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ivank
02-08-09, 11:25 AM
I'm really looking forward to this mod as well; please keep up the work!:arrgh!:

Thanks for the support!
Work on the mod, depends on how fast we can get the 3D models for it.

ivank
02-08-09, 02:00 PM
RL has slowed production of the Super-Mod, but work will pick back up soon. I am still hoping for a May release of Version 1, or at least a beta.

What need to be done for TSWSM: Version 1:

SHIPS:
-Renown-class (BC)
-Admiral class (BC)
-Revenge class (BB)
-Queen Elizabeth class (BB)
-Nelson class (BB)
-County class (CA)
-York class (CA)
-Leander class (CL)
-Town class (CL)
-Dido class (CL)
-Flower class (PG)
-Black Swan (PG)
-V&W class (DD)
-Tribal class (DD)
-Mod Leander (CL)
-Bismarck class (BB)
-Scharnhorst class (BC)
-Deutschland class (PBB)
-Admiral Hipper class (CA)
-K-class (CL)
-Type 34 (DD)
-Type 36 (DD)
-H-39 class (BB)

CAMPAIGN:
Convoys
Patrol Objectives
Minor issues with bases
Coastal batteries

DAMAGE MODEL:
Needs to be finalized and added to all ships

VOICE:
Need new voices for the German, British, Australian navys

DarkFish
02-08-09, 02:50 PM
A new feature for TSWSM: Playable DCs!
Now we can finally take revenge for all the ships we sank as a sub commander!:arrgh!:

http://i525.photobucket.com/albums/cc333/DF_3852/1.jpg
(oops... forgot to delete that huge radar antenna from the bridge)

http://i525.photobucket.com/albums/cc333/DF_3852/3.jpg

http://i525.photobucket.com/albums/cc333/DF_3852/6.jpg

It are altered torpedoes that behave as depth charges.
You can sink moving AI u-boats with them, although the subs can't dive/surface, in other words have a fixed depth (currently 50m for testing, will change it to something deeper)

tater
02-08-09, 02:58 PM
Is the fixed depth set by the end of run? GREAT work.

You might consider this:

Make multiple DC "torpedoes." Have them named based on set-depth. So you can drag the DCs in the racks/throwers until you have the desired pattern of depths.

For IJN ships these would be 30m settings (30m, 60m, 90m, then later 120m).

DarkFish
02-08-09, 03:12 PM
Is the fixed depth set by the end of run?well no, in fact it is a torpedo with a magnetic detonator detonating when it comes anywhere within 5m of the sub. If it doesn't hit a sub it'll reach 60m where the DC controller comes in again and makes it explode anyway (without doing much damage though). So having a number of torpedoes for different depths wouldn't work, as they only damage the sub on impact anyway. The depthcharge controller only controls the effect for the case there is no collision.

ivank
02-08-09, 05:20 PM
loving the DC's

tater
02-08-09, 05:32 PM
Remove the magnetic radius, or make it vanishingly small.

Where did you put the DC controller.

I'm interested in this, since the IJN didn't aim DCs at particular depths, but set the depths at 30, 60, 90m, etc, then threw patterns. SH4 has AI override the detonation depth.

antarcite
02-11-09, 03:40 PM
somebody can help to install this mod?

where I obtain the necessary files and where I place them in the SH4
It is simple?


Thanks for your help

cgjimeneza
02-11-09, 04:38 PM
somebody can help to install this mod?

where I obtain the necessary files and where I place them in the SH4
It is simple?


Thanks for your help

You have to wait a few months more

this is a work in progress (hence the WIP) prior to the name of the thread

patience lad.
:arrgh!:

DarkFish
02-11-09, 04:59 PM
Remove the magnetic radius, or make it vanishingly small.
I think the enemy would then be very hard if not impossible to hit. In real life DCs usually didn't get that close to the enemy's sub either. 5m off is IMO a very good archievement for an escort commander.
Also, there's a limit to the magnetic detonition radius. If I make it too small the DC controller will make it explode before the torpedo controller will. And in that case you won't get any renown.
Where did you put the DC controller.
In the sim file. The DC controller only controls the sinking speed and the explosion in the event the enemy sub is missed (when it reaches a set depth below the submarine, for now 60m, sub depth = 50m).

tater
02-11-09, 05:34 PM
I don't care in the least about renown, I'm more interested in them working properly. Any chance of seeing just the DC part as an alpha, I'm curious about it.

ivank
02-11-09, 08:07 PM
I don't care in the least about renown, I'm more interested in them working properly. Any chance of seeing just the DC part as an alpha, I'm curious about it.

I dont see why the DCs wont be released with the Beta test

iambecomelife
02-14-09, 09:34 PM
Brilliant work with the depth charges - I'm gonna be the next Johnnie Walker when this mod comes out! :DL

keltos01
02-15-09, 03:15 AM
First mines then depths charges, brilliant work Darkfish !!

keltos

iambecomelife
02-15-09, 08:52 AM
Just because I really love to aggravate you, how about some more weapons like Hedgehogs, Squid, and bazooka rockets? Light escorts and merchant ships from the United States & the UK frequently carried rockets for anti-aircraft, anti-barge, and bombardment operations. :hmmm:

cgjimeneza
02-15-09, 10:03 AM
with racks of DC`s.... K-guns... the works!!!

excellent and impresive work

keltos01
02-16-09, 04:35 AM
Is the fixed depth set by the end of run?well no, in fact it is a torpedo with a magnetic detonator detonating when it comes anywhere within 5m of the sub. If it doesn't hit a sub it'll reach 60m where the DC controller comes in again and makes it explode anyway (without doing much damage though). So having a number of torpedoes for different depths wouldn't work, as they only damage the sub on impact anyway. The depthcharge controller only controls the effect for the case there is no collision.

then it behaves more like a hedgehog than a dc : direct hit instead of shock wave.

keltos

tater
02-16-09, 03:12 PM
Yeah, contact or proximity DCs are far more effective than "normal" DCs going off at set depth.

In testing DC mods, I have watched... way way too many DC attacks.

In many cases, I was looking for what would happen with a near contact hit, and they'd sink right past and blow well beneath the boat. Basically, with the way the AI treats depth error on DCs, ~1/3 blow above you, about 1/3 below, and the remaining 1/3 at around your depth. A 5m proximity DC would result in 3 times as many hits, since ALL of the above thirds would actually have hit your sub.

tater
02-16-09, 03:17 PM
Other idea for ya for the DCs.

You are using torpedoes. So presumably they are auto-loaded, OR the player can drag them to each "tube."

Assuming you cannot make "set depth" work, make several DC types. They all look identical, and make the names that show up to the player identical.

Each has a different proximity setting. 1 type is set to 1-2 m, another the 5m you have now, another to 10m, and perhaps one to 20-40m.

Now, you dump DCs, and some go off without the possibility of damage, some will shake the sub, others might blow right next to the target. Ideally they'd be loaded sort of randomly on the racks.

DarkFish
02-17-09, 09:32 AM
then it behaves more like a hedgehog than a dc : direct hit instead of shock wave.Yes it does. But the stock DDs behave exactly the same (in fact the hedgehogs use the same controller as the DDs) so there won't be a big difference.
A 5m proximity DC would result in 3 times as many hits, since ALL of the above thirds would actually have hit your sub.Setting the detonation radius smaller would make it virtually impossible to hit the enemy. Even with 5m it's very hard.
And not many DCs historically detonated within 5m of the sub.Each has a different proximity setting. 1 type is set to 1-2 m, another the 5m you have now, another to 10m, and perhaps one to 20-40m.

Now, you dump DCs, and some go off without the possibility of damage, some will shake the sub, others might blow right next to the target. Ideally they'd be loaded sort of randomly on the racks.Great idea which would solve the issues with the 5m radius. But the problem is that every different type of DC more means a torpedo type less, as I've not been able to successfully clone torpedoes. If someone knows how to add additional torpedo types i'd be very happy to create such a feature.

iambecomelife
02-17-09, 11:00 AM
then it behaves more like a hedgehog than a dc : direct hit instead of shock wave.Yes it does. But the stock DDs behave exactly the same (in fact the hedgehogs use the same controller as the DDs) so there won't be a big difference.
A 5m proximity DC would result in 3 times as many hits, since ALL of the above thirds would actually have hit your sub.Setting the detonation radius smaller would make it virtually impossible to hit the enemy. Even with 5m it's very hard.
And not many DCs historically detonated within 5m of the sub.Each has a different proximity setting. 1 type is set to 1-2 m, another the 5m you have now, another to 10m, and perhaps one to 20-40m.

Now, you dump DCs, and some go off without the possibility of damage, some will shake the sub, others might blow right next to the target. Ideally they'd be loaded sort of randomly on the racks.Great idea which would solve the issues with the 5m radius. But the problem is that every different type of DC more means a torpedo type less, as I've not been able to successfully clone torpedoes. If someone knows how to add additional torpedo types i'd be very happy to create such a feature.

Did you assign a different hex ID to the new weapons after cloning?

DarkFish
02-17-09, 11:39 AM
Did you assign a different hex ID to the new weapons after cloning?You mean remapping? I did, but that's not the problem. All torpedoes have got a certain hex value that determines its type, for example 18=Mk27TorpUS. If I'm right this value (18) is somewhere converted into the string "Mk27TorpUS", which is addressed in the Ammunition.upc file

[Ammunition 13]
ID=Mk27Torpedo
NameDisplayable= Mark 27 Cutie Torpedo
Type= AmmoTorpedo
Subtype=Mk27TorpUS
AmmunitionIntervalOptionCurrent= NULL, NULL, 0
AmmunitionIntervalOptions1= 1944-01-01, 1946-12-31, 500
Volume= 1
PackSize=1
Info=Mk27TorpInfo
Notes=Mk27TorpNotes From testing I've concluded that just leaving this number (18 in this case) doesn't work, as the original torpedo is loaded instead of the edited.
It's not hard to change this hex value into an unused number, but as long as I can't find the file which determines in what string to convert this hex value, I cannot clone torpedoes.
If anyone knows how to add a different torpedo type please post or PM, it'd help a lot.

keltos01
02-17-09, 03:03 PM
If someone knows how to add additional torpedo types i'd be very happy to create such a feature.

I tried a while back to create and add the mk35 and mk28 as supplementary torpedoes to no avail..

Skwasjer said the types, hence the number of torpedoes available was hard coded, I would tend to agree untill proven wrong.

keltos

polyfiller
02-18-09, 02:34 PM
Tom, Sledge, Ivan, I suggest we adopt a numbering scheme for damage zones for all the ships we are adding to the TSWSM. What I suggest is that we agree a standard number of zones for each ship and "reserve" a block for whichever ship we are zoning ... and for any we don't use from the reserved number, use a defaul name like "Filler 1 ... Filler 2" etc. I'm guessing we would need around 35 unique zones per ship.

For example in zones..cfg ... suggest we agree a starting point ... I've been using the one from the North Carolina (cos it improves damage effects on AI ships). Now the NC uses zones 210 - 246. Now I know the NC won't be in release 1, so let's start with German ships;

210 - 245 - Bismark
245 - 280 - Graf Spee etc.

And if when working on the Bismark we only actually use 31, we would make zones.cfg look like this;

240 = Bismark zone 240 whatever that is
241 = Bismark zone 241 whatever that is
242 = Filler 1 i.e. unused
242 = Filler 2
243 = Filler 3
244 = Filler 4
245 = Graf Spee zone 1

By doing the above we can work damage models independentally and then when we bring them all together in the mod, all we need to do is merge the zones.cfg and NOT rework all the .ZON files and .UPC / UPCGE files.

Thoughts ?

tater
02-18-09, 03:46 PM
Oh, I didn't see that skwas said that (he says, well, anything, about the engine and I believe it :) )

BTW, that was not my quote above.

<S>

tater

ElephantMemory
02-19-09, 03:58 PM
Hey guys, really looking forward to this mod. Great job! I was just wondering if at this moment there is any planned release date? Or maybe an update as to how its coming? I just cannot wait to give this a try.

Thanks guys!

ivank
02-19-09, 11:18 PM
I was just playing GWX 3,0 and I noticed that some ships have lighted rooms and portholes. But as far as I know/seen no SH4 ships have lights other than search lights! Does anyone know how I would go about giving both playable and AI ships light?

By the way, I did a patrol with one of my raiders 2 days ago and did horrible, DO NOT attack a North Carolina class BB with a raider!!!! It will not end well:D:nope::damn:
I did even get to target it with my guns or torpes!!:oops:

ElephantMemory
02-20-09, 08:41 AM
Do you guys happen to have a current list of the playable ships in the game so far?

ivank
02-22-09, 12:11 PM
any ideas?

polyfiller
02-22-09, 05:29 PM
Ivan - my SH4 skills prevent me from being able to tell you exactly how to do illumination ... but I used to do exactly that for Freelancer. essnetially it involves adding another texture or even layer texture (DDS files allow this I think). Essentaially you get hold of a standard texture and make the whole thing black ... spaert from the areas you want illuminated - make this white or a very light colour (yellow, blue, whatever). Now I now how to add these to a Freelancer ship model, but no idea how to do it in SH4. Suggest SKWAS would be the man to ask ? Or maybe even direct approach to someone in GWX. In fact I remember the illuminated lights turning up in SH3 before GWX 2 and then they got rolled in to the GWX mod. Check the GWX credits / release notes - sure you'll find something about an illuminated merchants mod in there somewhere.

ivank
02-22-09, 05:39 PM
Okay thanks! did you get my email?

ivank
02-22-09, 07:05 PM
To be included in TSWSM is my Hilfskreuzer and AMC mod, however I need correct gun placement and other details for my ships.
Atlantis has provided great information to be in the past, however I need something else. Does anyone have blueprints or know a website where I can get blueprints or profile drawings of the German raiders? I have 2 profile pictures as of now but only one of them really helps me!
If you know of any please PM me or post it here!

HK Pinquin:
http://www.the-blueprints.com/blueprints-depot/ships/battleships-germany/dkm-pinquin-1941.gif

Sledgehammer427
02-22-09, 10:55 PM
well, I would think that the Kormoran would have the same weapon placement as the Pinguin.
I'm sure you checked out WW2db.com to see if they have good enough pictures of the ship to discern the gunports. (if it looks like a large porthole or a vent, go for it.)

But im not sure how to make the ships lighted. Ask the GWX cronies (no offense to the GWX crew, amazing work they will do for GWX 4, methinks)

ivank
02-22-09, 11:47 PM
thanks man! going to check out that website now

ivank
02-22-09, 11:54 PM
they have no pictures of any of the raiders!

Sledgehammer427
02-23-09, 12:07 AM
*cough*here*cough*
http://www.bismarck-class.dk/hilfskreuzer/hilfskreuzer_menu.html
try that one on for size!:D

Don't die of a heart attack, but i almost forgot that one

ivank
02-23-09, 03:13 PM
Yea I have tons of pictures from that website site, but only a few like 5 actually show the gun placement. And they do not have any blueprints/profile drawings.

polyfiller
02-23-09, 05:53 PM
OK folks - time to start a debate about balancing armour values v gun penetration values. Question is do we;

1) Reduce all armour values to match the stock AP values for guns (best AP value is 65 for a 16IN gun).

or

2) Modify both the armour values and better balance the AP values for all guns ?

For reference I've been checking out data here;

http://www.combinedfleet.com/f_guns.htm

Now given that stock largest armour value is 96 (for Yamato and many other BB's) and that the Yamato's maximum armour value in RL is around 25.6 inches, that means if we divide 96 by 25.6 we get around 3.75. So if we then multiply armour values for the turrets of,, say, the Bismark, we get a proposed armour value in game of 64 mm.

Trouble is that I'm not sure if the game accomodates the effect of range on penetration. If not, then we need to acheive some sort of compromise i.e. if we use 96 as a base value, combined with the above link, then the Yamato 16IN guns should be able to penetrate it's own armour thickness at somewhere between 5000 and 10000 yds... but not over 10000 yds. So should we set the Yamato's armour value to 96 for turrets and the AP value for the gun to somewhere just below 96 ?

Anyone got any other thoughts ideas on this front ?

ivank
02-23-09, 06:07 PM
i like the second!

Sledgehammer427
02-23-09, 09:45 PM
start with the second, and if it starts acting wobbly, go to the first.

also, remember, you can make custom missions to gauge armor effects on certain distances.
Rockin Robbins used the idea above to lecture torpedoes' uses.

ivank
02-23-09, 09:50 PM
Sledgehammer: Poly sent me some of our playable ships with his damage model and some other changes, I will send you them when I get home tommorow. I think you are going to like them! As progress on your end of the mod?

Sledgehammer427
02-23-09, 10:23 PM
slow, tedious. Homework, college apps (dont ask, my counselor can pull strings like the greatest puppeteers) and the like have been really getting in the way.

EDIT:
interesting model I just found of the Atlantis. its a R/C Model, but I'm sure you can think the same of the other hilfkreuzers
http://www.bismarck-class.dk/shipmodels/german_models/hilfskreuzer_atlantis_bull.html
notice how the guns are virtually undetectable until you see the flaps opened. that ship was really heavily armed!

ivank
02-23-09, 10:45 PM
Yea I know the feeling!:D :nope: :damn:
I have been out of school for a week(break) and the week before b/c I was sick, and today, I was just in shock at how much I missed! :help: :dead: :lost:

Good Luck with your stuff, especially with the college crap:arrgh!: :yeah:

polyfiller
02-24-09, 05:51 AM
Folks -urgent update re: my damage models -the Bismark I sent out is goosed (I made an errorin zones.cfg). Effect is Bismark will take a critical hit when it shouldn't. I need to track down the error and fix it (takes some time).

Just as a pointer to testing any dmagae models;at present we can't get visible damage to display. If an error is made in zones.cfg or a zone is added to the .zon files which is not delcared in zones.cfg, then physical damage will appear ... trouble is that the ship then goes critical shortly after. So if you're testing one of my damage models and you see holes appearing in the external view - it means I've screwed something up :03:

mickey117
02-24-09, 06:12 AM
i was just thinking if it is possible when you fire the mane gun could you have an actual shell flying instead of a yellow fire ball?? just wondering cause it would be mass cool:yeah:

tomhugill
02-24-09, 07:40 AM
Poly could you pm me your email addy and mail me your bismark plz!

DarkFish
02-24-09, 10:28 AM
i was just thinking if it is possible when you fire the mane gun could you have an actual shell flying instead of a yellow fire ball?? just wondering cause it would be mass cool:yeah:It is. I have already tested such things for myself and it works. But I wonder if you see the difference on a shell flying 800 m/s.
Besides, I do not know what impact it'll have on FPS when you're engaged in a big battle with lots of shells flying.

ivank
02-24-09, 04:53 PM
On the most of the German raider the guns were hidden behind flaps; is it possible to have such flaps in game, so that when you hit Battle Stations they fall down exposing the guns, and when BS is shut off they go back up?

Sledgehammer427
02-24-09, 09:38 PM
...perhaps...
make the guns be so that when they are unmanned, they are covered.
then when the men appear on the gun, the flaps disappear?
I cant make a fake "deck" to place them on, but thats my idea.

that or dont even bother, just set them up on the main deck and pretend they arent there (we pretend that the XVIII is a XXI and a modified sargo is a Narwhal, so why not)

ivank
02-24-09, 10:58 PM
Did you get my e-mail shammer?

Sledgehammer427
02-24-09, 11:03 PM
checking now.
this internets incredibly slow tonight

EDIT: got it. after the attachment gets downloaded, I'll get to work, I love Raiders!

Sledgehammer427
02-24-09, 11:57 PM
beautiful pictures ivan...how many aging germans did you have to bribe to get them?
joking aside,

the in-game atlantis looks like a Pinguin, and you need to refrence me to the models you were going to use to make the other HK's, Ill do the havy modifying, and perhaps miner can fill in the gaps (no pun intended)

ivank
02-25-09, 03:06 PM
:salute: Okay will send e-mail out later.

Alexace31190
02-25-09, 05:51 PM
I'm glad to see the mod is going ahead. I love the playable ships feature and this mod sounds like it will be awesome.
I can't wait to see some more screenshots and features from you guys.

polyfiller
02-25-09, 06:54 PM
OK folks, major update on debugging the critical damage failure on the Bismark and Graf Spee - fixed :D

Now ... important .. cause of the issue was the original .zon file I used for both (from the original playable versions released by Xantroles) ... these .zon files contain a serious bug - they have spheres with a radious of zero, type zero, collision = false, armour = 0. These are what was causing a critical hit to occur at random times.

For anyone working on the conversion of ships - if you use a stock .zon and expand the number of spheres (to give entire coverage over the hull area) DO NOT, repeat DO NOT leave any zones with 0,0,false,0.

And the really good news is that with this fixed, the physical external damage shows up. Just tested the Bismark against 3 KGV's ... and I got blown to peices ... but didn't sink quickly ... and the external damage view was spectacular - big holes all over the place, including the bridge.

I'm going to work on re-balancing the armour values and tidying up some zone definition (need to re-enable the critical zones for the fore and aft magazines) and then I'll send these to Ivan & Tom for review.

Finally feel like I'm making progress :)

Sure we'll get around to gicing due credit when the mod is fully released, but in the meantime I'd like to give a big thumbs up to SKWAS for S3D :up: and Observer for his vast knowledge and willingness to answer questions :up:

ivank
02-25-09, 07:23 PM
great news polyfiller!

Shamer427: I was using ship models that barely looked like their RL counterparts, what I was suggesting was that you and miner make new ships. If you want I can fish through my files, and try to find my old raiders.
Did you see what I meant with the lack similarities between the RL ships and the Atlantis in game? the bow, bridge, and prop are just pissing me off.

EDIT: Shammer, I do not know what your progress on the PE is, but I just found a blueprint of her for you! if you are still working on her I will send you it

Sledgehammer427
02-25-09, 09:30 PM
and thy hammer sed, let thine send thy photo

ivank
02-25-09, 10:51 PM
and thy hammer sed, let thine send thy photo

Okay, I will after school tomorrow

mickey117
02-27-09, 07:08 PM
i was just thinking if it is possible when you fire the mane gun could you have an actual shell flying instead of a yellow fire ball?? just wondering cause it would be mass cool:yeah:It is. I have already tested such things for myself and it works. But I wonder if you see the difference on a shell flying 800 m/s.
Besides, I do not know what impact it'll have on FPS when you're engaged in a big battle with lots of shells flying. i supose your right but it's still worth a shot just to test it cause it would look awesome to have like an 18.1 inch from the yamoto flying at a destoyer it would make the best screen shots:yeah::up:

Task Force
02-27-09, 10:07 PM
Im looking foward to this mod.:up: keep up the great work youall.:salute:

Sledgehammer427
02-28-09, 12:25 AM
i supose your right but it's still worth a shot just to test it cause it would look awesome to have like an 18.1 inch from the yamoto flying at a destoyer it would make the best screen shots:yeah::up:

Perhaps have it as an add-on?
PE4 has quite a few "Packs" and other little tweaks, why not have a "flying shell skin?"

ivank
02-28-09, 12:37 AM
i supose your right but it's still worth a shot just to test it cause it would look awesome to have like an 18.1 inch from the yamoto flying at a destoyer it would make the best screen shots:yeah::up:
Perhaps have it as an add-on?
PE4 has quite a few "Packs" and other little tweaks, why not have a "flying shell skin?"

good idea

Sledgehammer427
02-28-09, 02:30 AM
okay, i found this kind of interesting.
it appears as though the captains of the hilfskreuzers were allowed to name their ship. maybe as an added bonus include a tutorial on how to name your own HK?
maybe this would be just as interesting as commanding a historical HK

DarkFish
02-28-09, 10:13 AM
i was just thinking if it is possible when you fire the mane gun could you have an actual shell flying instead of a yellow fire ball?? just wondering cause it would be mass cool:yeah:It is. I have already tested such things for myself and it works. But I wonder if you see the difference on a shell flying 800 m/s.
Besides, I do not know what impact it'll have on FPS when you're engaged in a big battle with lots of shells flying. i supose your right but it's still worth a shot just to test it cause it would look awesome to have like an 18.1 inch from the yamoto flying at a destoyer it would make the best screen shots:yeah::up:All right then, you want something like this?
http://i525.photobucket.com/albums/cc333/DF_3852/18intype91.jpg
I must say it is indeed very impressive to see those massive shells heading for a small fletcher:arrgh!:
http://i525.photobucket.com/albums/cc333/DF_3852/18inshellvsfletcher.jpg

Sledgehammer427
02-28-09, 01:41 PM
...:rotfl:THATS PERFECT!!!

ivank
02-28-09, 02:43 PM
THATS NOT PERFECT! THATS AMAZING!!!:salute::shucks::yeah::D:rock:

btw. Sledgehammer, I meant to tell you yesterday, that we need to check the visual damage. The hole that shells make are to big. Can you edit the damage texture to make them alot smaller?

Task Force
02-28-09, 02:46 PM
wow... never thought id see that.:o

ivank
02-28-09, 02:54 PM
okay, i found this kind of interesting.
it appears as though the captains of the hilfskreuzers were allowed to name their ship. maybe as an added bonus include a tutorial on how to name your own HK?
maybe this would be just as interesting as commanding a historical HK

sounds good!

Sledgehammer427
02-28-09, 03:40 PM
I dont know where the damage textures/files/models are located.
couple that with the fact that there are supposed to be no holes at all (or ones the size of the 5-inch shell) and you got a problem
IABL ever pm you back?

EDIT: also, darkfish, id ther a way to add the fireball onto the BACK of the shell? i like using the fireball as a gauge to determine my shots, and i think they did that anyways

ivank
02-28-09, 06:00 PM
I will try to find the damage textures. I just now PMed IABL

DarkFish
03-01-09, 07:08 AM
EDIT: also, darkfish, id ther a way to add the fireball onto the BACK of the shell? i like using the fireball as a gauge to determine my shots, and i think they did that anywaysThere is still a fireball, but it not always shows up when paused (like with the default shells, it uses the same effect).
The 'fireballs' in the 2nd picture are gunpowder clouds from the fletcher's guns.

linerkiller
03-01-09, 09:41 AM
To be included in TSWSM is my Hilfskreuzer and AMC mod, however I need correct gun placement and other details for my ships.
Atlantis has provided great information to be in the past, however I need something else. Does anyone have blueprints or know a website where I can get blueprints or profile drawings of the German raiders? I have 2 profile pictures as of now but only one of them really helps me!
If you know of any please PM me or post it here!

HK Pinquin:
http://www.the-blueprints.com/blueprints-depot/ships/battleships-germany/dkm-pinquin-1941.gifDownload "Fall of the Rising sun" by AOTD Madmax and look at the new Hilfskreuzer model...it's fantastic, better than the real one:up: !!

Sledgehammer427
03-01-09, 09:18 PM
mmm, I'll have to check that out

ivank
03-03-09, 06:44 PM
Any news, on the raiders or other ships?

mickey117
03-04-09, 03:07 AM
i was just thinking if it is possible when you fire the mane gun could you have an actual shell flying instead of a yellow fire ball?? just wondering cause it would be mass cool:yeah:It is. I have already tested such things for myself and it works. But I wonder if you see the difference on a shell flying 800 m/s.
Besides, I do not know what impact it'll have on FPS when you're engaged in a big battle with lots of shells flying. i supose your right but it's still worth a shot just to test it cause it would look awesome to have like an 18.1 inch from the yamoto flying at a destoyer it would make the best screen shots:yeah::up:All right then, you want something like this?
http://i525.photobucket.com/albums/cc333/DF_3852/18intype91.jpg
I must say it is indeed very impressive to see those massive shells heading for a small fletcher:arrgh!:
http://i525.photobucket.com/albums/cc333/DF_3852/18inshellvsfletcher.jpgomg lol thats just wat i thinking of lol :haha: thats awesome and also it is defiantly a good idea for shell skin cause all the navies used different colours on there shell for instance american bbs moslty used green so yer wow i cant wait for this to be finished yous are doing fantastic work and hell yous should really make your own game and become richy rich rich!!!:up::salute:

mickey117
03-04-09, 03:15 AM
gotta admit those gunners on the Fletcher would feel pretty damm small lol and another idea when you fire the main guns could we at all change the colour cause it doesnt seem that real when you see the white stuff after the fire ball i mean that doesnt happen well not that much could we just maybe use sumthin like the sh3 fireball and smoke but just a bit bigger anyways its just an idea:yeah::salute:

mickey117
03-04-09, 06:35 AM
got another idea this is mostly for yamato and bismarck cause they clearly have those rangefinders on top of the conning tower i think would be mass awesome if the moved as well like they look were the guns looked there is a way i think you could do this is by turing the range finer into a gun that doesnt shoot but thats just an idea but it would look really cool and it would add to the realism :salute::yeah::D

ivank
03-04-09, 05:30 PM
gotta admit those gunners on the Fletcher would feel pretty damm small lol and another idea when you fire the main guns could we at all change the colour cause it doesnt seem that real when you see the white stuff after the fire ball i mean that doesnt happen well not that much could we just maybe use sumthin like the sh3 fireball and smoke but just a bit bigger anyways its just an idea:yeah::salute:

A small fix has already been made in TSWSM, we are now looking to make a larger fix.

Gewehr98
03-04-09, 08:47 PM
Yea I have tons of pictures from that website site, but only a few like 5 actually show the gun placement. And they do not have any blueprints/profile drawings.

http://dreadnoughtproject.org/plans/KM_Pinguin_1939/

Behold. Builder's blueprints for Pinguin.

Sledgehammer427
03-04-09, 08:56 PM
Any news, on the raiders or other ships?

not yet, dont worry, im working, through a 3 page english paper

"why does the human race have such a fascination with the unknown?"
*flip tab*
"raise the deck house a little, gawd, that mast looks horrible, gotta make a replacement"
*flip tab back*
"perhaps it is because as a race, we are set with our own little manifest destiny to figure out everythign about EVERYTHING!"

:rotfl:

ivank
03-04-09, 08:58 PM
Any news, on the raiders or other ships?
not yet, dont worry, im working, through a 3 page english paper

"why does the human race have such a fascination with the unknown?"
*flip tab*
"raise the deck house a little, gawd, that mast looks horrible, gotta make a replacement"
*flip tab back*
"perhaps it is because as a race, we are set with our own little manifest destiny to figure out everythign about EVERYTHING!"

:rotfl:

lol! okay, just wanted to know how work has been.

mickey117
03-05-09, 01:54 AM
lol im a noob i no nut wat does TSWSM mean???:arrgh!:

W4lt3r
03-05-09, 04:26 AM
lol im a noob i no nut wat does TSWSM mean???:arrgh!:

You should check the topic a tad bit more.. especially the name of it.
TSWSM : The Surface Warface Super-Mod.

mickey117
03-05-09, 06:29 AM
aww yer of course that makes sence thanks walter!:yeah::salute:

polyfiller
03-05-09, 07:09 PM
Ivan, Tom - am currently doing the damage zones for the Kent Cruiser.

Damage Zone reservation - thus far zones upto & including 330 have been used.

Sledgehammer427
03-05-09, 09:25 PM
got another idea this is mostly for yamato and bismarck cause they clearly have those rangefinders on top of the conning tower i think would be mass awesome if the moved as well like they look were the guns looked there is a way i think you could do this is by turing the range finer into a gun that doesnt shoot but thats just an idea but it would look really cool and it would add to the realism

I was thinking about putting a periscope in the tower so one can detect range that way. But i think that is actually plausible, an ammoless gun that turns with the main weapons. i dunno how to do it of course, but it would be cool

mickey117
03-06-09, 02:03 AM
got another idea this is mostly for yamato and bismarck cause they clearly have those rangefinders on top of the conning tower i think would be mass awesome if the moved as well like they look were the guns looked there is a way i think you could do this is by turing the range finer into a gun that doesnt shoot but thats just an idea but it would look really cool and it would add to the realism
I was thinking about putting a periscope in the tower so one can detect range that way. But i think that is actually plausible, an ammoless gun that turns with the main weapons. i dunno how to do it of course, but it would be coolwell truing it into a gun is the onli way i think u could do it really idn we might have to ask around to see if any1 could do it :hmmm::03:

iambecomelife
03-06-09, 10:37 PM
Any news, on the raiders or other ships?

not yet, dont worry, im working, through a 3 page english paper

"why does the human race have such a fascination with the unknown?"
*flip tab*
"raise the deck house a little, gawd, that mast looks horrible, gotta make a replacement"
*flip tab back*
"perhaps it is because as a race, we are set with our own little manifest destiny to figure out everythign about EVERYTHING!"

:rotfl:

I know the feeling - Now that I finished my own paper I am back to modding. :yep: (And wondering about what grade I'm going to get!)

DarkFish
03-07-09, 11:40 AM
well truing it into a gun is the onli way i think u could do it really idn we might have to ask around to see if any1 could do it :hmmm::03:no need for asking around, I've just done it:salute:
http://i525.photobucket.com/albums/cc333/DF_3852/yamato_dir.jpg

One minor drawback: a gun with no shells won't turn, so the range finder actually fires at the target...
Reload time is 10000 seconds, and shell speed 100000 m/s so i doubt if anyone will ever see a shell coming from it.:)

BTW this is integrated into the main dat file, it isn't a seperate file or anything.
so if you (ivan/tom/sh427/polyfiller or anyone else on the team) want this for the yamato (or any other ship) you'd better send me the most recent dat & sim files as the files I currently have are already a few months old.

polyfiller
03-07-09, 07:17 PM
Darkfish - top work, thankyou :)

You have a PM on the way with a link to download my current WIP folder. I have cheekily included another request in the PM - just thought you may have an idea to help out with a specific item. :03:

While we're on the subject of rotating thingies - aren't the radars on the top of the German cap ships supposed to rotate aswell (I mean continuously) ? Can this be done ?

Sledgehammer427
03-07-09, 09:16 PM
just add in the new 3d radar into the .dat where the rotating one is (FUMO 30 hohentweil i thinki)

EDIT: and find out where the node is placed. i ref the Admiral SCheer tower .dat when i do that

mickey117
03-09-09, 12:30 AM
on the yamoto is i spouse where you go lookout/watch isnt moving but is the command/bridge gonna be change to where the acual bridge is or yous leaving it :hmmm: cause ive seen a movie on youtube and it shows the actual bridge well idn if its accurate but its pretty close to what i think it would be:hmmm::salute:

mickey117
03-09-09, 02:07 AM
well truing it into a gun is the onli way i think u could do it really idn we might have to ask around to see if any1 could do it :hmmm::03:no need for asking around, I've just done it:salute:
http://i525.photobucket.com/albums/cc333/DF_3852/yamato_dir.jpg

One minor drawback: a gun with no shells won't turn, so the range finder actually fires at the target...
Reload time is 10000 seconds, and shell speed 100000 m/s so i doubt if anyone will ever see a shell coming from it.:)

BTW this is integrated into the main dat file, it isn't a seperate file or anything.
so if you (ivan/tom/sh427/polyfiller or anyone else on the team) want this for the yamato (or any other ship) you'd better send me the most recent dat & sim files as the files I currently have are already a few months old.mate your a legend heyy so could try it out is there any way you send me either the shell mod or that one in a pm but thats only if ya want to if not im good with that:yeah::salute:

mickey117
03-09-09, 03:35 AM
Darkfish - top work, thankyou :)

You have a PM on the way with a link to download my current WIP folder. I have cheekily included another request in the PM - just thought you may have an idea to help out with a specific item. :03:

While we're on the subject of rotating thingies - aren't the radars on the top of the German cap ships supposed to rotate aswell (I mean continuously) ? Can this be done ?um yer they do rotate but not continuously thats if your talking about the fumO 30 ?????:hmmm: cause they dont rotate continuously

DarkFish
03-09-09, 01:06 PM
um yer they do rotate but not continuously thats if your talking about the fumO 30 ?????:hmmm: cause they dont rotate continuouslyI don't think major warships had submarine radars like the FuMO30 ;)
anyway, it would be a lot of work to make different radar files for every possible type of radar. alternatively we could use submarine radars, make them invisible (eg. by placing them inside the tower) and use a rotating 3d model inside the main dat file. But this way the radar won't stop if you stop scanning, it'll keep rotating as mickey117 pointed out.

on the yamoto is i spouse where you go lookout/watch isnt moving but is the command/bridge gonna be change to where the acual bridge is or yous leaving it :hmmm: cause ive seen a movie on youtube and it shows the actual bridge well idn if its accurate but its pretty close to what i think it would be:hmmm::salute:do you know the url to that movie? or how you found it? If it clearly shows the bridge I might just go make one.

ivank
03-09-09, 01:14 PM
Darkfish - top work, thankyou :)

You have a PM on the way with a link to download my current WIP folder. I have cheekily included another request in the PM - just thought you may have an idea to help out with a specific item. :03:

While we're on the subject of rotating thingies - aren't the radars on the top of the German cap ships supposed to rotate aswell (I mean continuously) ? Can this be done ?um yer they do rotate but not continuously thats if your talking about the fumO 30 ?????:hmmm: cause they dont rotate continuously

LOL I like your sig!:yeah: I would invite you but if you have no skillz it is kinda pointless, no offense.

DarkFish
03-09-09, 02:28 PM
LOL I like your sig!:yeah: I would invite you but if you have no skillz it is kinda pointless, no offense.Lead tester:cool:

ivank
03-09-09, 03:02 PM
LOL I like your sig!:yeah: I would invite you but if you have no skillz it is kinda pointless, no offense.Lead tester:cool:

Sounds good to me!

UPDATE:
I had another virus, so I lost everything on my computer. So when I get around to re-installing everything, could everyone on TSWSMT send me there work?

SH427: I just read about Fall of the Rising Sun Mod-Pack, and it has a lot of the ships I send you to be converted! So latter I will ask them for premission to use them(help you with the work load!)

polyfiller
03-09-09, 06:42 PM
Ivan - while you're at it (requesting permission), suggest you contact Ops Monsoon mod also (has Warpsite, renown, repulse etc.) ?

Sledgehammer427
03-09-09, 07:19 PM
Ivan, dude, if i were you, i would cover my internet lines with lead and concrete...

and the Yamato's main bridge was on the direct top of the superstructure, i will grab and upload some pictures of my Yamato modelwhere the bridge is.

ivank
03-09-09, 09:28 PM
Ivan, dude, if i were you, i would cover my internet lines with lead and concrete...

and the Yamato's main bridge was on the direct top of the superstructure, i will grab and upload some pictures of my Yamato modelwhere the bridge is.

Dude I agree! 2 viruses in like 5months

mickey117
03-10-09, 02:47 AM
um yer they do rotate but not continuously thats if your talking about the fumO 30 ?????:hmmm: cause they dont rotate continuouslyI don't think major warships had submarine radars like the FuMO30 ;)
anyway, it would be a lot of work to make different radar files for every possible type of radar. alternatively we could use submarine radars, make them invisible (eg. by placing them inside the tower) and use a rotating 3d model inside the main dat file. But this way the radar won't stop if you stop scanning, it'll keep rotating as mickey117 pointed out.

on the yamoto is i spouse where you go lookout/watch isnt moving but is the command/bridge gonna be change to where the acual bridge is or yous leaving it :hmmm: cause ive seen a movie on youtube and it shows the actual bridge well idn if its accurate but its pretty close to what i think it would be:hmmm::salute:do you know the url to that movie? or how you found it? If it clearly shows the bridge I might just go make one.umm its a movie called otoko tachi no yamoto but on youtube is called
YAMATO - World's Largest & Greatest Battleship Ever Built and the url is :rock:http://www.youtube.com/watch?v=w8AC-qmoRzg&feature=related
(http://www.youtube.com/watch?v=w8AC-qmoRzg&feature=related)

mickey117
03-10-09, 02:49 AM
umm its not that clear but it gives you an idea for what to do it took me bout and hour to find cause all the movies on it are just those ones where its getting attacked so yer hope it helps:salute:

mickey117
03-10-09, 02:53 AM
Darkfish - top work, thankyou :)

You have a PM on the way with a link to download my current WIP folder. I have cheekily included another request in the PM - just thought you may have an idea to help out with a specific item. :03:

While we're on the subject of rotating thingies - aren't the radars on the top of the German cap ships supposed to rotate aswell (I mean continuously) ? Can this be done ?um yer they do rotate but not continuously thats if your talking about the fumO 30 ?????:hmmm: cause they dont rotate continuously
LOL I like your sig!:yeah: I would invite you but if you have no skillz it is kinda pointless, no offense.aww na its k cause i was'nt asking anyway i just made one like you had 1 like your head of the mod and i got no skillz lol:rock:

mickey117
03-11-09, 02:25 AM
the fumo 30 is the radar used on bismarck and tirpitz they those mattress radars on the front of the range finders aboard the ships they where also used on scharhorst and her sister ship which idn how to spell her name lol:salute::yeah:

DarkFish
03-11-09, 09:35 AM
the fumo 30 is the radar used on bismarck and tirpitz they those mattress radars on the front of the range finders aboard the ships they where also used on scharhorst and her sister ship which idn how to spell her name lol:salute::yeah:Afaik FuMO30 was used on submarines only. navweaps.com (http://www.navweaps.com/Weapons/WRGER_03.htm) confirms this, so do a few other sites I searched. Major warships and their range finders used other radar types.
BTW is there any chance you might mean Gneisenau?;)

tater
03-11-09, 03:38 PM
A couple things. One, the IJN radars can rotate. I've done that, and they do in RSRDC now (my Real IJN mod is included in RSRDC). The best way to add radars is with a Y node so that they can appear only when they did in RL, instead of having late war bedsprings on an early war ship :)

Two, I love what you did with the gun director. I made directors randomly rotate for RIJN, but your solution is better. An idea; make a dummy shell for it to shoot.

This is for sure gonna go in RIJN 2.0 :up:

Lagger123987
03-11-09, 04:26 PM
i was just thinking if it is possible when you fire the mane gun could you have an actual shell flying instead of a yellow fire ball?? just wondering cause it would be mass cool:yeah:It is. I have already tested such things for myself and it works. But I wonder if you see the difference on a shell flying 800 m/s.
Besides, I do not know what impact it'll have on FPS when you're engaged in a big battle with lots of shells flying. i supose your right but it's still worth a shot just to test it cause it would look awesome to have like an 18.1 inch from the yamoto flying at a destoyer it would make the best screen shots:yeah::up:All right then, you want something like this?
http://i525.photobucket.com/albums/cc333/DF_3852/18intype91.jpg
I must say it is indeed very impressive to see those massive shells heading for a small fletcher:arrgh!:
http://i525.photobucket.com/albums/cc333/DF_3852/18inshellvsfletcher.jpg

I was wondering if this is going be a separate mod, the shells instead of a fireball when ships fire.

ivank
03-11-09, 05:54 PM
i was just thinking if it is possible when you fire the mane gun could you have an actual shell flying instead of a yellow fire ball?? just wondering cause it would be mass cool:yeah:It is. I have already tested such things for myself and it works. But I wonder if you see the difference on a shell flying 800 m/s.
Besides, I do not know what impact it'll have on FPS when you're engaged in a big battle with lots of shells flying. i supose your right but it's still worth a shot just to test it cause it would look awesome to have like an 18.1 inch from the yamoto flying at a destoyer it would make the best screen shots:yeah::up:All right then, you want something like this?
http://i525.photobucket.com/albums/cc333/DF_3852/18intype91.jpg
I must say it is indeed very impressive to see those massive shells heading for a small fletcher:arrgh!:
http://i525.photobucket.com/albums/cc333/DF_3852/18inshellvsfletcher.jpg
I was wondering if this is going be a separate mod, the shells instead of a fireball when ships fire.

We could make it one.

mickey117
03-11-09, 09:50 PM
um yer they do rotate but not continuously thats if your talking about the fumO 30 ?????:hmmm: cause they dont rotate continuouslyI don't think major warships had submarine radars like the FuMO30 ;)
anyway, it would be a lot of work to make different radar files for every possible type of radar. alternatively we could use submarine radars, make them invisible (eg. by placing them inside the tower) and use a rotating 3d model inside the main dat file. But this way the radar won't stop if you stop scanning, it'll keep rotating as mickey117 pointed out.

on the yamoto is i spouse where you go lookout/watch isnt moving but is the command/bridge gonna be change to where the acual bridge is or yous leaving it :hmmm: cause ive seen a movie on youtube and it shows the actual bridge well idn if its accurate but its pretty close to what i think it would be:hmmm::salute:do you know the url to that movie? or how you found it? If it clearly shows the bridge I might just go make one.yer that right umm i got confused umm most ships used the FUMO 23 or the FUMO 26 and the FUMO 27

mickey117
03-12-09, 02:13 AM
the fumo 30 is the radar used on bismarck and tirpitz they those mattress radars on the front of the range finders aboard the ships they where also used on scharhorst and her sister ship which idn how to spell her name lol:salute::yeah:Afaik FuMO30 was used on submarines only. navweaps.com (http://www.navweaps.com/Weapons/WRGER_03.htm) confirms this, so do a few other sites I searched. Major warships and their range finders used other radar types.
BTW is there any chance you might mean Gneisenau?;)lol yer thats it lol Gneisenau lol:yeah:

tater
03-12-09, 12:35 PM
Darkfish,

many thanks for that idea! I put a wpn_cannon controller onto the director AFTER my generic axis rotation. Now, when unspotted, it slowly rotates the built-in type 21 radars (the whole director) as it had before for me, but now it also tracks you!

I made a dummy shell, so the "gun" has no fire effects, and the shell doesn't either, and does no damage, etc. If you like, I will up the dummy shell dat/sim/zon for you to use.

I plan on doing this for every director I have in Real IJN now!

Woot.

DarkFish
03-12-09, 03:47 PM
Darkfish,

many thanks for that idea! I put a wpn_cannon controller onto the director AFTER my generic axis rotation. Now, when unspotted, it slowly rotates the built-in type 21 radars (the whole director) as it had before for me, but now it also tracks you!

I made a dummy shell, so the "gun" has no fire effects, and the shell doesn't either, and does no damage, etc. If you like, I will up the dummy shell dat/sim/zon for you to use. actually the idea was mickey117's, I only turned the idea into reality;)
great idea btw, adding generic axis rotation too!
mickey117 reported a small bug to me, namely that it rotates back to 0 degrees when you change target. To fix it I set the reload time to a lower value.
As it fires lots of shells this way I already made my own dummy shell about 5 minutes before I read your post:) but thanks anyway
I plan on doing this for every director I have in Real IJN now!
good luck! sounds like an awfull mass of work!:o
But it'd be a great addition to Real IJN.

tater
03-12-09, 04:00 PM
Well, many of the ships are poorly designed in this regard and the directors are not individual objects. There are only a few ships that have "well behaved" director objects.

Since I'm concerned with them primarily as sub targets, only the big directors will likely be visible anyway.

mickey117
03-14-09, 06:56 AM
on dark fishes url link it look major warships used the fumo 30 but not as ther main radar of course thats just dumb but like on scharnhorst and the bismarck class well not bismarck but tirpitz and both sharnhorst class ships used the radar on there foremast http://www.navweaps.com/Weapons/WRGER_64.gif thats the fumo 30 on that pole behind the range finder:rock:

mickey117
03-15-09, 07:40 PM
gotta admit those gunners on the Fletcher would feel pretty damm small lol and another idea when you fire the main guns could we at all change the colour cause it doesnt seem that real when you see the white stuff after the fire ball i mean that doesnt happen well not that much could we just maybe use sumthin like the sh3 fireball and smoke but just a bit bigger anyways its just an idea:yeah::salute:
A small fix has already been made in TSWSM, we are now looking to make a larger fix.with the fire ball and smoke could we have it that the smoke remains there for a while like in real or is it that impossible or will darkfish do his magic?? lol just wondering:salute::yeah:

ivank
03-20-09, 10:11 PM
I just got my new computer, so I need to re-install SH4.:D
Can all the members of TSWSMT e-mail their work please?:DL
Any updates from the team members?
Sorry for the lack of communication over the past weeks

DarkFish
03-21-09, 02:30 PM
Well I've got one hell of an 'update' here!

An image says more than a thousand words
A video says more than a thousand images
so I made a small video to show some of the new features in TSWSM:

http://i525.photobucket.com/albums/cc333/DF_3852/ASW_TSWSM.jpg (http://s525.photobucket.com/player.swf?file=http://vid525.photobucket.com/albums/cc333/DF_3852/NCO_Flower_ASWAttack.flv&fs=1&os=1&ap=1)
(click on the image above to view)

It features a playable flower class corvette attacking a German AI U-Boat.
A torpedo explosion is shown, which is NOT from an AI-fired torpedo, but instead from a modified mine. So don't get too excited about it ;).
Which doesn't mean these mines couldn't be laid in the campaign, just for the realism of actually being attacked when escorting a convoy (what do you think Ivan?).

Anyway, the bridge instruments and depth charges are currently only installed on the Flower class corvette, but as of now I'm adding them to the V&W class DD and hopefully many other ships will also have them.

ivank
03-21-09, 05:56 PM
That is godly!!!! great work! I can see a lot has been done in my time of leave.:salute::yeah:
the 1st TSWSM tralier

Task Force
03-21-09, 06:00 PM
:oTHIS IS GONNA BE GREAT!!!!:D I never thought sh4 would be like this.:yep:

polyfiller
03-21-09, 07:02 PM
Further update on damage modelling;

Managed to get torp damage to stop deck mounted torps from working on cruisers. Also have a workaround to damage not stopping deck guns from working on AXIS ships. Allied ships not a problem - deck guns stop working nicely once damaged.

Have completed damage modelling thus far for; Bismark Class, Gneisenau Class, Deutschland class, Hipper Class, KGV Class, Kent Class.

On the cruiser I have made a port & starboard deck torpedo damage zone (each with 4 tubes each).

Have also been playing with ship physics. Graf Spee sorted nicely - trouble is when I use same setting on Bismark, it bobbles around badly. I need to lower the bismark (but I can't just lower the draft in the sim file - once you get down to zero it uses the centre of the bounding box for the model and makes the bismark float about 2ft above the water).

polyfiller
03-21-09, 07:09 PM
Almost forgot, request to all ship modellers / converters .... here are a few things that will help complete damage modelling;

1) If it's an AXIS ship, create a seperate dummy conning tower (this enables more than 10 compartments - thus enabling us to make the ship compartments / damage more realistic). This does not seem to affect allied ships for some reason.

2) Please, if using a conning tower, set the coordinates for the mount point to the main model to 0,0,0 in the main model - makes positioning and damage zoning the AA so much easier.

3) Create a seperate object file for each main turret - we need a seperate object and assigned damage zzone for each turret to enable turret damage to work. Using a single object file and seperate zones in the zone file alone DOES NOT WORK.

4) If torpedo tubes are added, add the zones that go along with them.

5) If using a seperate "dummy" conning tower, only assigne AA to it. Deck watch can go in the main UPCGE file.

I think that's all ... if I think of anything else I'll add to the post.... just want to achieve a more standardised approach to the ships I get to damage model .... it's still taking me around 40 hours to do one ship.

Results are looking good ... realistic sinking, systems actually stop working when damaged.

Have also found a really clever use for zone 29 - can be used as a 3rd level of engine redundancy.

ivank
03-21-09, 08:34 PM
sounds great!
your ship movements over the waves, is that compatible with real enviroment?

Sledgehammer427
03-22-09, 03:00 PM
I havent got much done, fiddling around with FSX, but ill get back into it ASAP

ivank
03-22-09, 09:24 PM
I just bought that!! lol how is it?

Sledgehammer427
03-23-09, 06:19 AM
not to hijack, but you have to get sp1 and sp2, and then go to
www.simviation.com (http://www.simviation.com)
and find every plane you want in FSX.
trust me, connecting flights from tokyo to shanghai to Hong Kong in a 747 is NOT that fun
so i dl record breakers :D

Alexace31190
03-23-09, 09:21 AM
Awesome work, I can't wait.

bennymaeker
03-23-09, 01:56 PM
If the mod is ready, where I can download tis very nice mod?

ivank
03-23-09, 09:21 PM
If the mod is ready, where I can download tis very nice mod?

Its not due to be ready until May 2009 sorry, but its alot of work.

P.S. 30 DAYS OF High School Left!!!!:yeah::woot::D:up::sunny:

Sledgehammer427
03-23-09, 09:38 PM
for you...:(
:D i graduate on the 23rd

EDIT: of may

ivank
03-23-09, 09:59 PM
My last day of school is May 19th, and grad is on June 2nd

ivank
03-25-09, 08:32 AM
Okay, I'm reinstalling SH4 now!
Im going to use multi install cause changing mods or clean installing pisses me off so much.

I plan to use Real Environment, but do I need Envi 5 or PE4 1st?

After I do that, I will get working on my campaign work again(all lost)

Can Tomhugill, and ployfiller plz send me their work?
Shammer427, can you send me anything you have finish?(i.e. converted SH3 ships, and 3D Bismarck class, Scharnhorst class, Admiral Hipper class, any of my raiders)
Same for you Miner, any finished work would be very helpful.

I will send everything to Darkfish, then its off to Tomhugill and Polyfiller for their amazing damage model!


Thanks again for working on this mod, we still have a long way to go. However I think our May deadline for TSWSM v1: Atlantic Action, can be met!

polyfiller
03-25-09, 04:05 PM
Guys ... apologies ... been trying to upload latest version of damage modelled ships to filefront .... it's been down for maintenance for the last 24 hours :x

Completed damage models, including damageable guns AND torpedoes for Kent Cruiser, Hipper Crusier and Deutschland class. Revised armour levels on Scharnhorst & Bismark. Also implemented damage zones on the KGV.

For the cruisers I've created seperate compartments for port & starboard deck mounted torps. Makes the damage / crew screens a little "clutterred" but it does work.

Ships also now have 3 damageable egnines (been doing some sneaky stuff with magic zones). This means that we can differntiate damage between port, starboard and centre turbine rooms for larger ships or port , star and reserve engines for smaller ships. For example if the graff spee has both it's port & starboard engines destroyed, the reserve engines will still drive the ship, at a reduced speed.

Thanks to Darkfish I've gotten the Graff Spee's main radar to rotate with the gun turrets. Haven't looked at doing the other ships yet. Might look at this tonight.

Also played around with ship physics a little more. Graf Spee seems to have turned out best thus far. Scharnhorst also good. Bismark still tends to bobble around too much. Let me know what you think. Oh .. almost forgot ... have substabntially reduced acceleration (more realistic).

I'll send PM's with link and password when filefront decides to play ball again.

.......I could do with an idea of which ships I'm going to receive next.

polyfiller
03-25-09, 07:20 PM
Just noticed filefront is closing down. Upload made to rapidshare. Ivan, Tom, you have PM's with link.

iambecomelife
03-26-09, 12:22 AM
Well I've got one hell of an 'update' here!

An image says more than a thousand words
A video says more than a thousand images
so I made a small video to show some of the new features in TSWSM:

http://i525.photobucket.com/albums/cc333/DF_3852/ASW_TSWSM.jpg (http://s525.photobucket.com/player.swf?file=http://vid525.photobucket.com/albums/cc333/DF_3852/NCO_Flower_ASWAttack.flv&fs=1&os=1&ap=1)
(click on the image above to view)

It features a playable flower class corvette attacking a German AI U-Boat.
A torpedo explosion is shown, which is NOT from an AI-fired torpedo, but instead from a modified mine. So don't get too excited about it ;).
Which doesn't mean these mines couldn't be laid in the campaign, just for the realism of actually being attacked when escorting a convoy (what do you think Ivan?).

Anyway, the bridge instruments and depth charges are currently only installed on the Flower class corvette, but as of now I'm adding them to the V&W class DD and hopefully many other ships will also have them.


That was GREAT! I can't wait to see more. Has your team managed to get player controlled vessels to escort AI ship formations without causing major slowdowns?

If not, I suppose there could still be some interesting campaign mode missions. For instance, direct the player to sail his destroyer to Island X on such-and-such a date, to provide AA support for some transports scripted in for a historical amphibious landing...

SilentAngel
03-26-09, 03:59 PM
any possibility of releasing the ships that are already done somewhere to fiddle around with on ordinary missions?:oops:

schuhart
03-27-09, 01:25 AM
Very impressive video, looking forward to first release...BUT

can any surface mod be complete without the fast attack S-boats? ;)


Schuhart

ivank
03-29-09, 02:27 PM
I have just updated the main page of this thread with a lot of information petaining to this Super-Mod.

This summer two friends and I plan to get a job on a ship(hopefully ocean liner or cruise ship). So I will not be able to work on the mod during that time period, June 20 - August 20. That is why a deadline of June 19, 2009 has been put in place. If the mod is not fully released by then, DO NOT expect any version to be released until that fall or winter.

As the main page says work has been slowed, in some places stopped, and chaotic! We are sorry for this.

If anyone can/wants to help us, here is a list of what we need:
-Voices for German, American, British, Australian, Japanese, Russian, French, Itlaian, Swedish, and Norweigen. *Just German, American, British, Australian, and Japanese need to be done soon*
-Another modeller/skinner/converter for our ships
-Any information of convoys routes, ship info, deck plans, profile drawings, battle info(members, ships, etc)

Thank you,
Ivan(Ivank) Klein-Vidal
The Surface Warfare Super-Mod Team

rubenandthejets
03-29-09, 09:02 PM
I can help with Australian and Japanese voices, just gimme a script and I'm on it. What format do you want? .wav files?

Ee des ka? Daijobu des, ore wa Australia-jin demo ima, Nihon ni et to ore no tsuma to tomodachi wa Nihonjin des.

(OK? No worries, mate, I'm an Aussie but I'm in Japan and my wife and me mates are Japanese)

ivank
03-29-09, 09:06 PM
I can help with Australian and Japanese voices, just gimme a script and I'm on it. What format do you want? .wav files?

Ee des ka? Daijobu des, ore wa Australia-jin demo ima, Nihon ni et to ore no tsuma to tomodachi wa Nihonjin des.

(OK? No worries, mate, I'm an Aussie but I'm in Japan and my wife and me mates are Japanese)

Nice mate! I plan to either go to college or do my masters there!!!

I will tell me team, decide on lines, and email you when I have it ready!
Thanks so much!!:arrgh!:

EDIT: I NEED INFO ON ALL GERMAN, BRITISH, AUSSIE, AMERICAN, AND JAPANESE NAVALS BASES THROUGHOUT WWII. I NEED NAMES, CITY, AND SERVICE TIMES

SilentAngel
03-30-09, 01:51 PM
Might be helpfull to contact lurker about atlantic convoy activity, his OP is pretty close I think.

ivank
03-30-09, 02:09 PM
Might be helpfull to contact lurker about atlantic convoy activity, his OP is pretty close I think.

I did last night, the convoy thing is resolved just waiting for the ships to be converted and skinned

EDIT: To allow players to start in port(more like real life) I have either completely removed or limited the amount of harbour trafic. This is so your computers do not take a major FPS hit while in port.

DarkFish
03-31-09, 02:39 AM
If anyone can/wants to help us, here is a list of what we need:
-Voices for German, American, British, Australian, Japanese, Russian, French, Itlaian, Swedish, and Norweigen. *Just German, American, British, Australian, and Japanese need to be done soon*
Before we start with voices let's 1st find out if it is possible at all to have multiple languages installed simultaneously. I'm not saying it's impossible, but noone seems to have had any success yet doing this.
As for German voices, someone has already made those by copying the SH3 voices. Look here (http://www.subsim.com/radioroom/showthread.php?t=131792).
Also, if multiple languages turn out to be possible, I wonder if Swedish is a real addition as the Swedes were neutral throughout all the war. I recommend Dutch voices instead, as the Dutch navy has fought quite a lot in WW2 (especially in the far east - ever seen the photo of the destroyer disguised as a tropical island (http://en.wikipedia.org/wiki/File:HRMS_Abraham_Crijnssen_disguised_as_a_tropica l_island.jpg)?:)). Also our submarine service was very advanced, we used snorkels and wolfpacks long before the kriegsmarine did.

ivank
03-31-09, 02:01 PM
Before we start with voices let's 1st find out if it is possible at all to have multiple languages installed simultaneously. I'm not saying it's impossible, but noone seems to have had any success yet doing this.
As for German voices, someone has already made those by copying the SH3 voices. Look here (http://www.subsim.com/radioroom/showthread.php?t=131792).
Also, if multiple languages turn out to be possible, I wonder if Swedish is a real addition as the Swedes were neutral throughout all the war. I recommend Dutch voices instead, as the Dutch navy has fought quite a lot in WW2 (especially in the far east - ever seen the photo of the destroyer disguised as a tropical island (http://en.wikipedia.org/wiki/File:HRMS_Abraham_Crijnssen_disguised_as_a_tropica l_island.jpg)?:)). Also our submarine service was very advanced, we used snorkels and wolfpacks long before the kriegsmarine did.

Having mutilple installs would be great!
I thought that since all the voice packs are for submarines, we should have one for surface ships.
I'm not sure why I said Swedish, but I think the Dutch navy is in TSWSM v5: Minor navies add-on

DarkFish
03-31-09, 02:56 PM
[CrewMember 1]
ID= NR
NameDisplayable= John Brunner
CrewMemberNameIDLinks= NormalUSNames,CommonUSNames
DateOfBirth= 1920-11-05
Head= 2
Voice= 2
Tatoo= 1
Rank= NR3rdClass
CurrentExperience= 0
Qualifications= NULL
SpecialAbilities= NULLIt seems that CrewMembers.upc determines from what folder the voices are used... that'd mean multiple languages in one install are possible! coz it'd be... well... not really ehm.. sensible to have a different install for every playable navy of TSWSM
what I mean is you create different crewmembers for every country and assign them all different folders (like US crew Voice=1, GB crew Voice=2, DE crew Voice=3 and so on)
It's getting late here in holland so I don't have time now, but tomorrow I'll test if this works.

ivank
03-31-09, 04:52 PM
[CrewMember 1]
ID= NR
NameDisplayable= John Brunner
CrewMemberNameIDLinks= NormalUSNames,CommonUSNames
DateOfBirth= 1920-11-05
Head= 2
Voice= 2
Tatoo= 1
Rank= NR3rdClass
CurrentExperience= 0
Qualifications= NULL
SpecialAbilities= NULLIt seems that CrewMembers.upc determines from what folder the voices are used... that'd mean multiple languages in one install are possible! coz it'd be... well... not really ehm.. sensible to have a different install for every playable navy of TSWSM
what I mean is you create different crewmembers for every country and assign them all different folders (like US crew Voice=1, GB crew Voice=2, DE crew Voice=3 and so on)
It's getting late here in holland so I don't have time now, but tomorrow I'll test if this works.

Okay sounds good, tell me how it goes

polyfiller
04-04-09, 06:17 PM
Quick update: HMS Warsite playable working (fixed the turret texture problem).

Currently converting the Hood.

difool2
04-04-09, 09:07 PM
Hmm. Just did a search on this thread-multiplayer possibilities have not been discussed here it seems. If each type of ship requires a different set of modded files that would pretty much ruin any multiplayer action, right? What if there was a multiplayer version of the mod, with each ship occupying one original submarine slot (including the German ones)-how many ship types could be run on a MP server at one time then?

polyfiller
04-05-09, 02:28 PM
While I can't confirm what we will commit to in terms of MP capability, I can confirmed I have performed a quick test with MP "coop" i.e. two players on same side controlling BB's against a large surface fleet.

ivank
04-06-09, 02:35 PM
Polyfiller, send me your work when you have a chance.

polyfiller
04-06-09, 04:36 PM
Ivan - did you get the previous PM with most ships (upto, but not including Hood & Warspite) ?

I'll upload new version to you tonight / tomorrow.

Have got the Hood working - trouble is I can't finish the AA nicely - the converted model has rocket launcher thingies and quad vikers MG mounts hard modelled onto the ship model itself.... so we can't place working AA there.

Sledge, Darkfish - don't suppose you're upto changing the Hood model ? - the rocket launchers need removing and turning into weapons in their own right. As a minimum they could be removed and we can add suitable alternative AA for now (thinking double 20mm in place of the vickers and a quad pom pom for the rockets). We could then work on creating the other weapons.... at least means we can sort out turret locations and get more AA working. As it stands, I'm short of suitable AA mounts on the hood to be playable via F7.

Also ... with these converted SH3 models ... I've had to disable a texture to prevent the ship being invisible. There are also no "bump" maps.

Does anyone know how to add bump maps ? I read the tutorial, but I don't know whether or not to include them within the .DAT file (embedded image) or make them external, if so, how to configure that in the .DAT ?

DarkFish
04-07-09, 09:15 AM
If it's not too much work I could delete the rocket lauchers and MG mounts. I'm not sure if I've got time for any extensive 3d editing as I'm currently editing the V&W model (just look at the bridge of the original model, the bridge surface floats above the sides!) In other words, it depends on the model, and especially how the turrets are modelled onto it.

Ivan, the flower is almost finished now. It took a little longer cause the hydrophones wouldn't work. There seems to be a new problem with the AI sub though but I haven't looked into it yet. I'll mail the flower to you once I'm finished.

As for the speech, I can't get it working. The crewmembers randomly choose a folder to use sounds from and I can't force them to use the sounds from one folder.

polyfiller
04-07-09, 06:08 PM
Darkfish - OK, thanks for the offer. Just removing the fixed models will be fine... we can model working versions of them later (I may even have worked out how to use GMAX by then).

I'll post up complete ship pack (including Hood & Warspite) tomorrow ... was going to do it tonight ... but in the process of merging Warspite & Hood into the main mod folder ... I decided to do a remap ID's on the Warspite (couldn't remember if I'd done it first time around). Made a mistake somewhere. Golden rule number one broken ... backup before changing ...:damn:

Off to do 100000 liines for myself ... do a abckup first ... do a backup first .... do a backup first. Reckon I lost about 2 days work. Recovered most of it (from some partial backups) ... but need to do all the turret rotation restrictions again in the .SIM file. Grrr. I hate myself.

On the up side ... I managed to work out a way to make a magazine zone take down the whole ship if it's destroyed (the magazine) ... which I figure is realistic. Look out for some slightly larger and easier to destroy magazines on the hood.... blows up nicely (but unfortunately we can't get it to break in two). I fanyone's curious as to why I've had to invent a way to do this, the line Critical=Yes in the zones.cfg for a zone only applies to AI controlled ships ... does nothing for human controlled.... so I've come up with another way around this.

Created a test mission in real bad weather with 15 m/s wind and rain... switched to external and admired the hood (with reworked physics) sailing towards me in the storm .... looked sweet.

Sledgehammer427
04-07-09, 07:24 PM
one thing guys...we need to figure out how to make our ships neutral, or stealthy.

i have an idea!
okay, when you are submerged, the enemy ship cannot detect you.
when you fire upon it, it starts evasive maneuvers, when it detects torpedos, or when you fire a deck gun.
therefore, lets try... to make a ship submerge, without submerging!
think about it. have like, a 3d model, a pixel, an ultra tiny fish, SOMEthing, that would pop out under the hull, and it would be our submerged submarine, while the visual representation of the ship, deckguns and all, stays on the surface...
i dunno, i think it wont work, but its a valid idea

ivank
04-07-09, 07:31 PM
one thing guys...we need to figure out how to make our ships neutral, or stealthy.

i have an idea!
okay, when you are submerged, the enemy ship cannot detect you.
when you fire upon it, it starts evasive maneuvers, when it detects torpedos, or when you fire a deck gun.
therefore, lets try... to make a ship submerge, without submerging!
think about it. have like, a 3d model, a pixel, an ultra tiny fish, SOMEthing, that would pop out under the hull, and it would be our submerged submarine, while the visual representation of the ship, deckguns and all, stays on the surface...
i dunno, i think it wont work, but its a valid idea

i dont know if im just tried or what, but i have no idea what ur getting at

Sledgehammer427
04-07-09, 07:36 PM
our ships are, at heart, submarines, right?
make the game THINK it submerged!
while the physical ship is still on the surface, the game thinks it is sailing underwater

ivank
04-07-09, 07:42 PM
our ships are, at heart, submarines, right?
make the game THINK it submerged!
while the physical ship is still on the surface, the game thinks it is sailing underwater
okay for the purpose of?

Sledgehammer427
04-07-09, 09:46 PM
Hilfskreuzers!

ivank
04-07-09, 10:14 PM
oh!!!!!!!!!!!!!!!
sry im out of it.
that would be great!
how is the vid card going btw?

owner20071963
04-07-09, 10:30 PM
Fantastic work,
Best of luck :yeah:
If One or All of you can Join the next Subsim Silent Hunter
Teamspeak Meet,
Sunday April 19th 9pm Uk Time Zone?
Would be great,
Chat with others here on Subsim.com Live,
Neal will be there,Unless otherwise stated :salute:

Promote your great work,
Hope to see ye guys there :yeah:

ivank
04-07-09, 10:40 PM
maybe i wiill attend,
what do i need/ to do?

Kamikaze Krazy
04-07-09, 11:27 PM
To: ivank

Sir? I'm so excited, I could explode!:up: This really looks awesome, yet I have a question. If you wanted to play as a Fletcher DD, would you be able to lay down a smoke screen? Say if some one encountered a Bismark BB while in a DD, would you put some fog into the "krauts" eyes so they can't hit you easily, if at all? If the player stumbles across a BB, they could be in a whole world of hurt!:dead:

What about using the "Silent Running" button to activate it?:hmmm::DL Just an idea Sir.:yeah:

Sledgehammer427
04-08-09, 03:14 PM
Fantastic work,
Best of luck :yeah:
If One or All of you can Join the next Subsim Silent Hunter
Teamspeak Meet,
Sunday April 19th 9pm Uk Time Zone?
Would be great,
Chat with others here on Subsim.com Live,
Neal will be there,Unless otherwise stated :salute:

Promote your great work,
Hope to see ye guys there :yeah:

if my satellite internet is working, i can attend, of course, thats if my internets working :D

Ivan, I didnt get as much money as I thought working for my grandma (i love having to set up her internet every 3 weeks) but i still need 62 dollars

also, about the smokescreen, I think we can find SOMEONE who knows how to do that, Mikhayl did it once, but idk where he ran off to

ivank
04-08-09, 04:02 PM
okay, if i had the money to spare i would send u it, but im saving up for a new truck.

about the somke stuff that sounds great!

polyfiller
04-08-09, 05:48 PM
Sledge - one drawback if the game thinks you are submerged is that the deck watch / deck guns / aa guns won't work !

Regio Sommergibile
04-08-09, 06:48 PM
Just a POP UP!

If mod team need Italian translations for some reason i can do it.

I started creating missions for MAYA Cruiser mod on my own and so here's the interest for your work...

Good luck anyway :up:

Sledgehammer427
04-09-09, 11:58 AM
Sledge - one drawback if the game thinks you are submerged is that the deck watch / deck guns / aa guns won't work !

*to self*
told you it wouldnt work.

but it was a good idea!

tomhugill
04-09-09, 01:48 PM
Well , you wouldnt need to use the deck guns or aa guns till your surfaced , and the only problem would be the look out crew. Possibly use the periscope to solve this? Must be possible to change the interface to make it more binoculary

DarkFish
04-09-09, 01:49 PM
also, about the smokescreen, I think we can find SOMEONE who knows how to do that, Mikhayl did it once, but idk where he ran off toI put up a small test with a decoy emitting enlarged stock smoke. It shows that a smokescreen is entirely possible, though I don't know how AI will react to it (maybe they can see through)
There are some problems though, see for yourself.
http://i525.photobucket.com/albums/cc333/DF_3852/smoke01.jpg
Smoke starts off okay.
http://i525.photobucket.com/albums/cc333/DF_3852/smoke2.jpg
Then it starts to form a rainbow kind of thing
http://i525.photobucket.com/albums/cc333/DF_3852/smoke3.jpg
after which the smoke goes down instead of up
But hey, it's clearly possible:up:
Only needs some tweaking...
BTW, polyfiller, I deleted the turrets from the Hood's 3d model as you requested. You have a PM.

ivank
04-09-09, 05:44 PM
I put up a small test with a decoy emitting enlarged stock smoke. It shows that a smokescreen is entirely possible, though I don't know how AI will react to it (maybe they can see through)
There are some problems though, see for yourself.
http://i525.photobucket.com/albums/cc333/DF_3852/smoke01.jpg
Smoke starts off okay.
http://i525.photobucket.com/albums/cc333/DF_3852/smoke2.jpg
Then it starts to form a rainbow kind of thing
http://i525.photobucket.com/albums/cc333/DF_3852/smoke3.jpg
after which the smoke goes down instead of up
But hey, it's clearly possible:up:
Only needs some tweaking...
BTW, polyfiller, I deleted the turrets from the Hood's 3d model as you requested. You have a PM.

looks great

polyfiller
04-09-09, 05:50 PM
Darkfish - many thanks for the hood. Smoke screen looks good. Guess we would need to make it "law low" to be effective.

All - first an apology - the file I uploaded last night had an error - turns out I make a complete arse of combing the ships into the mod folder and this caused issues with the Kent Cruiser (no turrets). and .. second ... a new upload is on it's way up tonight ... with the HMS Rodney completed :DL

I also started to make, what I believe, are some fixes to the Ops Monsoon guns.dat - to make crew members apear for the deck guns (mainly UK deck guns like the 4.7 inch). Only done a couple so far.

BTW .... is anyone capable / able to create correct sillouettes for the ships (the ones that appear at the top of the damage screen) ?

DarkFish
04-10-09, 05:12 AM
BTW .... is anyone capable / able to create correct sillouettes for the ships (the ones that appear at the top of the damage screen) ?about the silhouettes, I used to copy the ship_sil.dds. But recently I started doing it in a different way, making textured silhouettes. To demonstrate this I've made two screenshots of the damage screen. Compare this one from the Kent CA
http://i525.photobucket.com/albums/cc333/DF_3852/Kent_2d.jpg
with this one from the V&W DD
http://i525.photobucket.com/albums/cc333/DF_3852/VW_2d.jpg
Personally I like the second one much better. (and yes I know I still have to add the deck guns) I could do this for all ships if you want me to.

Regio Sommergibile
04-10-09, 05:45 AM
Looks great Darkfish :up:

Personally a much greater graphic impact

polyfiller
04-10-09, 10:45 AM
Darkfish - agree - second one looks much better.If it doesn't take too long, would be great if you could do for all. I did try sortin out the Bismark once - and no matter whatI did, the game insisted onpicking up the Graf Spee Silloutte.

Oh and many thanks for the Hood - havenowplaced working turret nodes and tested. Also found I needed to change main.cfg to allow more turrets on a human controlled unit... until I did this any turrets above 19 did not show.

Just finished the Revenge Class BB.

Started on the Renown.

Regio Sommergibile
04-10-09, 11:34 AM
Just finished the Revenge Class BB.

Started on the Renown.

Beautiful words...

ivank
04-10-09, 12:32 PM
Wow what a surge in production from you guys, work was going slow and then bam! it speeds up!!! Great Job!:yeah: my hat goes off to you guys!:salute:

I tested the HMS Warspite, HMS Hood, HMS Rodney, the Kent class, North Carolina class, and the Iowa class; let me just say they are amazing!!

Here are some notes on the allied ships I took:
Kent class: Amazing damage model, faired great against 2 anchored DDs, Took a mortal blow from shore batteries, sank 1 kongo class BC with torpedos, torpedo laucnher damage model was great!!!! Two hits from shore guns, knocked out port luanchers!

HMS Warspite: needs a better 3d model, VonDos is amazing for SH3 but this is SH4 and some changes need to be made; better superstructure, better turrets, and better hull lines. Other than that the skin needs to be re-done. The damage model was good, minor damge from shore guns, sank 2 cargos, 1 dd, 1cl, lost to yamato, after 3hrs of battle(i dont know if that is real or not)

HMS Hood: Lost to Yamato in 1 hr, no shore batteries around. but as for the 3d model and skin the same as the Warspite.

Rodney: same as Warspite(3D model and skin) 2hrs with kongo, ise and fuso class bbs, sank Ise, damaged fuso.

Iowa and North Cal: great damage model! needs some small 3d model changes and some skin work.

Other than that the allied ships were amazing!!!! Great work!!!!

I have just completed part of the Axis naval bases, trying to find out if there are more naval bases than just in Poland, Norway, France and Germany.

blackhorsecav
04-10-09, 01:58 PM
Will the supermod allow opposing task forces to combat each other with gunfire and planes?

Regio Sommergibile
04-10-09, 02:26 PM
I'd like to know if AI ships will be using torpedoes and if Destroyers will attack with them in formations

iambecomelife
04-10-09, 03:04 PM
Sledge - one drawback if the game thinks you are submerged is that the deck watch / deck guns / aa guns won't work !


But is this really a drawback? As soon as the deck guns/AA guns were removed from their screens an Allied ship would realize it was dealing with a raider. IIRC, during "Sydney's" last battle the "Kormoran" did not open fire with its deck guns until after it had launched its torpedoes (something that can still be done when submerged). "Submerging" your ship/using fake ID's should be a way to sneak up & get close to enemy ships or to escape from a vessel with superior armament. In either case, deck gun usage isn't really necessary. I say keep looking into it! :DL

tomhugill
04-10-09, 03:51 PM
Yeah thats what i was getting at iabl but no one seemed to listen :wah:

polyfiller
04-10-09, 06:44 PM
Folks - Renown class finished.

Ivan - agree - some of the converted SH3 models could do with cleaning up. I reckon a re-texturing plus bump map would do wonders.

Been playing with ship physics again ... and sorted out some better ship wakes.

Also note : I have NOT yet damage modelled the Iowa or North Carolina ... I didn't see them on the list for the first release so I didn't start them yet.

Glad you liked the torp damage - took ages to figure out. Have you run into the fatal magazine hits yet (try the warspite).

DarkFish
04-11-09, 01:35 PM
I have redone the silhouettes of the Admiral Scheer, Kent, KGV, North Carolina, Iowa and Yamato. I've sent you all a PM containing the link to them. It's a fairly easy work taking about 20 minutes a ship.
For the other ships, if they are going to be retextured there's no use making the silhouettes now.

But polyfiller, are you sure you mean specular maps and not AO map?
look in this (http://www.subsim.com/radioroom/showthread.php?t=126436) thread by skwasjer, personally I think the AO map makes a much bigger difference than the specular map. Besides, some ships like the Hood already seem to have a specular map (in their alpha channel).

Anyway, they must be retextured in some way, anything's better than the SH3 textures they've got now.

polyfiller
04-11-09, 07:06 PM
Darkfish - many thanks. Not 100% sure how to make sure the game displays them ... but I'll give it a go. Reason I got confused how to do it is my testing with the Bismark - delete all files out of menu\submarineclasses relating to bismark and graff spee and it STILL displayed the graf spee instead of the Bismark. Very strange.

As for improving textures - yes you're probably right... I'm not a texture expert. I am real confused at what the texture files in the subs folder do v the textures included in the .dat (the embedded images) ... I think the embedded images provide the textures for the converted SH3 ships. As for SH4 ... I'm guessing the texture definition in the .dat (where it says external texture) tells the game to pick up the texture sin the subs folder .... but the filenames never match ? So how does it work ??

From what I read, the bump maps also look like the help add detail.

Reason Hood looks better is that I figured out if I used the SH3 render controller in the .DAT, you can use the specular map. I hadn't learnt this when I did the warspite. I'll go and change it to see if it looks better. Also can't remember which controller is in use for all the German ships... again if the SH3 controller allows the original (SH3) specular to be used ... I'll enable it for now ... we'll just have to remember to switch back to SH4 controller if we do go for bump maps.

Oh ... another update .... just completed Southampton Class cruiser :DL

Regio Sommergibile
04-12-09, 09:58 AM
Progress percentage ??

Sledgehammer427
04-12-09, 07:26 PM
ballpark 25% it really depends on the campaign work done by Ivank

mickey117
04-12-09, 10:11 PM
I put up a small test with a decoy emitting enlarged stock smoke. It shows that a smokescreen is entirely possible, though I don't know how AI will react to it (maybe they can see through)
There are some problems though, see for yourself.
http://i525.photobucket.com/albums/cc333/DF_3852/smoke01.jpg
Smoke starts off okay.
http://i525.photobucket.com/albums/cc333/DF_3852/smoke2.jpg
Then it starts to form a rainbow kind of thing
http://i525.photobucket.com/albums/cc333/DF_3852/smoke3.jpg
after which the smoke goes down instead of up
But hey, it's clearly possible:up:
Only needs some tweaking...
BTW, polyfiller, I deleted the turrets from the Hood's 3d model as you requested. You have a PM. that's pretty awesome now i put forward an idea with the capital ships/battleships now as you have done with this could you after the main guns have fired could you have the smoke remain there for while like in real life???? :rock::hmmm:

Regio Sommergibile
04-12-09, 10:26 PM
ballpark 25% it really depends on the campaign work done by Ivank
Thanks! i'm really looking for to this... Just tried some ships and cannon combat is an interesting alternative to silent hunting :arrgh!:

mickey117
04-12-09, 10:40 PM
also here is a page full of Japanese ship designs some are areally stupid but there is a good one for the super yamato design and here is pic of that ship and a link http://www.wolfsshipyard.mystarship.com/Misc/NeverWeres/Super_Yamato.jpg http://images.google.com.au/imgres?imgurl=http://www.wolfsshipyard.mystarship.com/Misc/NeverWeres/Super_Yamato.jpg&imgrefurl=http://www.wolfsshipyard.mystarship.com/Misc/NeverWeres/japanese.htm&usg=__kyDY6OYwFRqg3c1D9qVl2wXcU64=&h=263&w=832&sz=50&hl=en&start=1&um=1&tbnid=HPQYkCEwwSLldM:&tbnh=46&tbnw=144&prev=/images%3Fq%3Dsuper%2Byamato%2Bbattleship%26hl%3Den %26safe%3Doff%26client%3Dfirefox-a%26channel%3Ds%26rls%3Dorg.mozilla:en-US:official%26hs%3DhHD%26sa%3DN%26um%3D1 :rock:
(http://images.google.com.au/imgres?imgurl=http://www.wolfsshipyard.mystarship.com/Misc/NeverWeres/Super_Yamato.jpg&imgrefurl=http://www.wolfsshipyard.mystarship.com/Misc/NeverWeres/japanese.htm&usg=__kyDY6OYwFRqg3c1D9qVl2wXcU64=&h=263&w=832&sz=50&hl=en&start=1&um=1&tbnid=HPQYkCEwwSLldM:&tbnh=46&tbnw=144&prev=/images%3Fq%3Dsuper%2Byamato%2Bbattleship%26hl%3Den %26safe%3Doff%26client%3Dfirefox-a%26channel%3Ds%26rls%3Dorg.mozilla:en-US:official%26hs%3DhHD%26sa%3DN%26um%3D1)

WalterJConklin
04-13-09, 09:11 AM
Although I love sub genre films, I consider myself more of a fan of surface vessels than submarines. I have been looking for a mod that would add depth charge capabilities to the playable ships. Accordingly, I think I will get SH4 because of the upcoming Surface Warfare Super Mod. Thanks so much for creating this mod, which will greatly expand the capabilities of SH4.

ivank
04-13-09, 12:21 PM
ballpark 25% it really depends on the campaign work done by Ivank

I have finished the Axis naval base stuff(to my best knowlegde of their bases)
I just need to do the convoys, patrol oblectives, and Allied bases

Regio Sommergibile
04-13-09, 01:00 PM
:up:

polyfiller
04-13-09, 05:45 PM
Quick update - been updating the torpedo loadouts and working torpedo damage models for all the British BB's (many had 2 or 4 tubes, mostly below the waterline).

Darkfish - the Renown Class cruiser has more of those pesky quad Vickers mounts in the model. Any chance of a quick removal ?

Also - noted that my favourite ship - the Warspite - has a very "early" look to it - there should be two more platforms for quad / octuple pom pom mounts where the nodes A05 & A06 are. The platforms should look similar to those around mounts A09 and A10. Not sure how much of a big ask this is ?

Also ... made some additional discoveries - reason I had trouble switching Sillouettes for German ships - I use conning tower files (Unitpartsnshipname.UPCGE). The silloutte filename specified in these files is the one used - i.e. the game ignores what's in the main shipname.UPCGE file. Darkfish - like the new sillouettes you created - nice.

Other discovery - how to make 3 AA guns controllable - I did everything the "right way" and couldn't get it to work. I looked at how the kent did it and copied everything (including mapping the A01 & A02 cameras to the wrong node (A04) ... still no joy. I then noted the loading order in the UPC file - the "3rd" AA gun has to be mounted before A01 & A02 in the UPC file (the upgrade packs section).

Will release updated version of ships pack later in the week to the mod team ... am currently waiting on some permission feedback on one specific ship.

ivank
04-13-09, 06:17 PM
Shouldnt we just re-model the guns your talking about? The quad pom pom is/was a critical gun platform, and should not be just pushed away.

polyfiller
04-14-09, 05:41 AM
Ivan - it's no the qquad pom pom - already have that coutesy of Ops Monsoon.... it's the quad vickers.... only seen it on the Hood & Renown. ... and yes we could / should model it as an AI controlled gun - I suggest such to Darkfish further up the thread - he reckons he can ... but will take some time. If the core 3D model can be created, I can create the .DAT, .SIM, .ZON etc.

Sledgehammer427
04-14-09, 06:49 AM
and in the meantime i will see about skinning some of the nastier ships.
No bump-mapping yet, ugh, I feel traditionalist.

DarkFish
04-14-09, 08:52 AM
Darkfish - the Renown Class cruiser has more of those pesky quad Vickers mounts in the model. Any chance of a quick removal ?even more:o thought I had them all
tomorrow I've got a very much sucking exam so I ain't got time now but I can fix it tomorrow.

Other discovery - how to make 3 AA guns controllable - I did everything the "right way" and couldn't get it to work. Discovered this by chance a while ago:DL
It's all about the .cam file. To enable a third AA gun you must have a CamUserDataCfg and ShellUserDataCfg for each one of them.
So if you want A01, A02 and A03 playable, in the cam file add with A01 as parent ID:
- CamUserDataCfg with camera=A01Gun
- ShellUserDataCfg with GunPos=PortGun
with A02 as parent ID:
- CamUserDataCfg with camera=A02Gun
- ShellUserDataCfg with GunPos=StarbGun
with A03 as parent ID:
- CamUserDataCfg with camera=FlakGun
- ShellUserDataCfg with GunPos=MainFlak
add these to the cam file and you should have 3 playable AA guns:up:

now back to my books then I guess.....:yawn::yawn::yawn:
still got an awful lot of learning to do cause I'm really screwed if I mess up this exam:damn:

ivank
04-14-09, 11:11 AM
EDIT: Never mind I am home to work! Sorry, any news on the SH3 merchant ships? Did I send you guys them(Shamer427, pollyfiller) Because thats what I need to finish up my work.

ivank
04-14-09, 11:16 AM
Just wanted to make an even 700 posts before I left today, I can not stand numbers not divisable by 5!! call it OCD or what even, they just piss me off!:D:arrgh!::damn:

polyfiller
04-14-09, 01:43 PM
Darkfish - understand about the exam .... I'm so old I just wish I could remember what doing exams was like :03:4

Ivan - you've not sent me any other ships to do damage model on. I've been kinda looking around for models to do. Might do the SH4 stock Fiji cruiser next.

Oh - Darkfish ... while you "may" think you're right about AA guns - I think it's just the existance of the entries in the .CAM ... not their "parent" ID's - the kent, for example, has all the wrong ID's - AO4 is the parent for the Ao1 cam and A02 cam. What will prevent the 3rd gun from not working is loading it last in the .upc file - load it first and "screw" up the .cam parentage and it works. Don't ask me why .... I only work here :D

DarkFish
04-14-09, 02:43 PM
Oh - Darkfish ... while you "may" think you're right about AA guns - I think it's just the existance of the entries in the .CAM ... not their "parent" ID's - the kent, for example, has all the wrong ID's - AO4 is the parent for the Ao1 cam and A02 cam. What will prevent the 3rd gun from not working is loading it last in the .upc file - load it first and "screw" up the .cam parentage and it works. Don't ask me why .... I only work here :D
No, it's not just its placement in the upc file. I just did a very quick test with my flower CO, cut the AA gun that was 1st in the upgradepacks section and pasted it last. It still works.
But if I totally screw up the parentage, that is change all the parent IDs to non-existent values, nope no 3rd AA gun.
anyway, it's very confusing. sometimes I can delete up to four of the six controllers and it still works, seemingly independent of which controllers I delete. Other times I change only one parent ID and the 3rd gun disappears. I guess there must be some logic in this but I ain't got time nor desire to further investigate this.
Only one thing is certain, that is the 3rd AA gun works in a very mysterious way. But if both the upc and cam file are correct the 3rd gun should show up.

polyfiller
04-14-09, 05:27 PM
Darkfish - agree - 3rd aa gun setup is very confusing. I guess if we both use a method that works, that's the most important thing.

Quick update - Fiji (Colony Class Cruiser) completed.

Am running out of ships (UK & German). I could always start on the stock US ships, but these are not needed for release 1 right ?

On another note ... I am STILL looking for someone to help work on armour value balancing. Anyone want to / or feel they can contribute. Am going to do some testing this week to try and work out how it can be done. One test I need to get out of the way is - do the SH4 armour penetration capabilities reduce with increased range ? If not then the balancing exercise becomes more difficult as all the data I've found on penetration values varies substantially with range, therefore which range do we use as a baseline to apply to game i.e. gun x shoudl be able to penetrate armour thickness Y at x range. This may sound like a bit of a ramble but some research on the web combined with an understanding of shells.dat will confirm what I'm saying.

Oh and Darkfish - good luck with the exam :DL

DarkFish
04-15-09, 02:27 PM
hmm... I can't find any more vickers MGs on the Hood... What exactly do you want to be removed and where can I find it?:hmmm:

Got a 7,3 (something like a C in US grading system) for the exam:DL (oral exam dutch literature:yawn: - luckily my last literature exam EVER:arrgh!:)
means I learned much too long:damn:

Sledgehammer427
04-15-09, 04:26 PM
I remember a Calvin and Hobbes comic.

it showed Calvin doing a test, and it said, "when did columbus sail to america?" his response was "1492" then
"congratulations, i have learned and remembered this little fact. I will now forget it, thank you for letting me manipulate the system" or something like that. then he says, "my tests are popular reading in the teacher's lounge"

and nice work Darkfish! i got a B in my psychology exam, that means i can identify Schizophrenia, OCD, and reactions to percieved threats! yay me!

polyfiller
04-15-09, 05:52 PM
Darkfish - the Vickers quad mounts which we need to remove are on the Renown, not the hood.

Am currently using your method to add rotating fire directors and radars to most ships - tho I'm running into the problem of the model components being too big i.e. radar not able to rotate because it's part of a bigger part we don't want to rotate. I'm also plaaying with the idea of creating new working radars in sensors.dat for the ships radars - for the simple reason the currently displayed radar models DO not translate their damage to the functioning radar we use on the ships (which is in effect hidden U boat radar antenae). However - to do this I need to find data regarding radar models, looks, and specifications. Not found any yet.

If we can't do the above, I have another trick, but it involves making the radar zones "children" of a custom zone we define ... when the custom zone is destroyed, our working U boat radar should be - the downside is that it won't enable repairable damage - the radar will either be fine or will be destroyed ... or slightly damaged if the very small zone for the stock submarine radars actually takes a hit - in my testing this happens far too little for it to be satisfactory.

polyfiller
04-15-09, 05:54 PM
Oh and well done on the exams.... Sledge - does that mean you can also identify obsessive compulsive modding disorder :haha:

Sledgehammer427
04-15-09, 06:10 PM
yup, self diagnosed :D

Regio Sommergibile
04-15-09, 07:11 PM
I remember a Calvin and Hobbes comic.

it showed Calvin doing a test, and it said, "when did columbus sail to america?" his response was "1492" then
"congratulations, i have learned and remembered this little fact. I will now forget it, thank you for letting me manipulate the system" or something like that. then he says, "my tests are popular reading in the teacher's lounge

I remember it! a great strip :DL

ivank
04-16-09, 05:41 PM
Im going to dinner right now, but when I get back I will email TSWSMT all the SH3 ships that need to be converted. Re-skinning and re-modeling is not important atm. But before a full release they are a must!

ivank
04-17-09, 02:19 AM
edit

DarkFish
04-17-09, 06:12 AM
Darkfish - the Vickers quad mounts which we need to remove are on the Renown, not the hood.Ah that's why I couldn't find them:DL
I've deleted them from the model, it are only three of them, is that right?
a PM with the new model is on its way.

for radar info, have you looked on navweaps.com already? lots of info there. radar info is in the 'naval weapons' section, not 'naval technology'

polyfiller
04-17-09, 02:47 PM
Darkfish - thanks for the Renown - will import it tonight.

Does anyone in our team know how radar ranges work ? I'm creating RN radars (accurate ranges and model numbers etc) ... trouble is, I can't get anything detected beyond 30000 metres. I read somewhere on subsim that the game won't show anything beyond 30000 metres. I created entries in the sensors.dat for the new radar models ... and they work ... just not long enough range.

Any ideas anyone ?

polyfiller
04-19-09, 05:57 PM
Further update : historical radar models created for the RN ships we have thus far. Full radar loadoutwill change per ship (based on upgrade data I found on the web on the RL ships). Full radar loadout thus far comprises; Surface radar, Air worning radar, Surface fire control radar (x2 per ship) and AA fire control (thus far x 2 per ship, but may be more). Radar models defined are; 79, 279, 271, 273, 281, 281, 284, 285, 274. These seem to cover most of the main models in use during the war. I've NOT created 3d models for these - just a dummy node which I can use to assign specific radar sim values and also individual damage zone ID's. Each radar is individually deifined in equipment.upc and upgrades.upc - so the ship now looks more authentic from the damage screen in terms of loadout. If we can create 3D antenna models for each, the can easily be added.

Am still keen to find out if it's possible to extend the "active" world beyond 40 km - some air radar on ships could see out to 120 miles ... but the game will only display units within 40 km :x

And if I ever have to do another session of matching upgrade pack intervals to the ships upgrade pack definitions .... I'll go mad.

Also had a major problem with KGV - have created test missions from 1939 thru 1945 and placed AI versions of all the converted allied ships .... found some interesting clashes (and a few CTD's). Essentially not all ships had remapped ID's (KGV) and even then, clashes are not avoided ... only way to be sure is to rename all nodes in .DAT file so they don't match nodes in the AI controlled version of unit... this resolved issue with KGV.

Will be testing the new radars in terms of damage impact early next week.

polyfiller
04-26-09, 05:38 PM
Well I'm still working away on stuff;

1) Radar models for RN - created most we need and am still trying to get the granularity of detection sorted out - very laborious testing.

2) Managed to create main gun turret upgrades for BB's that mount the additional AA fitted to various RN BB's during the war. So far added quad 2pdrs to the Warspite B & X turrets and quad 2pdrs plus 2 x 20 mm to the Rodney B turret.

3) Added upgrade pack technical info to all the RN radar and RN main armement (so that when you look in the upgrade packs screen and click on a gun turret, it gives you all the ranges etc. and some historical blurb) - this took quite a while to do but I'm glad it's done now.

4) Sorted out the dark texture issue on the Rodney's 6 in turrets.

Is anyone else still around / working on the mod (been knida quiet on here for a while) ?

Sledgehammer427
04-26-09, 06:09 PM
I'm still here...I'm going to start working on the SH3 ships

before you freak out, its the merchies...dont worry, I suck at making playables

ivank
04-26-09, 06:31 PM
So yea, Shamer when you convert them just send me them with a roster file, so I can finish my stuff and help with making stuff playable. Dont worry about remodeling/retexturing the merchants until later. Any news on whether or not your ready to re-model the other warships(Bismarck class, Scharnhorst class, Admirl Hipper class, british warships....)

Sledgehammer427
04-26-09, 07:12 PM
I'll see If my models are still there, maybe I can import them myself

ivank
04-26-09, 07:30 PM
k sounds good

mickey117
04-26-09, 11:23 PM
in this mod do we have an actual bridge view like were they steer the ship ?:hmmm: eg like on the yamato cause there is a vid of the yamato's bridge the link is on page 14 or 15 i think

DarkFish
04-27-09, 01:16 PM
in this mod do we have an actual bridge view like were they steer the ship ?:hmmm: eg like on the yamato cause there is a vid of the yamato's bridge the link is on page 14 or 15 i thinkwell, the flower CO has got a working bridge as you can see in the trailer I made a while ago. My upcoming V&W will have a similar one.
These bridges however won't have a steering wheel cause the ships were steered from the wheelhouse, not the bridge.
Small RN vessels AFAIK generally had an open bridge having not much more than a binnacle, some voice tubes and at the very most a telegraph.

mickey117
04-27-09, 08:36 PM
so did end havin a look jw??:hmmm: but i mean the bridge aint gonna to drastic they were mostly just those compass things one of those wheels for the engine room and alot of them radio things lol:salute:

polyfiller
04-29-09, 06:42 PM
Update on what I'm working on at present; balancing armour values v shell penetration values. This is driving me mad, slowly, but most certainly mad.

I'll either give an update and will issue a ship mod pack later this week with the balanced armour changes, or someone will have to come and look me up in an asylum somewhere.

Shammer - if you arecleaning up textures for the playable ships, I suggest the following order; Scharnhorst, hipper then some of the British BB's. Bismark looks OK to me, as does Deutshland class. If you work on the British BB's - don't foget to change the render controller in the .DAT if you intend to use SH4 type textures i.e. with bitmmaps.

Ivan - not sure what you want me to do with the ships sent via email - none of them are intedned to be playable, right ?

Regio Sommergibile
04-30-09, 03:21 AM
Waiting famelic...

ivank
04-30-09, 05:16 PM
poly: None of those ships are to be playable, just converted, reskinned for convoys

EugeneEdwards
05-02-09, 04:49 PM
Dear SWSM Team,

First-off - Thank you to all the modders that have put any time into this project, I'm sure it is much anticipated by many, and the community is what makes the Silent Hunter Series shine like no other Simulation.

Secondly; my apologies if this has been brought up already in this thread, but I see a lot of work going on towards models and features for the mod, but what of Gameplay? I believe there was mention of having historical battles/routes in place for ships in each theatre, or missions of those respectively...

I think what would be really interesting functionality (pardon my ignorance towards the amount of work involved for such an implementation) would be to have Allied AI-driven Ships follow you, either in missions or campaign.

The player would effectively get to play as Fleet Commander, the AI ships would stay in formation unless actively engaging enemy forces. Time compression should still work correctly with Allied AI - thought there may be an issue with "Ship Spotted!" notifications... :doh:

We can already implement "Fleet" situations by stipulating waypoint paths for the AI in missions - we could fulfill the Fleet Commander or Support Roles as desired - but I don't think currently there is any way to enable the ability to roam free with the support of a Fleet, or some sort of Force.

Again, my apologies if this has already been mentioned, along with other Gameplay/Plot descriptions. If anyone has tried this AI tweak- or has any ideas - or would like to tell me to read the thread better - please do not hesitate to reply :)

Keep up the Great Work Team! - I am building a brand new PC in anticipation of this MOD :arrgh!:

Cheers! :salute:

wildcard1988
05-03-09, 01:12 AM
ever since i have found this thread i have read it every week because i can not wait 2 play it, you guys are a credit to the sub sim community and look forward for this release

ivank
05-03-09, 02:55 PM
thank you

ivank
05-03-09, 05:30 PM
To TSWSMT:
How is work coming along? I need your work to continue mine. So as you guys finish ships send them to Darkfish to be made playable, then to Tomugill and poly for damge models

gimpy117
05-03-09, 09:40 PM
what if you used some of the code for the convoy defense game mode in multiplayer...might give you the fleet commander thing....

Sniper_Fox
05-07-09, 08:47 AM
sorry if this has been asked already... Is this gunna be for 1.4 or 1.5?

DarkFish
05-07-09, 09:42 AM
AFAIK 1.5 only.

I'm currently working on the V&W destroyer, and I've got one very weird problem. The V&W will have four deck guns that all show up in the equipment/upgradepacks tab. I've done this with other ships before, but never had any problem like this: no matter what I try, the playable gun is always the X mount (2nd from the stern, M03):damn:. I've tried changing node designations, order in the upc file, even deleted the whole X mount from the upc file while leaving it in the eqp file, but if there is any playable gun on that node the game chooses that gun to be your playable gun. If there's an AI-only gun or none at all on the M03 node the M04 node is used while I want to use the M01 or M02 node. I've tried about everything I can think of, anyone here have some ideas?

Sniper_Fox
05-07-09, 10:46 AM
:damn: bloody uboat addon

polyfiller
05-07-09, 02:17 PM
Darkfish - had that problem a lot. Make the playable gun the last one loaded in the .upc file. If that doesn't fix it, make sure you only have one turret with a .cam file - I take it you're adding four ugrade pack guns so they show up in damage screen ? If so, then deleting the other three cam files DOES fix this. If you're not creating four seperate upgrade pack guns, then I'd like to see what it's doing .....so send it over to me and I'll take a look ;-)

polyfiller
05-07-09, 03:30 PM
Darkfish - re: the above .... I thought I knew what was going on with human controlled weapons .... but, you'll never guess what just happened during a test with Hood (me) v Bismark (AI) .... atarted off controlling turret B ... then 15 minutes into the exchange (I know I know ... Bismark couldn't find my magazine) ..... my control of the deck gun switched to turret X .... no idea why ... turret B was still fine and firing under AI control. Only thing I did was change aspect ration to the target (turned towards Bosmark to close the range). Not had this before. Wish I could work out how to make it happen ... so we could control mroe than one deck gun.

ivank
05-09-09, 01:53 PM
I am very sick, so no SCHOOL!!!! sucks cuz I have 1 week left, but, any finished work, that could be sent to me would be much enjoyed!!! I have nothing else to do!!

polyfiller
05-09-09, 04:16 PM
Ivan - could upload the ships pack as it stands. Have added much (RN radar, re-balanced armour values, am in process of adding accurate shell data for guns, have added NPC versions of the German cap ships and the RN ones, and modified the armour values to balance with the player versions). Also played with the main sound file for the big guns firing ... sounds a bit funkier now :-)

Still having a frustrating time with ship handling - most ships I get to ride waves (up down movement) properly end up bobbling too much from side to side. The game engine is rubbish in this respect.

Also done much work to test long range gunnery - AI controlled guns on AI ships seem much much more accurate than AI controlled guns on human controlled units. Am currently playing with special abilities and various ranks / qualifications to correct.

Had to do alot of work on the NPC Bismark - damage was not showing well. Need to do same to Tirpitz.

I have no player ships to work on at present. Has anyone got any DD's to send me for damage modelling ?

Also - for the smaller German cruiser & DD classes - if you want them - need to get persmission and models. Only ones I've seen anywhere are in GWX for SHIII.

While I wait for more ships to do I'm going to be;

1) Adding realistic radar loadouts to the German ships.

2) Further testing radar sensitivity & range (game engine also rubbish in this area).

3) Have to configure armour values on some more stock cap ships.

ivank
05-09-09, 05:03 PM
if you can email me your stuff, that would be great!

What did you edit for the gun sound? cause I was going to edit it with a clip
of the Bismarcks guns.

What does "NPC" stand for?

I have permission and models for the ships, I sent everything to Shammer427, I think, to be converted.

polyfiller
05-09-09, 05:53 PM
Sorry NPC - old fashioned term for computer controlled (forget where I first picked it up - may have been Freelancer).

Send me the ships you sent shammer which need to be player controlled, and let's divide them between us to convert.

Can't email you - remember - previous problems. Will upload somewhere tomorrow and will PM with link.

Regio Sommergibile
05-09-09, 05:58 PM
May i ask some infos about the gameplay ? ;)

I'm really interested in this mod, but i wanted to know for instance if we will play campaigns as groups or only as single ships. That should be good as an Axis cruiser but doesn't sounds nice as well for Allies... Also it would be illogic for a capital to go around alone without ASW|AA protection!

polyfiller
05-09-09, 06:21 PM
Not sure if Ivan has found a way to enable movement in commandable groups. I know you can't define a group with a human controlled unit in a single mission.

Am currently investigating use of the special ability CommandGermanAuxiliaryCruiser but if this comes to nothing, I'm affariad the only way to emulate fleet actions is to have the human player "tag along" with an AI fleet following a pre-determined route.

Regio Sommergibile
05-09-09, 07:18 PM
Thanks, btw my interest was aimed at evading "solo" missions...

As long as your not alone it can only be good to me :smug:

iambecomelife
05-10-09, 03:15 AM
Hey guys - someone had asked me a couple months ago for merchant ships that could be used for this mod? Here's the beta for the Merchant Fleet Mod; it includes several replenishment ships like oilers & ammo freighters that might be useful for resupply points. Be advised, these are still in the SH3 format.

Thanks

http://files.filefront.com/MFM+Beta+47z/;13614841;/fileinfo.html

ivank
05-15-09, 05:26 PM
Thank you very much!

SilentAngel
05-18-09, 01:37 PM
Any progress updates, hitting the set dates and stuff?

Might show some screenies?

I'm so eagerly waiting for this lol:D

mickey117
05-19-09, 01:18 AM
work has been slowed due to problems but it should be soon

mickey117
05-19-09, 06:37 AM
Darkfish - re: the above .... I thought I knew what was going on with human controlled weapons .... but, you'll never guess what just happened during a test with Hood (me) v Bismark (AI) .... atarted off controlling turret B ... then 15 minutes into the exchange (I know I know ... Bismark couldn't find my magazine) ..... my control of the deck gun switched to turret X .... no idea why ... turret B was still fine and firing under AI control. Only thing I did was change aspect ration to the target (turned towards Bosmark to close the range). Not had this before. Wish I could work out how to make it happen ... so we could control mroe than one deck gun.
heyy man i remeber looking at a member of subsim's signature he had made it so he could use two deck guns but i think it was for sh3 but he could mabye help u the only problem is i dont remebr his name or the thread it was on :hmmm::-? im looking around now

Chaoic16
05-19-09, 10:47 AM
I have some questions where they have some idea/suggestion included in them.

I noticed something that, in campaign, you are able to upgrade your ships with different equipments, main gun, and paint scene. So here is questions:

1) When playing in campaign, will upgrading main gun, armour, radar, different equipments (similar to NavyField game) be available through campaigns like what submarines went through in Silent Hunter 4 campaigns. This will give players much more pleasure experiences, being able to customize their ships fully where they would use these upgraded, customized ships through campaign.

2) Will there be different paint scene unlocked through campaign or will these be required to be downloaded as a mini-mod? Through either of these methods, will we can choose different paint scene for our warships in this megamod?

I look foward to the answers to these questions by the members of developer team for this megamod that we, community, have been looking foward to!

:up:


Chaoic out...

polyfiller
05-19-09, 04:20 PM
Thus far I have been able to create upgrade options for;

1) Royal Navy radar sets (the capability and set ID gets upgraded ... sadly no matching 3d models ... this may have to wait until someone can model them - maybe sometime after release 1).

2) Gun turrets - so that ships can have additional AA guns on the main gun turrets - again modelled in line with historical availability). No other deck gun upgrades will be available - because my research has yet to identify any ... e.g. the Gniesneau was scheduled for 15" upgrade - but this was cancelled before they were fitted.

As for paint schemes - the textures are still being worked on... although I've got two sets of textures for the warspite - but sdaly haven't gotten them to appear using the dates defiend in the roster file - and I have no idea why this does not work.

Regio Sommergibile
05-19-09, 05:08 PM
IMHO tecnical improvements shouldn't be seen as it is now in boats...

Maybe about surface ships depending also for the ship's class not many updates would be available and only in certain times, if you understand what i mean...

Maybe better look for a improved crew management ?? :arrgh!:

polyfiller
05-19-09, 06:07 PM
Regio - I think your interpretation is correct - I have been building in upgrades only where they were possible & historically accurate. I am currently working out how to prevent someone from mounting, say, a Bismark Turret on the Admiral Graf Spee.

There were some ammunition upgrades which would require a gun upghrade to implement - for example the Royal Navy's "super charged" charge for 15 inch guns - trouble is it was so rarely used and given the limitations of the game engine in terms of gunnery would give no benefit, I am not considering including a gun turret upgraed just to accomodate a slightly longer range via different ammo.

polyfiller
05-19-09, 06:11 PM
And if anyone is interested in a pogress update from my side .... I'm researching and adding histroically accurate definitions for the German captial ships radar .... and hating every minute of it ... not only is there scant data on the www on this subject, but the Germans went and confused everything by changing their naming / designations part way through the war. There also seems to be massive disparity in the suggested ranges for various models - it's getting tough to find the level of info required.

On the up side I have arrived at an armour / shell penetration balancing scheme and have applied to the major capital ships..... seems to give just about the right results.