally separate mods that others did or that Lurker did that where later complied into OM.I think Lurker did do most of the ships though.You would have to look into the readmes to find out.

Admiral Halsey
06-17-13, 10:06 PM
Sh*t! I've just learned through the forum that both type XXI and XXIII have incorrect submerged ranges and there's nothing it can be done to fix it... it's an error that comes with SH4.

Goodbye to my dreams of having the perfect raid on Scapa, I can't barely get in and out before my power dies (no "that's what she said" jokes allowed ¬¬ lol)

:/\\!!

Well what are the ranges in game and what should the correct ones be?

Admiral Halsey
06-18-13, 12:46 PM
@AdmiralHalsey, well in most internet sites you can see at least type XXI could travel underwater at 5 kn for almost 3 DAYS before having to recharge.

In game... well I didn't measure the exact distance but I entered Scapa from the West and proceeded to the harbor at low speed silent running, by the time I was there my battery was down to 45%.

I think that distance was like... 150 km? a little bit more maybe.

And you can't use the schnorkel radar even though its present in the 3D model, so I usually get spotted by any aircraft and bombed without even knowing there were enemies in the sky.

As it seems they can detect my schnorkel as it was historically but my antenna doesn't work :/
Did you remember to raise the antenna?

Admiral Halsey
06-18-13, 05:26 PM
@AdmiralHalsey What? Oh man I sound like a total incompetent! is there a command to raise the antena once the schnorkel is above sealine? I'll check on the commands.cfg as it seems I was expecting it to be like SH3.

If I remember correctly it worked without having to raise the antena once you reached the date, activated the improved antennas mod and had it above the water.

Thanks though, you kind of made me want to play again with that XXI even if it comes with the worst underwater range ever.

EDIT:
Ok I have no clue how to raise the schnorkel antenna... can someone tell me? All I see in the forums is people asking about it because supposedly it can't be done :/

It should be under the radar command.

Admiral Halsey
06-19-13, 01:50 PM
I give up I'm reinstalling SH3, this game was great but SH4 isn't its true successor.

It's a real shame this game didn't get the attention or work SH3 had from its devs... it would have been perfect.

Just one final question, out of curiosity, how would I have stopped my sub crew from being automatically promoted? by 1945 I had LOTS of officers and almost no seamen... it was... scary, a submarine full of lieutenants zur see.

Edit: Sorry I forgot to thank u all for all the help.

The automatically get promoted until the rank of petty officer or its equivalent and you can't turn it off.

baronfrost
06-22-13, 11:38 AM
Why do the ship damage graphics change from the Sh4 graphics, and is there a way to change them back. I liked seeing the holes in the ships from torp damage. :hmmm:

airsangel
06-25-13, 03:16 PM
so is it final that there is no playable XVIII like old sh4 + ubm originally started ?

wanted to try that beast....what is the full list of all german playable subs in OM


also i added debris with bodies and lifeboats from pe4///could it be playing with damage models...and that i cant see any torpedo holes in any of the ships ??

only small destroyers and patrol boats look realistic when hit with holes and high pressure explosions ....while bih ships and almost all merchants take the hit and i cant review the damage coz i see no effects ..

Railgun
06-26-13, 01:39 AM
Hi everyone.

Ive finally managed to get OM Omegu working , using the Kiub wheels etc.

Great mod !

I found though that compared to TMO 2, my torpedoes when they do explode appear more damaging than the mk 14'S I was using in my Salmon Class Boat in the Pacific.

Not in any way a critiscism, just an observation. Well done all modders out there :)

RG

Stealhead
06-26-13, 10:19 PM
I found though that compared to TMO 2, my torpedoes when they do explode appear more damaging than the mk 14'S I was using in my Salmon Class Boat in the Pacific.


That would be because the German torpedoes had a more powerful warhead than the American torpedoes.

The Ga7 and Ge7 had 617lbs of Hexanite the Mk14 had 507lbs of TNT.Neither where on par with the Japanese sub launched torpedo which had 893lbs of explosives a later war IJN torpedo had 1213lbs of bang juice.

The dud issues for the contact exploders was completely opposite the German exploders tended to fail if the hit was glancing and required as close to a 90 degree angle go off.The US exploders tended to fail at perfect angles and required a more glancing hit to go off.

Railgun
06-27-13, 08:45 AM
Hey that explains alot of my gameplay experience !

I think that it says alot for the modders/ developers in general that they have accurately modelled these behaviours . Was it around 1942 that the Germans solved their various torpedo pistol problems ?

Thanks for the quick reply Stealhead .

Tschuss...

clausewitz
07-01-13, 09:37 AM
I read and it didn't say but can someone please tell me what base game version I need in order to play Operation Monsoon? Do I need the U-boat missions pack? what patch?

Sailor Steve
07-01-13, 09:44 AM
You need the U-Boat Missions, which is official patch 1.5, or SH4 Gold, which contains the whole thing. The u-boats have to be there first for Op Monsun to work.

Admiral Halsey
07-01-13, 02:03 PM
I have been having a weird problem lately with OMEGU. For some reason after I load up my campaign after about 5 time the game crashes. If I to off OMEGU it works just fine. Anyone know whats going on?

clausewitz
07-02-13, 04:14 AM
I have been having a weird problem lately with OMEGU. For some reason after I load up my campaign after about 5 time the game crashes. If I to off OMEGU it works just fine. Anyone know whats going on?


Been fiddling around with OMEGU for the first time. Some ship textures are just invisible when up close, and I get random crashes as well. I'll try adjusting video settings, but my rigs a beast so I don't think any lack of hardwar is the issue.

Railgun
07-04-13, 05:35 AM
Loading issues..

I have taken to going into the ' on entering base' screen and then loading a later saved game from the 'draw' . Maybe it makes no sense but I get fewer crashes on loading.....

Good luck RG

G7eT2
07-10-13, 09:00 PM
Hi clausewitz - if you have an AMD video card you might find that setting your anti-aliasing method to just multisampling helps with the invisible textures.

Praetor95
08-01-13, 08:12 AM
Awesome work!

U-Hecht
08-11-13, 07:57 AM
Hi everyone,
OM is just a great mod! Thanks to all who have worked on it! Ihave a question around a bug on the Type XXI-turret. If I am going to dive and watch the turret from above the waterline, can I see the inner parts (periscope etc.) without the turret-hull. Under the water it looks correct. Know anyone how to fix this bug?
Greetings
Steffen

Parasit
08-13-13, 11:10 AM
Whether there will be still an updating for Operation Monsun?

Mikemike47
08-13-13, 05:21 PM
Whether there will be still an updating for Operation Monsun?

No. Lurker_hlb3 has stopped modding on SH4.

He not only did wonderful work on Operation Monsun, but also Run Silent Run Deep and We Dive at Dawn.

Admiral Halsey
08-13-13, 06:00 PM
Has anyone figured out why OMEGU is so darn buggy or solved the sub upgrade problems with Op Monsun?(I love it but I don't use it as it crashes way to much.)

BULL
08-15-13, 12:02 PM
I tried a search for this but didn't come up with a thread that answered my question.

I am wondering if there is any way to edit your campaign before leaving port to assign you to a historicly accurate patrol area for your boat? I am using the U-107 and trying to at least roughly follow the career of Gunter Hessler.

I was assigned to Western Approaches for my first patrol in early 1941 so that matches but now the campaign wants to send me back to the Western Approaches and I really want to patrol off Freetown.

Is there a way to edit this via text or some utility that I am not aware of?

Thanks for any help anyone can provide.

bloopgun
08-21-13, 02:17 PM
Wow taking the realisim aspect way too far. 500 feet under water and the damn airplanes still see me and bomb the **** out of me. surface to repair and boom, 4 hits from the mg on a catalina and i'm done. screw this crap, it's not accurate, it's retarded.

ryanwigginton
08-22-13, 02:55 PM
I have been having a weird problem lately with OMEGU. For some reason after I load up my campaign after about 5 time the game crashes. If I to off OMEGU it works just fine. Anyone know whats going on?

I've come back to these games so many times thanks to all the great modders past and present. Recently though I can't help but feel:

SH3 - Too dated
SH4 - Too glitchy
SH5 - Too much hassle

:hmmm:

Personally I need a breath of fresh air in the form of a new base game.

Admiral Halsey
08-22-13, 08:11 PM
I've come back to these games so many times thanks to all the great modders past and present. Recently though I can't help but feel:

SH3 - Too dated
SH4 - Too glitchy
SH5 - Too much hassle

:hmmm:

Personally I need a breath of fresh air in the form of a new base game.

Well Op Monsun works just fine for me without OMEGU. Plus most of the other super mods don't glitch out at all for me so why not give them a try?

K_mack27
08-30-13, 08:04 AM
Hello everyone,

Installed OM this morning

Installation order in Jsgme:

OM v705
OM v720
OM v720 Patch 5
OMEGU v300
AOB 16x9 hi rez
L1 harder escorts
OMEGU v300 Patch 7

- When using external camera game is very choppy :/\\!! (all graphics options at max)
- Attempted resolutions:
1920x1080
1680x1050
1280x800 (best performance so far, but still choppy

- System specs:

i5 3.3 2500K
GTX 670 2GB DDR5
8gb DDR3 Ram

- I have a large monitor and a smaller monitor, would love to play on my large monitor at native 1920x1080
- i messed around with the Nvidia control panel (lowering , upping AA etc... no real difference)
- Current GTX 670 driver: 320.49
- My rig can handle shogun 2 maxed out without a problem

Any help would be greatly appreciated as i love the ATO

Sailor Steve
08-30-13, 09:33 AM
SH3 - Too dated
I'm glad I still have AOD to play. :O:

suffrage_098
08-31-13, 05:41 AM
Hello, K mack27. (SH4 OM - LAG on good system)

I think you don't need AOBF 16-9 Res mod any more if you mean AOBF 16-9 Res by AOB 16x9 hi rez.

According to OMEGU v300 Patch 1.txt documentation,
it states that "Special note: AOBF 16-9 Res mod is no longer required and should be removed".

It seems that OMEGU causes trouble to someone and
I don't know how choppy you are talking about and fastidious about.
My mod setup is a bit obsolete, still using OM v720 Patch 4 and OMEGU v300 Patch 6, though, the game works fine to me so far.

My PC specs:

Vista 32bit
AMD PhenomII x4 955
4GB RAM
Radeon HD 6870

Check out my sh4 om gameplay videos for reference. http://youtu.be/58CJ1U-O7rI

the.terrabyte.pirate
08-31-13, 07:56 AM
Apologies if this has already been answered.

I've installed the latest OM705, the 705-720 update then Patch 5.

When I start the game, selecting a u boat career, it still only gives me the pacific ocean theatre and the later war dates.

Have I missed something?

Thanks,

Bobbarry1951
08-31-13, 08:59 AM
Apologies if this has already been answered.

I've installed the latest OM705, the 705-720 update then Patch 5.

When I start the game, selecting a u boat career, it still only gives me the pacific ocean theatre and the later war dates.

Have I missed something?

Thanks,

Just the reason I am reading the forums. I have the same question.

Bobbarry1951
08-31-13, 10:27 AM
Pirate - I just got it to work. In my case I used JSGME to activate the mod. Everything looked good but like you I could not find any new options under the German career.

When all else fails read the instructions - I went back and saw where you have to move the install program for JSGME into the same folder as the game exe file. Then run the installation. (Not what I did the first time)

Works fine now. Maybe that applies to your situation. Good luck.

the.terrabyte.pirate
09-01-13, 12:02 AM
Thanks Bobbarry, that fixed it.

Much gratitude.:rock:

auricom
09-17-13, 12:06 PM
I have a question, maybe it's a bug. Long time SH4 player of both OM and TMO. I'm having a problem with OM that I don't seem to recall seeing before..

I can only open the 'ID' book from the targetting binoculars on the bridge. I can'e seem to open it from either periscope station, which of course means I can only use it when surfaced! Irritating!

Anyone seen this before? I've had this installed forever so i'm unsure of the build but I think it's OM720 with Patch 4 and the Omegu stuff, all should be installed in the correct order.

Anyone else ever had this problem, or maybe have a solution for it?

2gy
09-23-13, 10:25 PM
excellent MOD for SH 4 :yeah:

Madox58
09-23-13, 11:36 PM
GREAT!!
Now Steve will be in here about quoteing the whole post!

http://img.photobucket.com/albums/v337/JFliegel/picard-facepalm.jpg

:haha:

Sailor Steve
09-24-13, 09:06 AM
Don't need to. You already did it for me. :O:

Madox58
09-25-13, 10:50 AM
DOH!!
http://www.reactiongifs.com/wp-content/uploads/2012/11/naked-gun-facepalm.gif

SnipersHunter
10-28-13, 01:16 PM
Would be nice to see some screenshots taken with this mod. Anyone got one?

bandit484
10-30-13, 08:41 PM
Would be nice to see some screenshots taken with this mod. Anyone got one?

Sorry bud I just started this mod for the first time.i'm gonna sound stupid but I don't know how to post screenshots onto the forum.:oops:

I figured it out how to upload screenshots. Here you go bud!

bandit484
10-30-13, 11:02 PM
never mind i guess i didnt figure it out sorry. I tried.:hmmm:

Bunkerw0808
11-28-13, 06:24 AM
Are you going to add the armed merchant cruiser call in ability?
or some of the call in abilities of stock sh4 uboat missions?

I dont want to call in a japanese task force!:har:but maybe you could replace the task force call in with a german destroyer fleet? or just something like that.

Sailor Steve
11-28-13, 10:57 AM
never mind i guess i didnt figure it out sorry. I tried.:hmmm:
You need to use a hosting service, such as www.imageshack.com (http://www.imageshack.com) or www.photobucket.com (http://www.photobucket.com). Then the pictures will exist on their dedicated full-time servers. Either one is easy to use and lets you store thousands of pictures, and has easy ways to link them directly to Subsim, as well as easy instructions. :sunny:

seraphimblade
12-07-13, 04:16 PM
Not quite sure what it is I'm doing wrong here. I've installed RSRDC/OM/OMEGU in the recommended order using JSGME, including patches, but get a crash every time I reach the mouth of the English Channel in the 2nd campaign (type IX). Tried disabling all and re-enabling, but to no avail. Not using any mods besides OM/OMEGU. Anyone encountered this or know of a fix? Google wasn't able to find anything.

Admiral Halsey
12-07-13, 04:46 PM
Not quite sure what it is I'm doing wrong here. I've installed RSRDC/OM/OMEGU in the recommended order using JSGME, including patches, but get a crash every time I reach the mouth of the English Channel in the 2nd campaign (type IX). Tried disabling all and re-enabling, but to no avail. Not using any mods besides OM/OMEGU. Anyone encountered this or know of a fix? Google wasn't able to find anything.

Try taking OMGEU off. That thing causes more crashes then black ice.

robustits
12-07-13, 09:09 PM
get a crash every time I reach the mouth of the English Channel in the 2nd campaign (type IX).

After deactivate OMEGU by JSGME, try the same play from Captain's Room. then, If CTD occurs again, deactivate RSRDC. Do again. Do not start from save files. Must be from Captain's Room at least, "Fresh start" of SH application and campaign selection are recommended. If CTD occurs only with OM, it should be caused by OM itself.

This method tells you the truth.

seraphimblade
12-12-13, 04:14 AM
It does indeed seem OMEGU was the problem here. Tried playing through without that off (new career, not like I'd gotten far anyway), and not a bit of flaking or crashing thus far, well into the Channel. That's a shame, it's quite a nice enhancement to the stock environment.

robustits
12-12-13, 04:24 AM
OMEGU was the problem here.

Check folder structure of UPCDataGE folder in OMEGU. Compare it with the same folder in OM. If it is different, that's is a cause of CTD's.

örni
02-11-14, 04:32 AM
How can I resolve a 1941 (VII B) Career began in 1944 to exchange submarine, such as the main game. For example, replacement from VIIC , XIC/40 XVIII, anything.............?
:06::06:

mido
02-11-14, 08:49 AM
How can I resolve a 1941 (VII B) Career began in 1944 to exchange submarine, such as the main game. For example, replacement from VIIC , XIC/40 XVIII, anything.............?
:06::06:
Just won't happen, as it was in reality. With some luck you will get a new VII boat (e.g. from VIIB to VIIC).
If you want to play IX boats, you will have start with one.

örni
02-13-14, 04:04 AM
I would like to use XVIII at the OMv720v5 in. What do you need to be rewritten? CareerStart.upc? UnitParts2XVIII.upc?




Just won't happen, as it was in reality. With some luck you will get a new VII boat (e.g. from VIIB to VIIC).
If you want to play IX boats, you will have start with one.

mido
02-13-14, 08:02 AM
I don't think there are type XVIII (Walther) boats in the game. You would have to create one, playable, too!
In reality this type of U-Boat never left a port for a mission, I don't think that one was ever completed.

Jimbuna
02-13-14, 11:40 AM
Two boats (U-796 and U-797) were laid down in 1943, but construction was cancelled in March 1944.

http://www.uboat.net/types/xviii.htm

Mikemike47
02-13-14, 12:18 PM
I don't think there are type XVIII (Walther) boats in the game.

IIRC, I played the Walter boat somehow but not under the operation monsun mod by lurker_hlb3.

I have u-boat expansion pack v 1.5 installed. For sure, I had played the walter boat ?somewhere in the far east? or was it a mod I found years ago?

Jimbuna
02-13-14, 12:21 PM
IIRC, I played the Walter boat somehow but not under the operation monsun mod by lurker_hlb3.

I have u-boat expansion pack v 1.5 installed. For sure, I had played the walter boat ?somewhere in the far east? or was it a mod I found years ago?

You sure it wasn't the Type XXIII?

Madox58
02-13-14, 02:28 PM
Come on Guys!! Read the files.

ClassName=SSTypeXVIII

DUH!!
:D

örni
02-14-14, 03:33 AM
The basic game is in the Uboot XVIII. The OM mod I can not put to use.
:06::subsim:

Hjalfnar
02-21-14, 01:36 PM
hey guys, just wanted to say thanks for your work, will give SH IV a try tomorrow after some annoying days with SH V and I will take your mod for that. OMEGU too because without mods SH V wasn't even playable. :wah:

Looking forward to my nice Typ XXI, ah that will be fun! Thanks again!

hunter 64
02-21-14, 11:01 PM
Hjalfnar,
You will enjoy OM and Omegu, they really add a lot to the experience.
I've had good luck with the following:

RSRDC_v550
" " " patch 1
OM 705
" 720
" 720 patch 5
Omegu v 300
" " " patch 7
DBSM (sound mod)
" speech fix

For me, this combination is challenging and well worth the time.

Hjalfnar
02-22-14, 06:06 PM
I will try OM with OMEGU and the complete german speech pack for OM/OMEGU, as I am from Germany. But thanks for your tip!

A question, by the way: Is there any good tutorial for the use of the JSGME with SH4 and OM/OMEGU? Just have absolutely no idea what to do.^^

Hjalfnar
02-23-14, 07:26 PM
Forget the last question, found it and doing a clean reinstall right now...had to install the official german language pack by Ubisoft to get everything correctly in German.

But a new question came up: In the US campaign, you can change the picture on the table...what about the picture in Operation Monsun? Would like a pic of my wife as she is quite a nice looking girl and did some shootings. Some of the pics are even in black/white.^^

burntham113
02-28-14, 09:38 PM
I was wondering how one would modify the modification to allow XXIs in 1939. I've been mulling a hypothetical scenario around in my head for awhile now where Germany had HO-229s and XXIs in large numbers at the beginning of the war, and this would help answer at least part of my question.

Sailor Steve
02-28-14, 09:56 PM
WELCOME ABOARD! :sunny:

I'm going way out on a limb here, because I haven't played in a good long while, and I'm expecting someone to come along and beat me over the head with it, but I think all you need to do is open the SH4 main folder and then the folder Data/Roster/German/Submarine, then the file SSTypeXXI. It is a text file, so it will open with Notepad.

Change AppearanceDate=19440502 to read AppearanceDate=19390801 and you should be good to go. Of course it's easy enough to test this yourself and easy enough to change it back if it doesn't work.

It won't surprise me to find out there's more I've forgotten, but there are many with more recent experience who will soon set you (and me) straight.

burntham113
02-28-14, 10:28 PM
Thanks for the fast response! I'm doing a clean reinstall of the game right now so I'll let you know if it works in a little bit.

burntham113
02-28-14, 10:33 PM
WELCOME ABOARD! :sunny:

I'm going way out on a limb here, because I haven't played in a good long while, and I'm expecting someone to come along and beat me over the head with it, but I think all you need to do is open the SH4 main folder and then the folder Data/Roster/German/Submarine, then the file SSTypeXXI. It is a text file, so it will open with Notepad.

Change AppearanceDate=19440502 to read AppearanceDate=19390801 and you should be good to go. Of course it's easy enough to test this yourself and easy enough to change it back if it doesn't work.

It won't surprise me to find out there's more I've forgotten, but there are many with more recent experience who will soon set you (and me) straight.

Another quick question, the mod says to stay away from ports, that means no port raiding? So you can only fight at sea?

Sailor Steve
02-28-14, 11:44 PM
I'm not sure what he means by that. I've played a lot more SH3 than SH4, and you can certainly raid ports easily in both games. In stock SH3 there is pretty much nothing in most ports, but the supermods do a great job of fixing that. In SH4 with OM I'm assuming Lurker did the same. The problem is that there was very little port raiding in real life. A couple of u-boats raided a port in the Caribbean and sank some tankers, but naval bases were right out. Everybody knows about Günther Prien and Scapa Flow, but what gets lost is that it only worked because Admiral Dönitz spent days studying aerial photographs and planned the raid with Prien. After that the British closed the gap and it never happened again. Places like Portsmouth and Loch Ewe would have been suicide in real life. To me it would be nice if it were in the games as well.

But you can try port-raiding if you want. :sunny:

Admiral Halsey
03-01-14, 12:14 AM
I know what he means by that. So much stuff is in the ports it can freeze the game and cause a CTD.

Sailor Steve
03-01-14, 09:56 AM
Ah. Thanks for the clarification. That's certainly an incentive for someone with a nine-year-old single-core dinosaur like mine. :dead:

Jimbuna
03-01-14, 10:00 AM
Welcome to SubSim burntham113 :salute:

Admiral Halsey
03-01-14, 08:43 PM
Ah. Thanks for the clarification. That's certainly an incentive for someone with a nine-year-old single-core dinosaur like mine. :dead:

:o SINGLE-CORE!!!??? I didn't even know those things still existed anymore. Also i've never had any problems with the ports except with New York and Bergen.

Hjalfnar
03-05-14, 03:45 AM
And I thought my overclocked dual core was a dinosaur.^^

Is there a way to deactivate the map mod in OMEGU? I'm quite satisfied with the normal map, the modifications in OMEGU drive me nuts.^^

Sailor Steve
03-05-14, 10:18 AM
:o SINGLE-CORE!!!??? I didn't even know those things still existed anymore. Also i've never had any problems with the ports except with New York and Bergen.
I bought it new in 2005 just so I could play Silent Hunter III. I'm not playing right now because it won't run the mods I want the most. If I stick to that I may never get to play again.

Is there a way to deactivate the map mod in OMEGU? I'm quite satisfied with the normal map, the modifications in OMEGU drive me nuts.^^
I've read reports of other problems with OMEGU. I don't consider it important to use with OM, so I don't.

Hjalfnar
03-05-14, 10:39 AM
The graphical enhancements are quite cool and I would really like to use them, same to the periscope...but the map...:wah:

Admiral Halsey
03-05-14, 04:50 PM
The graphical enhancements are quite cool and I would really like to use them, same to the periscope...but the map...:wah:

Why don't you like the map?

Nbjackso
03-05-14, 08:12 PM
...but the map...:wah:

I re-did the map. Try this mod

http://www.subsim.com/radioroom/showthread.php?p=1651753#post1651753

Hjalfnar
03-06-14, 12:19 AM
Because of the missing "noob" tools.^^ I AM a noob in SH4. :D

I would like to use the autocalculation for the torpedo targeting solution but that doesn't work with the map mod in OMEGU. And I would really like vanilla icons...

Admiral Halsey
03-06-14, 01:49 PM
Because of the missing "noob" tools.^^ I AM a noob in SH4. :D

I would like to use the autocalculation for the torpedo targeting solution but that doesn't work with the map mod in OMEGU. And I would really like vanilla icons...

What are you talking about? The only thing the OMEGU map does is fix the geography and add some color to it. Same as any other map mod really.

Hjalfnar
03-06-14, 02:52 PM
In my case the direction indicators of the contact icons were missing and the automatical target solution didn't work.

Admiral Halsey
03-06-14, 03:04 PM
In my case the direction indicators of the contact icons were missing and the automatical target solution didn't work.

So long as Auto Targeting on it's always just point and shoot. As for the direction indicators being gone that's something pretty much every supermod gets rid of. After all RL sub commanders didn't know which directions their prey was going.

Hjalfnar
03-07-14, 04:29 AM
Nah, auto targeting doesn't work, thats the problem...there is simply no indicator shown. The fine green line that is showing the predicted course of the torpedo.

The direction indicators aren't that big a problem, I could live without them, but I really don't like maths, so I use the auto targeting and that simply doesn't work...

Admiral Halsey
03-07-14, 12:27 PM
Nah, auto targeting doesn't work, thats the problem...there is simply no indicator shown. The fine green line that is showing the predicted course of the torpedo.

The direction indicators aren't that big a problem, I could live without them, but I really don't like maths, so I use the auto targeting and that simply doesn't work...

Funny as i've never had a problem with it before. If you're using Auto-Targeting you don't really need that line at all. Like I said it's point and shoot.

Hjalfnar
03-08-14, 01:32 AM
The auto targeting is the only unrealistic option I have activated (ok, and the...ok, don't know how it's named in the english version, direct translation would be 'outdoor camera'^^, need it for screenshots), but that doesn't mean I wouldn't like to play realistic. That means going into a good firing position, at best in a 90 degree angle and waiting for the perfect moment to shoot...without the torpedo course indicator somewhat difficult. :wah:

Na, I'll reinstall the mods today and we'll see what happens. You don't have a screenshot about how it should look, do you?

GlobalExplorer
03-12-14, 04:23 PM
Of course it's up to you, but the sim is much more interesting with manual targeting. Otherwise it becomes a boring game in my opinion. Ship sighted .. fire torpedoes .. tonnage goes up .. rinse and repeat.

Believe me, to get real fun when a torpedo hits you must have torpedoes miss.

If it's over your head, there are good video tutorials. Before trying it in real situations I would recommend to practice on friendly, stationary ships in harbor. It really helped me to understand how to shoot straight torpedoes (you need to set angle on bow and speed to zero). From there you can start making changes to AOB and speed and see how it changes the course of the torpedo.

GlobalExplorer
04-12-14, 08:46 AM
It is some time since anyone posted in this thread. I hope this does not mean that OM is dead.

I'm still playing it, and wanted to raise the question about future improvements. Without doubt OM is really good, but there are no improvements. Things that I personally would like to see are:

improved harbor traffic
improved harbors
coastal traffic
more "suprises" like icebergs, lifeboats - right now the encounters tend to become predictable
another example would be hidden bases on the Lofote or Canary islands
U-boats and allied subs in all theatres
improved physics and sinking mechanics (u-boat dynamics are available http://www.subsim.com/radioroom/showthread.php?t=207791)
"improved" difficulty, for example somewhat milder air strikes, changes to visual detection, lower AI gun precision

Small things which could be fixed:

british trawler has too many hitpoints
remove Nazi flag from type XXIII
German radars are missing characteristic dipole antennas
radar not working on some boats, like VIIC/Turm1
ambient occlusion maps for the U-boats imported from SH3

Generally porting over the most important stuff made for SHIII.
And finally, the big question of the Turmumbau.

I actually made small things myself, like removing the flag from type XXIII, and adjusted the difficulty/detection to my taste, would like to hear if anyone is still "working" with this mod.

GlobalExplorer
04-12-14, 09:35 AM
Something else. Perhaps you have noticed that in his readme Lurker has forbidden any further development of his mod.

Actually, I will admit it. He flamed me in the past for suggesting that anything could be added to the mod by anyone but himself. He also wrote some stuff that makes me believe that asking for his permission in this regard would be pointless.

I would therefore like to clarify the situation, as far as I see it.

Here is the relevant passage which I am talking about (ironically, it can be found under "permissions"):

"Absolutely nothing found within the Operation Monsun (OM) may be used for any commercial product of any size, shape or form; also absolutely no mod, concept, or design found within the OM may be used by any one, for any reason, without expressed permission of the author of this mod"

"Absolutely nothing found within the Uboat Damage Mod, Merchant Ship Damage Mod, NYGM Submarine Visual Sensor Mod, or NYGM AI Visual Sensor Mod may be used for any commercial product of any size, shape or form; also Absolutely nothing in theses modifications, including any ideas, strategies, philosophies, methods, arrangements, etc found within the above mods may be used by any one, for any reason, without expressed permission of Observer (damage mods), Teddy Bär (visual mods) and the author of this mod (Lurker_HLB3)"My take is that lurker can make such claims only for things which he created. Only files created by lurker are his intellectually property. Extended claims to files contained in the mod which are derivative versions of files created by UBISoft or other people are irrelevant. This is based on the principle that you cannot take something that is already under someone's license (UBI) and put it under a new license.

".. including any ideas, strategies, philosophies, methods, arrangements, etc found within the above mods may be used by any one, for any reason, .."

this part is imo completely irrelevant, because if you want to protect "ideas, strategies, philosophies, methods, arrangements, etc" you need to get a patent for it.

But when lurker created new files, e.g. ".mis" files, which were not there in the original release of Silent Hunter, his legal claim is valid, so you need to get his permission to modify these files (and good luck with that).

So that no one gets me wrong, the situation with mods is complicated and all extreme notions are wrong. It always has to be decided on a file by file basis.

My take is this: modding and adding to files that were included in the original version of the game, or created by someone else that permitted refactoring / modifications, is ok, and always will be ok, as far as modding was ok in the first place. No matter what someone else added to the files, they are and remain UBI's property. But if files were not created or copyrighted by UBI and are solely "included" with the mod, I would be very careful.

So: Modding things that lurker created (an example would be the campaign layers) is NOT legal without his permission as stated in the readme. But adding campaign layers (.MIS files), and adding extra lines to CampaignGE.cfg does not fall under his intellectual property. It is also not illegal to reference to a ship or piece of equipment, or even a file included in the mod from another file, because a reference is only a string of characters, and not protected by intellectual property. Lest anyone believes no one can use the string 'M01A' anymore, because it was used in the mod. You can.

I hope I have not offend anyone and if lurker wants to come back to the scene, I'd be very glad, willing to help him and eat humble pie. But I think we have reached the point where it's time to discuss openly the future for this mod, and the ATO side of Silent Hunter 4 in general.

Sailor Steve
04-12-14, 09:57 AM
When I am finally able to start playing again I will be using OM, so as far as I'm concerned it will never be dead. On the other hand, Lurker hasn't visited the forums in five months.

I know he is very proprietary about his work, and I don't blame him. On the other hand (again), OM leaves a lot to be desired. One example: The Type II u-boat has 44 crew members, whereas in real life they only carried 25-28, depending on type. There are some other areas in which I consider it unfinished, and I wish he had completed it before retiring. I'm not sure why he would object to other people fixing certain things.

GlobalExplorer
04-12-14, 10:06 AM
Yes, I think it is great, but with several years on the belt, some things could be improved.#

And as to getting his consent, perhaps someone should contact him. I won't, for we seem to be intellectually incompatible, like I'm thinking in circles and he's thinking in squares :) I still love what he did that's for sure and I would like to see his mod live on.

Admiral Halsey
04-12-14, 11:06 PM
And finally, the big question of the Turmumbau.

I've been working on the bug for a couple of months now. I though he might have accidentally left some US conning tower lines in the files but no luck yet. If you'd be willing to help with that i'd appreciate it.

GlobalExplorer
04-13-14, 05:17 AM
I found no mistakes in lurkers config files, they are almost exact copies of the original files. The problem could be in the dat's which are much less organized, if not to say, a bit sloppy. I experimented with the upcge files and unlocked additional towers. They would show up fine, but had no crew on them and displayed the "cannot comply order" bug.

The best hope we have is to reproduce the bug first, for example taking arbitrary towers from SHIII/SHIV, configure the game to use it and see when the bugs materialize by itself. When the bug can be reproduced, more people could look at the problem, search for causes and finally a solution.

A much simpler solution, and what I already suggested in another thread, would be to configure the game to use only one conning tower permanently. Unfortunately this opens up new problems for me, for example radar does not work on VIIC conning tower 1 (there is no radar antenna and no R01 node in Turm7c_1_hd.dat). I would still prefer to play with the same tower and without radar, rather than lose the ability to continue at some point.

Admiral Halsey
04-14-14, 08:52 PM
Personally i'd prefer having the late war conning tower be the permanent one. It's hard enough as is to survive beyond late 43 and taking away the RWR isn't a good idea. Another thing needing to be fixed is the IX progression. If you start the war in September with the IX available you're stuck with it for the rest of the war. Also instead of getting the Type XXIII as the last new U-Boat you can have it should probably be the Type XXI.(No offence to Lurker but i'd rather not be stuck with either a VIIC/41, IXD2 or a XXIII as my only U-Boat choices for the last few months of the war when the XXI is available.) Oh and the Neutral nations need to be fixed. I know for a fact that you can have neutral nations in SH4 since while playing this with OMEGU Spain and Norway ships display as the green Neutral map icons. I'm tired of getting blasted by American ships with deck guns in September of 39 Dadgummit!

lurker_hlb3
04-18-14, 11:37 PM
Something else. Perhaps you have noticed that in his readme Lurker has forbidden any further development of his mod.

Actually, I will admit it. He flamed me in the past for suggesting that anything could be added to the mod by anyone but himself. He also wrote some stuff that makes me believe that asking for his permission in this regard would be pointless.

I would therefore like to clarify the situation, as far as I see it.

Here is the relevant passage which I am talking about (ironically, it can be found under "permissions"):

My take is that lurker can make such claims only for things which he created. Only files created by lurker are his intellectually property. Extended claims to files contained in the mod which are derivative versions of files created by UBISoft or other people are irrelevant. This is based on the principle that you cannot take something that is already under someone's license (UBI) and put it under a new license.

".. including any ideas, strategies, philosophies, methods, arrangements, etc found within the above mods may be used by any one, for any reason, .."

this part is imo completely irrelevant, because if you want to protect "ideas, strategies, philosophies, methods, arrangements, etc" you need to get a patent for it.

But when lurker created new files, e.g. ".mis" files, which were not there in the original release of Silent Hunter, his legal claim is valid, so you need to get his permission to modify these files (and good luck with that).

So that no one gets me wrong, the situation with mods is complicated and all extreme notions are wrong. It always has to be decided on a file by file basis.

My take is this: modding and adding to files that were included in the original version of the game, or created by someone else that permitted refactoring / modifications, is ok, and always will be ok, as far as modding was ok in the first place. No matter what someone else added to the files, they are and remain UBI's property. But if files were not created or copyrighted by UBI and are solely "included" with the mod, I would be very careful.

So: Modding things that lurker created (an example would be the campaign layers) is NOT legal without his permission as stated in the readme. But adding campaign layers (.MIS files), and adding extra lines to CampaignGE.cfg does not fall under his intellectual property. It is also not illegal to reference to a ship or piece of equipment, or even a file included in the mod from another file, because a reference is only a string of characters, and not protected by intellectual property. Lest anyone believes no one can use the string 'M01A' anymore, because it was used in the mod. You can.

I hope I have not offend anyone and if lurker wants to come back to the scene, I'd be very glad, willing to help him and eat humble pie. But I think we have reached the point where it's time to discuss openly the future for this mod, and the ATO side of Silent Hunter 4 in general.


I have retired from modding, how ever I give my "permission" here and now that you guys can change "what every" you want in OM or OMEGU. FYI , the reason for the "hard core permissions" file was because of on going issues with the GWX mod makers from SH3 back in the day ( 2008/9 ) but since I've retired in 2010 those issues are now OBE


Leigh

Sailor Steve
04-19-14, 08:57 AM
That is very gracious and kind of you. It's good to see you again. :sunny:

G7eT2
04-19-14, 04:47 PM
Thanks again lurker_hlb3 for Operation Monsun and all the other excellent modding you have done. :salute:

Apollinaire
04-20-14, 11:15 AM
Maybe a stupid question, but how do I install this mod?

I have downloaded OpsMonsun_V705, and I have unzipped it (using 7zip) to a standard folder. But what do I do next, or have I missed something?

Many thanks in advance.

mido
04-20-14, 01:55 PM
Maybe a stupid question, but how do I install this mod?

I have downloaded OpsMonsun_V705, and I have unzipped it (using 7zip) to a standard folder. But what do I do next, or have I missed something?

Many thanks in advance.

You should read the very first post of this thread...