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Silverwolf
07-02-09, 02:41 PM
Hello I am a new guy here to the forums and fairly new to Silent Hunter IV. I've had the game for about two months now and just love to play it. So when I figured out that the game could be modded I knew exactly what I wanted to do, make subs for the game. However keep in mind that the subs I make are not something one would find in WWII.

So here's a sub I've been working on and it's pretty much done. I've just been tweaking a few things for the deck guns. I call her the NSS Blackwolf, she's an attack sub with twelve broadside cannons and two deck guns that look sort of like mini battleship main cannons. She also has an 80cm hull so just incase a forced surface is needed she can hold her own against some larger ships.

Download Links
http://www.filefront.com/14027417/BlackWolf.rar/

The ShipParts link has been removed because the newly uploaded file has everything in the correct folders. Just unzip it to the mods folder in your SH4 directory and install with JSGME

For RFB and TMO

http://www.filefront.com/14086077/BlackWolf-RFB.rar/
http://www.filefront.com/14086083/BlackWolf-TMO.rar/

TMO 1.9 Update
http://www.filefront.com/16056919/Titan-Blackwolf-Shark-TMO-Update.rar/

http://i175.photobucket.com/albums/w156/Unit996/Subs/SH4Img2009-07-02_131632_292.jpg

Also did some work on the interior, nothing much just made it longer added a large map and moved a few things around. This really is just a test so I can see how the interior works so I can make my own.

http://i175.photobucket.com/albums/w156/Unit996/Subs/Interior1-1.jpg
http://i175.photobucket.com/albums/w156/Unit996/Subs/interior2-1.jpg

You can also see the sub in action here. The mission is kind of cheesy cause everything is set up for me to win but it's just so I could test all the systems and broadside cannons.

http://www.youtube.com/watch?v=LKmKYNSop9M

SgtPotato
07-02-09, 04:26 PM
Damn, That's quite over-powered. :o

Silverwolf
07-02-09, 05:15 PM
You could look at it that way. However it is a big surprise to an unsuspecting enemy when this pops out of the water guns blazing.

keltos01
07-02-09, 05:19 PM
I just love it !

It's a very refreshing idea, kindo like the movie Lorelei (the witch of the Pacific)

The interior looks totally different with this mod, and do I love the broad side guns !

Great Work and very promising :yeah:

keltos

runningdeer
07-02-09, 06:06 PM
Wow :yeah:...I like the exterior, as well as the interior.

I think it would be cool too, if somebody could make the 'SeaView' from 'voyage to the Bottom of the sea'.

Refreshing to sea a different submarine.

Will you be making it available for dl?

Sledgehammer427
07-02-09, 06:22 PM
You know, I've seena lot of supersub mods that only change a stock sub.

but this is one supersub that I can see me using! :up:

Silverwolf
07-02-09, 07:01 PM
I'm glad you all are liking the sub. It is ready for release and will be JSGME compatible. The only problem I am seeing is that the deck guns when set to auto fire will decide to fire through the conning tower if the target is in front of or behind the sub. However if you take control of the turret it won't let you fire at the conning tower even if you try to. I'm guessing this is a game bug because I do have collision on the conning tower.

Sledgehammer427
07-02-09, 07:50 PM
I don't think it's that bigga deal, you can always try to modify the travrse properties in the subs .sim folder

Silverwolf
07-02-09, 08:10 PM
I tried messing with that but it didn't work that well. It can't be perfect but at least it works.

Just to note also in order for the broadside cannons to work the guns_radars.dat and .sim files need to be replaced.

DarkFish
07-03-09, 04:38 AM
Great Work and very promising :yeah:yep, 1st post and then right away releasing this great sub:o if that ain't promising...

note that guns don't have to be in guns_radars.dat, as long as they are in the library folder. They could be in Library\AnimGraphs\Somefancyfilename.dat and they'd still work.

gile
07-03-09, 05:55 AM
Dude, thats some nice work. Its obvius you got some heavy skils there. Perhaps Ivank and the rest of the surface mod could use your help, I beleive they are on a tight schedule and there are a lot of us waiting for that supermod.

Sledgehammer427
07-03-09, 06:02 AM
hey now, we'll do the recruiting thank you :D

Dont worry Sivlerwolf, we may just nees your mad skillz :D:up:

Silverwolf
07-03-09, 11:55 AM
Well Sledgehammer, if you feel you could use me I would be glad to help. :DL

---------------------
Ok so I have the sub uploaded and ready for download. Just one thing to note, I did what DarkFish said and made the broadside cannons their own files. However before I knew about that I uploaded the sub with the guns_radars.dat and .sim file. And don't want to reupload the 275 mb file again.

So once downloaded you will also have to download the new ShipParts.rar.
Then delete the ShipParts folder that is already in the Blackwolf/data/Library folder and replace it with the new one.

Also the 3_50 Deck gun files are going to be replaced. All it does is add the new models to the files and does not modify the original deck gun. I could not get my deck guns to work even with making new files and renaming all the id's. The models would show up but wouldn't rotate. I never figured out why so I did the next best thing and added them to the 3_50 gun files.

If anyone wishes to try and get the guns to work in their own separate files be my guest. There's always a possiblity that I forgot something along the way. So without futher ado here's the links.

http://www.filefront.com/13957473/BlackWolf.rar/
http://www.filefront.com/13960169/ShipParts.rar/

Sophont
07-03-09, 01:01 PM
Can this boat be played in the campaign? I can't find it anywhere when I try to start a new game.

Silverwolf
07-03-09, 01:17 PM
Can this boat be played in the campaign? I can't find it anywhere when I try to start a new game.

I did not enable it for campaign as of yet. I'm still trying to get both deck guns to appear during the campaign mode.

Silverwolf
07-03-09, 01:55 PM
!!FOR CAMPAIGN!!

I just tested this about five times starting a new campaign and both deck guns do appear. Why it's working now I don't know. But anyway, this sub should be compatible with any large mod out there. Like TMO or FOTRS.


All you need to do is follow keltos01 Tutorial:
Instead of Newsub1 use BlackWolf,8 and enjoy using the sub in the campaign.
Now go to UPCDataGe\UPCCampaignData and open Flotilla.upc with your notepad :

copy paste one of the units' data :

[Flotilla 1.UserPlayerUnitType 1]
ID= F1IXD2
NameDisplayable= Type IX-D2 U-boat
AvailabilityInterval= NULL, NULL
IDLinkUserPlayerUnitType= IXD2
UnitTypeCommonality= 10 ; to be used when a random choice is assigned
IDFlotillaLinkTransferTo= NULL

[Flotilla 1.UserPlayerUnitType 3]<-change the unit number according to the number of subs in game : here it's the third one
ID= F1Newsub1 <-change
NameDisplayable= Type Newsub 1 U-boat <-change
AvailabilityInterval= NULL, NULL
IDLinkUserPlayerUnitType= Newsub1 <-change
UnitTypeCommonality= 10 ; to be used when a random choice is assigned
IDFlotillaLinkTransferTo= NULL

save

go a bit down and you'll see this :

[Flotilla 1.UserPlayerUnitType 1.Objective 1]
ID= MB11OBj1
NameDisplayable= NULL
AvailabilityInterval=1943-04-01, 1943-06-15
ObjectiveCode= China-Sea

[Flotilla 1.UserPlayerUnitType 1.Objective 2]
ID= MB11OBj2.......


copy paste all missions (9 normally)

change the Unit number to your Newsub1 number, which here is number 3 :

[Flotilla 1.UserPlayerUnitType 3.Objective 1]
ID= MB11OBj1
NameDisplayable= NULL
AvailabilityInterval=1943-04-01, 1943-06-15
ObjectiveCode= China-Sea

[Flotilla 1.UserPlayerUnitType 3.Objective 2]
ID= MB11OBj2.......

save and exit


now open CareerStart.upc

you'll see 4 flotilla files:

[CareerStart 1.Flotilla 1]
ID= C1Flotilla1
NameDisplayable= Penang
IDLinkFlotilla= Penang ; link to ID in Flotilla upc file
IDLinkUserPlayerUnits= F1IXD2, 1, F1XVIII, 1
FlotillaBriefingText=
FlotillaCommonality= 1

Add your ship to each one, do this for all careerStart( 1943, 1944, 1945) :

[CareerStart 1.Flotilla 1]
ID= C1Flotilla1
NameDisplayable= Penang
IDLinkFlotilla= Penang ; link to ID in Flotilla upc file
IDLinkUserPlayerUnits= F1IXD2, 1, F1XVIII, 1, F1Newsub1, 1 <--add
FlotillaBriefingText=
FlotillaCommonality= 1

save and exit, implement using JSGME, you should be able to start a campaign with your NewSub1 from Penang now.

Keltos01

Sophont
07-03-09, 02:52 PM
I can't follow that tutorial. It doesn't make sense to me. =( Would it be possible to upload the files edited somewhere?

Silverwolf
07-03-09, 03:23 PM
Here are the files for the stock game (no mods). These are not JSGME compatible so you have to manually replace the files in your Silent Hunter Wolves of the Pacific\Data\UPCData\UPCCampaignData directory. Remember to back up the originals.

http://www.filefront.com/13961647/career.rar/

Sophont
07-03-09, 05:25 PM
It's looking good so far. Quite hilarious, although the first contact with an enemy battlegroup happened to be in the pitch black, pouring rain, so I have to be careful that I don't get runover.

Maybe I'm just used to playing with the nuclear subs, but the torpedo storage for the boat seems to be quite thin.

Silverwolf
07-03-09, 07:02 PM
Well the torpedo storage for this guy is not like that of a nuclear sub. I also thank you for mentioning that because that has been something I've been trying to fix since I started editing the files. I did find the thread on here that says how to do it. The load out for the bow is supposed to be only 4 tubes and 8 storage. However the stern was supposed to have 4 storage. Also you have to take into consideration that this thing has two main guns with 3 barrels and 12 broadside cannons. That's 15 weapons that need ammo.

If you can follow this little tut you can add more torps if you wish to do so.

1. open the blackwolf.sim file with s3d.
2. locate the wpn_SubTorpedoSys slot and expand it.
3. find the rooms tab and expand that, you'll see slots for aft and fore.
4. expanding either of those tabs shows the torp sotrage for each compartment.
5. right click on the slot will give you an option to add an array item.

You can add as many as you want.

After that you need to open the blackwolf.upc and you need to find these sections of data.

[UserPlayerUnit 1.Compartment 1.Bunker 1]
ID=SternTorpedoRoom
Capacity=2
IDLinkAmmunitionIntervalDefault1= NULL, NULL, Mk14Torpedo, 2

[UserPlayerUnit 1.Compartment 5.Bunker 1]
ID=BowTorpedoRoom
Capacity=8
IDLinkAmmunitionIntervalDefault1= NULL, NULL, Mk14Torpedo, 8

Then all you need to do is make the numbers match up with the ammount of storage torps from the .sim file and you're good to go.

Sophont
07-03-09, 07:04 PM
I probably should mention that I've never modded anything on SH4 in my life. :rotfl:

I've looked at S3D and gone 'wut' before... it is remarkably unintuitive for the uninitiated.

Silverwolf
07-03-09, 07:33 PM
Ah, ok that would explain a bit about why you had a little trouble understanding the campaign tut.:D But the good thing is with this sub if you take out most of the main escorts you can take out the merchants with ease with the deck guns.

If you ever wanted to try and edit any of the files for the game just create back ups of the originals and just go messing around. That's how I figured out how most of the files work. That's pretty much the way most people figure out how to mod games.

Madox58
07-03-09, 07:58 PM
Very well put!
:yeah:

Just do things till they don't work,
then back off a bit.
:88)

Keep notes and have fun!
You'll be amazed at what can be done if you really think about things.
:DL

Sophont
07-03-09, 08:37 PM
Awesome. Got it. =) It's not actually that hard when someone tells you what to do. =p

keltos01
07-04-09, 01:49 AM
Awesome. Got it. =) It's not actually that hard when someone tells you what to do. =p

well, I'm glad some have it easy ;)

keltos

keltos01
07-04-09, 02:48 AM
Have you ever thought of making a RL sub like the Surcouf or the HM X1 ?

http://en.wikipedia.org/wiki/Surcouf_(N_N_3 (http://en.wikipedia.org/wiki/Surcouf_%28N_N_3))

http://en.wikipedia.org/wiki/HM_Submarine_X1

submarine cruisers with huge guns.

keltos

Sophont
07-04-09, 06:04 AM
The game crashes when I try to engage aircraft with the AA gun... I have no idea why...

Silverwolf
07-04-09, 09:07 AM
Have you ever thought of making a RL sub like the Surcouf or the HM X1 ?

http://en.wikipedia.org/wiki/Surcouf_(N_N_3 (http://en.wikipedia.org/wiki/Surcouf_%28N_N_3))

http://en.wikipedia.org/wiki/HM_Submarine_X1

submarine cruisers with huge guns.

keltos

Hmm, I have not given the thought to designing those. Perhaps I should after I finish up the two ships already in progress.

The game crashes when I try to engage aircraft with the AA gun... I have no idea why...

Exactly what are you doing when the game crashes. Cause I can use the AA gun no problem. If you tell me what you did I can try and recreate the situation and see if my game crashes.

Sophont
07-04-09, 09:34 AM
I'm not trying to do anything complicated. The boat is just sitting on the surface, going at Flank speed. Two planes, probably fighters, head towards the rear of the submarine. I tell the crew to man the AA gun, to fire at will, and to target closing targets. As soon as the planes get in range for the AA guns to fire, the game crashes.

Silverwolf
07-04-09, 09:54 AM
Is this during career or a single mission. Because I think during career the game may have a problem with the 40mm turret and you may need to put a 20mm one on it.

gimpy117
07-04-09, 10:14 AM
we need the french cruiser submarine, the Sufcouif (or however you spell it) now!!

Silverwolf
07-04-09, 10:16 AM
we need the french cruiser submarine, the Sufcouif (or however you spell it) now!!

Patience my friend you will probably see both subs soon enough. :up:

Sophont
07-04-09, 10:25 AM
Is this during career or a single mission. Because I think during career the game may have a problem with the 40mm turret and you may need to put a 20mm one on it.

Ah right. It was in the career, so yes, it may be that. =)

Sledgehammer427
07-05-09, 02:04 AM
Just got it, and I give this a solid wow and two thumbs up!
you certainly have done your homework mister Silverwolf.

Frankly, I think you should keep going with your one-off subs. They're really cool!

keltos01
07-05-09, 03:25 AM
a surcouf would be cool too and historically accurate.. ;)

keltos

Silverwolf
07-05-09, 08:30 PM
I may decide to make the surcouf but I'll still be making my one-off subs to add some flavor to the game.

keltos01
07-06-09, 03:29 PM
I may decide to make the surcouf but I'll still be making my one-off subs to add some flavor to the game.

good. She ad a turret with twin 204 mm guns and 600 rounds !

plus a whole bunch of tubes including two trasversing turrets with 3 or 4 each !

keltos

Silverwolf
07-08-09, 05:33 PM
Something that just came to my attention as of yesterday. In the UpgradePacks.upc file the pack #15 had been changed when I was working on the Titan and it disables the radar for the Balao class subs. I fixed the problem but didn't realize till now that the same upc file is used for the Blackwolf. So to change it all you have to do is open the upc file find the section and replace the ID line in the file with the yellow one below

[UpgradePack 15]
ID= UpackBalaoSJRadar
FunctionalType= UpFTypeSensorRadar
NameDisplayable= SJ Radar
UpgradePackSlotType= BalaoSurfaceRadars
Type=NULL
;UpgradePackInterval=1942-09-01, 1943-09-01
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
UnitUpgradePackIntervalOptions1=1942-07-01, 1942-10-01, 500
UnitUpgradePackIntervalOptions2=1942-10-02, 1943-04-01, 100
UnitUpgradePackIntervalOptions3=1943-04-02, 1944-05-01, 0
IDLinkUpgradePackElements= SJRadarApp, NULL, SJRadarAntennaEarlyBalao

For those unsure where the file is located its in the Silent Hunter Wolves of the Pacific\Mods\BlackWolf\data\UPCData\UPCUnitsData

Saturnalia
07-09-09, 08:37 PM
What are the sizes on the crazy guns this thing has?

pythos
07-09-09, 09:30 PM
Um I believe the term would be "little giants"

pythos
07-10-09, 12:02 AM
Awesome boat....lousy crew.

Or near complete lack of crew.

I load up a single mission with the black wolf and lo and behold three crew members.

Is there a fix for this?

Sophont
07-10-09, 06:44 AM
After playing with it for a while, I have just one complaint remaining.

The periscopes! They barely reach out of the water, making seeing anything in slightly choppy water pretty hard. The black funnels that they come out of are too long, meaning that if you want to go slightly shallower than periscope depth(to be able to see with the periscopes) they stick out of the water a ways.

Sledgehammer427
07-10-09, 02:04 PM
@Pythos, I think you are using a mod that uses a different crewmembers.upc.
you can use one from a playable ship mod if one was provided.

@Sophont, if you want to, open up the tower.dat in S3D and look for O01 and O02, those, metinks are the periscope nodes, adjust the Y value up, but not much, and that should fix your problem :up:

keltos01
07-10-09, 03:05 PM
I just have to try her ! dl now but... 275 mb waow that's huge ! :o

keltos

ps what about the shipspart dl ? do I need it too ?

@sledgehammer427 : hi buddy ! just uploaded something for u ;)

Silverwolf
07-10-09, 03:36 PM
Yeah, that's probably because of the textures folder, It's 128mb itself with the high and low res textures. If I could use a .jpg file for the textures then it would be a lot smaller. With the Shark I'll be trying to cut the files size down.

Yes you do need the ship parts file. You have to delete the original one and replace the entire folder with that one.

pythos
07-10-09, 05:11 PM
Okay, that makes sense, I was still running OM7. When I get a chance I will disable that and run RFB

FADM Gryphon
07-11-09, 03:21 PM
Silverwolf is it possible to get the mod from you where you changed the color of your interface buttons to red?

FADM Gryphon
07-12-09, 03:24 PM
Silverwolf can i get a link to redownload this boat? I much have a corrupted version ever time i come in game the sub has no conning tower.

Silverwolf
07-12-09, 04:32 PM
I'm guessing it's because of the size of the file. Usually large files tend to go corrupt because not everything is transferred properly. I found out why it is so large, and it's because I didn't compress the file at all. I uploaded a more manageable file to download. If there are problems after that it could be because of another mod you have installed.

http://www.filefront.com/14027417/BlackWolf.rar/

Also the hud mod would need to be approved by the FOTRS team because I used the texture as a base and then edited it.

FADM Gryphon
07-12-09, 06:00 PM
Thank for the info. Re downloading it now. Will I need the ships part download for this as well?

Silverwolf
07-12-09, 06:03 PM
No you won't, I should remove that file then since the newly uploaded one has everything in the right place.

FADM Gryphon
07-12-09, 06:21 PM
Do you have a chat client that I can talk to you on?

Silverwolf
07-12-09, 06:39 PM
I used to but never used it as often as I thought I would so I got rid of it.

FADM Gryphon
07-12-09, 06:50 PM
Well I guess that idea is out then huh?

Silverwolf
07-12-09, 07:40 PM
The only one I wouldn't mind getting again is yahoo messenger because I use yahoo for my emails.

FADM Gryphon
07-12-09, 08:37 PM
If you decide to let me know and will chat if you like. Also I downloaded TMO so now I have the red HUD buttons. =)

FADM Gryphon
07-13-09, 12:35 AM
Silverwolf question will these work if TMO? IF you have not downloaded it yet, I recommend do so the meshes and sound of the game improve drasticly.

Silverwolf
07-15-09, 09:14 PM
I don't know you can try and see. If you get three crew members then here is what I am doing to correct the problem.
----------------------------------------
For those who are having problems with only getting three crew members. I know what the problem is and I am fixing it. It turns out that some of the mods make changes to the crew and the upc file needs to be updated. So right now I am working on the upc file for RFB. When that is done I'll work on the one for TMO.

The reason the current one is in place is because FOTRS does not change how the crew functions from the stock game.

FADM Gryphon
07-16-09, 06:27 PM
Okay thanks!

kiwi_2005
07-16-09, 08:53 PM
I just gotta have this sub to my collection :yeah: Thanks for this.

Silverwolf
07-20-09, 06:51 PM
For those running TMO or RFB here are the files needed for the sub to function properly.

http://www.filefront.com/14086077/BlackWolf-RFB.rar/
http://www.filefront.com/14086083/BlackWolf-TMO.rar/

Nameless Bob
07-23-09, 01:46 AM
I just had to post and say I really like the subs you designed blackwolf,titan,shark.Especially the titan.I read the tutorial for the campagin rewrite and tried it but for some reason I just could not get it to work yet.I will definately keep trying.I think I read in another post that you were working on a campagin for all three of your new subs once you get your shark finished.Is this true?I was wondering because if you are I can just wait for it to come out.Again thanks for the work, you definately waste no time getting things done.I mean you only had this game for 2 months?:salute:

Silverwolf
07-24-09, 05:51 PM
Yes, I am going to work on a campaign for all three subs and you'll only need to download the file once because it will have sections for all three subs written in.

FADM Gryphon
07-24-09, 06:16 PM
Many Thanks for the hard work you put in Silverwolf. I enjoy driving your subs when I am not busy with a campaign game. Wish my current crew was on your subs I have a couple of Tincan cross overs that would work nice on those guns.

Nameless Bob
07-24-09, 11:21 PM
I'm glad to hear it.My modding skills don't seem to be good enough to get the flotillas/career files to work right for me this time.Looking forward to the shark mod.:salute:

hyungjan
08-05-09, 06:11 PM
RFB patch doesn't seem to work, SILVERWOLF.

I tried

1. clean stock file
2. RFB
3. Blackwolf
4. blackwolf RFB patch

Since it didn't work on singlr missions, I haven't tried on campaign.

Thaks you~!

Silverwolf
08-06-09, 12:05 AM
What exactly is the problem. Is it not appearing or something else? I can still get it to work, no campaign as of yet. Also make sure when you unrar the file you don't have two Blackwolf folders, which would be something like this.

Blackwolf RFB/Blackwolf RFB/Data...ect

If it looks like that in the mod folder it won't work. It has to be

Blackwolf RFB/Data...ect

in order for the mod to work correctly.

Saturnalia
08-06-09, 01:49 AM
Any tests to see if this guy works with TMO/RSRDC?

Silverwolf
08-06-09, 01:57 AM
She does, there is a download for the correct files posted in the first post. I've also got her working in RSRDC and will release that file when I get the Shark done.

hyungjan
08-06-09, 08:05 AM
Since I haven't decided what mega mod is right for me.. I have tried Blackwolf in FOTRS and TMO. and They all played fine in both single mission and campaign[after edditing fortilla and careeer start files].

Oddly only RFB is causing a trouble..

I have uninstalled SH4 to make sure. After uninstalling

1. SH4 1.0
2. SH4 1.4 patch
3. SH4 1.5 Uboat add-on
4. RFB_v 1.52
5. Blackwolf
6. Blackwolf RFB [Triple checked the folder issue you have mentioned.]

After SH4 RFB loads, I can see blackwolf in HISTORIC BATTLE and WAR PATROL.
After choosing blackwolf, game shows loading screeen. Then game crashes.

I have tried every way I can think of, before writting this HELP post..

Hm,,Hm.. IF this is only occuring to me, then I would not want to delay u with other works...
I am the one of many who are waiting for your Shark sub [RFB/RSRDC]

Thank u!!!

Silverwolf
08-06-09, 02:02 PM
Ok, then I think there's only one more thing that could be giving your the crash problem. I got the game to crash and here's how. When installing the Blackwolf and then the RFB patch the UnitParts#BlackWolf.upc appears twice.

Here's what you want to do. Keep the UnitParts8BlackWolf.upc and delete any other ones associated with the Blackwolf. After that make sure to change the 8 to a 10 so that it's the last file in the list.

If it doesn't work after this then you can try redownloading the files because something may have gotten corrupted.

hyungjan
08-07-09, 03:30 AM
Thanks for ur support, but this didn't solve the crash issue.

1. 'When installing the Blackwolf and then the RFB patch the UnitParts#BlackWolf.upc appears twice.'

I checked ur 'UnitParts8BlackWolf.upc' file in Blackwolf folder and BlackwolfRFB folder and they are both #8.
So only ONE 'UnitParts8BlackWolf.upc' was installed in SH4/DATA/UPC DATA/UpcUnitsData Folder.

2. 'delete any other ones associated with the Blackwolf. After that make sure to change the 8 to a 10 so that it's the last file in the list'

Since only one UnitParts8BlackWolf was installed in SH4 folders, i didn't delete any file.
I changed 'UnitParts8BlackWolf' to 'UnitParts10BlackWolf' but game still crashes at the loading screen.

Everything was double-checked and all Mods were re-tried using redownloaded files[RFB, Blackwolf and Backwolf RFB].
If u can get this to work using the files U have uploaded in #1 post, I must be doing something wrong. I just can't figure out.
Thanks again for ur support but I may just have to play Blackwolf in TMO.

Silverwolf
08-07-09, 06:41 PM
Well, I don't really know what else to say. I downloaded the files I uploaded and they work just fine with RFB. I guess your computer doesn't like the RFB files for whatever reason. So you may just have to stick with TMO to use the sub.

Silverwolf
08-09-09, 07:38 AM
Campaign files here for download.

http://www.filefront.com/14233613/Campaigns.rar//

keltos01
08-09-09, 09:17 AM
Campaign files here for download.

http://www.filefront.com/14233613/Campaigns.rar//

what kind of a campaign ?

keltos

Silverwolf
08-09-09, 03:56 PM
what kind of a campaign ?

keltos

It's just the standard campaign from the game that all the stock subs use. I used your tutorial that I quoted in a post earlier in this thread.

----------------------------------------------
FOTRS Campaign update

http://www.filefront.com/14240761/Campaign-Mode-FOTRS-update.rar//

Travis Reed
11-02-09, 06:20 AM
I'm also seeing the battery recharge problem (that I mentioned in the Shark thread) with the blackwolf.

Denson
12-07-09, 08:13 AM
PROBLEM

i can play blackwolf in campaign, good

Side guns are here BUT dont fire

The two deck guns are not here.

I have to upgrade, mount via menu before mission???

EDiT: i need 1.5 to play this????

Silverwolf
04-02-10, 09:28 PM
PROBLEM

i can play blackwolf in campaign, good

Side guns are here BUT dont fire

The two deck guns are not here.

I have to upgrade, mount via menu before mission???

EDiT: i need 1.5 to play this????

You need 1.5 for the sub to work correctly. Also are you running any other mods along with the black wolf that modify the campaign files?

I'm also seeing the battery recharge problem (that I mentioned in the Shark thread) with the blackwolf.

The battery problem is because of the life span. Longer life, slower recharge. If I can find where the recharge rate is in a file then I can fix it.

rditto48801
04-05-10, 06:57 PM
I am going to give this mod a try the next time I go to play SH4. (along with the Shark...)

On a side note, it disturbingly resembles a sub I made in a game called Warship Gunner 2, one which had 2x triple 155mm turrets (among other things. although turrets were closer to the conning tower), so first opinion was :06::hmmm::o:D:arrgh!:

(on a side note, there is supposed to be a shark shaped special sub in Warship Gunner 2, so double awesome from the Shark sub mod for SH4)

I noticed mention of a battery recharge issue.
While I know little about modding, is there anything in the data relating to the engines that dictates how much 'power' an engine can put into a battery when charging?
Or perhaps which affects how much battery power is used by motors when underwater?
Any possibility of making several ultra fuel efficient very silent engines that only work to recharge the batteries faster, without having any real impact on sub performance, sound made or fuel used?
Didn't some of the U-Boats have extra engines just for recharging batteries? If so, were any of those subs added by the U-Boat Missions expansion and were they able to recharge batteries without using the main engines in the expansion?
If it is the case, maybe that could be a way to work around the slow recharge issue?
There has to be some variable or setting somewhere relating to engines/motors/batteries (or even relating to sub classes?) that could be used to deal with the slow recharge... at least I would hope so, since this mod would be even more awesome with that little issue out of the way.



Edit 2:
Forget the torpedo thing from my previous edit, I was just horribly out of practice (probably to much SH3...)
I still have white main turrets, the barrels seem half white and half gray.
I have noticed two other things when trying out the Blackwolf in a quick mission.
First, apparently no radar at all.
I noticed there is no AA gun.

Is it possible that my download got corrupted when I downloaded it?
Mod list (in order of install via the Generic Mod Enabler)
Blackwolf
Titan
Shark
SharkX1
SharkX2
The one mod to allow for them to be in campaign.

Silverwolf
04-07-10, 05:43 PM
I am going to give this mod a try the next time I go to play SH4. (along with the Shark...)

On a side note, it disturbingly resembles a sub I made in a game called Warship Gunner 2, one which had 2x triple 155mm turrets (among other things. although turrets were closer to the conning tower), so first opinion was :06::hmmm::o:D:arrgh!:

(on a side note, there is supposed to be a shark shaped special sub in Warship Gunner 2, so double awesome from the Shark sub mod for SH4)

I noticed mention of a battery recharge issue.
While I know little about modding, is there anything in the data relating to the engines that dictates how much 'power' an engine can put into a battery when charging?
Or perhaps which affects how much battery power is used by motors when underwater?
Any possibility of making several ultra fuel efficient very silent engines that only work to recharge the batteries faster, without having any real impact on sub performance, sound made or fuel used?
Didn't some of the U-Boats have extra engines just for recharging batteries? If so, were any of those subs added by the U-Boat Missions expansion and were they able to recharge batteries without using the main engines in the expansion?
If it is the case, maybe that could be a way to work around the slow recharge issue?
There has to be some variable or setting somewhere relating to engines/motors/batteries (or even relating to sub classes?) that could be used to deal with the slow recharge... at least I would hope so, since this mod would be even more awesome with that little issue out of the way.



Edit 2:
Forget the torpedo thing from my previous edit, I was just horribly out of practice (probably to much SH3...)
I still have white main turrets, the barrels seem half white and half gray.
I have noticed two other things when trying out the Blackwolf in a quick mission.
First, apparently no radar at all.
I noticed there is no AA gun.

Is it possible that my download got corrupted when I downloaded it?
Mod list (in order of install via the Generic Mod Enabler)
Blackwolf
Titan
Shark
SharkX1
SharkX2
The one mod to allow for them to be in campaign.

The battery recharge rate from what I can see is not going to be able to be fixed. It is probably hardcoded into the exe because I have not found a file that outlines how the batteries are recharged or a recharge rate. I guess for my next sub I could leave the battery range stock and just ramp up the fuel range that way the battery recharge rate is normal. Due to the games restrictrions it is not possible to add engines just for recharging the batteries.

For the white turrets:
I don't know why you get them, but I think I know a quick fix try this:
In the Ubisoft\Silent Hunter Wolves of the Pacific\MODS\BlackWolf\data\Textures folder take the 3_50cal_BW_T01.dds and BWcannon_O01.dds files from the TLowRes\tex folder and move them into the TNormal\tex folder. If you are asked to overwrite anything click ok and then disable and re-enable the mod, that should fix the problem.

The radar and AA gun are tied to the original dates they appear in game so I did not modify them. I believe the AA gun appears 06-01-1943. I don't know about the radar.


-------------------------
Check the first post for an update for TMO1.9. This update does include files for the Titan and Shark subs. If you downloaded the Kraken then don't install the update over it because the Kraken has the updated files. The update is only for using the subs without the Kraken installed.

TheBeast
08-08-10, 07:40 PM
Have you tried using the Walther Turbine Engine settings for submerged power.
You can set the range the same as Deisel Engine.

Eternal
05-05-11, 04:52 AM
First off, I'd ike to say that this is an awesome mod and I've had tons of fun using this particular sub. Kudos to you for creating such a fun mod.

Anyway, I've been having the same problem as rditto, specifically the one about the white main turrets. I've tried the fix you've suggested, but no fice. Any idea as to what could be causing this issue? :(

Xenoscar
10-30-11, 03:15 PM
Gamefront DL link is broken :damn:

Silverwolf
10-31-11, 08:26 AM
Gamefront DL link is broken :damn:

Check here http://www.subsim.com/radioroom/showthread.php?t=188583

gaul92
01-06-12, 08:11 PM
It wont work for me I use JSGME(or what ever it is) wont install to my game. I got a Ohio class sube mod to work?? I found a link to the files after clicking on so many dead links but I do not know what do :( I am new at this kinda stuff lol some please help. Also would like to get a surface ship mod tried doing the North Carolina one but having same problems there too:wah:

bell117
10-13-12, 11:29 AM
just noticed something there is no radar it says it is there but i can't turn it on and it doesn't detect anything but air, and everything in the radar station is grey what do i do?

cobramite
04-14-13, 04:13 AM
ive got this working now

stock only but

I like this boat

had some issues getting it installed managed with stock.

had an issue loading a save seems to be loading it now

did I say I like this boat

right ok so far as I can tell sometimes there is a problem with the save files that's the only problem I can find with it sub works good

for stock cant get it to work on trigger maru or any the other major mods.

here is how to get it to work on stock

a lot of people are have install problems here is how to fix it.

the problem is the file you have downloaded does not extract properly.
when you first extract the file to this location , the mods fol;der it creates a main folder called blackwolf
simply copy contents of blackwolf folder and paste them into mods folder emptying the main blackwolf folder, now you have all the versions properly unzipped simply follow install instructions from the designer of the mod.

this will solve a hell of a lot of install problems you all have.

off course you need campaigns as well

ok I can get shark to work on trigger maru but its got the battery problem

back to stock.

like the homing torps in the shark is it possible to get homing torps for blackwolf ?

techkogreek25
12-01-14, 08:46 PM
Sure that would be fine.

Aktungbby
12-01-14, 10:20 PM
techkogreek25!:Kaleun_Salute:

Jimbuna
12-02-14, 06:51 AM
Sure that would be fine.

Welcome to SubSim matey :sunny:

Leech
01-06-15, 04:45 AM
Did ya give away the last one? Sorry I got here too late.:wah:

general rampage 1776
07-01-18, 08:53 PM
i try downloading the ship in 2018 yea SH4 is 11 years old! it says file not found, can anyone still upload?