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View Full Version : [REQ] Re-enabling the Type XVIII in Operation Monsun


Syxx_Killer
05-05-08, 03:54 PM
I really like OM, especially how it changes the Indian Ocean from some congested superhighway to a real ocean. :lol: However, I do like the Type XVIII. I know it is about as realistic as having a nuc sub, but it is fun. I was wondering if someone who knows their way around the files, if they could re-enable the Type XVIII and it's equipment.

stabiz
05-05-08, 06:00 PM
Okaaay.

Carotio
05-05-08, 06:58 PM
I will become more than a “little annoyed” if someone attempts to change my work with my permission.

So does that mean, if someone does it WITHOUT your permission, it's okay? :hmm:

Sorry, couldn't help teasing... :rotfl:

EDIT
You just edited the same time as I wrote...

haegemon
05-05-08, 07:08 PM
This kind of sub was not real in combat, but I supose it had some test patrols somewhere. The same with type XXI which some people think it's not realistic, however two of them, the U-2511 and U-3008 had begun a combat patrol by the end of ww2. Those never fought but had some test runs, why don't put them in their original locations as IA vessels...

Snaptrap
05-05-08, 07:42 PM
I really like OM, especially how it changes the Indian Ocean from some congested superhighway to a real ocean. :lol: However, I do like the Type XVIII. I know it is about as realistic as having a nuc sub, but it is fun. I was wondering if someone who knows their way around the files, if they could re-enable the Type XVIII and it's equipment.

My Silent Fire v1.5.0 mod does this. All you need to do is open your Flotilla and CareerStart upc files. Look for a line in the CareerStart files which looks like this:

IDLinkUserPlayerUnits= F1IXD2, 1, F1XVIII, 2

The F1's in front of the unit id is a reference to the corrisponding flotilla. For instance Flotilla 1 is F1 and Flotilla 2 is F2 and so on. The number after each unit is the Commonality. To find the commonality for each unit in each flotilla, look for the unit id in the Flotilla file. The commonality is what is used when a random selection is made and doesn't always need to match, but should be used when adding a playable unit to a Flotilla. Such as this:

[Flotilla 1.UserPlayerUnitType 1]
ID= F1IXD2
NameDisplayable= Type IX-D2 U-boat
AvailabilityInterval= NULL, NULL
IDLinkUserPlayerUnitType= IXD2
UnitTypeCommonality= 10
IDFlotillaLinkTransferTo= NULL

[Flotilla 1.UserPlayerUnitType 2]
ID= F1XVIII
NameDisplayable= Type XVIII U-boat
AvailabilityInterval= NULL, NULL
IDLinkUserPlayerUnitType= XVIII
UnitTypeCommonality= 2
IDFlotillaLinkTransferTo= NULL

lurker_hlb3
05-05-08, 07:44 PM
I will become more than a “little annoyed” if someone attempts to change my work with my permission.
So does that mean, if someone does it WITHOUT your permission, it's okay? :hmm:

Sorry, couldn't help teasing... :rotfl:

EDIT
You just edited the same time as I wrote...

Some times when I'm a little upset my "mind" and my "finger" get out of sync :damn:

keltos01
05-06-08, 03:00 AM
so that's why my IJN sub with the type XVIII interior crashed the game everytime ! duhhh !:doh:

If and when my IJN subs are reaaallly ready, couldn't we like add them to OM ?

CDR Resser
05-06-08, 02:05 PM
Soo. lurker asks you not to change his mod and someone helps you do it anyway?!?!?!:nope:

Respectfully Submitted;
CDR Resser

Syxx_Killer
05-06-08, 02:23 PM
I was hoping this thread would just die, but I guess not. I haven't changed anything. I appreciate the help Snaptrap gave, but I haven't changed anything. I can't say I'm surprised about the responses. I actually expected them. :nope: I debated a long time if I should ask for help, but posted it anyway. I thought, "What the hell? Let's see what happens." I guess I have my answer.

Carotio
05-06-08, 02:35 PM
I was hoping this thread would just die, but I guess not. I haven't changed anything. I appreciate the help Snaptrap gave, but I haven't changed anything. I can't say I'm surprised about the responses. I actually expected them. :nope: I debated a long time if I should ask for help, but posted it anyway. I thought, "What the hell? Let's see what happens." I guess I have my answer.

Seriously, I think we should distinguish between:

fully tweaking a mod and publish it without the permission of the original author

and

sharing knowledge about how to change a mod in one or another direction.

I can understand the first rule, which offends some if broken, but I seriously have my doubts about the second rule.
It's the same discussion all over again, which was risen in the SH3 mod workshop.

Should it really be forbidden too to share knowledge about how to alter mods in the subsim forum?

Rockin Robbins
05-06-08, 05:49 PM
But, the original modder might add, don't go to him asking what to do when things don't work out quite as expected.

That is the source of a lot of modder irritation: people who mix fuel oil and fertilizer and ask why they had an explosion. Much of the time they then blame the fertilizer manufacturer!

It's amazing how many things break when you layer fifteen mods on top of Trigger Maru Overhauled. Ducimus shouldn't have to hear about it. The only exception has been the tendency of major mods to work together. But that is by design of the modders, not because of user complaints.

Now if you were to go to said modder and say "I did this and this and I knew the results were my problem, not yours. But the following really interesting and unanticipated things happened...." you might probably get a positive response. You never know what you can learn if you resist the urge to blame someone else.:up:

LW_lcarp
05-06-08, 08:28 PM
Let me get this right. A modder is having a hissy fit about someone modding his work when he in fact modded some one elses work. (insert scratching head smiley here)

Carotio
05-07-08, 06:33 AM
Let me get this right. A modder is having a hissy fit about someone modding his work when he in fact modded some one elses work. (insert scratching head smiley here)


And "WHO’s" work am I "SUPPOSES" to be modding ? (insert "very annoyed" look )

I think he means the work of the ubi devs.

Let's not go down this road too quickly. These discussions about tweaks always end with broken feelings for some. Let's just agree that "we" (general speeking) disagree about how to play the game, and then that's it.

Personally, I have yet to find the time to try your Monsun mod, but I'm sure I will find both things to love and some things will be missed or desired changed. Especially, because I really haven't played the stock uboat part yet. No matter what, you'll still be the original mod creator and remembered as such.
If you don't wish to help to alter your mod, it's only understandable. And if people choose to try it out on their own, it's no responsability of yours, if it doesn't work. Fair enough, no?

Captain Vlad
05-07-08, 08:15 AM
If someone wants to tweak a mod for their own personal enjoyment, it's beyond me why anyone would care.

Now, if they start posting 'My Improved Version of Lurker's RSRD mod!' then I could see a problem. But no one here has done that.

Gato76
05-07-08, 09:17 AM
Lurker this is just an idea; how about having the XVIII renamed to XII with the turbine disable, by the way OM is great

DeepIron
05-07-08, 09:23 AM
If someone wants to tweak a mod for their own personal enjoyment, it's beyond me why anyone would care.
Now, if they start posting 'My Improved Version of Lurker's RSRD mod!' then I could see a problem. But no one here has done that.I think part of the issue is this:

was wondering if someone who knows their way around the files, if they could re-enable the Type XVIII and it's equipment. basically I wouldn't call that a "personal usage" tweaking of the files... I'm not wanting to start a "tempest in a teapot" and I don't think the request was "mal-intended" but asking for help to mod another's work seems "inappropriate"...

Wilcke
05-07-08, 09:30 AM
Another point being that the campaign files are unique creations in SH4. The devs included the Editor and one can create original campaign files and load them and run them.

Its a great feature, that is bringing a lot of historical accuracy to SH4. I suppose it can also be custom tailored to whatever one would want in a campaign. As far as the rest of the topic, I have just gotten my last bill from our attorney and it ain't pretty so I am not even gonna open that "can of worms". In fact I cannot even recall what you guys were discussing......thats all.

Captain Vlad
05-07-08, 10:14 AM
I wouldn't call that a "personal usage" tweaking of the files... I'm not wanting to start a "tempest in a teapot" and I don't think the request was "mal-intended" but asking for help to mod another's work seems "inappropriate"...

I still disagree. Note that this opinion is from someone who has no clue how to begin to modify a game beyond a very basic level, and would certainly require the help if he wished to tweak his own game in a similar fashion.

We can't all be code monkeys.;)

psyduck
11-05-10, 04:59 PM
I really like OM, especially how it changes the Indian Ocean from some congested superhighway to a real ocean. :lol: However, I do like the Type XVIII. I know it is about as realistic as having a nuc sub, but it is fun. I was wondering if someone who knows their way around the files, if they could re-enable the Type XVIII and it's equipment.


me too.:DL

Madox58
11-05-10, 06:40 PM
Sometimes it might be better to start a new thread on the subject
rather then 'Necro' one as bitter as this one seems to have been.

strykerpsg
12-27-10, 10:53 PM
Gents, for my clarification, the Type XVII is not enabled in Operation Monsun Mod? I couldn't figure out why I was unable to select it. BTW, it did show on my OM menu, but when selected, had NO conning tower, looked sorta like an early nuc boat. Anyway, uninstall the OM mod to to use the Type XVIII? I just thougt it would be cool to have a deck gun the supplement a huge torpedo warload.

Matt

Forensicman101
08-05-13, 08:07 AM
It would be nice to be able to use the Type XVIII in the Atlantic Theatre of Operations. I've produced a mod that enables early start Type XXI and Type XXIII boats. I wonder if it would be possible to have a mod where the type VII boats were replaced by type XVIIIs.... Just as an interesting ahistorical "what if" type of game.