View Full Version : [REL] Historical Prop Rotation Mod
Captain America
06-19-08, 04:06 PM
Historical Prop Rotation Mod v1.1
Updated 1/23/09: Updated for TMO 1.6.3
SH4 suffers from 2 bugs regarding propellers:
1) The propellers for all US subs spin backwards.
2) Also, on many models the blades face the wrong direction in relation to the props rotation.
Until now there have only been "bandaids" that corrected the blade direction, but the rotation remained wrong. Thanks to skwasjer we can now have a true and complete fix.
This mod does the following:
- Adds a new 4 bladed prop model to the Gato and Balao classes as per historical accuracy.
- Corrects propeller rotation for all US subs.
- Corrects blade orientation in relation to rotation for all US subs.
Additional changes specific to Trigger Maru:
- Removed all (huge!) prop textures that resided inside the .dat file from old prop mod. New textures now reside outside .dat file.
- Tench class also received new 4 bladed prop model.
- All other classes returned to their original 3 bladed models as per historical accuracy.
- Also corrected props on AI Fleetboat.
http://img395.imageshack.us/img395/8833/proprendmw5.th.jpg (http://img395.imageshack.us/my.php?image=proprendmw5.jpg)
http://img395.imageshack.us/img395/6595/propextag8.th.jpg (http://img395.imageshack.us/my.php?image=propextag8.jpg)
Credits
- skwasjer for solving the rotation issue and the most excellent S3D editor.
__________________________________________________ ________________
Downloads
Note: This mod has only been tested on the default 1.5 version and TMO 1.6.3. Can't help you if you are using other versions.
Vanilla 1.5 Version:
http://www.mediafire.com/?yt40wpxxmfx
*NEW* TMO 1.6.3 version:
http://www.mediafire.com/download.php?yyjzxnqybjz
Enjoy!
gimpy117
06-19-08, 04:10 PM
AWESOME!!! they spin the right way and look just as good as the original models....
I'll download right away!!:rock:
CaptainNemo
06-19-08, 04:23 PM
Will there be a version for 1.4?
Torpex752
06-19-08, 04:30 PM
Fantastic work!
Thank You!
Frank
skwasjer
06-19-08, 05:05 PM
Sweetness! Thanks for doing the tedious work! :ping:
The props look very good btw...
Ishigami
06-19-08, 05:17 PM
Working fine for me and nice new prop. Thanks :up:
CaptainHunter
06-19-08, 05:41 PM
Excellent :rock:
Webster
06-19-08, 05:54 PM
thank you, and thank you very much for keeping it a simple prop mod without lumping in other changes not related to the prop fix. simple stand alones are the best way to do fixes IMHO.
WOW! FANTASTIC! stunning modeling work!!!!
Very nice! Mind if we add this to RFB?
clayman
06-19-08, 08:53 PM
Nice work! Thanks :up:
Very nice! Mind if we add this to RFB?
You read my mind Luke:yep: I was gonna ask if a RFB version was in the works.
Ishigami
06-20-08, 05:51 AM
thank you very much for keeping it a simple prop mod without lumping in other changes not related to the prop fix. simple stand alones are the best way to do fixes IMHO.
QFT :rock:
kapitan_zur_see
06-20-08, 08:15 AM
wasn't it done before...?? http://www.subsim.com/radioroom/showthread.php?t=129439&page=5&highlight=bladed
You, pirate! lol :arrgh!:
Nice work by the way! with the addition of the importing feature on S3D, you can make far better 3d models and textures now. Looks certainly good
Keep up the good work :up:
JoeCorrado
06-20-08, 08:20 AM
TMO 152 compatible version in the works!! Yes!!!
CaptainNemo
06-20-08, 10:43 AM
So it seems that there will be no modification for v.1.4?
Captain America
06-20-08, 10:57 AM
Thanks for the comments everyone. :up:
Couple points to make:
- I just want to point out that my lack of a RFB version should not be taken as preference towards one mod over another. The simple fact is I use a heavily modified version of TM. I simply lack the time necessary to make everyone happy with all different versions. I'm surprised I even made a vanilla version other than TM. But the guys at RFB are smart and I am sure they will implement it for the masses. :D
- All changes are made to the submarine .dat files. It might work with v 1.4...can someone confirm this? Does anyone know if the interior .dat files were updated in the 1.5 patch?
Ducimus
06-20-08, 11:26 AM
I don't recall there being any changes in interior.dat files and any submarine.dat files when 1.4 is patched to 1.5. So it should be compatible. Only way it wouldn't be is if the ID's were remapped, and unless cloning, i dont think anyone would go through the trouble of doing so.
Canonicus
06-20-08, 12:03 PM
I've never "upgraded" to the 1.5 patch but have been using the sub CR and CT interior dat fixes and the sub dat files from TMO 1.52 with absolutely no problems.
:up:
Vorkapitan
06-20-08, 12:35 PM
Great....another new "spin" on things"!
:rock: :rock: :rock:
You read my mind Luke:yep: I was gonna ask if a RFB version was in the works.
I'll have to look and see what's changed between these DAT files and the ones in RFB. Just a cursory look at the files shows that they have already been modified in the past by both RFB and PE/ROW.
skwasjer
06-20-08, 05:07 PM
You read my mind Luke:yep: I was gonna ask if a RFB version was in the works.
I'll have to look and see what's changed between these DAT files and the ones in RFB. Just a cursory look at the files shows that they have already been modified in the past by both RFB and PE/ROW.
Look at my tutorial and see what has changed. You should be able to simply remove the prop nodes from the RFB mod, and import the new chunk structure from Captain America's mod. Simply isolate the props by removing all other nodes, and do a 'Import DAT-file' in your own.
The only thing I don't know if he also changed the materials in the DAT but I think not, I think only the texture was updated...
Captain America
06-20-08, 05:19 PM
The only thing I don't know if he also changed the materials in the DAT but I think not, I think only the texture was updated...
Its a new model with new uv mapping and texture so yes I added new material entry.
Its a new model with new uv mapping and texture so yes I added new material entry.
Which new entry/node number is it?
Lt commander lare
06-21-08, 11:25 PM
is this in the works to be added to rsrdc or is this already included in the mod
lt commander lare
Captain America
06-22-08, 12:14 PM
Its a new model with new uv mapping and texture so yes I added new material entry.
Which new entry/node number is it?
Only the .dat's that have the new models also have the new material entry. There are only 2 subs affected by this: Gato & Balao. You'll see the new material entry at the top named NSS_4_Prop.tga.
For the rest of the subs, just do according to skwasjer's awesome tutorial. The only added step is to afterwards swap the the prop information as I mentioned in skwasjer's thread to correct the blade orientation:
http://www.subsim.com/radioroom/showpost.php?p=884395&postcount=14
Or the easiest way is to just copy over the values from my .dats' over to yours. Its really easy but just very tedious. :doh: Good luck and let me know if you have any more questions.
JoeCorrado
06-22-08, 10:59 PM
is this in the works to be added to rsrdc or is this already included in the mod
lt commander lare
RSRD concentrates on the campaign side of the game, not so much with enhancing the other area's such as this.
A Trigger Maru (TMO) compatible version would be nice though, and RSRD already supports full compatability with the two super mods- TMO and RFB!
:rock:
Captain America
06-23-08, 08:22 PM
Ok TM version out tomorrow.
Last minute request if anyone is interested:
All subs in TM are having their props restored as per historical accuracy. Meaning all subs other than gato/balao/tench will have 3 bladed props.
Does anyone think the Tambor class should also have a 4 bladed prop? I know they were upgraded not long after the gato.
Also, for possible future reference....Does anyone think the Tench class in TM should get a 5 bladed prop? I think only the ones converted to GUPPY after the war received the 5 blader but it would still add some flavor and look very cool. Just a thought.
Capt Jack Harkness
06-24-08, 12:34 AM
Ok TM version out tomorrow.
Last minute request if anyone is interested:
All subs in TM are having their props restored as per historical accuracy. Meaning all subs other than gato/balao/tench will have 3 bladed props.
Does anyone think the Tambor class should also have a 4 bladed prop? I know they were upgraded not long after the gato.
Also, for possible future reference....Does anyone think the Tench class in TM should get a 5 bladed prop? I think only the ones converted to GUPPY after the war received the 5 blader but it would still add some flavor and look very cool. Just a thought.
5-bladers would be sweet. :arrgh!: And we could use them for the GUPPYs in my Cold War mod...
On a seperate note, would it also be possible to get some proper round-bladed props for the U-boats instead of the swept ones that come with UBM?
http://farm2.static.flickr.com/1030/1382994250_68eeeb68bb.jpg?v=0
Captain America
06-24-08, 12:42 PM
Uploaded TM version...see first post.
Eagle45
07-06-08, 02:48 AM
Tanks a lot for this great mod. It looks awesome on my Gato sub.
Greets Eagle 45 :up:
Captain America
01-23-09, 01:19 PM
Mod updated for TMO 1.6.3. See first post....
Syxx_Killer
01-23-09, 02:27 PM
Thanks for the update! This was one of my favorite little additions to TMO. I'm glad I can use it again! :up:
Iron Budokan
01-23-09, 04:26 PM
I was appalled the props were so messed up on the stock game. Just a remarkable sign of intellectual laziness on the parts of the creators, imo.
Having said that I want to thank you very much for correcting this mistake with your new mod. It looks great. THANK YOU!
virtualpender
01-23-09, 06:14 PM
Thank you for keeping up with the new TMO. Much appreciated!
Nephandus
01-31-09, 06:38 PM
I am running RFB.... and I checked the files.... I guess, it would cause real trouble adding one or the other fix to RFB since the dat files for the boats have somewhat significantly changed.... any infos wether that will be updated in RFB anytime in the future?
Rockin Robbins
01-31-09, 07:32 PM
Aha! Caught you here too! Good work and I hope this can be in there soon.
Oops!
Now i have read this thread and have not seen any constructive reply ...
Fans of realism open the eyes ...
The author does not understand, that he has made "Historical rotate"
on the one side and has destroyed historical, mechanical and logic
interrelationship on the other side ...
...
I already hinted about it, but i see that nobody has understood me ...
OK.
I will try to repeat my thought but in other words ... directly ... without hints ...
The trick essence which "Historical Prop Rotation" mod uses this that the left propeller
(virtually connected to the left engine) is on the right and the right propeller
(virtually connected to the right engine) is at the left ...
And ...(one of the cases) ...
When (for example) Port (left) Side Propulsion will be damaged you will see that port (left)
propeller will work (???), but starboard (right) propeller will not work (???) and (on the contrary)
when Starboard Side Propulsion will be damaged you will see that starboard (right) propeller
will work, and port (left) propeller will not work ...
What is it?
It's absurdity, it's not correct solution of the problem, it's knife into hot hearts of fans of
realistic game ... :-)))
You can see all these discrepancies on corresponding pages of the game ...
Excuse if my words do not like someone ...
Webster
03-30-09, 11:55 PM
Oops!
Now i have read this thread and have not seen any constructive reply ...
Fans of realism open the eyes ...
The author does not understand, that he has made "Historical rotate"
on the one side and has destroyed historical, mechanical and logic
interrelationship on the other side ...
Excuse if my words do not like someone ...
well i think its a case of this is better than nothing.
if you know a way to make a better fix than please release the mod for us to use. this is what we have for now so this is what we must be happy with.
do not keep secrets to your self please, why not release a better version of a propeller fix?
Madox58
03-31-09, 12:15 AM
I don't believe Anvart is keeping anything secret.
He's pointed the problem out quit clearly.
All it takes is a bit of thought and understanding of what does what.
To give everyone the total answers teaches nothing.
When one can grasp the mechanics?
Then one can control what they wish.
A true Teacher will teach you how to go forward on your own.
They will give you a base and push you to learn.
You will swim or drown from there.
Learn to swim.
Not beg for Life support!
The answers are here in the forums.
Webster
03-31-09, 12:45 AM
I don't believe Anvart is keeping anything secret.
He's pointed the problem out quit clearly.
All it takes is a bit of thought and understanding of what does what.
To give everyone the total answers teaches nothing.
When one can grasp the mechanics?
Then one can control what they wish.
A true Teacher will teach you how to go forward on your own.
They will give you a base and push you to learn.
You will swim or drown from there.
Learn to swim.
Not beg for Life support!
The answers are here in the forums.
i had no intention of implying that, i was just saying give us a better choice rather than say why are you using this thing is all.
he has already made this mod for RFB yet it is unavailable to find anywhere else.
as for learning it is always good to learn new things but when you dont understand something its not always going to be that you just figure it out.
some people need more than just a few bread crumbs to follow. i count myself among these people, i can overlook things very obvious frequently.
if you already know the answer then the teasing clues are so easy in your mind but if you are unknowing and still have no clue what it means then it is not obvious at all what to do.
some people need a lot more bread crumbs than you think to figure things out.
Madox58
03-31-09, 01:14 AM
I understand.
Sometimes, in your frustration, you jump.
Sometimes, in mine?
I do also.
Some of us spend WAY to much time looking at the files and such.
And forget that some don't.
Anvart pointed out the left to right shift problem.
It looks good but falls on it's face when damage is done.
That's why testing is so important.
You see the flaws, then correct.
To accept a fix because we must make compromises?
That's beyound me.
Then to defend that position?
Lowers standards till you get bugged Mods that need fixed
as bad as the original Game.
I have no problem with open modding and shareing knowledge.
I just will not do it on the forums.
PM me and I'll help anyone all I can.
But I will not debate on the forums.
It's a waste of my time.
And time is all I have.
:03:
Webster
03-31-09, 01:28 AM
To accept a fix because we must make compromises?
That's beyound me.
you missunderstood my point.
it is not about just being happy with something thats not fully right.
its about from a position that i dont know how to do this mod, i dont have time to spend learning it, so what do i do?
am i not supposed to use this mod that offers me something better than it was the stock way?
thats all i was trying to say.
Madox58
03-31-09, 01:34 AM
I did not mean to imply YOU ment that.
If you took it that way,
I apologize.
It was a general statement to what we all see happening
all to often.
Feel free to PM me with questions.
If you wish to post the results of those PM's afterwards?
I have no problem with that.
But I work better one on one to help people.
I don't believe Anvart is keeping anything secret.
...
Secret?
What is it?
No secrets ...
I know that you know a real way to solve this problem ... it's hard code editing ...
and do not pay attention to "not understanding person" ... in it speaks spirit of the contradiction ...
...
This "not understanding person" terrorises me its "ideas" concerning my old SDantenna_UpDown mod ... :rock:
gdc3man
03-31-09, 06:05 AM
Hello, All
Keep in MiNd ! Its ONLY a GAmE !!
after reading some of this......:o......Wow !! with everything else thats going on in the world !!:help::help:
Coming from a newbie on the forum.....I have been inspired by some of the great modders that have added so much to the game.....I decided to start making my own mods, having fun while doing it and uploading them for the masses....and learning from the more experienced tweakers and modders has been fun and a must.....also keep in mind that if one has knowledge that others don't, then pass it on to the next generation or individual/modder it does you and nobody else any good if you keep it to yourself, thats just being selfish........:nope:
Now......Back to the fun.:cry::):DL:D:woot:
Captain America
04-11-09, 02:41 PM
Oops!
Now i have read this thread and have not seen any constructive reply ...
Fans of realism open the eyes ...
The author does not understand, that he has made "Historical rotate"
on the one side and has destroyed historical, mechanical and logic
interrelationship on the other side ...
...
I already hinted about it, but i see that nobody has understood me ...
OK.
I will try to repeat my thought but in other words ... directly ... without hints ...
The trick essence which "Historical Prop Rotation" mod uses this that the left propeller
(virtually connected to the left engine) is on the right and the right propeller
(virtually connected to the right engine) is at the left ...
And ...(one of the cases) ...
When (for example) Port (left) Side Propulsion will be damaged you will see that port (left)
propeller will work (???), but starboard (right) propeller will not work (???) and (on the contrary)
when Starboard Side Propulsion will be damaged you will see that starboard (right) propeller
will work, and port (left) propeller will not work ...
What is it?
It's absurdity, it's not correct solution of the problem, it's knife into hot hearts of fans of
realistic game ... :-)))
You can see all these discrepancies on corresponding pages of the game ...
Excuse if my words do not like someone ...
You have some nerve to come here and s hit on my release thread especially after we have already been through this BS. When skwasjer came out with his fix we had to deal with your jealous crap trying to take credit away from skwasjer and my mod all while turning his release thread into a flaming wreck.
Here's the entire thread for those that forgot:
http://www.subsim.com/radioroom/showthread.php?t=138212
And here are my responses which sums up exactly whats going on here:
http://www.subsim.com/radioroom/showpost.php?p=885791&postcount=29
http://www.subsim.com/radioroom/showpost.php?p=889566&postcount=38
You started all of this crap simply because you are a jealous trouble maker and don't like certain people comming up with things because only master Anvart and crew can do that. How childish. I said this before and I say it again: It has nothing to do with a language barrier. Do a search on all of his postings and only an idiot will not see what I am pointing out. You'll notice his condescending, sarcastic and sly responses which most of the time involves him putting down or taking away from the work of others. Do a search and see....I'm even thinking about compiling the list myself. I am not alone on this...MANY people in this community privately agree with me.
Also take note that back then when he started this, his little Private lap dog had to join in support of the flamming. Hmmm...do you see the pattern? Same thing they are doing now in this thread. This thread was started on 6/19/2008. Why wait until now to post your "observations"?
Lets sum it up: You initially started problems because you said the prop fix was nothing new and that it was already solved:
Excuse me, but this idea (solution) is not new ... IIRC, GWX-team (already for a long time) uses this ideas in the works ..., more precisely, master Ref (his favourite animations) & k.L. Ltd. ... and, certainly, Privateer not forgotten too ... :lol:
You then received a tounge lashing from me and I'm sure the moderators had their fingers hovering over the lock button so you let it go. But sooner or later your jealousy got the best of you again....
Then, NINE MONTHS LATER, you come to my release thread and now state that its actually NOT a fix and that I broke the game.
You continue to insult me with comments like:
"It's absurdity, it's not correct solution of the problem, it's knife into hot hearts of fans of
realistic game ... :-)))"
Hold on a minute! If you and crew came up with this fix then how am I driving a knife into the fans? Surely GWX must also be "driving a knife into their fans" according to your quote. Why only me? This makes no sense at all....First it goes from being a stolen idea and then it becomes a broken fix insulting fans of realism. What kind of twisted hypocracy is this??
So you see ladies and gentlemen, this was nothing more than a direct attempt to start more problems. This was not constructive criticism. Anvart never had anything helpful to offer in the creation of this mod. If he actually offered constructive criticism with actual solutions he would be respected for it. Instead he offers nothing useful except his usual unhelpful condescending comments. These comments do nothing for the betterment of the mod or the community as a whole...so why post them?
I have no problem with open modding and shareing knowledge.
I just will not do it on the forums.
PM me and I'll help anyone all I can.
But I will not debate on the forums.
It's a waste of my time.
And time is all I have.
:03:
Lets see...you'll only help via pm's but you'll take the time to post your nonsense in other peoples threads? I think if you switch those priorities around it would be beneficial to all.
I have been around this community for a very long time. One can search my post history and see that all my time and energy is directed to improving this game for the community. Most of my posts are for work I release to the community and very seldom engage in other talk unless its POSITIVE (i.e. constructive feedback, help, praise). But you guys really pissed me off with this crap. And guess what, I'm not going to take it. You will not post is my threads anymore. I'll stay away from you and you stay away from me, simple. I've never done any of this in any of your threads so don't do it to me. Isn't this why Neal rearranged the forums and had a talk to everyone about?
Now regarding the so called "broken" props:
You insult both skwasjer and my intelligence. Obviously the way they were flipped it was understood that damage would be mirrored. We are only talking about a small space between the props. I think most people can live with the damage being mirrored since 95% of the time would be spent looking at the props in an undamaged state. If I had to choose between something that "looked" right only 5% of the time vs something that looked right 95% of the time I would choose the latter and so would anyone with half a brain. Obviously there is a flaw in your logic that it should be the other way around. May I also add, where are all the complaints of people saying "Hey, my port side prop was damaged but the starboard one stop moving!". Please, grow up. This mod has done its job and you posting outlandish comments such as "its knife into hot hearts of fans" is clear evidence of your malcontent and a direct insult to all the time I put into my work for the community.
Nisgeis
04-11-09, 03:17 PM
I'm even thinking about compiling the list myself.
I wouldn't bother. Firstly it's a bit of a waste of effort and secondly Anvart will only post saying that your list is wrong and that he has already compiled a list and it is much better. He will have done it 'well over a year ago' :haha:.
AVGWarhawk
04-11-09, 03:50 PM
Take a chill guys. Looks like some misunderstandings. Let the air clear and come back with less fog on the brain. Not to mention that conversation took place days ago. Come on...I'm trying to dye some Easter eggs.
gimpy117
04-11-09, 09:52 PM
Take a chill guys. Looks like some misunderstandings. Let the air clear and come back with less fog on the brain. Not to mention that conversation took place days ago. Come on...I'm trying to dye some Easter eggs.
agreed...he must have misspoken himself...
and BTW...make me an egg! :D
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