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View Full Version : Version 3.0 of Jyunsen B, Type AM, Kaidai 4 and Kaichu mod released


keltos01
11-09-08, 09:57 AM
Version 3.0 of Jyunsen B, Type AM, Kaidai 4 and Kaichu mod has been released !


it includes :

Takao's IJN name and rank mod

Two new loading screens

IJN Torpedo mod including kaiten

IJN Telegraph mod

New detailed towers and texture for the Type AM submarine and the Jyunsen B

A stand alone Type 22 radar :

Type 22 "stick" mast mounted surface/air search radar for the Type AM

Type 22 "drum" drum mounted surface/air search radar for the Jyunsen B

A new localization file giving you new info on torpedoes (explosive power added) and Snorkel and radar.

A bigger deckgun 127 mm available right away as an upgrade.


Radar :

http://img208.imageshack.us/img208/7387/radardecriptiongo4.jpg (http://imageshack.us/)


Torpedoes :

http://img513.imageshack.us/img513/605/torpedoesdecriptionlj7.jpg (http://imageshack.us/)

v 3.0 Jyunsen B

http://img205.imageshack.us/img205/5918/v30jyunsenbkm7.jpg (http://imageshack.us/)


Flank speed ahead :

http://img503.imageshack.us/img503/1503/v30jyunsenbflankcn7.jpg (http://imageshack.us/)

IJN Snorkel :

http://img392.imageshack.us/img392/7886/v30jyunsenbsnorkeleo1.jpg (http://imageshack.us/)
Type AM loadout :

http://img396.imageshack.us/img396/6208/v3typeamloadoutxw0.jpg (http://imageshack.us/)

Type AM submarine


http://img529.imageshack.us/img529/2197/v3typeamrq0.jpg (http://imageshack.us/)

http://img145.imageshack.us/img145/2738/v3typeam2te5.jpg (http://imageshack.us/)
http://img145.imageshack.us/img145/v3typeam2te5.jpg/1/w1024.png (http://g.imageshack.us/img145/v3typeam2te5.jpg/1/)

Type AM tower and snorkel :

http://img133.imageshack.us/img133/7301/v3amsnorkelandtowerct5.jpg (http://imageshack.us/)

Kaidai 4

http://img120.imageshack.us/img120/6008/v3kaidai4io1.jpg (http://imageshack.us/)
http://img120.imageshack.us/img120/v3kaidai4io1.jpg/1/w1024.png (http://g.imageshack.us/img120/v3kaidai4io1.jpg/1/)

http://img79.imageshack.us/img79/6497/v3kaidai4boa4.jpg (http://imageshack.us/)

Kaichu

http://img395.imageshack.us/img395/9215/v3kaichufi7.jpg (http://imageshack.us/)

Thanks to Peabody for much of the latest bug fixes including the snorkel and IJN radar stand alone set up, Sledgehammer427 for his Jyunsen B deck texture, waiting for the complete one ! ;)


Enjoy !

Keltos


Download link version 3.0 of mod :

http://files.filefront.com/V+30+IJN+Sub+mod+Jyunsenirar/;12461483;/fileinfo.html (http://files.filefront.com/V+30+IJN+Sub+mod+Jyunsenirar/;12299719;/fileinfo.html)

FAW_SAUMON
11-09-08, 10:06 AM
Thank you so much ! un grand merci !!! :up:

Do you continue the developpment of this fantastic Mod ?

Larson
11-09-08, 10:13 AM
Hey, can i play this mod together with, OM V500, RSRDC and TRM?

keltos01
11-09-08, 10:13 AM
Yes, sledgehammer427 will now build new textures and a real japanese campaign by Peabody is coming soon.

keltos

FAW_SAUMON
11-09-08, 10:35 AM
Yes, sledgehammer427 will now build new textures and a real japanese campaign by Peabody is coming soon.

keltos

It's great, really !

- The Japanese crew will have his own texture? (now it's again german crew)
- Do you prepare Japanese Voice for your mod?

keltos01
11-09-08, 03:29 PM
Yes, sledgehammer427 will now build new textures and a real japanese campaign by Peabody is coming soon.

keltos
It's great, really !

- The Japanese crew will have his own texture? (now it's again german crew)
- Do you prepare Japanese Voice for your mod?

yes, next in line on the to-do list !

keltos

pythos
11-09-08, 09:11 PM
This may be due to the mods installed.
I have TMO 152
TMO s boat engine patch
RSDC for TMO15
OP Monsun
Tmo enable u boat.
Ubm mission pack
and your mod.
The problem is the boats have no crew when loaded with the single mission.
The subs have no towers.

This is a problem I have had with UBM mission packs as well. So it might be that.

I will try without that mod installed and get back.

Sledgehammer427
11-09-08, 09:14 PM
that happened woth me too, in RFB
just do a campaign and get it overwith! :D
load up the boat with men, save the game, then reload it and load it up again.
repeat until full, or to your liking

pythos
11-10-08, 12:00 AM
Still no crew, still no towers.

Something weird here.

Could OM5 be causing this?

Anyone else had such a problem

keltos01
11-10-08, 03:05 AM
Still no crew, still no towers.

Something weird here.

Could OM5 be causing this?

Anyone else had such a problem

It was never tried with Operation Monsun, as for the towers if you have other subs installed then changed the middle number : unitsparts3JyunsenB.xx so that is is after your last Unitsparts3subxx.xx

Anyways the goal is first for it to be compatible with the coming japanese campaign. I will look into the compatibility problem with OM when I can.

keltos

peabody
11-10-08, 03:51 AM
Still no crew, still no towers.

Something weird here.

Could OM5 be causing this?

Anyone else had such a problem
It was never tried with Operation Monsun, as for the towers if you have other subs installed then changed the middle number : unitsparts3JyunsenB.xx so that is is after your last Unitsparts3subxx.xx

Anyways the goal is first for it to be compatible with the coming japanese campaign. I will look into the compatibility problem with OM when I can.

keltos

That unitparts thing is getting to be a pain in the neck. At least for modding. People always have other stuff and it creates problems. That is one reason I never used towers when I made my surface ships, I guess what I mean is I never used Unitparts. The first one I saw do that was Mikhayl, very clever.
We will have to start building subs that way.

Peabody

Kruger
11-10-08, 07:38 AM
Wooow, I really look forward to playing the japanese campaign, this is absolutely great guys, thank you much.

keltos01
11-10-08, 09:17 AM
Hi Peabody, for the tower thing I took the idea from the SH3 type XXI which was that way. Actually the only purpose of separate tower is to allow tower upgrades for a single hull, I don't see any other reason to make it separate. So if your subs have the same tower through the whole war then you can merge it with the hull and get rid of the annoying unitparts files.
Same for the crew problem, I know the mod isn't designed with OM or RFB in mind but if you want a quick fix you can simply include the whole UPCCrewData folder even if you didn't make any change to it from the stock files. The problem of the empty sub is because your sub upc file calls say "Crew-Jr-NCO-Rank-1-Watchman", but in OM or RFB CrewMembers.upc this crewman doesn't exist anymore.

here's the quickfix then, but you still have to work around the unitparts till I fix it.

as for the tower : the Jyunsen B had a late war model with the hangar removed, looked kindo a Kaidai, I didn't yet model it but left it to be able to do so should I want to.



Keltos

http://files.filefront.com/OM+quick+fix+Jyunsen+B+modrar/;12309587;/fileinfo.html

peabody
11-10-08, 03:18 PM
Hi Peabody, for the tower thing I took the idea from the SH3 type XXI which was that way. Actually the only purpose of separate tower is to allow tower upgrades for a single hull, I don't see any other reason to make it separate. So if your subs have the same tower through the whole war then you can merge it with the hull and get rid of the annoying unitparts files.
Same for the crew problem, I know the mod isn't designed with OM or RFB in mind but if you want a quick fix you can simply include the whole UPCCrewData folder even if you didn't make any change to it from the stock files. The problem of the empty sub is because your sub upc file calls say "Crew-Jr-NCO-Rank-1-Watchman", but in OM or RFB CrewMembers.upc this crewman doesn't exist anymore.

Thanks for the info Mikhayl. I was not aware of the crew problem until this time, and never used OM. Each time that Keltos had a 'major bug' with the subs it turned out to be the UnitParts# that was dupicated because of another MOD, so naturally he suggested that this time.
Not that I would feel it necessary, but wouldn't it be possible to eliminate the unitparts and have the tower be just another piece of "equipment" and loaded 'basically' the same way as a DeckGun? I know I am over simplifying it, there would crewmember slots for a possible addition of a second flak gun to deal with and things similar to that. But there are crewmember slots for both fore and aft deck guns but if you only have one, there are not crewmembers standing where the other gun should be.
Just wondering, and like I said I don't feel there are enough problems at this time to justify the amount of work involved, just curious about your opinion. (or anyones opinion for that matter)

Peabody

peabody
11-10-08, 04:25 PM
It depends, if you have 2 different towers but using the same number of gun mounts and equipment (even if positionned differently) then yes you could get rid of the unitparts file. Basically you would have your sub+upc file, and the 2 tower dats/zon/etc in the library folder with the guns, with a "cfg#Z01" node in your sub dat file.
Then in the .eqp file you just have to put say Z01=tower1 from 1940 to 1942 and Z01=tower2 from 1943 to 1945. Only the visual thing would change (but the player won't be aware of it until he sees it in patrol), the crew slots etc would remain the same.
Now if your towers have different gun mounts or different number of crewmen there's no way around the unitparts file. Maybe you could "cheat" it by making say the 2nd flak gun upgrade available only when the 2nd tower is mounted but I think overall it wouldn't be worth the effort considering that when you will have your own campaign mod ready the players won't be supposed to enable OM or RFB along with it.
Another solution if you want compatibility with OM & RFB, is to include JSGME "remove" file for all their unitparts, I forgot the exact thing but it's explained in the JSGME help or readme file (something like "unitparts4VIIC.upc-remove). When enabling your mod on top of RFB or OM you would "remove" their unitparts, and they would be back as soon as your mod is disabled.

Thanks again, Mikhayl. I was just curious about the possiblity and I do agree at this time it does not make sense for all the time involved. But the info may come in handy at a later date.
Even though we are working as a team, Keltos is the man doing the subs as you know, so he may decide to do a Sub mod that will work with other Campaigns, I am just working on a Japanese Campaign since we had some orphan subs looking for a home.:lol:. And I had a basic start (very basic) on it from the Pacific Campaign. And you were right, there sure are a lot of files to change!!!

Peabody

Hartmann
11-10-08, 05:13 PM
Good submarine power and good hardware, but poor tactics and doctrine :hmm:

keltos01
11-14-08, 06:37 PM
new weapon model available : the Kaiten :

http://img80.imageshack.us/img80/4954/animationod3.jpg (http://imageshack.us)
http://img80.imageshack.us/img80/animationod3.jpg/1/w1024.png (http://g.imageshack.us/img80/animationod3.jpg/1/)

keltos

the patch is on my main ff page, just apply on top of version 3.0

I-25
11-20-08, 11:55 AM
http://img135.imageshack.us/img135/6209/01japanesesubi14bb9.jpgjust a quick note on the AM type no one seems to have catched yet...

the real thing has no deck gun!;)

keltos01
11-20-08, 12:07 PM
http://img135.imageshack.us/img135/6209/01japanesesubi14bb9.jpgjust a quick note on the AM type no one seems to have catched yet...

the real thing has no deck gun!;)

I think I said it somewhere, I left the deckgun because I liked it, I knew these boats didn't have one... you just need to delete it from the .dat if you don't want it, but as I said , I like a deck gun !

keltos

Graf
11-20-08, 03:00 PM
keltos1,

Where is the radar and snorkel for the Jyunsen B in the .dat file? I would like to remove both for historical purposes and only like them for an upgrade later in the game.

:)

keltos01
11-20-08, 05:35 PM
keltos1,

Where is the radar and snorkel for the Jyunsen B in the .dat file? I would like to remove both for historical purposes and only like them for an upgrade later in the game.

:)

you'd better ask Peabody, he fixed those, I mostly did the 3d.

keltos

peabody
11-20-08, 06:13 PM
keltos1,

Where is the radar and snorkel for the Jyunsen B in the .dat file? I would like to remove both for historical purposes and only like them for an upgrade later in the game.

:)
you'd better ask Peabody, he fixed those, I mostly did the 3d.

keltos

If you want them for upgrades later in the war, then you don't remove them from the .dat file. You have to change the dates for the upgrades. But the snorkel was a test so it is added directly using the equipment.upc file, I didn't go thought the UpgradePacks.upc. It is directly linked from UnitParts to the Equipment.upc file, so you can set the jbsnorkel to NULL or change the available interval in the Unitparts3Jyunsen_B but if you delete it from the .dat the game will be looking for something that does not exist. And you will mess up the .dat file, because that is linked to the .sim file and so forth. And if you want to add it later there will be no location information in the .dat file to position it.

The radar is in the submarine.upcge file

[UserPlayerUnit 1.UpgradePackSlot 1]

Just change the interval it is available.

Peabody

keltos01
11-20-08, 06:51 PM
keltos1,

Where is the radar and snorkel for the Jyunsen B in the .dat file? I would like to remove both for historical purposes and only like them for an upgrade later in the game.

:)
I agreed to let you make a patch for the Jyunsen B so that it would be available for OM players, I don't think it's a good idea to start modifying everything we've done so far, unless for your own submairne only.

You could always ask for those things in personal messages and we'd see what we could do, and see if we want to do those changes. We have a to do list, part of which was the renaming of the weapons etc.. but let's not get aheadof ourselves here : you wanted to do a patch for OM, do that, then we'll see.

I do not want my ships to be gutted when it took us so long to get to where we are.

Stick to the deal : the OM patch. ANy other changes you make should be for your own sub for now.

I hope you understand.

KELTOS

Graf
11-20-08, 07:40 PM
Sorry mate, guess we got crossed. Meant no harm. ;)

I only meant to remove the items per my submarine only...not to be included in the patch. I will send you everything prior so that you can look over and approve of all changes.

I will also work on updating the skin for ya...I skinned a/c in Il-2 and did a few minor cosmetic changes for a few subs in SH3.

Don't let me get ya off track mate. ;)

Thanks guys...lookin' forward to an awesome IJN campaign. :D

keltos01
11-21-08, 07:57 AM
Sorry mate, guess we got crossed. Meant no harm. ;)

I only meant to remove the items per my submarine only...not to be included in the patch. I will send you everything prior so that you can look over and approve of all changes.

I will also work on updating the skin for ya...I skinned a/c in Il-2 and did a few minor cosmetic changes for a few subs in SH3.

Don't let me get ya off track mate. ;)

Thanks guys...lookin' forward to an awesome IJN campaign. :D

ok then. If we can include anything from your work in the mod we will credit you for it, as for the IJN skin here are the real colors used, I think my Jyunsen B came from Kure :

http://img356.imageshack.us/img356/9803/ijn2sheetdz3.jpg

Graf
11-21-08, 08:09 AM
Already what I am using as my basis mate. ;)

If you have any good pics or profiles from the side would be very useful. I already book marked the link you provided for the color photos and are using them as a reference currently.

I think I will do several schemes...one possibly from each Ship yard. I'll post pics of my progress here if ya don't mind. Maybe we can get a few other IJN gurus to chime in. :)

Red Heat
06-08-09, 08:49 AM
Hello

I download the v 3.4 IJN mod Jyunsenb, and i try to enabled the mod via sh4 JSGME i have the sh4 installed patched with version 1.4. The problem its when try to run the game a error show up...and it looks its missing something for the game run normaly, some one can help on this...if its missing anything else and the game instalation steps, please.

P.S. Thank you very much...and im sorry for the "green" question...

Red Heat
06-08-09, 09:23 AM
actually what i have instaled in my sh4 version 1.4 its this:

v 3.4 ijn sub mod jyunsenb

ijn sound mod version 1.3

peabody 8 tubes lights pab (1)

and the error it this one:

file not found:data/menu/skins/american/gui/layout/crewssistemsmanagement.dds

HELP!

peabody
06-08-09, 11:42 AM
Hello

I download the v 3.4 IJN mod Jyunsenb, and i try to enabled the mod via sh4 JSGME i have the sh4 installed patched with version 1.4.

You can't use these subs in 1.4. They are built using uboats so you need the Uboat add on (version 1.5)

Peabody

Red Heat
06-08-09, 02:56 PM
Thank for the info, Peabody...

So i install sh4 with out patching and i enabled via JSGME the follow files:

.v 3.4 ijn sub mod jyunsenb

.ijn sound mod version 1.3

.peabody 8 tubes lights pab (1)

.Uboat add on (version 1.5)

This is what i must do to run the game (sh4) commanding IJN submarine?

Thanks in advance...

XTBilly
06-09-09, 12:02 PM
You must install SH4.

Install U-Boat missions.

Install JSGME.

Enable the IJN mods through JSGME.

Make the Imperial Navy proud!:arrgh!:

(Pray silently for the completion of the IJN campaign:wah:)

You're ready captain!:up:

peabody
06-09-09, 12:24 PM
Thank for the info, Peabody...

So i install sh4 with out patching and i enabled via JSGME the follow files:


.Uboat add on (version 1.5)

This is what i must do to run the game (sh4) commanding IJN submarine?

Thanks in advance...

As XTBilly pointed out you must install the Uboat add on pack. It is not a mod, it upgrades the game to use uboats and basically makes it version 1.5 of the game itself. You must buy it if you don't have it since it is not a mod. The reason you need the add on pack is that the Japanese subs use german Uboats as a base to build on and the standard game (1.4) does not have the uboats.

Peabody

keltos01
06-09-09, 01:24 PM
As XTBilly pointed out you must install the Uboat add on pack. It is not a mod, it upgrades the game to use uboats and basically makes it version 1.5 of the game itself. You must buy it if you don't have it since it is not a mod. The reason you need the add on pack is that the Japanese subs use german Uboats as a base to build on and the standard game (1.4) does not have the uboats.

Peabody

I concur. All my boats are based on the german ones from the Uboot add-on, they won't work without it, and that add-on is a bargain too !

keltos

spike12
06-09-09, 03:09 PM
hate to break this to you, but the download link' gone.:cry:

keltos01
06-09-09, 03:19 PM
hate to break this to you, but the download link' gone.:cry:


here it goes :

http://files.filefront.com/V+34+IJN+Sub+mod+JyunsenBrar/;13220636;/fileinfo.html

keltos

ps the I-Boat Damage Mod might work with it, but it's made for the coming Jyunsen B 3.9 mod

spike12
06-09-09, 03:30 PM
Thanx. DLing it now.:DL

Red Heat
06-10-09, 09:17 AM
XTBilly...

keltos01...

peabody...

Thanks for all info avaiable about this mater, now i know what to do...
sorry for my lack of experience...and thanks for you time, guys! :yeah:

keltos01
06-10-09, 11:22 AM
XTBilly...

keltos01...

peabody...

Thanks for all info avaiable about this mater, now i know what to do...
sorry for my lack of experience...and thanks for you time, guys! :yeah:

you're welcome :)

feedback welcome too ;)

keltos

Red Heat
06-11-09, 05:48 PM
*Salute

I install SH4.

Install U-Boat missions.

Install JSGME.

Enable this IJN mods through JSGME:

.v 3.4 ijn sub mod jyunsenb

.ijn sound mod version 1.3

Some errors happened when i change from naval base and subs...i wonder if there is missing any mods to play in the japanese side or what mods do you sugest to play?

Thanks in advance... :salute:

peabody
06-11-09, 11:47 PM
*Salute

I install SH4.

Install U-Boat missions.

Install JSGME.

Enable this IJN mods through JSGME:

.v 3.4 ijn sub mod jyunsenb

.ijn sound mod version 1.3

Some errors happened when i change from naval base and subs...i wonder if there is missing any mods to play in the japanese side or what mods do you sugest to play?

Thanks in advance... :salute:

Sorry, Keltos only uses it to test his subs and it is only set right from Penang. If you change bases it will crash.

Try this version, I made some changes.

http://files.filefront.com/13890060

You will be sailing the uboat missions with the Japanese ships. As soon as we get the Japanese Campaign done it will all be different.

Peabody

Red Heat
06-12-09, 01:08 AM
No sorrys needed, i understand...because i follow your work with great interess since i read in this forum about the Japanese Campaign and im waiting since for the final mod, to be ready. :D

P.S. Keep the good work boys, great project, and excelent idea...ah by the away I LOVE THE JAPANESE MUSIC IN THE GAME! :yeah:

keltos01
06-12-09, 05:51 PM
Sorry, Keltos only uses it to test his subs and it is only set right from Penang. If you change bases it will crash.

Try this version, I made some changes.

http://files.filefront.com/13890060

You will be sailing the uboat missions with the Japanese ships. As soon as we get the Japanese Campaign done it will all be different.

Peabody

Thanks Peabody !

I knew I had to fix that flotilla file, never got around to do it though, and as you said, noone ever complained ;)

I'll try it too, i'd just like to test the subs in a different mission than the first one from Penang :har: although historically it was the only base used by both the IJN and the german navy.

btw I usually post on this thread :

http://www.subsim.com/radioroom/showthread.php?t=137761&page=26

this one here is an old release thread !

keltos

Red Heat
06-13-09, 08:40 AM
Hello

At the moment im using (link/download/mod) wich peabody give me, and i start my caraer at Penang, and my Japanese submarine its a jyunsen b, for a logical aproach to the mod name...lol and at this moment no problema at all playing the game! :D

P.S. Looking forward to play the final work, The Japanese Campaigne... :-)

Webster
06-20-09, 03:10 PM
bump