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Mikhayl
10-25-08, 12:13 PM
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ReallyDedPoet
10-25-08, 12:19 PM
Nice one :yep:


RDP

VikingGrandad
10-25-08, 12:34 PM
Sounds good! Gonna download and install it.

Thank you! :up:

Task Force
10-25-08, 12:38 PM
Great, this is a tactic I use in shallow waters when repairing quite often.:D Thanks!:up:

Jimbuna
10-25-08, 12:48 PM
@Mikhayl

All we need now is a few canyons on the sea bed to be able to hide in :lol: :up:

Task Force
10-25-08, 12:54 PM
Or a under water sub base.:D

Task Force
10-25-08, 01:36 PM
lol, good way to slow a fall. Or avid debth charges.:lol:

Madox58
10-25-08, 01:50 PM
Nice job Mikhayl.
:up:

Now we need to clutter the bottom.
:lol:

Ktl_KUrtz
10-25-08, 02:53 PM
Nice!
I have been looking for this mod for sometime!
:up:
KUrtz

Wolfehunter
10-25-08, 03:13 PM
Thankyou. I alway like to kiss the bottom...lol:o :rotfl:

Jimbuna
10-25-08, 03:30 PM
Or the top secret "Wasserbombschirm"

http://img66.imageshack.us/img66/7789/bduswbu2.jpg

:D

LOL :lol:

http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

Myxale
10-26-08, 03:17 AM
:o

Since I started sailing SH3 ,people wanted this so bad! :yep:

Mate you are the new nominee for the golden Sub!:rock:

Schroeder
10-26-08, 04:54 AM
Thanks, will give it a try.:D

Graf Paper
10-26-08, 07:05 AM
Just when I was all sad and plotting your death for leaving the S-boot mod, you come up with this! :up:

This is such an incredibly useful mod I find myself wondering why someone hadn't already done this years ago.

At last, we can play possum on the bottom or spend tense hours repairing damage after bottoming out. :rock:

You are a modding god, Mikhayl!

http://static3.filefront.com/images/personal/g/GrafPaper/128692/oywscsyavn.jpg

rifleman13
10-26-08, 07:54 AM
At last! :up:

A chance of surviving hitting the seafloor! :arrgh!:

Thanks a lot mate! :rock:

itman
10-26-08, 07:07 PM
Thank you!

Just a minor glitch. When LRT is installed too, then you have to adjust some values in "zone.cfg", otherwise LRT is back to "not so longer repair times".

Graf Paper
10-26-08, 07:16 PM
What values in this mod conflict with LRT, itman?

Can you verify this, Mikhayl? Can't have "Das Boot" moments on the sea floor without those longer repair times!

FIREWALL
10-26-08, 07:18 PM
Nice mod :up:

Graf Paper
10-26-08, 07:54 PM
Bless you, good sir! :D

LRT is one of those "must have" mods, at least for myself. I use LRT 2.02 with the Medium DC Shake add-on.

Myxale
10-27-08, 03:24 AM
It works well LRT lite once a few values are merged!

Such a little change such a effect!
Now I can pull off a Boot moment Sitting in the seabed and waiting for something to come by!:rock:

itman
10-27-08, 03:43 AM
No big deal. Just grep - uh search for "Floodingtime" in zone.cfg and set the values according to those in LRT.

cheers

itman
10-27-08, 06:18 AM
Speedy update, sir!

But now, jsgme hickups about Basic.cfg allready changed in "GWX - Late War Sensors Snorkel Antennas". Your initial version (SRM01) didn't contain any Basic.cfg at all.

So I think that cfg-directory and it's files could get omited. Right?

Rubini
10-27-08, 07:17 AM
Ahoy Mikhayl!

Thanks for this little but big improvement!
I recall that Nvdrifter, LRT mod author, tried to find a solution for this seabed damage for long time, to improve his LRT mod but without success. I guess that he will be very happy to know that a brilliant and simple solution was found for the issue.:up: Someone yet in contact with him?:hmm:

I took a quick look at your solution and it is right to say that a lot of things could be made with the zones edition, a sector of SH3 files that is yet little explored by the modders. S3D yet don't have a visual editor on the matter, I'm just wondering when it comes...;) We can do, for example, a special zones for the tankers to have oil slick, specfic zones for specific ships to spawn some new debris, etc...

Salute!

Rubini.

asanovic7
10-27-08, 08:55 AM
Great Mikhayl!

Just one thing, when I go to filefront I feel like I am in a fourth world country.. :rotfl:

Graf Paper
10-27-08, 04:52 PM
My thanks to both of you, Mikhayl and itman, for pointing out how to merge the mods and providing a meged mod to get things started! :)

I think I'm most grateful for showing some valuable insight into how this mod works because I enjoy learning things. If every mod was documented with a "how to", it would certainly make it easier for others to learn and eventually build upon everything that has come before.

This is a fine example why the SH3 community is one of the finest there is! :rock:

Good job, guys! :up:


@Rubini

Great to see you're still around! I hope you're still working on a few things for SH3. ;)

Zen Master Caine
10-28-08, 02:11 AM
Hi Rubini, I'm not sure if Nvdrifter is still around, I checked his threads before doing the "combimod" and it seems he left the SH world.
Yeah, I'm still around. I still pop in here every once in a while. ;)

Thank you very much for this mod, Mikhayl. This is an absolute must-have mod. Five stars. I tried for quite a while to make this work but couldn't. And much thanks for making it compatible with with LRT 2.02 Final. I may just have to reinstall SH3 to try this out. :arrgh!:

Graf Paper
10-28-08, 02:12 AM
I can understand how tedious it would be to attempt documenting a mod after spending hours just creating, testing, and fixing that mod.

What I meant to say was modders documenting what they had learned about the files in SH3 and their own techniques for modding these files.

I'm glad you have kept up the fine skill of "thinking outside the box". It's brought us this long-awaited mod as well as that fantastic S-boot! :rock:

Zen Master Caine
10-28-08, 02:15 AM
Ahoy Mikhayl!

Thanks for this little but big improvement!
I recall that Nvdrifter, LRT mod author, tried to find a solution for this seabed damage for long time, to improve his LRT mod but without success. I guess that he will be very happy to know that a brilliant and simple solution was found for the issue.:up: Someone yet in contact with him?:hmm:

I took a quick look at your solution and it is right to say that a lot of things could be made with the zones edition, a sector of SH3 files that is yet little explored by the modders. S3D yet don't have a visual editor on the matter, I'm just wondering when it comes...;) We can do, for example, a special zones for the tankers to have oil slick, specfic zones for specific ships to spawn some new debris, etc...

Salute!

Rubini.

Hi Rubini. Glad to see you still around. This mod is absolutely astounding. He accomplished what I never could. Mikhayl should be saluted. :up:

Rubini
10-28-08, 07:46 AM
Ahoy Mikhayl!

Thanks for this little but big improvement!
I recall that Nvdrifter, LRT mod author, tried to find a solution for this seabed damage for long time, to improve his LRT mod but without success. I guess that he will be very happy to know that a brilliant and simple solution was found for the issue.:up: Someone yet in contact with him?:hmm:

I took a quick look at your solution and it is right to say that a lot of things could be made with the zones edition, a sector of SH3 files that is yet little explored by the modders. S3D yet don't have a visual editor on the matter, I'm just wondering when it comes...;) We can do, for example, a special zones for the tankers to have oil slick, specfic zones for specific ships to spawn some new debris, etc...

Salute!

Rubini.

Hi Rubini. Glad to see you still around. This mod is absolutely astounding. He accomplished what I never could. Mikhayl should be saluted. :up:

Ahoy Nvdrifter!
Glad to see you too!
I also restart a patrol yesterday after long time absent from Sh3 just after learn about this mod with LRT obviously! Must have!:up:
Kudos for Mikhayl and you!:arrgh!:

Hartmann
10-28-08, 08:18 AM
Great mod !

it can help a lot when the boat is damaged and you canīt maintain the deep.
at least you still have a chance to survive, except if the bottom is too deep..:hmm:

Zen Master Caine
10-28-08, 09:04 AM
And Rubini, I never did congratulate you on your Lifeboats mod. Absolutely awesome work. Love it. :yep:

Rubini
10-28-08, 12:55 PM
And Rubini, I never did congratulate you on your Lifeboats mod. Absolutely awesome work. Love it. :yep:
Many thanks mate!:up:

danurve
10-30-08, 08:11 AM
Michayl - this mod is sweet!

Just tried it last night docked out of Salamis, bottomed out slowly and no damage!
Also checked out the enhanced damage effects in 2.1 (per jsgme instructions) all seems well. :up:

Orion2012
10-30-08, 01:32 PM
Mikhayl, just a quick question. Is it normal to have the green effeciency bar disappear with this and LRT. I ask because I made a few chages myself to the menu.ini on the OLG GUI and fear it may be one of my changes interferring, although all I really did was change the Night mask on the Nav map.

Any help is appreciated and thanks in advance. Brilliant mod!

Graf Paper
10-30-08, 02:53 PM
One would think that reduced crew efficiency ought to affect things such as torpedo reloads and the overall operation of the vessel but I haven't noticed LRT changing anything related to the crew aside from the intended effect of causing repairs to take more time.

The efficiency bars were eliminated more for cosmetic reasons, if I recall correctly. The estimated repair times... "About 4 hours"... wouldn't work properly with the crew efficiency bars present, it kept reverting to the more precise repair time being displayed (or something to that effect).

You know...don't hold me to that. But that is how I remember it and my eyeballs are too tired to look it up. :88)

Orion2012
10-30-08, 05:29 PM
One would think that reduced crew efficiency ought to affect things such as torpedo reloads and the overall operation of the vessel but I haven't noticed LRT changing anything related to the crew aside from the intended effect of causing repairs to take more time.

The efficiency bars were eliminated more for cosmetic reasons, if I recall correctly. The estimated repair times... "About 4 hours"... wouldn't work properly with the crew efficiency bars present, it kept reverting to the more precise repair time being displayed (or something to that effect).

You know...don't hold me to that. But that is how I remember it and my eyeballs are too tired to look it up. :88)

Appreciate the answers, as long as its normal, its fine by me.

Zen Master Caine
10-31-08, 07:07 AM
One would think that reduced crew efficiency ought to affect things such as torpedo reloads and the overall operation of the vessel but I haven't noticed LRT changing anything related to the crew aside from the intended effect of causing repairs to take more time.

The efficiency bars were eliminated more for cosmetic reasons, if I recall correctly. The estimated repair times... "About 4 hours"... wouldn't work properly with the crew efficiency bars present, it kept reverting to the more precise repair time being displayed (or something to that effect).

You know...don't hold me to that. But that is how I remember it and my eyeballs are too tired to look it up. :88)
Correct. Longer Repair Times 2.02 mod does not affect torpedo reloading times. It only changes crew repair times.

As far as the green efficiency bars missing, that was an unavoidable side-effect of reducing crew efficiency to get the longer repair times. Couldn't be avoided.

Estimated repair times (in hours) and the removal of exact timers was an added realism feature of later versions of LRT. The exact repair and flood timers were removed because I felt they were just too unrealistic.

I hope that clears things up. ;)

-SWCowboy.
10-31-08, 09:24 AM
Finally got around to upload this to BtS-Mods.com, you can find it in our SH3 Gameplay Mods section.

http://www.bts-mods.com/?page=mods
http://www.bts-mods.com/?page=sh3-gameplaymods-page1

:up::up:

This is a great little mod Mikhayl, I wish I stuck around closer to shore! :lol:

WeeBubba
10-31-08, 04:31 PM
thanks for this. sounds great! will try out today :up:

asanovic7
11-03-08, 07:42 AM
Works!

One thingy though..
It seems to me menu.ini file for olc ubermod compability patch was made out of old olc ubermod version of the file.. I think even before june(1.x versions)
243 ubermod version contains different version.. It seems to me..

I made myself a customized version of the file, but I am no expert on that field and would like to be done by the professional..
Or..
There is no need for it?

p.s. ok ugly image that wild life in bangkok.. Have you ever been to bangcock?

tonschk
11-03-08, 07:52 AM
thank you :up:

prowler3
11-13-08, 11:50 AM
Having a problem with this mod...
This is my second attempt at adding the seabed repair mod, following the instructions, and after doing so SH3 crashes on loading? I have no idea what I'm doing wrong but, the last time I had to delete my career to get SH3 working again. It appears I may have to do so again as I am experiencing the same problem. I am using SH3cmdr and have the following installed:


http://users.frii.com/viciii3/JSGME-1.jpg

The necessity to delete my career after this may have more to do with the crash during saved game load than the actual mods. I have had other crashes which ALWAYS seem to mess up my career...something happens to the date/time stamp for each save and they are no longer in order on the SH3 "load saved game" screen.

So beyond that...what am I doing wrong with the "Seabed Repair Mod" that is causing the crash? You can see the 2 files "SRM01" and "SRM02", and the order I've installed them in, above. Any ideas?

Thanks gang.

prowler3
11-13-08, 12:18 PM
...unless you tryed to load a mid-patrol savegame after installing it ?

:oops: :oops: :damn:

Very embarrasing. It's working, installed before my new career.
Thank you, Mikhayl.

Myxale
11-13-08, 01:44 PM
Just finished a patrol where I had lurked for some shipping near a harbour entrance, while sitting on the seabed!:rock:

Doolar
11-17-08, 12:19 AM
Sorry but i'm just a bit confused. I would like to use the Sea Bed + LRT v2.02 Final. Not sure on which files from the mod downloaded I should use and in which order to enable them . I currently have this setup :

LRT v2.02 Final - enabled
LRT v2.02 Final compat patch - enabled
Medium and Lite DC shake patch - enabled
OLCE2 Adjusted GWX 2.1 Enhanced Damage Effects - enabledI use other mods of corse but these above are the mod that come into play .

GOZO
11-17-08, 04:56 AM
Just finished a patrol where I had lurked for some shipping near a harbour entrance, while sitting on the seabed!:rock:

Herbert Werner used the sea bed several times while slowly sneaking out of the Biscay after the fall of France. according to his book. (Iron Coffins).;)

@Dolar Semler

A god question.

I use OLC:s latest ubermod + special GUI myself.

I the package you will find certain compatibility patches when adding this new mod.:know:

In my case I would remove all four and reinstall the OLC-bits first and then add the new files concenring SRM+LRT final. Just to be sure.

And Always have your boat in port!

My two cents worth.

Cheers

/OB:cool:

msalama
11-17-08, 06:33 AM
This mod is great, period. Started to use it with this Black Sea campaign I had going (they retired the skipper so I'm back roaming the Atlantic in a fresh VIIB now) and laying on the bottom in the Kerch Strait waiting for Uncle Joe's boys to show up was just cool to the extreme :arrgh!:

You have to be careful when bottoming the boat though I noticed. But then the same thing applied IRL as well, didn't it? You didn't know the exact composition of the seabed so you'd easily bend a diveplane or something if you went in too fast I'd imagine...

S! and thanks for a job brilliantly done Mikhayl.

meduza
11-17-08, 08:42 AM
This mod, already very good :up:, would be even better if the sub would be harder to detect on the bottom, like it is in RL.

meduza
11-17-08, 09:48 AM
@Mikhayl
I was thinking about the ASDIC detection. :D
In RL, the multiple echoes from the bottom could confuse the operator, making the sub harder to detect.
I'm not a modder, and don't know if this could be implemented in SH3. Probably not without the SDK.
if (depth_under_keel <= 5) {
detection_probability = detection_probability * 0.2;
} /* or whatever the variables' names are */ :lol:

Sorry to be off topic :oops:

bigboywooly
11-17-08, 10:28 AM
The destroyers\escorts etc sensors do not see the sea floor as in RL
They dont see land at all which is why they will drive onto the shore or into ports if they are between you and it
They make no allowances which is why you get picked up even while sat on the sea floor stopped

msalama
11-17-08, 02:01 PM
Soooo... how about a mod that releases a carpet of BOLDs when you touch the seafloor? Most likely a poor substitute for the real phenomenon, but still... :hmm:

Jimbuna
11-17-08, 05:00 PM
Soooo... how about a mod that releases a carpet of BOLDs when you touch the seafloor? Most likely a poor substitute for the real phenomenon, but still... :hmm:

The outcome of such an action would mean the escorts would then be attracted to the noise made by the bolds, depth charge them and destroy your boat because that is precisely where you would be 'sitting there amongst the bolds'.

msalama
11-17-08, 11:46 PM
Yeah, but what if the carpet of bolds was a large one, say a square mile or so, and your boat was sitting in the middle? Would make them confuzzled enough I guess.

Nah. We need something we can lay on the seafloor that deflects ASDIC. And that's something we don't have AFAIK...

GOZO
11-18-08, 06:39 AM
I think Meduzaīs suggestion is the most realistic one. The escorts dont have side scanning HF sonars to reproduce the seabed surfaces.;)

Now since "silent running" is off during repair work the escorts would have some probability to pick up sounds and DC the Uboat to oblivion.

I tried sailing one scenario yesterday ("Bucket brigade" single mission) but itīs too shallow at Cape hatteras and they found us all the time. sat out on the seabed being hit that bad that it was impossible to recover from flooding => 3 blows of ballast tanks, surface and surrender:lol: .

BUT Mikhayl, the mod is great!!!! I will try it in a Gibraltar scenario. Getting detected first and then settle on a deep spot. Could do the trick.

@ Meduza and others: where can I dig up the file that controls this?:hmm:

Cheers

/OB

owner20071963
11-18-08, 07:19 AM
Great Mod,I'm gonna try this,maybe sneak into Scapa Flow & try it out:arrgh!:,
One of Our members Mr U-888,Worked on a Destroyer,he did mention DDs constantly Ping in RL,So to hear one does not mean he has picked you up,Is it so in gameplay? In Gameplay I've noticed, unless of course its a Double Loud Ping,then He has you on a Attack Run,as a regular Player I've noticed to remain stopped at any given time to evade a DD is Disastrous,Here is my solution,keep her at 2 knots,listen & use your rudder,A good possible solution to escape & of course your fingers Crossed:arrgh!:

GOZO
11-18-08, 08:36 AM
Ping in RL,So to hear one does not mean he has picked you up,Is it so in gameplay?

Yes. he can "ping about" trying to find you. No truth on you being pinpointed though.

The SO is always nervous you see.;)

The double ping normally indicates he has a hunch on your whereabouts.

Being still works until they have some indication on your position.

If the escort pass you to close the possibility is high tha finds you in calm weather. :gulp:

You can escape by being still but you have to evade first using all tricks of the trade as said by Owner.;)

Cheers

/OB

owner20071963
11-18-08, 03:10 PM
[quote]Ping in RL,So to hear one does not mean he has picked you up,Is it so in gameplay?
Yes. he can "ping about" trying to find you. No truth on you being pinpointed though.

The SO is always nervous you see.;)

The double ping normally indicates he has a hunch on your whereabouts.

Being still works until they have some indication on your position.

If the escort pass you to close the possibility is high tha finds you in calm weather. :gulp:

You can escape by being still but you have to evade first using all tricks of the trade as said by Owner.;)

Cheers

/OB[/quote
I totally Agree,but being still is Highly Dangerous in gameplay,As Ping Gets Louder& doubles,Destroyer is now set for an Attack Run,If It has Hedgehogs,being still will bring you to the Surface,as their Purpose was to explode beneath you,thus bringing up your sub,keeping your sub at 2knots keeps her level in dept& gives you that extra few seconds to Avoid being hit,Again Keeping those fingers Crossed,Happy Hunting:arrgh!:

bigboywooly
11-18-08, 04:25 PM
I thought hedgehogs only exploded on contact :hmm:
So no set depth needed

GOZO
11-19-08, 03:52 AM
I thought hedgehogs only exploded on contact :hmm:
So no set depth needed

Yes they are but if you creep along the seabed you get the shockwave from them when they detonate the floor.


Now something different:

@ Mikhayl,

Is there a possibility to get new versions for the Light/Medium DC-shake patches that are working with the "LRT 2.02 with SRM compatibility patches" ?:)

I do not like the Heavy DC shaking at all so I tried the "LRT 2.02 Medium DC shake" patch but got totally screwed up UZO & Obs-scope. I also later saw in the text for these patches that they were not compatible with the other patch package.:cry:

The "LRT 2.02 with SRM compatibility patches" being neccesary if you as an example run the OLC GUI special and if not used you get CTD:s.

Can we get new ones or at least a hint on where to look to tweak it would be greatly appreciated. ........:yep:

Cheers

/OB

GOZO
11-19-08, 06:16 AM
so I'm waiting for GWX 3 so I won't have to redo it anew, plus a GUI combimod :hmm:

Hi! I am waiting too.;)

Using S3D?..! Ok I might give it a try:up: . Even if GWX3 etc etc may take some time it can be useful for learning more. I am by no way a modder myself but eager to learn:know: .

By the way, the mod (with biig shakes :lol: ) works like a dream. Combined with OLC and Thomsens sound mod and depth gauge makes SHIII so stimulating.

Thanks for your fine work.

Cheers

/OB

asanovic7
11-20-08, 07:46 AM
Hey gozo, open the file camera.dat with s3d..

Compare values from "original" and "modded" and input the values you find most "acceptable" into "mymoddedversionof the modded" for obsscope and uzo.. and other cameras also(dc shake)..
No biggy, just compare.. Comparing all files should be about 10 minnutes, you will see yourself if you try.. If some nodes are missing you can input a new node, just by comapring the files you will figure out what nodes.. Then..
If you suffer too long loading, get empty campaign files from thomsen.. Test on some or make a mission..
Adjust, test, adjust, swear, adjust, play, spot a bug, swear, cuss, watch the sky, adjust, play.. :rotfl:

Cheers

Lanzfeld
11-20-08, 11:03 PM
So when using GWX and OLC2 plus OLC special GUI and I want to add LRT with seabed repair then I have to enable three mods via the enabler. LRT, GWX 2.1 patch, and OLC GUI patch.....

but is there any special order to enable these mods/patches?

I just enables the three mods and I got a menu error when I tried to start a single mission.

badwolf
11-21-08, 01:04 AM
Just one thing on altering the camera.dat.
OLC uses different zoom settings for the scopes than GWX. These do not show or able to be adjusted with s3d. I use a hex editor from C++ to alter them. So adjust the OLC camera.dat to suit the mods and the zoom will be o.k.

Lanzfeld hi. What version of LRT?

badwolf
11-21-08, 01:59 AM
Hi Mikhayl

Just had a closer look at your work and all I can say is Grrrrreat mod mate.

GOZO
11-21-08, 05:08 AM
Hey gozo, open the file camera.dat with s3d..

Compare values from "original" and "modded" and input the values you find most "acceptable" into "mymoddedversionof the modded" for obsscope and uzo.. and other cameras also(dc shake)..
No biggy, just compare.. Comparing all files should be about 10 minnutes, you will see yourself if you try.. If some nodes are missing you can input a new node, just by comapring the files you will figure out what nodes.. Then..
If you suffer too long loading, get empty campaign files from thomsen.. Test on some or make a mission..
Adjust, test, adjust, swear, adjust, play, spot a bug, swear, cuss, watch the sky, adjust, play.. :rotfl:

Cheers

Thanks for the update.:up:

Try try and try again is the way to learn right:know: .

Cheers

/OB

Lanzfeld
11-21-08, 10:47 AM
@Lanzfeld, the problem is that LRT + compatibility patches was released before the last versions of OLCE/OLC GUI special, it would need to be updated. I will probably do it after the release of GWX 3, in the meantime it's best to use the lite version.

Btw I just noticed I forgot some files in LRT+SRM lite :damn: So if you're using it please download the corrected version: http://files.filefront.com/LRT+SRM+21+11+087z/;12416309;/fileinfo.html
Sorry for any scratch caused to your hull :oops:


Badwolf, thanks mate :D

okay...I will try the lite version tonight. Thanks for the response.

asanovic7
11-24-08, 11:24 AM
Well!
This is for Mikhayl..

Yep..

I have an issue.. I am still using this line of mods:

1. GWX 2.1
2. aotd shleuse madmax aa ships + bugfix
3. gwx 2.1 mission orders
4. das boot theme song
5. olce 2
6. olc gui special for olce 2
7. olc remove all reflections for gwx 2.1 objects
8. olc gwx crew objects
9. open hatch
10. correct interior diving angles
11. correct interior diving angles with open hatch
12. lifeboats
13. racerboys sh4 effects 204f1
14. the same, but mine lite version
15. LRT 2.02 finalSRM
16. all lrt's compability and other compability patches(some redone by me to work)
17. warspite
18. community ships
19. rbsflagis
20. waterstream mod
21. rbs exhaust mods made for stream
22. some ports from sboot mod on merged campaign(to make it work regardless what mod am I using-sboot or tomi's or whatever flotilla, don't mind the loading times, with holland canals fix)
23. wolfehunters u99(love it, it allready made me give my boot a name.. maybe a custom emblem)
24. torpedo damage final v2.0
25. sukhoi all das boot officers mod
26. phoenix's icons mod(nice)
27. thomsen sound pack plus some additions from poul's sound pack
28. Little camera mod
29. uas mod
30. some other "minor" like jimbuna's songs, oggvorbis, tuddleys songs.. don't remember everyone
31. sh3commander
32. for single missions empty campaign

Well, this is what I experienced with this line of mods, but also with THE CLEAN GWX 2.1(using jsgme snapshot to know it's clean) with this mod(to make it shure I will try it again for shure):

When I loaded single mission(one mine custom, one original), gone to flank speed, crash dived, pressed a(to keep depth at) at 48 meters, my sub gone to 60, came back to 48..
I turned off the engines. And blam..

Sunk like rock.. to the bottom of the ocean..

Am I dumb, is that supposed to be(no), anyone else experiencing this..
First I thought it was because of empty campaign files, but then I tried lrt without seabed(the only difference is in sub files, right?) and my sub got up(:rotfl:) for two meters and just stayed there..

That additional box(or more, I only spot one and don't know what they mean) in those zons maybe is sinking the ship..

Or there is a conflict with those mods I stated?
Shouldn't be!

Anyways, after a long time of "making mods compatible :rotfl:" I am in front of a wall..
Cheers!

asanovic7
11-24-08, 11:48 AM
I sort of remembered something also.. But I rarely used crash dive, maybe that's why I experienced it "almost never"..

I will try some more and let you know.. I think and believe with original gwx 2.1 this doesn't happen..
So I will add mod by mod to determine the "intruder" and let you know about it..

Would be good someone else speaks about this..
Someone good..

Thanks for a quick answer

p.s. Tried repairing on the bottom.. Cool..

http://i297.photobucket.com/albums/mm225/asanovic7/shipbottom.jpg

ref
11-24-08, 12:42 PM
@asanovic:

Have you checked the dive planes position (external view)?
Long ago DTB had pointed to a problem when you don't allow the sub to reach the assigned depth using crash dive, (although I never experienced it) the planes remained in an step angle, try letting the sub reach the crash dive depth and then set the new depth you want to keep.

Ref

asanovic7
11-24-08, 01:08 PM
Would like to answer, but I don't use exterior camera other than for testing or screening..
Will check it.. Will try the usual diving..

Maybe with all those mods or this one (?) that's happening a little "more than usual"..
:doh:

Will see, thanks, ref for update..

p.s. flashback, remembered some "incidents", happened 2,3 times, always thought because of mod bugs.. :doh:

Kumando
11-25-08, 06:08 PM
I cant put together your new gui version of OLC with your seabed combi mod + LRT, any sugestions Mikhayl?

h.sie
11-27-08, 05:06 AM
very interesting. one question before I download and test it: does it affect/change the vulnerability of the u-boat-compartments?

asanovic7
11-27-08, 07:59 AM
It should work with the LRT lite + SRM, but indeed it won't work with LRT full because of different cameras.dat & menu.ini files. At some point after GWX 3 is released I will try to merge some mods like LRT + depth charge shake + dive angles, I always wanted to use these but never did because they're not compatible with my modlist.

Isn't that compatible to lrt?
:doh:
And only incompatible to open hatch?
If you are talking about correct interior diving angles?

One more thingi: a comment..

Godarn it, besides silent hunter 3, I like playing oblivion, san andreas, rome total war. With san andreas and rome total war I pretty much figured it out how to what when. For sh3 I am here and like being here..
But for oblivion, much of things is completely in the dark..

Damn it!
I write a letter, 5 in a row, asking about some stupid little issues, to get me going in modding that game for me.. AND DAMN THEM TO HELL, WITH OVER 1 MILLION ASS..es, three different forums out tthere I cannot get one decent lousy reply... And I am not asking "silly" stuff like "how to enable mod?".. E.G. it's like asking how to add free move to camera.dat, and all the people here give me the mute..

And when I come here, whenever I as something, people answer, talk, share, whatevere..

Cheers to all the pople on subsim, without forgetting bts forums..
:rock:

melendir
11-28-08, 03:43 AM
Great mod :rock:

Sardaukar67
11-28-08, 04:02 AM
Hey mate :D I'm not sure, I would say it's not because of the mod. I have this problem all the time when I crash dive and then change depth manually, my boat keeps sinking if I run at less than ahead 2/3, I have to blow ballast 2 times at least to make it hold its depth :damn: Now I only use the "dive" command, or if I crash dive I let the boat go all the way until it's automatically levelled at 70m I think, and then I change speed/depth.
I think others have had this problem before without SRM ? :hmm:
I think that is the infamous SH3 "Humming Bird" bug which happens if you interrupt crash dive before it has reached the crash dive depth. It is game engine related. You can try to search forum about it. Also called as "crash dive blues":

The behaviour you describe is certainly indicative of the 'crash-dive blues', even though you think not.

Sometimes resurfacing after the crash-dive blues does not solve the problem, when you dive again afterwards, so the problem may have arisen from an earlier interruption of a crash-dive. (The crash-dive blues is due to asking for a crash-dive, but then changing the diving depth before the U-boat has reached its crash-dive depth.)

I suggest strongly that *anyone* who observes the problem described by Hitman returns to the surface (or to periscope depth), then performs a crash-dive, being certain to allow the U-boat to settle to its crash-dive depth (usually 80 metres, but I think it is 20m for the Type II boats). Allow the boat plenty of time to settle at its crash-dive depth. Then take the boat down slowly.

I also recommend that players always try to dive without a crash-dive, unless it is a real emergency. Run up to flank speed and hit key 'D'. This is almiost as fast as a crash-dive and avoids the problem.

The crash-dive blues are a problem with the original SH3, but are much more noticeable with NYGM owing to its damage/diving model. When this problem occurs, you should see in camera view that the U-boat is stern-down underwater.

h.sie
11-29-08, 07:22 AM
Hello Mikhayl,

because I want to combine your SRM with my private adapted version of LRT, I need to know, which files you used as the basis of your mod. were it the GWX 2.1 files?

thank you!
h.sie

Lanzfeld
12-06-08, 01:36 PM
Mikhayl,

I notice that when I apply the SRM without LRT I had to add the patch for OLC2 Enhanced Damage Effects for GWX.

Now that I am using the LRT/SRM combo mod there is no patch for OLC2 Enhanced Damage Effects for GWX. Is it okay to use the EDE?

I am using normal damage for now until I get an answer because that has no conflicts.

Great job BTW:up:

Lanzfeld
12-06-08, 11:23 PM
Thanks Mikhayl,

Do you know if the LRT/SRM lite version changes anything but the subs? I mean...it wouldnt effect the gunnery would it?

I REALLY want to use LRT/SRM lite but I already miss EDE and I dont want to break anything in GWX.

Lanzfeld
12-07-08, 11:59 AM
Thank you for the info Mikhayl and for your work as well.

I am going to try to commit some time to learning these files so I dont have to ask all the time on the forums.:know:

Its just that I have so little time!:dead:

Good Hunting!
Lanzfeld

GOZO
12-08-08, 05:12 AM
Have I missed something?:huh:

The mod works fine with VII & IX boats but when sailing a XXI the LRT-bit is not there....

The green bars are back and it takes very little time to repair the boat, almost like vanilla. on the other hand the text for each compartment is looking like it does in LRT but without repair time references. The DC shake is there as is the ability to park on the seabed so there is actually not much of a prob part from times.

Maybe the LRT-mod was not made for the XXI in the first place but I cannot find any references.

Anyone else seen this?:hmm:

Cheers/OB

GOZO
12-08-08, 06:44 AM
Hi Mikhayl:know:

The LRT itself is by our measures "old" by now and I hear a distant bell inside my head that the XXI was left out. Could explan it. I have made two exactly similar installs, both GWX2.1.

Install 1 having a VIIC/41 in bergen and number 2 being a XXI in Flensburg (Tweaked the flotilla.cfg:lol: ).

The VIIC/41 behaves as expected but the XXI is as I mentioned before.

Maybe Nvdrifter did as you said. Is he around?

Cheers:)

/OB

h.sie
12-08-08, 06:52 AM
hi GOZO,

i played with LRT lite and it worked for me, even for the XXI. the lite version does not change the .zon files, it only changes the crew efficiency in basic.cfg and the flooding times in zones.cfg. and these changes work for all uboat types.

h.sie

GOZO
12-08-08, 06:59 AM
hi GOZO,

i played with LRT lite and it worked for me, even for the XXI. the lite version does not change the .zon files, it only changes the crew efficiency in basic.cfg and the flooding times in zones.cfg. and these changes work for all uboat types.

h.sie

Aha!!!:D

Thats a way then.

Thanks for the info matey!:up:

Cheers

/OB

Philipp_Thomsen
12-08-08, 12:09 PM
One question I've always been curious.

If LRT changes the crew efficiency, how long takes to fire a shot in the deckgun, and how long takes the torpedos to be reloaded? :hmm:

h.sie
12-08-08, 12:21 PM
One question I've always been curious.

If LRT changes the crew efficiency, how long takes to fire a shot in the deckgun, and how long takes the torpedos to be reloaded? :hmm:
hi PT,

I've discovered no negative side effects of LRT on loading times, shooting exactness and so on. only repair efficiency is reduced and flooding times are (unfortunately) longer in order to match with the reduced repair efficiency.

h.sie

Lanzfeld
12-08-08, 11:25 PM
...and I presume that the green bar for the lookouts on the bridge never effected the ship spotting/detection ability? I never noticed that it did but was always bewildered why they even put it there if it made no difference???:doh:

h.sie
12-09-08, 02:48 AM
...and I presume that the green bar for the lookouts on the bridge never effected the ship spotting/detection ability? I never noticed that it did but was always bewildered why they even put it there if it made no difference???:doh:

i never discovered a negative influence of LRT on the abilities of the bridge lookouts, but to be honest there remains an unsure feeling, if LRT could bring any unknown side-effects. but without LRT, SH3 would not be acceptable for me.

h.sie
12-22-08, 02:47 PM
Hi, for SRM alone I used GWX 2.1 zones.cfg & submarine .zon files. For the LRT version I simply added the changes to the LRT 2.1 files, which were based on GWX 2.1 I think (?) Let me know if you need anything else :up:
Hello Mikhayl,

after a little pause, I continue to merge my personal version of LRT mod with your SRM. Analysing your mod, I discovered, that there is no subfolder NSS_Uboat7c41 for the VIIC/41-Type. Other mods which affect the Submarine-Folder (LRT for example) often have a NSS_Uboat7c and a NSS_Uboat7c41 folder. Does a VIIC/41-Type use the NSS_Uboat7c folder if there cannot be found a NSS_Uboat7c41 folder??

Thanks, h.sie

Lanzfeld
12-29-08, 05:34 PM
Is it too early to inquire about a LRT Lite+SRM for GWX 3.0 With E.D.E.???:yep: :yep: :yep:

Badger Finn
12-31-08, 05:16 AM
...and I presume that the green bar for the lookouts on the bridge never effected the ship spotting/detection ability? I never noticed that it did but was always bewildered why they even put it there if it made no difference???:doh:

i never discovered a negative influence of LRT on the abilities of the bridge lookouts, but to be honest there remains an unsure feeling, if LRT could bring any unknown side-effects. but without LRT, SH3 would not be acceptable for me.

Agree I found the LRT mod sweet with the few mods I was running

Who knows perhaps NV Drifter aka zen master cain may do a quick revamp of LRT for GWX and the OLC setups...that would compliment this smooth package of upgraded mods...

:yep:

Lanzfeld
01-04-09, 11:34 AM
If I want to use LRT lite /srm with GWX 3.0 do I need to apply the GWX 2.1 fix patch???:damn: :damn: :damn:

LiveGoat
01-04-09, 01:08 PM
I enabled the LRT 2.1 fix patch on mine and it works fine. I guess technically 3.0 is 2.1 with the fix patch (among other things) so the LRT patch still applies. I also found that the LRT integrated orders patch works with OLC 1.2.7 (or it appears to, anyway) as OLC has its own IO feature.



If I want to use LRT lite /srm with GWX 3.0 do I need to apply the GWX 2.1 fix patch???:damn: :damn: :damn:

Lanzfeld
01-04-09, 11:18 PM
GWX 3 is out. Lets update LRT/SRM already!!!

Lanzfeld
01-05-09, 09:14 AM
Why the change of heart?:88)

Lanzfeld
01-09-09, 08:59 PM
okay.....

so....

any takers???

Lanzfeld
01-09-09, 09:52 PM
okay....

So I have never modded anything but I really want a LRT Lite/SRM merged with OLC Special GUI and GWX 3.0 E.D.E. (...and I dont want it to break anything!!!) I mean comeon...even with the great GWX 3.0 the instant repair model for your own sub is just lame.

So if I wanted to start working on this I would have to "merge" files right? I would set up GWX 3.0 E.D.E. with the OLC Special GUI as my game base then I would look at LRT Lite/SRM files and whatever files the two share I would have to open side by side and compare the differences then try to merge them together?

Any tips??? Is there a program out there that will look at two files and highlight the differences so I dont have to go line by line?

uggg...daunting....:nope:

kiwikapitan
01-10-09, 01:48 AM
Yeah there is. A freeware program called WinMerge. Just google it. I use it all the time now. :up:

piri_reis
01-10-09, 10:02 AM
You need to use S3d. http://www.subsim.com/radioroom/showthread.php?t=119571
This will allow you to change dat/sim/val/etc files.
This way you will need to compare the files involved in the mod LRT and carry the changed values to files that come with GWX3. Modding takes time, but once you figure it out and see some outcome, you will be willing to work until morning :lol:

Lanzfeld
01-10-09, 06:12 PM
Does it open .ZON files?

ok...got winmerge. great tool!

Lanzfeld
01-10-09, 07:31 PM
Mikhayl,

before I start trying this...

Does you know if the .zon files were changed in GWX 3.0 from GWX 2.1 and are the GWX 2.1 .zon files you used?

Lanzfeld
01-11-09, 06:44 AM
Thanks for the answer Mikhayl,

What program do you use to open .zon files? Does S3d do this?

budundi
01-13-09, 06:39 AM
One question! If you use LRT lite v2.0 Final with SRM and GWX 3.0, should also apply GWX 2.1 patch fix LRT 2:02?

Lanzfeld
01-13-09, 02:23 PM
For those who want to know.

I just tested GWX 3.0 in and it seems you can already rest on the sea bottom without taking damage.

It seems SRM may not be needed after all...:hmm:

Awful Smutje
01-13-09, 03:14 PM
Yap, discoverd the same.
I was hit by WaBo's badly, so I sunk on the ground and repaired my type VII, without taking any further damage from the ground. This gave me additional 5 minutes, before they bombed me to Neptun. :-?

Weiss Pinguin
01-13-09, 04:37 PM
Hmm. Well, just for good measure I'll leave it in. Unless it could be messing with anything? :hmm:

Patchman123
03-23-09, 02:07 AM
Is there a version that work with Silent Hunter IV? Can you make a version that can work with Silent Hunter IV because I have the same problem with seabeds that I have in Silent Hunter III when my submarine gets damaged or suffers heavy damage or is destroyed when I am on the bottom of a seabed in shallow waters for example.
When my sub touches the bottom, it suffers terrible damage and sinks after taking hull damage while resting on the bottom in Silent Hunter IV.