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Wreford-Brown
10-30-08, 04:11 PM
This mod will make a type XXI U-boat available from the start of the war with a mixture of TIII and TIX torpedoes. It is a beta, so any comments or complaints (preferably constructive!) should be posted on this thread.

Thanks to the sterling work of JScones, this mod is now fully functional and you will be allocated patrol grids. Thank you, Jaesen.

Remember, you realism gurus - it's just for fun, OK.

WB

http://hosted.filefront.com/WrefordBrown

evan82
10-30-08, 04:20 PM
There is a known fault that SH3 will not allocated patrol grids for my XXI and gives the patrol grid as 'Null'. You can allocate a patrol grid through SH3 Commander or just cruise around looking for something to sink! I'm still working on this and JScones has kindly offered his help.

Remember, you realism gurus - it's just for fun, OK.

WB

http://hosted.filefront.com/WrefordBrown

Yes. Patrols grid are located in Data/Flotilla cfg. I also don't made the patrol grid scheme for XXI in my version of the game. If someone do this please contact me.:yep:

Graf Paper
10-30-08, 04:29 PM
Thank you, WB! :D

You da man! :|\\

Wreford-Brown
10-30-08, 04:29 PM
I've adjusted data/cfg/flotilla but I'm obviously missing the key to the door that will allow the amended patrol grids to be picked up by SH3.:damn:

evan82
10-30-08, 04:36 PM
I've adjusted data/cfg/flotilla but I'm obviously missing the key to the door that will allow the amended patrol grids to be picked up by SH3.:damn: So the game need the additional info for patrol grids?:hmm:

Wreford-Brown
10-30-08, 04:39 PM
That's the million dollar question:yep:

meduza
10-30-08, 04:44 PM
Good mod. :up:

evan82
10-30-08, 04:47 PM
That's the million dollar question:yep:

Maybe this is stupid question, but do You look into the CFG file SSTypeXXI sub in the folder: Data/Roster/German/Submarine?:hmm:

Wreford-Brown
10-30-08, 04:55 PM
Yes - I've adjusted all of those values as well:damn:

evan82
10-30-08, 05:16 PM
So what is wrong? Maybe this is depending on the name (numbers of the boat).
For example:

Date01=1940
Month01=9
Starting01=Yes
TypeSub01=3; XXI
VersionSub01=0
iNbName01=3
Name010=U-137 - Here
Name011=U-138 - Here
Name012=U-139 - and Here
T0_010=80
T0_011=100
T2_010=20
T2_011=25
PlayerStartRenown01=500

Maybe the numbers from XXI must be added here. What You think?:hmm:

LZBTD
10-31-08, 11:09 AM
That's the million dollar question:yep:

Maybe this is stupid question, but do You look into the CFG file SSTypeXXI sub in the folder: Data/Roster/German/Submarine?:hmm:

Looking into the 'roster' file as we speak (write)

On the subject of *.cfg files is anybody aware of info on their exact function.

Graf Paper
10-31-08, 12:11 PM
I'll tell you what I know...and it ain't much.

cfg stands for configuration. These files are used to set various "plug-in" values for elements in the game, such as how renown is accumulated or the maximum speed of a vessel.

cfg files in SH3 work much like lua scripts in other games. Altering or adding entries and values changes the behavior and attributes applied to the game elements.

eqp (equipment) files deal more directly with the allowed weapons and devices of a submarine or ship by date.

Both cfg and eqp files can be edited with a plain text editor, such as Notepad. Using Microsoft Word or other similar office applications is not recommended because of the embedded formatting used by those word processors.

Other files that control attributes... val, zon, sim, dat, cam, dsd...have values that can be edited using S3D, Silent 3ditor, skwas' very excellent tool that makes modding SH3 fairly simple compared to the days when a lot of SH3 mods were done with a hex editor.

val (value) files control attributes and behaviors of vessels and objects as seen from within the game, like how buoyant your uboat is or the size and length of a ships's wake.

zon (zone) files deal with the specific parts of a ship or submarine, such as how many hit points the conning tower has or when a compartment is considered flooded.

sim (simulation) files concern specific behaviors of a vessel or object as seen from within the game, such as how far your deck gun can turn and how quickly it can be raised/lowered.

dat (data) files relate to the 3D models like the positioning, texture, and lighting effects used on the various parts that make up a submarine.

cam (camera) files set the various points of view for the player, such as where you are standing when you move to the u-boat's bridge.

dsd (direct sound data) sets all the various associated sound effects associated with a vessel or object within the game, like when the noise of your u-boat's diesels kicks in after sufacing and which sound file is played for that diesel noise.


I hope this info helps but I cannot promise you it is complete or 100% accurate. Like I said, it's what I know at this time.

If there's a more experienced modder that has better information on this, please do tell.

evan82
10-31-08, 02:27 PM
So what is wrong? Maybe this is depending on the name (numbers of the boat).
For example:

Date01=1940
Month01=9
Starting01=Yes
TypeSub01=3; XXI
VersionSub01=0
iNbName01=3
Name010=U-137 - Here
Name011=U-138 - Here
Name012=U-139 - and Here
T0_010=80
T0_011=100
T2_010=20
T2_011=25
PlayerStartRenown01=500

Maybe the numbers from XXI must be added here. What You think?:hmm:
I write above about U-Boat numbers from flotilla CFG. Maby in this is a problem that the game don't reading a patrol grid scheme for XXI. If thouse numbers means nothing, then why I see thouse numbers there? If I'm thinking wrong, then please correct me. I don't have a time to check it ,because I still work on the water streams for XXI.
PS; I know - my language, sorry!:oops:

evan82
10-31-08, 02:54 PM
I found something wrong in Wreford-Brown's Basic CFG file from "WBs XXI BETA" mod.
I downloaded this mod, and I check it on my PC.

This is wrong:

[SUBMARINE3]
NrMinOff=4
NrMaxOff=6
NrMinPO=14
NrMaxPO=24
NrMinSeamen=26
NrMaxSeamen=34
NbVersion=1
Version0=0 ;XXI
Name0=XXI
Month0=4
Year0=1944 - BAD DATE!
DaysSpentInBase=28

This is good:

[SUBMARINE3]
NrMinOff=4
NrMaxOff=6
NrMinPO=14
NrMaxPO=24
NrMinSeamen=26
NrMaxSeamen=34
NbVersion=1
Version0=0 ;XXI
Name0=XXI
Month0=4
Year0=1939
DaysSpentInBase=28

:yep:

Another bad date from the Basic CFG file. Here it is:

;[SUBMARINE_AMMO11];XXI
[SUBMARINE_AMMO10]
Type=3
Version=0
ForeTubes=6
AftTubes=0
ForeResIntern=17
ForeResExtern=0
ForeResExtra=0
AftResIntern=0
AftResExtern=0
ShellSlots=10
NbYears=3 - FROM 1939 TO 1945 ONLY 3 YEARS?
Renown=11

Look here:

Year 0 = 1939
Year 1 = 1940
Year 2 = 1941
Year 3 = 1942
Year 4 = 1943
Year 5 = 1944
Year 6 = 1945

So it is 7 Years for XXI!!!

This is good:

;[SUBMARINE_AMMO11];XXI
[SUBMARINE_AMMO10]
Type=3
Version=0
ForeTubes=6
AftTubes=0
ForeResIntern=17
ForeResExtern=0
ForeResExtra=0
AftResIntern=0
AftResExtern=0
ShellSlots=10
NbYears=7 - YES BECAUSE OF 7 YEARS OF WAR FOR XXI!
Renown=11

I think it will help.:yep:



PS:Sorry about my two posts at once, but this is a important information!

Wreford-Brown
11-01-08, 03:51 AM
@evan82 - thank you. I missed that one and that's the way it should be configured (comparing it to the Type II).
It's points like this that can make a huge difference.

I've adjusted the mod (it's now BETA v1.1) and uploaded to FF.

That's what I love about subsim - the way we can pool our knowledge.

evan82
11-01-08, 12:05 PM
@evan82 - thank you. I missed that one and that's the way it should be configured (comparing it to the Type II).
It's points like this that can make a huge difference.

I've adjusted the mod (it's now BETA v1.1) and uploaded to FF.

That's what I love about subsim - the way we can pool our knowledge.
Thank you. It's nice to me. I think the patrol grid problem is resolved now.:hmm:
Sometime a small missing in cfg, or others files leading to some troubles.
And I thank You for your work, and for me, for the all patrol grid scheme for XXI.:yep: Inever made this before.:yep: You do it in This Mod!.For me this is important:yep:. Thank You !
Mod is wonderfull for the XXI maniacs!:rock::rock::rock:

Sticky Sailor
11-01-08, 12:11 PM
Is this for SH4 or 3?:hmm:

evan82
11-01-08, 12:15 PM
Welcome on Forum!:D I play only SH3. But maybe this is scrennshot from SH3 after some small photoshop changes or new 3D GATO model fit into type IX DAT file for example :rotfl::rotfl::rotfl:

Sledgehammer427
11-01-08, 02:47 PM
that is SH4,albeit nothing like the actual release of the game, which is completely unlike that screenie.

evan82
11-01-08, 03:25 PM
So still the patrol grids for XXI won't work?:hmm:

JScones
11-02-08, 04:24 AM
...and JScones has kindly offered his help.
Ooo, that's right. Clear forgot. :oops:

Pls send me a email if you can - that'll remind me and then I'll explain how to get the grids. It's easy, just a bit fiddly and prone to errors if care is not taken.

Wreford-Brown
11-02-08, 04:29 AM
I've tried PM but it keeps bouncing back.
If I send one to JoneSoft for your attention will it bounce up to you?

JScones
11-02-08, 05:51 PM
I've tried PM but it keeps bouncing back.
If I send one to JoneSoft for your attention will it bounce up to you?
Email is fine. :yep:

Wreford-Brown
11-05-08, 03:36 PM
JScones has cracked it!

He has deciphered the grid code in flotilla.cfg which has allowed patrol grids to be allocated to the XXI.

This uncovers new ground for SH3, ground that goes way beyond just the scope of this mod. This means that modders will finally be able to provide grids relevant to, and based on, sub type as well as the previously known variables.

I spent two months banging my head against a brick wall trying (and failing) to allocate patrol grids. JScones has finally allowed this mod to be complete.

JScones and evan82 both helped in making this mod happen. This mod belongs to them as much as to me - thank you guys.

I'm leaving it as a BETA for the time being as it still needs further testing. My next development will be changing the grids so they are relevant to a Type XXI - they are currently the same as those given to a Type IX.
BETA v1.2 is at:
http://hosted.filefront.com/WrefordBrown

JScones
11-06-08, 02:17 AM
Yes, to echo WB's words, SH3 does consider sub type when allocating grids - always has. If you understand its logic, then you can set unique grids for each sub type in each flotilla, meaning (for example) that your VIIC Kaleun can be sent to totally different parts of the world than your XXI Kaleun, despite them being in the same flotilla at the same time. This is the piece of the puzzle that is always missing from the "XXI in 1939" solutions found in this forum, hence the usual "NULL" grid allocations.

TBH I totally forgot about this finding - I worked it out over 18 months ago (it's quite straight forward) and had even started building a new Flotilla.cfg file for GWX2.0. But when I left the GWX team I simply shelved all my unfinished work (although it was no secret to the team), including this and the nearly completed "Fantasy Flotilla" mod that gave players an option of either having all boats and equipment at war's start, or boats and equipment roughly 1 or so years earlier than historically available, all under the "story" of the player being attached to a "secret testing flotilla" based in Hamburg.

Anyway, glad to see you got it working with your mod. :up:

@WB: I had a quick look at your files; you need to set valid grids for Jan0130 through July0134 and Jan0130 through July0134. ;)

Wreford-Brown
11-06-08, 02:20 AM
:oops: Missed that one.

v1.3 en route!

Graf Paper
11-06-08, 05:07 AM
WHOOO-HOOOO! Way to go, Jaesen!! :rock:

Thank you so much for this mod, WB! Historical accuracy is good but sometimes you just want to let your hair down and have some frivolous fun. :D


From:Asto/BdU Fregkpt. Kessler
To: ObF Johann Werbung - 5th Flottille
30 Sep 1939

This document has been categorized GeKDos, for your eyes only.

Your transfer to 16th Flottille has been approved. You are ordered to immediately stand down from duties with 5th Flottille and report to the transfer point at the Kiel railway station by 0630 hrs. Upon arrival in Hamburg, you will report to Kommandant UAK section of 31st Flottille. UNDER NO CIRCUMSTANCES are you to mention Project Schatten Jäger to anyone outside 15th Flottille, even a superior officer. Once you have received your berthing in 31st Flotille, your real training will begin. May the efforts of yourself and the other brave volunteers of 15th Flotille bring us victory.

- Fregkpt. Wilhelm Kessler,
Admiralstabsoffizier
Befehlshaber der Unterseeboote

evan82
11-06-08, 12:13 PM
Thank You Wreford-Brown, Thank You JScones. This is great news.:rock:

Wreford-Brown
11-07-08, 05:53 PM
Just a reminder - this is still a Beta so it hasn't been fully tested. All testing was done with GWX 2.1, bbw's fix and only the GWX mods installed. No testing has been completed with any other mods.
If you have any problems or comments, please post on this thread with the usual information:
Date and time in game
Location
What you were doing at the time
Whether there were any other ships nearby
What other mods you have installed
etc.

The scope of this mod is the full campaign, so I'm relying on feedback from you.

Thanks,

WB

Onkel Neal
11-08-08, 08:06 PM
Title updated.

Wreford-Brown
11-09-08, 10:10 AM
Thank you, Neal.

gordonmull
01-24-09, 04:33 PM
Think I might be missing something here as I can't seem to get a XXI in any flotilla in 1939 after installing this. Can only seem to get it at its correct start date and it costs the usual reknown. Mods I have active at the moment are:

GWX w/16k atmnosphere, Open hatch, lite harbour traffic, alternate load screen
Torpedo damage final
Q ship mod

Can anyone help?

EDIT: Ignore me. You'd think I bought my PC yesterday!!! Just unzipped the whole thing directly to my mods folder and forgot to look at what was actually in there. D'oh.

Weiss Pinguin
01-24-09, 04:44 PM
Always the little things ;) Enjoy your new Elektroboot!

Faamecanic
01-24-09, 04:56 PM
Does this work with GWX 3.0?? Sounds like it would be fun just to play around with the XXI for more than 4 short months or so in game. :up:

Weiss Pinguin
01-24-09, 05:19 PM
See 'The Magnificent Mishaps of U-1337' ;) So far no problems that I can see. Although being that it's 1939 the late war sensors don't quite work out. :hmm:

Wreford-Brown
01-24-09, 06:05 PM
Does this work with GWX 3.0?? Sounds like it would be fun just to play around with the XXI for more than 4 short months or so in game. :up:

This mod works just fine with GWX 3.0.

See 'The Magnificent Mishaps of U-1337' ;) So far no problems that I can see. Although being that it's 1939 the late war sensors don't quite work out. :hmm:

If you're having problems with the sensors, try applying the 'Late War Sensors' mod that comes with 3.0 - it may solve your problems.

Weiss Pinguin
01-24-09, 10:03 PM
I tried applying the LWS patch overtop of the Type XXI mod, and that seemed to jack it up. Or maybe the LRT sensors patch just overwrote something important...

Well, it's not like I need radar or radar warning yet anyways. :p

gordonmull
01-24-09, 10:04 PM
How very bizzare.

Sept 1939 on station as the war started at BF13, weather ther worst possible. Crew calls out ship spotted and I take a look. British destroyer at 180 deg. Hah, I think, he's neutrel. First time I've sat and watched a british DE sail past while sittting on the surface. Then I thought, wouldn't it be funny if the war started right now? Then it did!

So I turned to face her, the first victim of the secret german weapon. Aimed a zaunkonig in her general direction, LOS!. Emmm come on guys, do some LOSing here. No, flipping well LOS!. My WE was still insistant however that there was "No torpedo solution for tube 1, Sir". Same for all the tubes, including those loaded with TIII's. Never seen that message before in SH3...

So I thought I'd post and see if anyone else had the same problem but figured I may have missed something, like my realism settings maybe. So I came back out of the patrol, checked and they were 90% as usual. Loaded up again and we were happlily able to fire the torps. Weird.

Weiss Pinguin
01-24-09, 10:14 PM
Probably just some bugs in the firing computer. :smug:

gordonmull
01-24-09, 10:30 PM
In which case all I need to do is wait around until 1941 until TDC 3.1 and "WE who does what he's told 2.1" are released for the XXI by the german equivalent of the GWX crew and I'll be fine!:D

evan82
01-25-09, 08:52 AM
See 'The Magnificent Mishaps of U-1337' ;) So far no problems that I can see. Although being that it's 1939 the late war sensors don't quite work out. :hmm:

I download this mod. I used XXI from 1939 long time ago. Wreford must set correct sensors years in CFG. For example. This is normal when something work bad when is scripted like this:

NameIdx2=1272
Year2=1943
Month2=10
NbSub2=3
Sub20=1
Sub21=2
Sub22=3
Renown2=750
Name20=BalkonGerat
Name21=BalkonGerat_type9
Name22=BalkonGerat_type21

Or the torpeedoes:

[TORPEDO_TYPE3];T III (G7e)
Idx=3
Year=1942
Month=6
PrototypeYear=1941
PrototypeMonth=5
Renown=0

In this mod XXI use III model form 1939, but here i see date 1943. Yes. We have this torpeedo from 1939 from script:

Year0=1939
ForeTube00=9
ForeTube01=9
ForeTube02=9
ForeTube03=9
ForeTube04=3
ForeTube05=3
ForeResIntern00=9
ForeResIntern01=9
ForeResIntern02=9
ForeResIntern03=9
ForeResIntern04=3
ForeResIntern05=9
ForeResIntern06=3
ForeResIntern07=9
ForeResIntern08=3
ForeResIntern09=9
ForeResIntern010=3
ForeResIntern011=9
ForeResIntern012=3
ForeResIntern013=9
ForeResIntern014=3
ForeResIntern015=9
ForeResIntern016=3
Z01_00=12 ; IX/3
A01_00=9
A02_00=9
SuperCharger_00=1261; GWX V2.1: was 1260, so this boat now has MAN turbos by default
Snorkel_00=1262
Batteries_00=1269
AftBatteries_00=1269
Hydrophone_00=1272
Sonar_00=1274
Radar_00=1277
RadarWarningReceiver_00=1282

But date is from 1943. I think maybe this depending on the problems with the torpeedo solution to target.

If I may sugests something. For me this is better settings for the torpeedoes for this boat:

Year0=1939
ForeTube00=3
ForeTube01=3
ForeTube02=3
ForeTube03=3
ForeTube04=9
ForeTube05=9
ForeResIntern00=9
ForeResIntern01=9
ForeResIntern02=9
ForeResIntern03=9
ForeResIntern04=3
ForeResIntern05=3
ForeResIntern06=3
ForeResIntern07=3
ForeResIntern08=3
ForeResIntern09=3
ForeResIntern010=3
ForeResIntern011=3
ForeResIntern012=3
ForeResIntern013=3
ForeResIntern014=3
ForeResIntern015=3
ForeResIntern016=3

Why this. Zaunkonig is the torpeedo which is not so good when you like hit in the correct place of the ship. I usualy using this against warships. 3 is good electric torpeedo. I like to have thouse more to correct hit. And if You will use my settings , then automatical reload wil by functional better. But this is only my sugestion.:yep:

Also You can change salvo mode from XXI folder in the CFG File.:yep:

Wreford-Brown
01-25-09, 09:39 AM
How very bizzare.

Sept 1939 on station as the war started at BF13, weather ther worst possible. Crew calls out ship spotted and I take a look. British destroyer at 180 deg. Hah, I think, he's neutrel. First time I've sat and watched a british DE sail past while sittting on the surface. Then I thought, wouldn't it be funny if the war started right now? Then it did!

So I turned to face her, the first victim of the secret german weapon. Aimed a zaunkonig in her general direction, LOS!. Emmm come on guys, do some LOSing here. No, flipping well LOS!. My WE was still insistant however that there was "No torpedo solution for tube 1, Sir". Same for all the tubes, including those loaded with TIII's. Never seen that message before in SH3...

So I thought I'd post and see if anyone else had the same problem but figured I may have missed something, like my realism settings maybe. So I came back out of the patrol, checked and they were 90% as usual. Loaded up again and we were happlily able to fire the torps. Weird.

This is the first time I've heard of the "No torpedo solution" problem. I've been using the mod for a while and always get a solution for the torpedoes. The year and month solution that evan82 suggest may work but there should be no need for it - the .cfg files I've adjusted 'force' SH3 to give you the equipment from 1939.

gordonmull
01-25-09, 09:45 AM
If you need to change torp loadout I'd suggest Wolfie's tweekpak (get it on the subsim downloads page for SHIII, just search tweek). It will let you change torps for all years and saves mucking about with files. Useful and often forgotten tool :up:

gordonmull
01-25-09, 10:33 AM
Might be a mod conflict?

I'm also getting radar destroyed and radar antenna destroyed at mission start. Is this usual?

evan82
01-25-09, 10:49 AM
The year and month solution that evan82 suggest may work but there should be no need for it - the .cfg files I've adjusted 'force' SH3 to give you the equipment from 1939.
Cfg dates should be enter correct:yep:.

Might be a mod conflict?

I'm also getting radar destroyed and radar antenna destroyed at mission start. Is this usual?
This is always normal when you have bad date for sensors, antennas, snorkel in cfg file. In cfg I also find bad date for snorkel for XXI. This problem which is describe here I have also about 1,5 year ago when I run XXI from 1939 in my game. If you don't want to change CFG date good, but don't ask again why You have destroyed sensors on the start.:rotfl:

gordonmull
01-25-09, 11:21 AM
OK you['re gonna :roll: but I take it I'd need to change the 1943 dates to 1939 in cfg?

Please bear in mind the last time I was in the SH3 files was about 2 years ago and that was only for simple fixes! Always willing to learn though...

gordonmull
01-25-09, 11:28 AM
Oh dear, now a CTD!

BF39, chasing radio contact, submerged. I asked the soundman for an accurate range to contact and got the SH3 needs to close message. Would this be tied to cfg as well?

evan82
01-25-09, 11:36 AM
OK you['re gonna :roll: but I take it I'd need to change the 1943 dates to 1939 in cfg?

Please bear in mind the last time I was in the SH3 files was about 2 years ago and that was only for simple fixes! Always willing to learn though...
Most changes to run XXI from 1939 You must done in Basic Cfg file.[Ubisoft/SH3/Data/CFG] I think Wreford Brown missing some date. Uboat XXI uses many things from second part of war. Most of thouse is available from 1942, 43. If we have XXI from the 1939, and boat uses balkongerat for 21, but balkongerat have year start set to 43 for example then we have messege about destroyed balkongerad it's simple. If also the snorkel have bad start date then we have destroyed snorkel and also radar warning which is on the top of the snorkel in this boat. This is simple. I can fit here my correction for a few moments if Wreford Brown agree for this.:yep:

But till this hapend You can look here. This is Polish forum where I describe how use XXI from 1939. Don't copy this, only check for knowledge "how to do this". I know this is in Polish but script is uniwesal. Read from the 2 post. Each first column is not changed. Second is changed. Read cerfully. [EN - "change", "changed" = PL "zmiana", "zmienione"]
http://www.ubootwaffe.pl/forum/viewtopic.php?t=2083&start=0&sid=6c8ea7bffcf2b65102c7f752f474440d

gordonmull
01-25-09, 12:03 PM
OK I get it now thanks for the :know:

evan82
01-25-09, 01:22 PM
My little sugestion for the dates. I checked Wreford's XXI file. I will use colors for showing "what is what"
All 7 years are the same for this boat so I describe everything via 1 year [year 0 1939]

;[SUBMARINE_AMMO11];XXI
[SUBMARINE_AMMO10]
Type=3
Version=0
ForeTubes=6
AftTubes=0
ForeResIntern=17
ForeResExtern=0
ForeResExtra=0
AftResIntern=0
AftResExtern=0
ShellSlots=10
NbYears=7
Renown=11

Year0=1939
ForeTube00=9
ForeTube01=9
ForeTube02=9
ForeTube03=9
ForeTube04=3
ForeTube05=3
ForeResIntern00=9
ForeResIntern01=9
ForeResIntern02=9
ForeResIntern03=9
ForeResIntern04=3
ForeResIntern05=9
ForeResIntern06=3
ForeResIntern07=9
ForeResIntern08=3
ForeResIntern09=9
ForeResIntern010=3
ForeResIntern011=9
ForeResIntern012=3
ForeResIntern013=9
ForeResIntern014=3
ForeResIntern015=9
ForeResIntern016=3
Z01_00=12 ; IX/3 --> change for ;XXI/1 in next years also.
A01_00=9
A02_00=9
SuperCharger_00=1261; GWX V2.1: was 1260, so this boat now has MAN turbos by default
Snorkel_00=1262
Batteries_00=1269
AftBatteries_00=1269
Hydrophone_00=1272
Sonar_00=1274
Radar_00=1277 = ???
RadarWarningReceiver_00=1282 = ???
Decoy_Launcher_00=1288
SonarCoatings_00=1304
RadarCoatings_00=1305
Renown0=0


[TORPEDO_TYPE3];T III (G7e)
Idx=3
Year=1942 - bad Change for 1939
Month=6
PrototypeYear=1941 ---> 1939
PrototypeMonth=6
Renown=0

[CONING_TYPE12] ;XXI/1
Idx=12
Year=1939
Month=8
SubNb=1
SubType0=3
SubVersion0=0
A01=6
A02=6
Renown=0

NameIdx2=1262 ; Schnorchel upgrade
Year2=1944 --->1939
Month2=1
NbSub2=3
Sub20=1
Sub21=2
Sub22=3
Renown2=5000
Name20=NSS_Uboattype7_SNK
Name21=NSS_Uboattype9_SNK
Name22=NSS_Uboattype9d2_SNK


[EQUIP1]; Batteries

NameIdx6=1269
Year6=1941 -->1939
Month6=10--->6
NbSub6=2
Sub60=2
Sub61=3
Renown6=1500
Name6=AFA44MAL740
Energy6=1.10


[EQUIP2]; Hydrophones

NameIdx2=1272
Year2=1943 --->1939
Month2=10--->6
NbSub2=3
Sub20=1
Sub21=2
Sub22=3
Renown2=750
Name20=BalkonGerat
Name21=BalkonGerat_type9
Name22=BalkonGerat_type21


[EQUIP3]; Sonar

NameIdx1=1274
Year1=1943--->1939
Month1=10 --->6
NbSub1=2
Sub10=1
Vers10=3
Sub11=3
Renown1=1000
Name1=Nibelung


[EQUIP4]; Radar = 1277 ???

NameIdx3=1278???
;Year3=1944
Year3=1943
;Month3=3
Month3=12
NbSub3=2
Sub30=1
Vers30=3
Sub31=3
Renown3=1200
Name30=FuMO64Hohentwiel ; GWX V2.1 - seen by players as FuMO 65
Name31=FuMO64Hohentwiel ; GWX V2.1 - seen by players as FuMO 65


[EQUIP5]; Radar Warning Receiver = 1282???

NameIdx3=1283???
Year3=1944
Month3=5
NbSub3=4
Sub30=0
Sub31=1
Sub32=2
Sub33=3
Renown3=400
Name3=FuMB26Tunis


[EQUIP6]; Sonar decoys

NameIdx4=1288
Year4=1945--->1939
Month4=1
NbSub4=4
Sub40=0
Sub41=1
Sub42=2
Sub43=3
Renown4=650
Name4=BoldType5


[SPECIAL0]; anti sonar coatings

NameIdx1=1304
Year1=1944--->1939
Month1=2
NbSub1=4
Sub10=0
Sub11=1
Sub12=2
Sub13=3
Renown1=2000
Name1=AlberichImproved


[SPECIAL1]; anti radar coatings

NameIdx0=1305
Year0=1944--->1939
Month0=1
NbSub0=4
Sub00=0
Sub01=1
Sub02=2
Sub03=3
Renown0=1500
Name0=Tarnmatte

Ok.:ping:

Wreford-Brown
01-25-09, 04:19 PM
Might be a mod conflict?

I'm also getting radar destroyed and radar antenna destroyed at mission start. Is this usual?

Radar destroyed and radar warning receiver destroyed at start of mission are a known issue that I believe are solved by GWX Late War Sensors mod. I need a little time to sort out this issue as I need to go through the LWS mod and find out the differences between it and the XXI mod - it will overwrite the XXI mod.

I've adjusted all dates to 1939 and after testing there is no difference to anything. I still think that I've forced SH3 to accept the changes and there's no need for any adjustment to the years. You're welcome to make your own adjustments.

@evan82 - RL is taking me away for the next 2 weeks, so good luck with finding the answer. I look forward to seeing your results when I get back. Don't forget to change the month as well as the year.

gordonmull
01-25-09, 04:34 PM
Thanks WB. I'll give the late sensors mod a try. Cheers for your sterling work!:up:

Wreford-Brown
01-25-09, 04:47 PM
You're welcome - just beware that the LWS mod overwrites the basic.cfg file so it may mess up your XXI 1939 mod.

Thinking out loud, if the dates need adjusting as evan82 said then it should not only be the RWR and radar that are destroyed, it would take out the AA guns, schnorkel, sonar, hydrophones, decoys, conning tower etc. My understanding is that the year and date is the availability in the 'shop' for you to buy with renown rather than the date at which it can be used in game.

I'm waiting for someone like BBW to come along and give us an answer...

evan82
01-25-09, 04:50 PM
Might be a mod conflict?

I'm also getting radar destroyed and radar antenna destroyed at mission start. Is this usual?
Radar destroyed and radar warning receiver destroyed at start of mission are a known issue that I believe are solved by GWX Late War Sensors mod. I need a little time to sort out this issue as I need to go through the LWS mod and find out the differences between it and the XXI mod - it will overwrite the XXI mod.

I've adjusted all dates to 1939 and after testing there is no difference to anything. I still think that I've forced SH3 to accept the changes and there's no need for any adjustment to the years. You're welcome to make your own adjustments.

@evan82 - RL is taking me away for the next 2 weeks, so good luck with finding the answer. I look forward to seeing your results when I get back. Don't forget to change the month as well as the year.

Wreford. Listen. You must have bad config somewhere in files and probably in CFG. I can't tell You where it is because I don't use GWX3.0, but dates should be set correctly. How about conning tower. Most of sensors is there in XXI. This is my setting for conning for example:

[Z01]
DaysSpent=21
NbGuns=13
Idx0=0
Dummy0=data/objects/Turm2a_1_hd
Idx1=1
Dummy1=data/objects/Turm2d_1_hd
Idx2=2
Dummy2=data/objects/Turm2d_2_hd
Idx3=3
Dummy3=data/objects/Turm7b_1_hd
Idx4=4
Dummy4=data/objects/Turm7b_2_hd
Idx5=5
Dummy5=data/objects/Turm7c_1_hd
Idx6=6
Dummy6=data/objects/Turm7c_2_hd
Idx7=7
Dummy7=data/objects/Turm7c_3_hd
Idx8=8
Dummy8=data/objects/Turm7c_4_hd
Idx9=9
Dummy9=data/objects/Turm9c_1_hd
Idx10=10
Dummy10=data/objects/Turm9c_2_hd
Idx11=11
Dummy11=data/objects/Turm9c_3_hd
Idx12=12
Dummy12=data/objects/Turm21_1_hd - in orginal is NULL here.:yep:

Maybe this is only info for objects, but looks better.

I using with no problems XXI from long time. I also have the same problems earlier, belive me. You must check everything. I can't test it because of my game version.
I think is a very simple mistake somwhere in files.:yep: I will check again my config.

And don't test enything in mid patrol.

Also check SNS and EQP for XXI from folder NSS_Uboat21

And don't forget to start a new carrer, otherwise changes not be compatible

Weiss Pinguin
01-25-09, 04:55 PM
You're welcome - just beware that the LWS mod overwrites the basic.cfg file so it may mess up your XXI 1939 mod.
Happens to me. When the LWS mod is enabled it undoes any changes made by the Type XXI/1939 mod. I tried enabling LWS over top of the Type XXI mod and it looked like it had removed all my equipment, and my Zaunkonig/T III's were replaced with T I's and II's. Not sure if I could have still taken my Type XXI out, as I reverted back to no-LWS mod before going out on patrol. :hmm:

Wreford-Brown
01-25-09, 05:16 PM
You're welcome - just beware that the LWS mod overwrites the basic.cfg file so it may mess up your XXI 1939 mod.
Happens to me. When the LWS mod is enabled it undoes any changes made by the Type XXI/1939 mod. I tried enabling LWS over top of the Type XXI mod and it looked like it had removed all my equipment, and my Zaunkonig/T III's were replaced with T I's and II's. Not sure if I could have still taken my Type XXI out, as I reverted back to no-LWS mod before going out on patrol. :hmm:

Thanks for testing this out - I now know that I need to look at LWS and compare to XXI 1939 to try and replicate the GWX teams solution for this old problem.

evan82
01-25-09, 05:27 PM
Another bad thing. I always missing this when i reding your CFG file:
[CONING_TYPE12] ;XXI/1
Idx=12
Year=1939
Month=8
SubNb=1
SubType0=3
SubVersion0=0
A01=6 - You should set 9 here
A02=6 - and here 9
Renown=0

evan82
01-25-09, 05:31 PM
You're welcome - just beware that the LWS mod overwrites the basic.cfg file so it may mess up your XXI 1939 mod. Happens to me. When the LWS mod is enabled it undoes any changes made by the Type XXI/1939 mod. I tried enabling LWS over top of the Type XXI mod and it looked like it had removed all my equipment, and my Zaunkonig/T III's were replaced with T I's and II's. Not sure if I could have still taken my Type XXI out, as I reverted back to no-LWS mod before going out on patrol. :hmm:
Thanks for testing this out - I now know that I need to look at LWS and compare to XXI 1939 to try and replicate the GWX teams solution for this old problem.
Glad to hear that the problem is resolved now.:D

Weiss Pinguin
02-02-09, 05:22 PM
Any news? :-j

Wreford-Brown
02-03-09, 11:03 AM
I think I've got it cracked but need a couple more days testing.

Bear with me...

Wreford-Brown
02-03-09, 11:09 AM
Another bad thing. I always missing this when i reding your CFG file:
[CONING_TYPE12] ;XXI/1
Idx=12
Year=1939
Month=8
SubNb=1
SubType0=3
SubVersion0=0
A01=6 - You should set 9 here
A02=6 - and here 9
Renown=0

Why do these two need to be set to 9? The stock and GWX 3.0 settings are both 6.

gordonmull
02-03-09, 01:47 PM
I think I've got it cracked but need a couple more days testing.

Good to hear. :DL Waiting patiently in anticipation.

Weiss Pinguin
02-03-09, 04:00 PM
Crew of U-1337 anxiously awaits news on future modifications. :-j

evan82
02-03-09, 09:11 PM
Another bad thing. I always missing this when i reding your CFG file:
[CONING_TYPE12] ;XXI/1
Idx=12
Year=1939
Month=8
SubNb=1
SubType0=3
SubVersion0=0
A01=6 - You should set 9 here
A02=6 - and here 9
Renown=0
Why do these two need to be set to 9? The stock and GWX 3.0 settings are both 6.
Hi. From this script from basic CFG:

[AMMO_TYPE9];2cm FK C/38 Flakzwiling XXI
Idx=9
Year=1944
Month=4
AP=2000
Renown=0

But if everything works fine You don't need to set this to 9.:salute:

Graf Paper
02-04-09, 01:02 AM
Bless you for continuing to develop this mod, WB! :D

Even better is the news that you've managed to lick some tough bugs and the XXI in 1939 mod will be better than ever!

You and evan82 seem to make a great team on this. Perhaps he can combine his XXI mods with yours and the two of you could release a "XXI Super-mod". :yeah:

I like getting to actually play the XXI u-boat, instead of only one or two missions before the war ends, if you're lucky enough to live that long!

I am very much looking forward to the new version! :salute:

smudje1000
02-16-09, 05:20 PM
Hi, are there any updates about this mod?
Or a new Beta?

Wreford-Brown
02-17-09, 07:39 AM
RL is keeping me really busy at the moment so BETA 1.4 is the latest.
It's fully functional but I'm still working on solving the radar / RWR destroyed issue.

Faamecanic
02-17-09, 12:15 PM
Are the Battery problems for the XXI fixed (with this mod and GWX3.0?)? The problem was it took FOREVER to recharge your batteries, and they never went back to 100%...

thanks

Weiss Pinguin
02-17-09, 01:19 PM
My batteries recharge no problem, if that helps.

sandbag69
02-17-09, 01:21 PM
Why have type XXI available in 1939?

Wreford-Brown
02-17-09, 04:54 PM
Why not?
It's just a bit of fun.:yeah:

RHill389
02-17-09, 06:03 PM
Thanks, WB. I will be downloading this mod tonight after i get home from work, looking forward to having a little fun with XXI in 39 :D.

That is providing i dont get a report at 2250 like always because some SH*thead knifes his brother over a chicken wing. O yes that happen last night got home at 0300.

gord96
02-17-09, 06:24 PM
gonna try this tonight!! :)

do i just install it with JSGME?

Wreford-Brown
02-18-09, 03:20 AM
Try and wait until Thursday - I'm 99% sure that I've solved the radar and radar warning receiver problem (the one where they're destroyed at the beginning of a patrol) and I've got a couple of people doing the final testing for me.

Unless they find any problems, I'll release tomorrow.

gord96
02-18-09, 11:03 AM
i installed it last night and it works great. no radar destroyed problems at all :yeah:

great mod man! :up:

btw. i can uninstall the old mod and reinstall your new version without wrecking my campaign right?

Weiss Pinguin
02-18-09, 11:24 AM
Try and wait until Thursday - I'm 99% sure that I've solved the radar and radar warning receiver problem (the one where they're destroyed at the beginning of a patrol) and I've got a couple of people doing the final testing for me.

Unless they find any problems, I'll release tomorrow.
Coolio. Guess I'd better hurry up and get on with this patrol.

SeaWolf U-57
02-18-09, 11:46 AM
Hello Wreford Brown have you checked out your page on BtS-mods.com...
http://www.bts-mods.com/?page=sh3user=wreford-brown

Are there any files you would like to add or update if so please P.M me and i will see to them:up:

Wreford-Brown
02-19-09, 08:31 AM
We've finally cracked it!

This XXI 1939 mod will allow you to use the XXI from 1939, allocates patrol grids and has fully working radar and radar warning receivers.

Thanks go to JScones and evan82 for all the help they've given me - this mod is as much theirs as it is mine.

Mod is available at:
http://files.filefront.com/XXI+1939rar/;13311413;/fileinfo.html

or:
http://www.bts-mods.com/?page=sh3user=wreford-brown

Raptor U-505
02-19-09, 08:52 AM
Awsome mod! The type XXI has always been one of my favorites. :salute:

SeaWolf U-57
02-19-09, 11:25 AM
Ok all done the new sig is piggybacking my sig so just copy and paste :salute:

Sig removed as you have it

Faamecanic
02-19-09, 11:52 AM
Very Nice!!

Will this work with GWX 3.0?? If not I guess I will do a second install of SH3 to play this....

smudje1000
02-19-09, 12:40 PM
this mod fully works with GWX3.0

Weiss Pinguin
02-19-09, 12:57 PM
We've finally cracked it!

This XXI 1939 mod will allow you to use the XXI from 1939, allocates patrol grids and has fully working radar and radar warning receivers.

Thanks go to JScones and evan82 for all the help they've given me - this mod is as much theirs as it is mine.

Mod is available at:
http://files.filefront.com/XXI+1939rar/;13311413;/fileinfo.html

or:
http://www.bts-mods.com/?page=sh3user=wreford-brown
The crew of U-1337 is looking forward to testing its new equipment. :arrgh!:

gord96
02-19-09, 03:40 PM
Same with the crew of U-111 :up:

Probably best to finish the current patrol before installing eh?

gordonmull
02-21-09, 04:41 AM
Yeeees!!! :rock:

Well done guys and thanks. :salute:

Weiss Pinguin
02-21-09, 06:48 AM
Same with the crew of U-111 :up:

Probably best to finish the current patrol before installing eh?
Probably. Unless the crew of U-111 wants to take a trip in the Kriegmarine's top-secret time machine. (Previous save) ;)

gordonmull
02-21-09, 02:05 PM
Hmmm. Returned to base, uninstalled Beta 1.3, intalled XXI 1939 and now my fatigue model seems wonky. My guys are fatiguing at > 64x TC. I'm just using the standard GWX model. Not using Commander.

Anyone else noticed this? Installing this mod is the only change I've made since I last played.

Wreford-Brown
02-21-09, 02:15 PM
I've made no changes to the fatigue models so wonder what's happening with your mod.

Keep me posted...

thehiredgun
02-21-09, 02:26 PM
I loaded the mod into my game & it says radar & sonar destroyed in the beginning. Is this suppose to be a clean install?

gordonmull
02-22-09, 07:43 AM
Have you installed the Beta 1.3 version by accident perhaps?

@ WB:
I didn't think your mod touched the fatigue model but like I say this was the last change I made so I thought I'd better check. I'm putting it down to gremlins and going to see if anyone can help me put it back to the GWX model.

thehiredgun
02-22-09, 10:18 AM
I had the Beta in & I am going to take it out & download the new one & put the XXI 1939 mod in to see what happens.

gord96
02-22-09, 11:32 AM
did you make sure you used the second folder? the main folder leads to 2 folders, the mod and the SH3 files.

thehiredgun
02-26-09, 12:08 AM
When using the XXI 1939 mod , do you wait for the historical date to put in the late sensors mod?

Wreford-Brown
02-28-09, 07:05 PM
There's no need to apply the late war sensors mod - they are automatically applied by XXI 1939 mod.

Graf Paper
02-28-09, 10:28 PM
You've done an admirable job, WB!

I know the "history geeks" may frown upon this but I have been enjoying this mod since it was released. Glad to see you've managed to lick those issues with the sensors. :yeah:

I always did wish to make more use of the XXI than just two or three patrols before the war ends. You just can't learn the true capabilities of the XXI in that short span.

Now I can get on with a "proper" career with my "advanced prototype" as a kaleun in a ultra-super-duper-tippity-top-really secret-secret program to test the most advanced sub in the war. Sort of an "alternate history", sci-fi version of the super-weapons program that history has made famous.

Operation Schattenjäger commences anew! Beware, mine enemies! :arrgh!:

So when do we get vertical launch tubes for V-4 rockets? :O:

P.S.: Doing this same mod for the XXIII in NYGM (or GWX if the XXIII is ever done for it) would be great!

JScones
03-01-09, 02:28 AM
You've done an admirable job, WB!

I know the "history geeks" may frown upon this but I have been enjoying this mod since it was released. Glad to see you've managed to lick those issues with the sensors. :yeah:

I always did wish to make more use of the XXI than just two or three patrols before the war ends. You just can't learn the true capabilities of the XXI in that short span.

Now I can get on with a "proper" career with my "advanced prototype" as a kaleun in a ultra-super-duper-tippity-top-really secret-secret program to test the most advanced sub in the war. Sort of an "alternate history", sci-fi version of the super-weapons program that history has made famous. I once had a "Fantasy Flotilla" mod which did this. The player was stationed at Hamburg and got all equipment earlier than historically available. The story was that the Flotilla (can't remember the Flotilla number I used, but IIRC it was somewhere in the thirties) was a secret Flotilla responsible for testing new equipment well before it became widely available. The testing ground was the Baltic Sea against live targets. There were two versions of the mod - one gave you everything from Sep 1939, while the other gave you each piece of new equipment around 1 year before it historically became available (a kinda compromise between realism and fantasy for players like, well, me).

Alas, I lost that work many years ago. I'm sure someone still has it as I released a prototype to the GWX team and testers a few years ago. If someone can dig it up, then I'd be happy for someone (WB?) to take it over and release it. IIRC all that is left to do is change the default torpedo types (no point having T1's when you can have anything ;)). Even the storyline had been written. BBW had even populated Hamburg port with docked ships.

Graf Paper
03-01-09, 11:56 AM
Perhaps a new fantasy flotilla, complete with high-risk missions only a super-top secret XXI prototype could handle? :hmmm:

I can see where this might even be workable as a full campaign for the XXI, XXIII, and XXVII.

I keep promising myself I'll study the documentation for SH3 Commander. There is so much that great tool can do besides the more obvious settings available in Options. We need more Commander mods!
Dare to dream. :sunny:

evan82
03-03-09, 11:39 AM
It's nice to hear about the good working mod:woot:. My congratulations!:salute:
:rock:

Wreford-Brown
03-03-09, 11:48 AM
It's nice to hear about the good working mod:woot:. My congratulations!:salute:
:rock:

Teamwork:up:

thehiredgun
03-23-09, 03:02 PM
I also use the older 1939 version cause it is more compatilble with some of the mods I use. Can anyone tell me that if you are using the XXI can you use the Fumb-37 "Leros" even if it says in the game "do not select" ?

Pvt. Public
04-15-09, 08:05 PM
im trying to get this to work in SH3 commander but no matter what version of this mod i download it just WILL NOT recognize the change and allow me to select the xxi in SH3C. im using version 3.2 of SH3C.

only reason why i havent given up and put it in through jsgme is because i want to use this in conjunction with the GWX3.0 optional mod giving radar on top of the snorkel mast.

gimpy117
04-15-09, 09:36 PM
Is this for SH4 or 3?:hmm:


4...you SH3 boys can keep dreaming!!

brucesim2003
03-14-10, 06:22 AM
Is there a way I can get the XXI in '39 without all the extra gizmos and torps? From what I have read, all the tech for the boat was actually available in '39, just not in the way the XXI pulled them all together.

Cheers


Bruce

brucesim2003
03-17-10, 09:23 AM
Gonna bump this.....Anyone know how to get the XXI in '39 without the doodads?

Cheers


Bruce

Wreford-Brown
03-17-10, 09:34 AM
It can be done but it needs a number of adjustments to the basic.cfg files. The workaround is to use Wolfies Tweek Pak to adjust the default torpedo loadout and then downgrade the radar, sonar etc. through the upgrade screen.

prowler3
11-25-11, 02:13 AM
WB, I tried this mod 2 days ago thinking I could go to a Type XXI in the future, when I wanted to (I'm currently in base January 1941). But, what I found is I no longer have the ability to set my Type VIIC torpedo loadout. I change all forward torps to T2's but once I start the patrol my loadout reverts to the "default"...mostly T1's. Here's the unfortunate part...unactivating the mod in JSGME does NOT correct this behavior? Now I have no ability to set my loadout and it appears that only a clean install will correct this issue :damn:.

Can you comment on this please?

Vic

Wreford-Brown
11-25-11, 02:35 PM
XXI 1939 overwrites the basic.cfg file so it will change your amended torpedo layout to the standard one. When you deactivated the mod it should have changed back, but it obviously hasn't.

If something has gone wrong, the easiest way to change your torpedo layout again is to use WolfiesTweekPak (http://www.mediafire.com/download.php?s4o2gdegjfp8cr1), which will save you the hassle of a reinstall.

prowler3
11-25-11, 03:07 PM
Wolfie's tweek pak gives an error message:

"missing: E:\Ubisoft\SilentHunterIII\SH3.EXEdata\Cfg\Basic.c fg"

I have never seen a folder called "SH3.EXEdata" :o.

prowler3
11-25-11, 05:52 PM
I decided to just run the next patrol with the default torp loadout. I completed the patrol and started the next one and I can now change the loadout...and it stays changed :o.

So now I'm left to wonder what really happened. Would the last patrol starting in early January of 1941 have had the problem with loadouts anyway? Is it just a coincidence that I had tried the 1939 XXI mod at that time? I have no idea but...it's working on the latest patrol so...go figure!

Wreford-Brown
11-27-11, 07:06 AM
There can sometimes be issues around the start of a new year as SH3 will give you the 1940 loadout if you're in port in Dec 40, even though you set sail in Jan 41. This happens because it applies the extra days 'in port' between you pressing the mission button and the loading bar appearing.

I got seriously fooled by this when I was testing some of my mods and couldn't understand why it was happening - I think it was jimbuna who finally sorted me out.

prowler3
11-27-11, 08:19 PM
Well then...let me offer apologies. It seems pretty obvious at this point that the 1939 XXI mod had nothing to do with the loadout issue i had but, as you have pointed out, was probably related to a year end patrol issue.

Although I feel a bit stupid, I am quite happy that the mod was NOT the problem. I'd rather be wrong when it comes to reporting mod errors :up:.

As always, WB...thank you.

Wreford-Brown
11-28-11, 08:21 AM
As always, WB...thank you.

You're welcome, and I'm glad you're problem is solved :up:

Lancer330
05-16-12, 09:19 AM
Is there any way you can re-post your mod, cause its no longer available in filefront nor bts?! Thanks!!!

SquareSteelBar
05-16-12, 09:33 AM
http://www.subsim.com/radioroom/showthread.php?p=1874299#post1874299

Welcome aboard :salute:

Magic1111
05-18-12, 04:42 AM
Is there any way you can re-post your mod, cause its no longer available in filefront nor bts?! Thanks!!!

:salute::salute::salute:Welcome aboard!!!:salute::salute::salute:

Wreford-Brown
05-19-12, 04:23 PM
Is there any way you can re-post your mod, cause its no longer available in filefront nor bts?! Thanks!!!

It's also on MediaFire: http://www.mediafire.com/?zmynnznlgto

Good hunting!

JK07
05-27-12, 04:43 PM
I've uninstalled this mod but for some reason I'm still starting with a type XXI. Any ideas?

Wreford-Brown
06-20-12, 09:58 AM
I've uninstalled this mod but for some reason I'm still starting with a type XXI. Any ideas?

I'm not entirely sure, but try reinstalling through JSGME then uninstalling again. I've had problems like this in the past and the reinstall/uninstall has cleared them up.

brucesim2003
11-24-13, 07:36 AM
Sorry for necroing this thread, but I'm having a problem with this mod. Trying to run it with GWX 3, but I keep getting the wrong conning tower on the boat. Any help?

Edit: never mind. It turns out that forgetting to roll back SH3 commander has interesting effects, lol.

Cheers

Bruce

Jaegerkiller
12-26-14, 12:09 AM
i like what i read about the mod but do i need a media fire account to download the mod ?

BigWalleye
12-26-14, 08:04 AM
Sorry for necroing this thread, but I'm having a problem with this mod. Trying to run it with GWX 3, but I keep getting the wrong conning tower on the boat. Any help?

Edit: never mind. It turns out that forgetting to roll back SH3 commander has interesting effects, lol.

Cheers

Bruce

Forgetting to roll back SH3 Commander can seriously corrput your game's data files (any and every file in the \Data folder). You may start experiencing CTDs or find you are unable to reload saves. If you see anything like this (or even if you just want to not have to worry about it), remove all mods, then recopy (or uninstall and reinstall) stock SH3. If you have to reinstall SH3, this would be a good time to make a copy f the entire stock game. Then add fresh unzips of all your mods to the copy and use the copy to play the game. Use the pristine install to make fresh copies of the game as and when you need them, and never, ever, use it to play the game. Then you will never have to uninstall and reinstall it again.

BTW, you can make multiple copies (like for different mod lists). Use a little program called MultiSH3 (http://www.subsim.com/radioroom/downloads.php?do=file&id=1869) to keep your saved games separate.

Merry Christmas!

Wreford-Brown
12-27-14, 05:49 AM
i like what i read about the mod but do i need a media fire account to download the mod ?

You don't need a MediaFire account - simply click on this link (http://www.mediafire.com/download/zmynnznlgto/WB_and_evan82's_XXI_1939_v1.3.rar) and download.

Sandman_28054
01-11-15, 12:39 PM
I have the old one, from 2009.

But it won't install.

Extracted to GWX 3.0 Mods folder. Enabled viaJSGME. Even extracted to SH3 Commander folder.

No good.

Start date 2,10, 39. No XXI.

mym1a7a
12-09-15, 09:47 PM
This mod will make a type XXI U-boat available from the start of the war with a mixture of TIII and TIX torpedoes. It is a beta, so any comments or complaints (preferably constructive!) should be posted on this thread.

Thanks to the sterling work of JScones, this mod is now fully functional and you will be allocated patrol grids. Thank you, Jaesen.

Remember, you realism gurus - it's just for fun, OK.

WB

http://hosted.filefront.com/WrefordBrown

game crashes when i play xxi :o

Aktungbby
12-09-15, 10:45 PM
mym1a7a!:Kaleun_Salute:

Magic1111
12-10-15, 08:04 AM
mym1a7a!:Kaleun_Salute:
From me welcome aboard too! :salute:

Jimbuna
12-10-15, 09:38 AM
Welcome :sunny:

HW3
12-10-15, 01:48 PM
Welcome Aboard!

Wusaah
02-23-18, 09:27 AM
Hey !:)
I always have the wrong conning tower ...
I am using LSH.:Kaleun_Salute:

olddriedseaweed
02-23-18, 06:58 PM
A couple of things.
First, the conning tower turm code is different - it needs to look like this :

Z01_00=15 ; XXI
A01_00=9
A02_00=9
SuperCharger_00=1261
Snorkel_00=1262
Batteries_00=1269
AftBatteries_00=1269
Sonar_00=1274
Sonar_00=1274
Sonar_00=1274
Radar_00=1278
RadarWarningReceiver_00=1282
Decoy_Launcher_00=1288
SonarCoatings_00=1304
RadarCoatings_00=1305
Renown0=0

You'll also notice the radar/RWR has changed from WB's work. That because LSH doesn't handle FuMo391 very well.

Next - if you're going to use it in a career, you'll need to update the flotilla config.
The .sns is slightly different - For the sake of expediance I just deleted the (fine) work of Evans XXI and used the stock XXI in LSH
Working on a WAC compatible mod now.
I've done a full rework of this mod - hell, I've combined it TVII torp, ASN torps and 20mm shells that are in effect a micronized stick of dynamite. I asked the authors for permission to do a combi mod, but only TDW got back to me. Everyone else was mum. Come to think of it, I think it has been 6 months.................

Obviously, it isn't a historic mod and just for fun. I always laugh when I watch a destroyer pirouette mid air after I torpedo it. This is definitely a one shot one kill mod.

MiKAeLtheMASK
04-02-23, 02:09 AM
Hey, so I want to use this mod with the OneAlexGWX but to no avail, it keeps crashing on loading, any help

Aktungbby
04-02-23, 11:56 AM
MIKAeLtheMASK!:Kaleun_Salute: fianally on the surface since 2016!??; the infamous :subsim: 7-year-itch strikes again!:up: