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Wreford-Brown
08-26-08, 06:59 AM
Is there a mod that you would like to see?
Is there a particular ship that you would like to see?

Having made a couple of mods I found myself without inspiration until Kpt. Lehmann put in a request and gave me a new project to work on. This thread is meant as a 'wish list' for players so that modders can see what the rest of the community would like and is meant to work alongside reallydedpoets list of SH3 mods and utilities.

Please include a brief description in the Title, then links for any source material in the body of your post.

ReallyDedPoet
08-26-08, 07:34 AM
Hey, you trying to increase my workload :shifty: ....
j\k, nice idea, there is still plenty of life in SH3 :yep:


RDP

Reece
08-26-08, 08:49 AM
I would like to hear fog horns from friendly or nuetral ships when going through fog! Just imagine a foggy night on watch duty, when all of a sudden a fog horn, would probably fill my pants!:lol: But certainly add to the imersion!:yep: (not the pants!:dead:)

KapiteinP
08-26-08, 09:09 AM
It's amazing how much the modders do for shIII. Sometimes I feel ashamed that i haven't got the skills to contribute to this forum with my own mods. In the meanwhile I enjoy GWX, OLC's mods, some skins, sounds etc. etc. Chapeau for all the efforts!:up::up::up:

One mod I tried to make (but then I realised quickly that I certainly miss some knowledge about modding) is 'the sleeping mod'. This mods warns you about every happening while on timecompression. Normally I like to play SHIII on 64 - 256 TC. Especially while crossing the atlantic this can be boring. But no problem: in the meantime I read some books about the Battle of the Atlantic. But when a chapter gets exciting (or not and I fall asleep), I forget to pay attention to my u-boot. Very often when I watch the screen I'm too late to respond to something what happened. E.g. a reported convoy or ship, not enough battery, crew inefficiency, loaded tubes, detected radarsignals, detected ships through the hydrophone etc. There are many events which only appear on the screen without a sound. My idea is to add a sound to this events so you never miss something. I also think this is more realistic: in RL some crewmember would alarm the captain when for example a convoy is reported.

It would be fantastic if someone knew how to do is. I sincerely would help where ever I could, but knowing that I'm unable to do some programming that's not much an offer... :roll:

onelifecrisis
08-26-08, 09:32 AM
It's amazing how much the modders do for shIII. Sometimes I feel ashamed that i haven't got the skills to contribute to this forum with my own mods. In the meanwhile I enjoy GWX, OLC's mods, some skins, sounds etc. etc. Chapeau for all the efforts!:up::up::up:

One mod I tried to make (but then I realised quickly that I certainly miss some knowledge about modding) is 'the sleeping mod'. This mods warns you about every happening while on timecompression. Normally I like to play SHIII on 64 - 256 TC. Especially while crossing the atlantic this can be boring. But no problem: in the meantime I read some books about the Battle of the Atlantic. But when a chapter gets exciting (or not and I fall asleep), I forget to pay attention to my u-boot. Very often when I watch the screen I'm too late to respond to something what happened. E.g. a reported convoy or ship, not enough battery, crew inefficiency, loaded tubes, detected radarsignals, detected ships through the hydrophone etc. There are many events which only appear on the screen without a sound. My idea is to add a sound to this events so you never miss something. I also think this is more realistic: in RL some crewmember would alarm the captain when for example a convoy is reported.

It would be fantastic if someone knew how to do is. I sincerely would help where ever I could, but knowing that I'm unable to do some programming that's not much an offer... :roll:

Do you use SH3 Commander? If so, go into Time Compression settings and set the following to 1:
- when critically damaged
- when low crew efficiency
- when enemy ship(s) detected
- when enemy plane(s) detected
- when radio report received
- when being hunted

Then you'll hear the crew report things when they happen.

If you don't use SH3C you can change the settings manually by editing My Documents\SH3\data\cfg\main.cfg in notepad.

KapiteinP
08-26-08, 09:39 AM
Thanks for the reply OLC, but I think it's a workaround for some problems, but not the best solution. Still some events are passing by unoticed. Moreover: sometimes you don't want tc=1, e.g. when you're near a convoy and the sonarguy constantly discovers new ships.

In short: still two problems:
1) not all events I mentioned do have a sound-alert, even when TC=1
2) changing the values in SHIII Commander can be annoying at some point.

Bismarck
08-26-08, 10:02 AM
I wouldn't mind a 'French Aigle Class' Destroyer.
http://upload.wikimedia.org/wikipedia/commons/b/b1/Aigle-1.jpg

onelifecrisis
08-26-08, 10:03 AM
I think it's...not the best solution.

I doubt that, but if a better solution does come along then I'll be happy to be wrong. :cool:

Sailor Steve
08-26-08, 11:09 AM
WB, something I've been hoping for is the 'babies' - little coastal merchants, of which there were hundreds, maybe thousands. The smallest ship in the game is NCOT, a coastal tanker of 1200 tons. With randomizaion it sometimes registers as small as 900; but there were tankers and freighters running up and down the east coast of Britain and across the channel that were as small as 300 tons, and they looked like nothing else.

IABL has talked about possibly doing some, but he is busy with almost 40 new ships right now, and that project is a lot of work. While people are busy making 80,000-ton liners that hardly ever appear, fully 1/5 of all the merchants that sailed are unrepresented.

I rest my case.

Jimbuna
08-26-08, 01:42 PM
Steve has raised an excellent point in his post above http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

I wouldn't mind seeing the Mark 24 FIDO Torpedo http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif

http://www.uboat.net/allies/technical/fido.htm

onelifecrisis
08-26-08, 02:03 PM
WB, something I've been hoping for is the 'babies' - little coastal merchants, of which there were hundreds, maybe thousands. The smallest ship in the game is NCOT, a coastal tanker of 1200 tons. With randomizaion it sometimes registers as small as 900; but there were tankers and freighters running up and down the east coast of Britain and across the channel that were as small as 300 tons, and they looked like nothing else.

IABL has talked about possibly doing some, but he is busy with almost 40 new ships right now, and that project is a lot of work. While people are busy making 80,000-ton liners that hardly ever appear, fully 1/5 of all the merchants that sailed are unrepresented.

I rest my case.

IMHO GWX (after v2.1 was released) did a pretty good job of fleshing out the coastal areas of Britain with a decent variety of small ships. It's one of the things I really liked about the 2.1 update (before which, it seemed to me, the coast had fewer and larger boats - or maybe I just got lucky in those patrols). The shores of England are now teeming with crappy little not-even-worth-a-shell boats some of which are not even as big as 100 tons. Maybe other shores are the same - I don't know because I don't visit them, partly to stay out of shallow water and partly because I assume that more little crappy boats are all that is to be found there. Just my 2p.

coronas
08-26-08, 02:17 PM
I agreed with Sailor Steve. More coastal ships. I like to see some "first wave" English carriers (Argus, Eagle, Furious) and a new model of British auxliary cruiser.

gAiNiAc
08-26-08, 02:18 PM
Here's a mod idea I think many would find useful........

When you're in the NAV map screen during evasion it would be nice if you could toggle up a smaller version of the hydrophone controller and here the sound as well..........Even better a specific nav map where the sonar lines are warships "only" this more readily implies that the Kaleun is busy evading and only wants to track the escorts.........

Sometimes it's a real PITA to constantly be switching back -n- forth from the two stations............

Wreford-Brown
08-26-08, 02:23 PM
I wouldn't mind seeing the Mark 24 FIDO Torpedo http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif

http://www.uboat.net/allies/technical/fido.htm

I'd love to see the FIDO (or even the Zaukonig II given to Allied ships that carried the FIDO as a workaround) but I think we run into the brick wall of giving torpedoes to AI ships.:damn:

bigboywooly
08-26-08, 02:49 PM
Spot on Steve
Long been a bugbear for us poor campaign writers

Smaller ships such as this ( not unlike the GWX 2.1 NTRW_ )

http://www.clydesite.co.uk/clydebuilt/viewship.asp?id=8564

Or these

http://www.clydesite.co.uk/clydebuilt/viewship.asp?id=8919

http://www.clydesite.co.uk/clydebuilt/viewship.asp?id=8951

http://www.clydesite.co.uk/clydebuilt/viewship.asp?id=6230

Coastal convoys were almost entirely made up of these ship types
Larger ships only moved between ports when leaving one convoy and joining the next

Take a look at this average coastal British convoy make up

http://i60.photobucket.com/albums/h22/bigboywooly/SH3/ScreenHunter_903.jpg

Not worth wasting torps on most of those

Sailor Steve
08-26-08, 03:18 PM
IMHO GWX (after v2.1 was released) did a pretty good job of fleshing out the coastal areas of Britain with a decent variety of small ships. It's one of the things I really liked about the 2.1 update (before which, it seemed to me, the coast had fewer and larger boats - or maybe I just got lucky in those patrols). The shores of England are now teeming with crappy little not-even-worth-a-shell boats some of which are not even as big as 100 tons. Maybe other shores are the same - I don't know because I don't visit them, partly to stay out of shallow water and partly because I assume that more little crappy boats are all that is to be found there. Just my 2p.
True, but I'm not talking about sailboats and trawlers, though I love those too and am glad to see them. I'm talking about actual ocean-going (well, channel-going) convoy-travelling registered merchant ships, like

Freighter 'Ability' - 292 tons

http://i14.photobucket.com/albums/a325/SailorSteve/Ability-01.jpg

Tanker 'The Countess' - 870 tons

http://i14.photobucket.com/albums/a325/SailorSteve/TheCountess-01.jpg

Or that big bruiser 'Rex', weighing in at a whopping 1013 tons

http://i14.photobucket.com/albums/a325/SailorSteve/Rex-04.jpg

In my quest for names I have run across countless ships like these. I've applied their names to much larger ships (1800-2000 tons) with similar appearance, just so they wouldn't feel left out, but it's not really the same.

Or maybe this guy:
http://uboat.net/allies/merchants/1429.html

Or:
http://uboat.net/allies/merchants/291.html

onelifecrisis
08-26-08, 05:06 PM
I'm not talking about sailboats and trawlers, though I love those too and am glad to see them. I'm talking about actual ocean-going (well, channel-going) convoy-travelling registered merchant ships...

So I gathered after seeing other people's posts - sorry, I grabbed the wrong end of the stick! Yes, good point, the SH3 convoys always have decent targets in them.

G.K.
08-26-08, 06:12 PM
I wouldn't mind seeing the Mark 24 FIDO Torpedo http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif

Yes, and also squid, ASW rockets for aircraft... Yes, I gone MAD, but please...:ping:

itman
08-26-08, 07:52 PM
hello forum

I've been lurking in the background since --hu-- ever... where else to go for a decent subsim forum?

so, the actual thread-title invited me...

There was a story about a subcommander who fired four eels on a battleship and promptly popped out of the ocean. Due to too much positive bouyancy.

So, is it possibel to simulate such behavoir?


Cheers itman

gAiNiAc
08-27-08, 02:05 AM
hello forum

I've been lurking in the background since --hu-- ever... where else to go for a decent subsim forum?

so, the actual thread-title invited me...

There was a story about a subcommander who fired four eels on a battleship and promptly popped out of the ocean. Due to too much positive bouyancy.

So, is it possibel to simulate such behavoir?


Cheers itman

Normally that shouldn't happen..........the tubes flood with water to retain some semblance of neutral buoyancy!

geosub1978
08-27-08, 03:49 AM
HMS EAGLE-HMS DUNENDIN-LINERS OF 10000-12000 TONS-USS TEXAS.

Furthermore,

1) Simultanious attacks of other U-boots against the same convoy.

2) Messages based on SCR layer

3) A more interactive sonarman

asanovic7
08-29-08, 08:53 AM
Just a merry thought..

I think computers would have to live up for a "very live" enviroment of convoys with 15 little ships running around.. If I am not mistaken.. Or just a poor owner of a two year old computer..
But it would certainly be great..:up:
And by the looks of things, that would not be so easy for the "poor campaign writters" either to make that, right? Tried to mess around campaign a bit, got frozen by "9 months for a decent campaign" explanation.. :rotfl:

Cheerio

Forgot some thoughts!

1. poul first spoke about it.. I tried and failed.. IS there a modder still working on sh3 that can add sound to snorkel when it rises? It is really spooky to see it rise without a sound.. It is practictly as big as a sub.. :rotfl:
2. What about wind and smoke? Is that a definite no no or just some missing hex part in the files? Obviously this is aimed at "hex is not a voodoo" people :rotfl: :rotfl:
3. People on the decks.. I notticed from community ships addon that guns from sh4 are added to sh3, and there was one japanese cruiser that had too many guns, but more importantly little bastards on the decks. Is there any modders willing to add little creatures?
4. My head hurts from all this thinking

bigboywooly
08-29-08, 09:17 AM
15 is a small convoy
:rotfl:

GWX PQ17
30 Mechants and 19 minesweepers\escorts

http://i60.photobucket.com/albums/h22/bigboywooly/SH3/ScreenHunter_904.jpg

:hmm: Need to add the 2 Br subs to that convoy too

asanovic7
08-29-08, 09:30 AM
Nope, I thought about plenty of convoys like that, running around.. :rotfl: Better than thinkers or the tailors..
RAM issues or processor issues :D when comp is computing the position of all the ships, right? Have I understood it correctly why gwx campaign is "ram balanced" :rotfl:
Cheers

abclkhan
08-29-08, 10:12 AM
I have some ideas...
1) a skin for type VIIC with that "netcutter" we see in type VIIB on the bow... we see that in das boot.

2) the ability to select which sound contact you want the sonarman to follow.. not only the nearest

3) thermal layer... and its impact on hydrophone

4) An easier way to install the "hydrosonarroomplot" mod

5) http://www.subsim.com/radioroom/showthread.php?t=137730&highlight=oxygen

6) (Utopic) torpedo room / crew quarters / engine room modeled....

itens 2, 3 and 4 are the coolest ones I suppose!

gAiNiAc
08-29-08, 11:38 AM
I have some ideas...
1) a skin for type VIIC with that "netcutter" we see in type VIIB on the bow... we see that in das boot.

2) the ability to select which sound contact you want the sonarman to follow.. not only the nearest

3) thermal layer... and its impact on hydrophone

4) An easier way to install the "hydrosonarroomplot" mod

5) http://www.subsim.com/radioroom/showthread.php?t=137730&highlight=oxygen

6) (Utopic) torpedo room / crew quarters / engine room modeled....

itens 2, 3 and 4 are the coolest ones I suppose!


#3 is simulated via SH3 Commander if I'm not mistaken.......

Jimbuna
08-29-08, 01:54 PM
I have some ideas...
1) a skin for type VIIC with that "netcutter" we see in type VIIB on the bow... we see that in das boot.

2) the ability to select which sound contact you want the sonarman to follow.. not only the nearest

3) thermal layer... and its impact on hydrophone

4) An easier way to install the "hydrosonarroomplot" mod

5) http://www.subsim.com/radioroom/showthread.php?t=137730&highlight=oxygen

6) (Utopic) torpedo room / crew quarters / engine room modeled....

itens 2, 3 and 4 are the coolest ones I suppose!


#3 is simulated via SH3 Commander if I'm not mistaken.......

Yeah, SH3 Commander sets a random depth the escorts hydrophones are effective at to simulate a thermal layer.

meduza
08-30-08, 06:42 AM
I would like to see improved renown model, so that you don't get demoted for equipping your boat, or getting a new one.

This would probably require two variables for the renown; the existing one for "buying" equipment, and the additional one containing total accumulated renown, for promotions. I don't know it this is feasible without the SDK. Any thoughts?

Also, it would be nice if all equipment would lose its value over time, so everyone could aquire it, but the captains with most renown could get it first.

Wreford-Brown
08-30-08, 06:51 AM
I would like to see improved renown model, so that you don't get demoted for equipping your boat, or getting a new one.

This would probably require two variables for the renown; the existing one for "buying" equipment, and the additional one containing total accumulated renown, for promotions. I don't know it this is feasible without the SDK. Any thoughts?

The easiest way of doing this is probably to reduce the cost of all upgrades to nil.
That way you would continue to accumulate renown throughout your career but upgrades would become available on the date that they came into service. You already get 'penalised' while the equipment is being fitted by staying in port for more days. Maybe the number of days it takes to upgrade could be slightly raised, so it would be a question of needing the equipment vs. lost patrol time:hmm:

Has anyone found any figures on how long it would take IRL to upgrade a U-boat? I would imagine that a battery change would be a major overhaul whereas a change to the bold decoys would be a simple matter of changing the canisters.

sabretwo
08-30-08, 06:54 AM
I'm trying to fill out the Mediterranean fleet. Some ships that would be useful are HMS Ark Royal, HMS Eagle, and an older version of the Queen Elizabeth series BBs (for HMS Malaya and HMS Valiant).

Any takers? :smug:

h.sie
08-30-08, 08:52 AM
realistic repair times WITHOUT changing the flooding times and crew efficiency (as the LRT mod does)

JHuschke
08-30-08, 02:31 PM
I would like to hear fog horns from friendly or nuetral ships when going through fog! Just imagine a foggy night on watch duty, when all of a sudden a fog horn, would probably fill my pants!:lol: But certainly add to the imersion!:yep: (not the pants!:dead:) Yes, this would be an awesome idea.

I also wish that there could be communication with spotlights, like back then when they used morse code, big ol spotlights on destroyers and commanders could grab one from the deck and sign back. This would be awesome as well!

JMV
08-30-08, 04:20 PM
Gruss Gott Kaleuns

Saw 2 videos or Tutorials a while ago, named
- manual_targetting_navchart.wmv and
- manual_targetting-notepad.wmv
hosted by www.3rd (http://www.3rd) flotilla.org and made by a guy named "Dietrich-3.F" of which there is a post on Forums ubi.com from 04/24/2007.
On his tutorial, once he lauches his torpedo, you can see in red a tag ( his name, for that matter ) above each torpedo, so that you can follow them above the water without loosing them (after an F 12). Once the torpedoes have hit, you can make a U-turn with your camera, and find back your U-boat easily as this one has the same tag as the previous torpedoes but in yellow. All this is very handy to follow the progression of your torpedoes from above the water, and it's easy thereafter to go back to your boat, that can be sometimes very difficult to find in the distance, unless you type F-12. But with this mod you don't have to. very handy. :rock:
I have been unable to contact that guy, as I get an error message when clicking on his avatar. Apparently he made the mod, as his name appears as tag above the running torpedo.
I think this mod would be interresting to retrieve... :yep:. Does anyone know him, or could try contact him with better luck.
That is unless you know that mod already and would know a link to DL it.
Thanks for your help. :p JMV.

JMV
08-31-08, 06:05 AM
BUMP. Really nobody interested with this Torpedo mod ?? JMV.

bigboywooly
08-31-08, 08:31 AM
Was it a multiplayer screenshot ?
AFAIK player names above torpedos is only available in multiplayer

JMV
08-31-08, 12:21 PM
Hello Bigboywooly,

I don't think it was a multiplayer game, it was a video on how to use the notepad and stuff. There was only his sub and the convoy he was sending torpedoes at.
JMV.

SpeedyPC
08-31-08, 04:41 PM
15 is a small convoy
:rotfl:

GWX PQ17
30 Mechants and 19 minesweepers\escorts

http://i60.photobucket.com/albums/h22/bigboywooly/SH3/ScreenHunter_904.jpg

:hmm: Need to add the 2 Br subs to that convoy too



I'm gunna need a nuclear torpedo to many ASW around the convoy

U-snafu
08-31-08, 04:50 PM
I had an idea once but my 3d modeling skills were not up to it.
It would be for the eye-candy "atmosphere" enthusiasts.

I had seen a diagram painting in a book once that showed a defense set up for the U-boat bunkers. Now that we have the bunker flak guns & the alility to place barrage ballons, another thing that caught my eye was a small tug that had a trailing torpedo net behind it attached on the other end to a bouy. It was positioned about 50 feet out from the bunker entrances. After a U-boat left or entered the pen---the tug would steam a little across the water perpindecular(sp)pulling the net taunt & covering the water leading to the entrances (to stop dropped torps from entering the bunker).

I know there is already submerged nets in the game but think it would be neat to see: something like the escort pulling away when you start in the port--possibly as you pull past the quays -behind you a small tug would start it's run from one side of the quay to the opposite end pulling the net in front of the bunker while one end stayed attached to a floating buoy (the buoy's now already in the game:up: ).

It's probably impossible with the way docked ships drift--(the tug would probably drift into the quay after it stopped at it's last waypoint). Not to mention being able to have a net unfurl. But maybe there is a way for a shipmodeler to kitbash a tug with a ten foot section of sub net (with a few feet of the net top raised up out of the water and rolled up) with a buoy attached on the back end sitting in the water. Could be placed just docked near the entrances to the bunkers.

Anyways--you asked for idea's so figured it was a chance to put the concept out there:D .

KapiteinP
09-02-08, 03:55 AM
another idea: in your f7 screen you can see the flooding, but when you go to the commander or radio room, there's no water at all. Would be very nice to see the water rising there!

asanovic7
09-04-08, 07:06 AM
I agree. And maybe a little screaming and after a while swimming.. Then you know you can just put some nazi march on the radio and only enjoy in your own personal horror..
In the very end a member of the crew shows you the finger, like in the lord of the rings..

Reece
09-04-08, 07:50 AM
Another mod I would like to see (really a bug fix), is to stop the lighthouse light shining through everything!:-? This bug really annoys me big time!:nope:

lobomarinho
09-04-08, 08:07 AM
I would like to have a wolfpack mod where my sub would be an interactive part of a wolfpack attack in a convoy, interchanging actions with the other boats when shadowing a convoy in the surface,atacking a ship with other boats,etc. the possibility to communicate by radio or by voice when nearby to a specific boat,etc

Jimbuna
09-04-08, 08:23 AM
I would like to have a wolfpack mod where my sub would be an interactive part of a wolfpack attack in a convoy, interchanging actions with the other boats when shadowing a convoy in the surface,atacking a ship with other boats,etc. the possibility to communicate by radio or by voice when nearby to a specific boat,etc

Already ingame.....Multiplayer :lol:

Sailor Steve
09-04-08, 12:31 PM
Another mod I would like to see (really a bug fix), is to stop the lighthouse light shining through everything!:-? This bug really annoys me big time!:nope:
:yep: :yep: :yep:

I would agree that that's probably one of the most annoying things in the game. And I'm betting one that can't be fixed.

Hope I'm wrong, though.

Jimbuna
09-04-08, 04:14 PM
Another mod I would like to see (really a bug fix), is to stop the lighthouse light shining through everything!:-? This bug really annoys me big time!:nope:
:yep: :yep: :yep:

I would agree that that's probably one of the most annoying things in the game. And I'm betting one that can't be fixed.

Hope I'm wrong, though.

That was a Halo problem and was fixed once for the control room crew, but never for the lighthouse IIRC :hmm:

Reece
09-04-08, 08:00 PM
I think it was DD that did that mod & fix, IIRC he said that each item (building, tree, sub, ship, men, etc etc) would have to be edited!:dead: Funny though how the sun doesn't shine through bunkers but the damned lighthouse does!:doh:

Madox58
09-04-08, 08:12 PM
Yes DD did look at the Light House problem.
The interiors were fixed by useing an interior controller.
By he discovered that that controller does not work outside of the sub.
So we are stuck with the Laser Light house Beams.
For now.

Reece
09-04-08, 09:52 PM
Do you know why the sun doesn't shine through most objects but the lighthouse does? I would have thought the otherway round!:yep: I know that the sun does shine through on the edges but no further! Also the lighthouse doesn't shine through some of the vegetation!:-?

bigboywooly
09-04-08, 11:17 PM
:hmm: Thought it was Anvart that fixed the no halo through crew :hmm:

The lighthouses shining through is an annoying feature though

harryt8
10-05-08, 04:24 AM
I came across your post scrolling through the listings.
Are you related to Chris W-B, or is this a tribute pseudonym to the CO of Conqueror? I was on the Onyx.

My suggestions for fixes (or comments as to what I'm doing wrong..!!):


1. Floppy Officers Cap. There appears to be a fix listed, but I can't find it. The Sh4 Mod puts a bit of braid on the peak. A Floppy cap is needed rather than the angular item that appears just to come "out of stores". We used to take the wire hat stretcher out and put on a white cloth cover and assume the "Gunther Prien" jaunty angle.

2. Can't find the "hair fix" to obviate the irritating triangle on some heads.
Any alternative haircuts, such as overgrown or shaggy?

3. Real weather fix. I'm currently crossing the North Sea on January 18th and it's flat calm and sunny. Experience tells me it is generally poor weather, poor visability, waves and a considerable swell.

4. I have "Das Boot Clothes" patch loaded. It would be unlikely to have epaulettes on "civvy" clothes.

5. The Helmsman doesn't seem to steer the boat.

6. The Radio Operator could sometimes use the radio receiver, morse key or Enigma machine. With my current mods loaded, he raises his hands, but doesn't touch the radar dials (not applicable on a Type 2a anyway).

7. The Weapons Officer has very clumsy and out of scale hands when he scratches his head in angst over his firing solution.

8. The Control Room fixtures need to have a more "worn/rusty and used feel about them. More stores, fittings and "stuff" needs to be lying around.

These are all cosmetic fixes. The game and the manual targetting are as near to reality as one can expect from a simulation, and provide a stimulating experience.

Mods and computer programming are well outside my level of knowledge and I truly appreciate the time and effort countless individuals have put in to make this simulation as near to reality as is possible.

Any comments or advice is welcome.

Cheers..!!

Harryt8:up:

Murr44
10-05-08, 07:56 AM
I came across your post scrolling through the listings.
Are you related to Chris W-B, or is this a tribute pseudonym to the CO of Conqueror? I was on the Onyx.

My suggestions for fixes (or comments as to what I'm doing wrong..!!):


1. Floppy Officers Cap. There appears to be a fix listed, but I can't find it. The Sh4 Mod puts a bit of braid on the peak. A Floppy cap is needed rather than the angular item that appears just to come "out of stores". We used to take the wire hat stretcher out and put on a white cloth cover and assume the "Gunther Prien" jaunty angle.

2. Can't find the "hair fix" to obviate the irritating triangle on some heads.
Any alternative haircuts, such as overgrown or shaggy?

3. Real weather fix. I'm currently crossing the North Sea on January 18th and it's flat calm and sunny. Experience tells me it is generally poor weather, poor visability, waves and a considerable swell.

4. I have "Das Boot Clothes" patch loaded. It would be unlikely to have epaulettes on "civvy" clothes.

5. The Helmsman doesn't seem to steer the boat.

6. The Radio Operator could sometimes use the radio receiver, morse key or Enigma machine. With my current mods loaded, he raises his hands, but doesn't touch the radar dials (not applicable on a Type 2a anyway).

7. The Weapons Officer has very clumsy and out of scale hands when he scratches his head in angst over his firing solution.

8. The Control Room fixtures need to have a more "worn/rusty and used feel about them. More stores, fittings and "stuff" needs to be lying around.

These are all cosmetic fixes. The game and the manual targetting are as near to reality as one can expect from a simulation, and provide a stimulating experience.

Mods and computer programming are well outside my level of knowledge and I truly appreciate the time and effort countless individuals have put in to make this simulation as near to reality as is possible.

Any comments or advice is welcome.

Cheers..!!

Harryt8:up:

This mod: http://files.filefront.com/Fubars+crew+skins4rar/;9108407;/fileinfo.html incorporates both the floppy cap & the "hair" fixes. I looked around for you but I can't seem to find them as individual downloads.

Hitman
10-05-08, 09:48 AM
5. The Helmsman doesn't seem to steer the boat.


That's one of the most annoying things I saw in SH3 from the very beginning: You have two men sitting in the control of the diving planes even in surfaced condition (When theya ctually would NOT be there) but you NEVER have anyone in the rudder control :damn:

True, U-Boats had a second rudder control in the aft compartment (Where they could also manually operate the rudder in case of system failiure) but the helmsman was normally in the CT for easier communication.

BTW the helmsmen operate the diving planes with their hands on the wheels that actually are the emergency controls. They should push the buttons in the box in front of them instead, using the hydraulically assisted mechanism.:nope:

Sailor Steve
10-05-08, 01:32 PM
4. I have "Das Boot Clothes" patch loaded. It would be unlikely to have epaulettes on "civvy" clothes.
GWX 2.1 includes a 'No medals on crew' option, and there is one by Dertien called 'No Rank or Medals on Crew'.

6. The Radio Operator could sometimes use the radio receiver, morse key or Enigma machine. With my current mods loaded, he raises his hands, but doesn't touch the radar dials (not applicable on a Type 2a anyway).
Good point. I'll bet they just didn't think of that one.

8. The Control Room fixtures need to have a more "worn/rusty and used feel about them. More stores, fittings and "stuff" needs to be lying around.
I think there's a mod that makes it worse (better), but I don't remember offhand. On the other hand, while six-to-eight weeks at sea can wreak havoc on the boat, they are completely sanded and repainted while in port. So it could be agrued either way.

UberTorpedo
10-05-08, 02:36 PM
harryt8,

Try this link for the stand alone floppy cap mod. http://files.filefront.com/Floppy+Cap+Fix7z/;11649703;/fileinfo.html . Privateer posted it at the end of August. :up:

Cheers,
Ubertorpedo

harryt8
10-06-08, 01:31 AM
What is so wonderful about being a part of the SH3 community is the sheer wealth of information and advice so readily available from some really helpful people.

The game, the mods and the complexity and breadth of both make this forum such a useful and valuable facility.

Thank you gentlemen. (By the way: "Do any ladies play" (SH3 that is...!!))?

Regards.

Harryt8:up:

Sailor Steve
10-06-08, 09:51 AM
http://www.subsim.com/radioroom/showthread.php?t=129278&highlight=calling+female

And this one is right near the top of this very forum:
http://www.subsim.com/radioroom/showthread.php?t=142553

richardphat
10-07-08, 11:00 PM
Yes make a 24km atmosphere and that would make my day! It could be more than that of course!

JMV
08-25-09, 08:42 AM
Sorry guys, I'm bumping this one because I realize I never had an answer
to my post #34. Really I would be interrested to have this Mod if it's still avaliable...

Thanks a lot. :salute: