PDA

View Full Version : NSS Shark


Silverwolf
07-03-09, 08:28 PM
Ok, the last new thread I'll need to start until this sub has been completed. So I had the idea to make this sub after watching The Hunt for Red October the other day. Really the only inspiration was the nearly silent drive that the Red October had. I don't know if it will be possible to replicate in the game but I'm willing to give it a try. This sub will have a couple more features that I'll reveal at a later date cause I don't know if they'll be able to actually fit or work with the sub.

Also does anyone know where I could find the shark decal that can be put on the bow of the sub? I've seen subs with that in a couple sigs on here. I searched google for it but didn't get anything remotely close.

Download the Sub here
http://www.filefront.com/14233505/NSS-Shark.rar//
http://www.filefront.com/14233613/Campaigns.rar//
http://www.filefront.com/14240761/Campaign-Mode-FOTRS-update.rar//

Sub Update
http://www.filefront.com/16057063/NSS-Shark-Update.rar/

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


http://i175.photobucket.com/albums/w156/Unit996/Subs/shark1.jpg
http://i175.photobucket.com/albums/w156/Unit996/Subs/shark2.jpg
The S class sub in this picture was actually rescaled to that of the Balao class.
http://i175.photobucket.com/albums/w156/Unit996/Subs/sharksize.jpg

pythos
07-03-09, 09:37 PM
Dude, you have got to have a go at the Goff/ disney, 20,000 leagues Nautilus. No weapons, just a really tough hull and a spike to drive through targets. Or weaponize it. I just like the shape of the thing and would love to have on for a fun campaign.

Sledgehammer427
07-03-09, 09:48 PM
Already done it, just a few kinks to work out (http://www.subsim.com/radioroom/showpost.php?p=1120091&postcount=597):DL

Silverwolf
07-03-09, 09:48 PM
Hmm I think I'll have to try that after I complete this guy. If I can't get it to sink a ship via ramming I have another idea. One weapon, the harpoon looking nose would fold open and an harpoon torpedo would launch out. It could do enough damage to sink or at least capsize a ship in one shot.

Oop looks like Sledgehammer beat me to it.

Sledgehammer427
07-03-09, 09:53 PM
Its okay silverwolf, if you want, I can jet you the files and you can finish it up, I have a lot of other work I'm doing, so as long as you put me in the credits, have at!
just PM me if you want the files.

pythos
07-03-09, 11:00 PM
OH my god Sledgehammer, I have so wanted that boat, in SH4, just for fun, for both AI and playable. That is such a unique ship. It would be so awesome to get those eyes (the bridge portholes) to light up.

Is it downloadable?

Silverwolf
07-03-09, 11:29 PM
It is not, he has actually given me the files so I can work out the kinks. This way Sledgehammer can focus on his other work.

pythos
07-04-09, 12:02 AM
*grinning wildly*

Hopefully those kinks are easy to deal with.

Silverwolf
07-06-09, 02:04 PM
A modeling update for the Shark. Added the gill like vents for the ballast tanks. Added the front dive planes and extended the inlets for the propulsion system.

http://i175.photobucket.com/albums/w156/Unit996/Gills.jpg

Sledgehammer427
07-06-09, 02:23 PM
So is it going to have torpedo tubes?
For some strange reason methinks thats all this boat should have

looking good!

keltos01
07-06-09, 03:27 PM
So is it going to have torpedo tubes?
For some strange reason methinks thats all this boat should have

looking good!

maybe just.. teeth ?

keltos

pythos
07-06-09, 03:56 PM
That is a pretty nice looking boat there. I like.

Silverwolf
07-06-09, 06:03 PM
So is it going to have torpedo tubes?
For some strange reason methinks thats all this boat should have

looking good!

maybe just.. teeth ?

keltos

Well to answer both your questions yes and yes.

I have plans for a couple of things with this sub. I want to release three versions. One that's torpedoes only, one with twin deck guns, and one that's got quite a bit of fire power.

Here's what I've got planned for the fore torpedo tubes.
http://i175.photobucket.com/albums/w156/Unit996/jaw.jpg

Sledgehammer427
07-06-09, 06:09 PM
Cool! a giant shark that pukes torpedoes! :p

Silverwolf
07-06-09, 06:30 PM
You could look at it that way.:haha:

pythos
07-07-09, 01:48 PM
Neat. But I do have to say, such an arrangement would drastically reduce the pressure hull, hence living area. Perhaps having the tubes inside the mouth, with the breeches inside the pressure, to make it more realistic. But then again this is a fantasy ship, so who cares really.

Silverwolf
07-08-09, 05:59 PM
Well there are some limitations to the design. I don't know if it is possible to lock the torpedo tubes when the sub is surfaced but the mouth is only supposed to open when the sub is submerged. The upper teeth, which probably won't be animated, are designed so when the tips bend in the mouth is flooded with water. It's kind of like it's own ballast tank. Down below the finished mouth is pictured with the four tubes inside.

Also because of the mouth limitation I have made a drop torpedo design. (final picture) Pretty much just opens up and drops the torp in the water. On each side one torpedo will face forward and one backward.

Finished Jaw design
http://i175.photobucket.com/albums/w156/Unit996/jaw2.jpg
Aft tubes
http://i175.photobucket.com/albums/w156/Unit996/afttube.jpg
Drop tube design
http://i175.photobucket.com/albums/w156/Unit996/droptorp.jpg

pythos
07-08-09, 07:20 PM
Still neat. I like.

Sledgehammer427
07-08-09, 10:12 PM
now thats interesting

Alex Rowe
07-11-09, 07:25 AM
Now if only you could make the "Sea Quest" submarine......this is an awesome design btw :up:

U-46 Commander
07-11-09, 12:45 PM
As soon as this is released, its going to be my personal sub! Looks great!!:woot:

Silverwolf
07-12-09, 05:51 PM
Now if only you could make the "Sea Quest" submarine......this is an awesome design btw :up:

The Sea Quest submarine looks interesting. I may have to try my hand at modeling it.

As soon as this is released, its going to be my personal sub! Looks great!!:woot:

Well I'm glad that I will able provide you with a top notch ship. :up:

U-46 Commander
07-12-09, 08:05 PM
would it be possible to have the deck guns come out of the deck? Like when you have the crew or you man the deck gun, the deck gun rises out of the hull.

Silverwolf
07-12-09, 08:21 PM
I don't know. It's something that'd be cool if I could figure out a way to get it to work. I think I may know how to get it to work when the sub submerges but not when telling the crew to man the deck gun. I'll have to take a look into it and see if it's possible or not.

U-46 Commander
07-13-09, 11:25 PM
That would be great! How about making it that when the bow planes raise, it also brings out the deck guns. I am not a designer....I just come up with ideas.

keltos01
07-14-09, 11:53 AM
http://img31.imageshack.us/img31/2108/sentaka.jpg (http://img31.imageshack.us/i/sentaka.jpg/)
http://www.combinedfleet.com/type_sen%20taka.htm


I need something similar for the coming Sen Taka IJN submarine : they had collapsible guns, so they would only come out when surfaced.

tell me if you find out how to do that please

keltos

Sledgehammer427
07-15-09, 01:54 AM
It would require the hatches to be translated into the bow planes piston node, for that is what gets them to go down

Silverwolf
07-15-09, 09:48 PM
Yup that's pretty much how it works. Since there are two dive planes one should be used to handle the guns going up and down and if they had covers that's what the other one should be used for.

I started to texture the sub, right now I've got a great white scheme going I plan to do a tiger shark and possibly another one.
http://i175.photobucket.com/albums/w156/Unit996/texturestart.jpg

http://i175.photobucket.com/albums/w156/Unit996/teeth.jpg

Alex Rowe
07-16-09, 12:35 PM
this is an amazing looking vessel! and im glad to see that the sea quest peaked you intrest hope u give him a go :rock:

Saturnalia
07-16-09, 04:38 PM
Would adding a deck gun that shoots lasers be too much to ask?

U-46 Commander
07-16-09, 05:16 PM
I don't think lasers are modeled in to the game. It would be cool though!

Saturnalia
07-17-09, 07:20 AM
I don't think lasers are modeled in to the game. It would be cool though!

Well, having eyes that would shoot lasers seemed a bit too much to ask for.

Sledgehammer427
07-20-09, 01:04 AM
bump!
hows the sub going SW?

Royale-Adio
07-20-09, 02:44 PM
Yeah how's the progress on this one? Nice sub BTW!

Silverwolf
07-20-09, 06:02 PM
You ask how the sub is coming along. I think you'll like this. :D

http://i175.photobucket.com/albums/w156/Unit996/back.jpg
http://i175.photobucket.com/albums/w156/Unit996/droptubes.jpg
http://i175.photobucket.com/albums/w156/Unit996/front.jpg
http://i175.photobucket.com/albums/w156/Unit996/inside1.jpg
http://i175.photobucket.com/albums/w156/Unit996/jaw-1.jpg
http://i175.photobucket.com/albums/w156/Unit996/periscopedepth.jpg

Royale-Adio
07-20-09, 07:20 PM
Jesus christ! I just can't believe what I'm seeing right now. All that's missing now is Dr. Evil's submarine! :haha:
Oh and maybe you should add fins on the side too, to make it look more like a shark.

Silverwolf
07-20-09, 07:32 PM
:har: Dr. Evil's submarine is probably not a sub I'd actually make. I like making out of the box subs but that's a little too far. :DL

The sub does have fins, they deploy when diving. The goal was to have it look like a shark under water, not so much when surfaced.

Royale-Adio
07-20-09, 07:42 PM
You're right about the fins, I realized that when I gave a closer look at your picks. As for Dr. Evil's sub, we'll probably see it coming true someday!
Are the two extandable tubes working too?

Silverwolf
07-20-09, 07:50 PM
Yes they do work. The outer tubes launch torpedoes forward while the inner tubes launch torpedoes backwards. Even the jaw works with all four front torpedo doors. You can open all four tubes and the jaw will stay open. What I can't get around is when you close an inside door the jaw will close no matter what because it's linked to each of the front four torps.

Highbury
07-20-09, 08:06 PM
Would adding a deck gun that shoots lasers be too much to ask?

In the Dr. Evil theme that has taken hold of this thread, I just have to say... "you want sharks with frikin laser beams attached to their heads?"

Royale-Adio
07-20-09, 08:11 PM
"you want sharks with frikin laser beams attached to their heads?"


:har:

U-46 Commander
07-20-09, 08:53 PM
What I can't get around is when you close an inside door the jaw will close no matter what because it's linked to each of the front four torps.

Thats all right with me. I'll have it as is. Looks great!

Sledgehammer427
07-21-09, 07:17 PM
Maybe have a fifth tube that opens the jaw?

U-46 Commander
07-21-09, 09:01 PM
Just make it invisible and not useable.

Royale-Adio
07-22-09, 12:34 PM
Release Date?

Silverwolf
07-22-09, 05:47 PM
Maybe have a fifth tube that opens the jaw?

I tried that earlier today and the game didn't seem to like the fifth tube. Well technically it's the seventh forward tube. I added a second door in the .dat file and put the other inside doors under a different outside door animation. Everything worked fine so I added the new tube and linked the new inside door and jaw together in the .sim file, also added the new tube to the .upc with torpedoes to test and make sure it worked. Started up the game an got a CTD as soon as the loading bar finished while loading my test mission.

I followed how to add the new tube through a thread on here but it didn't seem to work so I don't really know what else to do.

Release Date?

No release date as of yet, still have to work out the collision, the other textures, campaign mode, and the other two versions.

U-46 Commander
07-24-09, 05:12 PM
bump

Silverwolf
07-24-09, 06:57 PM
Here's something I got working yesterday, the rotation speed vs. the firing rate needs to be polished up a bit and I have reduced the recoil from what's shown in the vid but I think it's pretty cool. I'm also trying to get it so the doors open then the guns pop up, and close after the guns go down.

This is the X1 version of the Shark with two added guns in the front.
Sorry the vid is kind of small but this wasn't really worth a YouTube upload.
http://i175.photobucket.com/albums/w156/Unit996/th_GatlingAnimation.jpg (http://s175.photobucket.com/albums/w156/Unit996/?action=view&current=GatlingAnimation.flv)

Royale-Adio
07-24-09, 07:22 PM
The first concept was pretty good as it was IMO but it's your creation so you do as you like!

Silverwolf
07-24-09, 07:38 PM
You'll still be able to use the first concept. This is the second version.

U-46 Commander
07-24-09, 10:53 PM
I love it!!! Keep up the Great work!!

Saturnalia
07-25-09, 04:44 AM
What is the size of those gatling guns? 20mm, 40mm?

U-46 Commander
07-25-09, 08:13 AM
I'm guessing that their 40mm.

FADM Gryphon
07-25-09, 06:40 PM
I think I have found the submarine patch for the NSS Shark.

http://www.subsim.com/radioroom/picture.php?albumid=59&pictureid=377

Silverwolf
07-27-09, 05:37 PM
What is the size of those gatling guns? 20mm, 40mm?
I'm guessing that their 40mm.

Hehehe, 20mm :nope:, 40mm :nope:, they are 2inch shells :D.

I think I have found the submarine patch for the NSS Shark.

I like that patch a lot more than the one I have on the sub currently I'll have to change it to that one.
----------------------------------------------

Also I have come a cross something weird. I don't know what I did but for some reason the gatling gun that is controllable by the player doesn't have a muzzle flash even though it's set up for one in the .sim file. Also the sub seems to think that there is a AA gun on it when there isn't one. The AA gun does not fire or anything and is not even visible. I have no clue how to fix either of those problems.

This problem is only present on the X1 sub not the original or X2(which has yet to be shown to the public).

FADM Gryphon
07-27-09, 06:26 PM
The image is from a foreign version of the movie Down Periscope.

Silverwolf
07-28-09, 07:56 AM
I fixed the gatling gun problem from yesterday, turns out I had one to many entries in the .sim file connected to the barrel. How that happened beats me but it's fixed now. I also made this teaser for you guys. The subs are shown in order the original Shark, Shark X1, Shark X2.

http://www.youtube.com/watch?v=91EIpGy8JVs

A number of things have been adjusted since I made the vid, such as the bullets coming out of the back of the gatling gun and a couple of animation fixes. I still can't get an eleventh tube working in game, I think the game only allows a max of ten. I'm adujsting the jaw animation so you can get at least two torps off at the same time before the jaw clamps shut. With some torpedo depth adjustment you'll be able to minimize the clipping through the nose. I think this will be the first sub I'll neet to write a read me for on how to use her.

Nameless Bob
07-28-09, 09:59 PM
I must say you work fast.Are all the weapon systems going to be combined into one shark or will there be different versions?Is there ever any time for things like food or sleep while you do this?You seem to be getting a lot of work done in a short time for one person.:salute:

Silverwolf
07-31-09, 09:53 PM
I must say you work fast.Are all the weapon systems going to be combined into one shark or will there be different versions?Is there ever any time for things like food or sleep while you do this?You seem to be getting a lot of work done in a short time for one person.:salute:

The weapons are split up into three versions. The regular shark will have just the single deck gun for top side defense. The Shark X1 will have twin deck guns and twin gatling guns for top side defense. The Shark X2 will have everything from the X1 plus the mini Sam site launcher.

The reason I get things done fairly quickly is because I love to make 3d models. So if I'm not doing anything I'll model, if I'm not hanging around with my friends I model, if I'm not in class for school I model.

---------------------------------------------------------------
I've got the second texture done for her. Not really the best and could probably spot her like a sore thumb but I think it looks pretty good. I figure I'll make another texture based off a Mako shark that way all that'll be needed is a simple JSGME install and the Tiger Shark texture will be replaced.

I think I'll start linking the pictures because they tend to really strech out the forum.
http://i175.photobucket.com/albums/w156/Unit996/SharkTexture2.jpg

This next one is a pic of the Torpedo I'm trying to get working in game. It's all set up but doesn't want to appear. (Mmm scratch, that doesn't seem like it's possible to add torpedoes. Guess I'll have to replace one.)
http://i175.photobucket.com/albums/w156/Unit996/Torpedo.jpg

Sledgehammer427
08-01-09, 01:57 AM
The reason I get things done fairly quickly is because I love to make 3d models. So if I'm not doing anything I'll model, if I'm not hanging around with my friends I model, if I'm not in class for school I model.


great students act alike :D

Silverwolf
08-01-09, 03:28 AM
great students act alike :D
Exactly man :rock:

------------------
Just thought I'd post this before I go to sleep. Fell asleep testing her so that's usually a good reason to stop. I replaced the Mk27 torpedo with this guy, and of course changed a few things around.

http://i175.photobucket.com/albums/w156/Unit996/SH4Img2009-08-01_003822_589.jpg

U-46 Commander
08-01-09, 07:54 AM
Thats a great looking torpedo!

Silverwolf
08-01-09, 07:55 PM
Got 1 ready for campaign. Played a little of it and she works like a charm. Now to do the other two.

http://i175.photobucket.com/albums/w156/Unit996/Sharkcareer.jpg

FADM Gryphon
08-01-09, 08:54 PM
Okay I've been bit my the modding bug but I need to know what programs to start with. And yes I am aware 3d modeling is not easy but I look forward to this new challenge to learn something new.

The Fishlord
08-01-09, 09:07 PM
Neato!

The fun thing is, I can just picture this as the next James Bond movie's villain lair. A Captain Nemo gone rogue, if you will - hiding in the Pacific with his technologicallly advanced sub, stealing supplies and hostages from passing ships. :yeah: Attempting to influence the outside world by being the ally of anyone with enough money and the right mission.

Looks fun, I can't wait to try this out :arrgh!:

Saturnalia
08-01-09, 10:53 PM
The weapons are split up into three versions. The regular shark will have just the single deck gun for top side defense. The Shark X1 will have twin deck guns and twin gatling guns for top side defense. The Shark X2 will have everything from the X1 plus the mini Sam site launcher.



The what now?

Edit:
After viewing the video, I am very impressed. What are the stats on all these guns?

Royale-Adio
08-02-09, 01:21 PM
Looks good!

Silverwolf
08-03-09, 12:30 AM
The what now?

Edit:
After viewing the video, I am very impressed. What are the stats on all these guns?

The main deck gun which has twin barrels, holds 300 rounds of ammo per shell type, AA, HE, and AP. You'll get a max of 100 hit point damage from the HE shells, 80 from the AP and 25 from the AA.

The gatling gun you get a max of 3000 rounds per shell of type AP and HE. You'll get a max damage rate of 60 hp for the HE and 50 for the AP.

The Sam Site or better known as Surface to Air Missile launcher. Which in this case has been adapted to water use and short range missiles. These suckers do a whopping 1000 hit points of damage. Capable of sinking a merchant in two good hits to the bow or stern. Sometimes one will do depending on size. One direct hit will sink most small war ships. I was able to sink the Yamato with four of these. Only downside, you have 18 rockets and that's it. Nine loaded and nine reserve. I wouldn't let your AI man this gun if you want a direct hit just about every time.

---------------------------------------
Looks like career mode is done for the Shark
http://i175.photobucket.com/albums/w156/Unit996/Sharkcareer2.jpg

Saturnalia
08-03-09, 02:48 AM
The main deck gun which has twin barrels, holds 300 rounds of ammo per shell type, AA, HE, and AP. You'll get a max of 100 hit point damage from the HE shells, 80 from the AP and 25 from the AA.

The gatling gun you get a max of 3000 rounds per shell of type AP and HE. You'll get a max damage rate of 60 hp for the HE and 50 for the AP.

The Sam Site or better known as Surface to Air Missile launcher. Which in this case has been adapted to water use and short range missiles. These suckers do a whopping 1000 hit points of damage. Capable of sinking a merchant in two good hits to the bow or stern. Sometimes one will do depending on size. One direct hit will sink most small war ships. I was able to sink the Yamato with four of these. Only downside, you have 18 rockets and that's it. Nine loaded and nine reserve. I wouldn't let your AI man this gun if you want a direct hit just about every time.

---------------------------------------
Looks like career mode is done for the Shark
http://i175.photobucket.com/albums/w156/Unit996/Sharkcareer2.jpg

Would you happen to know offhand how these values compare with the 3/4/5 inch guns? Regarding career mode, will it be be possible to somehow hack it to work with the megamods?

Sledgehammer427
08-03-09, 02:48 AM
methinks a short range rocket launcher is a little better that SAM...hehe.
maybe adapt a deck gun into a TOW missile launcher...or a recoillless rifle?

I don't know, but that is one helluva boat you got there SW!

hyungjan
08-03-09, 04:15 AM
I was silently monitoring your exellent work from the beginning and I am so happy to hear that ur sub will be eqipped with water to air rockets.

I was really impressed with missile rising from water and flies to enemy ship in playing ohio class sub.

Keep up the great work of yours!!! :salute:

ps. will these rockets work fine in auto tarketing system? Coz ohio class TASM seemed to have some targeting troubles. maybe 550 knots is too fast for game to calculate??

Sophont
08-03-09, 09:11 AM
As far as I'm aware, they aren't like the ones in the Ohio mod. This is like a deck-gun that fires missiles, right?

hyungjan
08-03-09, 09:38 AM
SOPHONT, thanks. u r right.

I misunderstood TheShark's sam site [i just watched the video #57 post]. So it is not water to air missile.. little disappointing fact for me. :shifty:

Now I am playing a career mode with LA class SNN 688 nuke sub made by ETR3(SS). Amazing sub it is. I think u may add few good things from this LA sub, such as TASM [water to air missiles, must have weapons in real nuke subs], most advanced MK47[ADCAP] torpedoes and switching engine system[nuke powered to/from EPM, electric powered]


Plus, I may presume that ur great sub would be best with FOTRS. FOTRS's mad air strikes vs. NSS shark's great surface weapons

I am looking forward to playing ur great sub soon. :yeah:

Silverwolf
08-03-09, 05:56 PM
SOPHONT, thanks. u r right.

I misunderstood TheShark's sam site [i just watched the video #57 post]. So it is not water to air missile.. little disappointing fact for me. :shifty:

Now I am playing a career mode with LA class SNN 688 nuke sub made by ETR3(SS). Amazing sub it is. I think u may add few good things from this LA sub, such as TASM [water to air missiles, must have weapons in real nuke subs], most advanced MK47[ADCAP] torpedoes and switching engine system[nuke powered to/from EPM, electric powered]


Plus, I may presume that ur great sub would be best with FOTRS. FOTRS's mad air strikes vs. NSS shark's great surface weapons

I am looking forward to playing ur great sub soon. :yeah:

I haven't used the Ohio class sub and since it's built for 1.4 I don't know how well it would work with 1.5. I would however like to take a look at some of the features on the sub because I've always wanted to shoot a missile at another ship. What I've got for the Shark is the best I could think of and it does get the job done. You'll still have a lot of fun blasting ships to bits with the missile launcher. The AI can manage this missile launcher better because it is based off of a deck gun. It doesn't have any recoil either. However with it's low ammo count the AI crew will be wasting precious ammo if they miss.

Would you happen to know offhand how these values compare with the 3/4/5 inch guns? Regarding career mode, will it be be possible to somehow hack it to work with the megamods?

They're better in almost every aspect, they turn quicker and reload faster. The missile launcher is the slowest to reload and turn but the most powerful when it comes to the ammunition. The gatling guns can seem a bit touchy but are overall better than the regular machine guns. They however are not AA guns, they can be used to shoot down Aircraft but their main purpose is to penetrate a ships hull and have the shells explode on the inside causing internal damage, such as fires and the like. They're also meant to take out gunners and pretty much render a ship defenseless while the deck gun batters away at the main hull.

At the moment the sub was made entirely with TMO and RSRDC installed. It works with the stock game and I am planning on getting it to work for FOTRS. At the moment I am trying to get it to work with RFB.

This brinks me to my next point here.
I need help from anyone willing to give it. For what ever reason the conning tower will not appear when I run RFB and RFB alone, no other mods installed. I copied the Balao files (which was the base for this sub) and changed everything around so that the conning tower would appear when it's supposed to, but it doesn't and I dont know why. If anyone can help I will upload the files for the sub and you guys can take a look at them and see what the problem is. If not then I guess this sub won't be able to work with RFB.

ETR3(SS)
08-03-09, 07:26 PM
I'll take a crack at it. I've had/am having sorta the same problem with the 688i. I get the sail for the 688i but not the Gato boats. I know why it happens though. Oh and there is a version of the Ohio for 1.5 I just converted it over to 1.4. They're both in the downloads section.

Silverwolf
08-03-09, 08:04 PM
Ok, here's the download for it. Thanks for your help.

http://www.filefront.com/14188105/NSS-Shark_RFB.rar//

USSDorado
08-03-09, 08:29 PM
Great looking subs! Will you be releasing the TMO and RSRDC version anytime soon? Thats the only mods i use anyway.

Silverwolf
08-03-09, 09:10 PM
I will be releasing them when they're ready. The RFB one is having issues so I'm letting who ever wants to try and fix the conning tower problem do so. There's still a few things to do before it is ready for an official release.

Saturnalia
08-04-09, 05:34 AM
They're better in almost every aspect, they turn quicker and reload faster. The missile launcher is the slowest to reload and turn but the most powerful when it comes to the ammunition. The gatling guns can seem a bit touchy but are overall better than the regular machine guns. They however are not AA guns, they can be used to shoot down Aircraft but their main purpose is to penetrate a ships hull and have the shells explode on the inside causing internal damage, such as fires and the like. They're also meant to take out gunners and pretty much render a ship defenseless while the deck gun batters away at the main hull.

Where did you learn to modify gun values and ammo damage values? I am now curious as to how much damage the various weapons do and I am unsure how to look that up.

Silverwolf
08-06-09, 12:10 AM
Saturnalia:
That would be held in the .zon file for the ammunition (shells.zon) and the amount of damage they will do. The files for the cannons are in the .sim file. (Deck_Gun_4_50.sim)

-------------------------
Just an update for you all, I've been doing some campaign mode with the sub and everything is working fine. I've adjusted some of the collision files thanks to the new version of S3d that Skwas just released. I've also made a new texture for those who don't want to use the Tiger shark texture. The regular version and versions for TMO and FOTRS should be able to be released by the weekend. For those that play RFB will have to wait until the conning tower problem is resolved.

Sledgehammer427
08-06-09, 12:12 AM
Should be as simple as changing the Unitparts.upc number

Silverwolf
08-06-09, 12:17 AM
I did that. I made it the last number in the list and it didn't work. I even made sure that there were no other duplicates and even that didn't work right. Which is why I got stumped and released a small beta in a earlier post so if anyone could fix the problem they could. ETR3(SS) said he'd take a crack at it.

-----------------------------
Well I just figured out the problem. It seems that even after I unistalled all mods there were still Unitparts.upc files from other subs in there including my own. Seems JSGME doesn't always uninstall them and this causes a conflict in game which is why the conning tower disappeared. If I remove the unneeded upc's it get's fixed. :damn:

FADM Gryphon
08-06-09, 12:53 AM
Hey Silverwolf here is your Battle Flag to go with your shiny new boat.

http://img.photobucket.com/albums/v733/dristen/Battleflags/silverwolf.png

Silverwolf
08-06-09, 01:26 AM
Awesome, thanks a lot Gryphon.

FADM Gryphon
08-06-09, 09:15 PM
If need be I can shrink that to a legal forum size for a sig if you want.

Silverwolf
08-07-09, 06:52 PM
If need be I can shrink that to a legal forum size for a sig if you want.

Sure, that way I'll have something for my sig.

---------------------------------------------

Ok, I have checked the files over numerous times and have concluded that the Shark is ready for release. I am going to write the read me for it before I go to work tonight and then sometime tomorrow I will upload the files for all to download.

Spyguy101
08-07-09, 07:23 PM
awesome, can't wait to try it out:rock:

FADM Gryphon
08-07-09, 09:29 PM
Here is the small one.
http://img.photobucket.com/albums/v733/dristen/Battleflags/LCDRSilverwolf_sm.png

Sledgehammer427
08-08-09, 12:40 AM
imagine the nips faces when this thing pops out of the water!
:o
face=1
mouth=1
eyes=1
+eye size=1000

ichso
08-08-09, 02:21 AM
Looks like it is the attack vessel from the evil genius in a James Bond film from the 60's :D

Silverwolf
08-09-09, 07:37 AM
Here are the links for the Shark and the campaign files. Just thought I'd post them before I go to sleep, (Got home from work not too long ago). I'll check back later today to see what problems people are having with it.

http://www.filefront.com/14233505/NSS-Shark.rar//
http://www.filefront.com/14233613/Campaigns.rar//

Karle94
08-09-09, 08:23 AM
I keep downloading this one but it tells me that it`s corrupt

Spyguy101
08-09-09, 03:16 PM
does this need v1.5

Silverwolf
08-09-09, 03:59 PM
I keep downloading this one but it tells me that it`s corrupt

Make sure it downloads the entire file. I had trouble getting it to download all 105.4 mb until the third try. I've had numerous files from other mods on File Front do that.

does this need v1.5
Yes this does need 1.5 in order to run correctly.

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

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

USSDorado
08-09-09, 10:02 PM
I am getting the no crew bug. I try to install the crew manually and when i finally get a full crew they can never do anything. I give an order and all i get is "cannot comply". I tried putting them on AHOD as i've read sometimes that works but to no avail here.

Silverwolf
08-09-09, 11:34 PM
What mods are you running when this happens?

USSDorado
08-10-09, 12:56 AM
I tried it with TMO/RSRDC with the RSRDC campaign files you provided and i also tried it by removing all mods and installing the Shark with the 1.5 Campaign. In all instances i receive no crew.

Silverwolf
08-10-09, 02:02 AM
Hmm interesting, I don't know what the problem is. Just downloaded the files again to make sure but I can get a crew. Are you sure everything is installed correctly all the TMO patches and fixes? If you have the 1.8 beta then that could be your problem. I won't update the sub for TMO 1.8 until 1.8 is out of the beta stage.

USSDorado
08-10-09, 01:17 PM
I just redownloaded the file and installed. All is well now, I'm thinking i might have gotten a corrupt download from filefront. Sorry bout that and thanx for a great mod. :up:

Silverwolf
08-10-09, 01:25 PM
No problem, sometimes things like that happen. Maybe I should also upload the files here maybe less corruption issues will occur.

U-46 Commander
08-10-09, 08:38 PM
YAHOO!!! Dowloading now and getting ready to try it out!:rock::rock::rock:

Task Force
08-10-09, 09:04 PM
downloading now, thanks SW!:up:

keltos01
08-11-09, 04:29 AM
Silverwolf :

I would like to use your rocket mod in the IJN Campaign.

would you agree to let us use it, with all credits given of course ?

Keltos

Silverwolf
08-12-09, 09:20 PM
Sure you can use the rocket launcher for the IJN campaign.

kronus888
08-13-09, 11:02 AM
First thing first i absolutely love ur ships they r awesome!!:rock: but i have 2 issues, first being that the shark for me has no conning tower on any of the models. 2nd one being that whenever i get close to japan in any of ur subs including the blackwolf and titan, the game crashes. im using fotrs and i have the campaign fix. Any help would be appreciated:salute:

Nameless Bob
08-14-09, 07:07 PM
First thing first i absolutely love ur ships they r awesome!!:rock: but i have 2 issues, first being that the shark for me has no conning tower on any of the models. 2nd one being that whenever i get close to japan in any of ur subs including the blackwolf and titan, the game crashes. im using fotrs and i have the campaign fix. Any help would be appreciated:salute:


Getting the same thing here too except when I try to use the campagin file for FOTRS I get a CTD when selecting pacific campagin.I tried subbing the campaign file from the stock 1.5 folder and using the FOTRS flotilla file with it and I can get it to work that way so it dosen't like the FOTRS careerstart file in the UPCCampaignData folder for some reason.When I do get it to work I get the same conning tower problem.Everything else works like it should on the other subs.Didn't try sailing them near japan to see if I get a CTD.I'll take your word on it.I'm running FOTRS mod then the other subs in the right install order(BW,Titan,S,S2).No other mods.Tried uninstalling everything with JSGME and reinstalling and same result as before.Hope this info helps.

Other than these problems everything seems fine and works properly.And again great work on the shark and other subs.The japanese navy will need more underpants.:yeah:

Silverwolf
08-14-09, 07:35 PM
First thing first i absolutely love ur ships they r awesome!!:rock: but i have 2 issues, first being that the shark for me has no conning tower on any of the models. 2nd one being that whenever i get close to japan in any of ur subs including the blackwolf and titan, the game crashes. im using fotrs and i have the campaign fix. Any help would be appreciated:salute:

For the conning tower, you have to make sure that the UnitParts#Shark.upc is in numerical order at the end of the list in the data/UPCData/UPCUnitsData folder. That part is explained in the read me in case you didn't read it :up:. The crashing, I don't know why it does that. It could be another mod you are running the game with as well as my subs. It's hard for me to replicate crashes when my game doesn't crash. And I run other mods in with the major ones, like RUIM, OM for TMO, RSRDC, and so on. I only get a CTD when I actually go into a port after being in time compression for a while.

Getting the same thing here too except when I try to use the campagin file for FOTRS I get a CTD when selecting pacific campagin.I tried subbing the campagin file from the stock 1.5 folder and using the FOTRS flotilla file with it and I can get it to work that way so it dosen't like the FOTRS campagin file in the UPCCampaignData folder for some reason.When I do get it to work I get the same conning tower problem.Everything else works like it should on the other subs.Didn't try sailing them near japan to see if I get a CTD.I'll take your word on it.I'm running FOTRS mod then the other subs in the right install order(BW,Titan,S,S2).No other mods.Tried uninstalling everything with JSGME and reinstalling and same result as before.Hope this info helps.

Other than these problems everything seems fine and works properly.And again great work on the shark and other subs.The japanese navy will need more underpants.:yeah:

Check the first post and you'll see a fix for the FOTRS campaign crash. So install the regular FOTRS campaign files first then install the update and the game should let you run the campaign.

Nameless Bob
08-14-09, 10:51 PM
Fixed the conning tower problem.I am using the campaign crash fix but it still dosen't like the careerstart file for some reason.If I switch for the stock one everything works.I don't get it.I even tried uninstalling/reinstalling things and redownloading files to make sure things aren't corrupted.Any ideas?:hmmm:

kronus888
08-14-09, 11:46 PM
ill fix the conning tower later thats easy to fix now i know whats wrong(never been good at following instructions tho so we'll see)... the only mod im runnin at the moment is fotrs so im thinking its problebly a file or two jsgme decided not to remove thats causing the crash. Bummer.... another file diving session... thx a ton tho:up:

Nameless Bob
08-15-09, 02:06 AM
ill fix the conning tower later thats easy to fix now i know whats wrong(never been good at following instructions tho so we'll see)... the only mod im runnin at the moment is fotrs so im thinking its problebly a file or two jsgme decided not to remove thats causing the crash. Bummer.... another file diving session... thx a ton tho:up:



Yeah, I think I'm in the same boat.The conning tower fix is super easy, you won't have a problem.I think I've got a corrupted uninstall from JSGME leaving files around.Seems we both have code fun.:damn:

L0neStarRaider
08-16-09, 05:49 PM
Umm I don't know what I'm doing wrong, but I cant even select the boat in career mode because it isn't even on the menu:damn:. I have JSGME, but I have no idea how to work that. I've looked through the threads, and I found no help.

Nameless Bob
08-16-09, 07:35 PM
Umm I don't know what I'm doing wrong, but I cant even select the boat in career mode because it isn't even on the menu:damn:. I have JSGME, but I have no idea how to work that. I've looked through the threads, and I found no help.

Don't feel bad I've been having problems myself but I think I've got mine half fixed for now.Just curious, what mods are you installing and are you doing it manually(moving and overwriting files)?You might be missing a mod you needed to make this work.I have had been having problems with JSGME not installing files correctly even though it's installed in a different directory than C:/ProgramFiles so it hasn't been too reliable for me with big mods.But if you want to know how to set it up I can walk you through that easy.Just in case you didn't know you need the blackwolf(necessary) and titan super fortress (you don't need it but if selected will cause CTD) files as a base to make it all work.Good luck.Mass destruction awaits.:rock:

L0neStarRaider
08-16-09, 08:04 PM
I tried using JSGME and when that didn't work, I did it the old fashion way....drag and drop. Maybe I'm doing something wrong, because when I got to start a campaign, only the stock boats are available. The only mod i'm running is RSRD.

Nameless Bob
08-17-09, 12:26 AM
I tried using JSGME and when that didn't work, I did it the old fashion way....drag and drop. Maybe I'm doing something wrong, because when I got to start a campaign, only the stock boats are available. The only mod i'm running is RSRD.

It sounds like your career files aren't working for some reason.The order I used was FOTRS mod then blackwolf,titan,shark,shark 1,shark 2,career files.You might make sure that you are using the right career files for RSRD and check
Data\UPCData\UPCCampaignData flotilla/careerstart files with notepad and see if the ships are listed there.If they are there you should be working.If that doesn't work you might have a corrupted install and you would have to uninstall/reinstall everything.Hopefully you won't have to go that far.Hope this helps.

Silverwolf
08-18-09, 12:55 PM
Fixed the conning tower problem.I am using the campaign crash fix but it still dosen't like the careerstart file for some reason.If I switch for the stock one everything works.I don't get it.I even tried uninstalling/reinstalling things and redownloading files to make sure things aren't corrupted.Any ideas?:hmmm:

Hmm, you could try just using the FOTRS fix for the campaign and not installing the original files. I believe I put both files into the fix needed for campaign.

I tried using JSGME and when that didn't work, I did it the old fashion way....drag and drop. Maybe I'm doing something wrong, because when I got to start a campaign, only the stock boats are available. The only mod i'm running is RSRD.

The problem may be that you're only running RSRDC, I don't think I ever downloaded the mod for the stock version of the game. I'll do that and see what I can find.

Doomgiver
08-18-09, 08:18 PM
why doesn't the special orders button work


and i am having trouble with the conning tower so what should i be looking for i looked in my upc folder and saw nothing that i think would cause trouble


unitspart18Sharkx2.upc

Silverwolf
08-20-09, 08:51 PM
Well first off you need the regular Shark if you want to use the Shark X2. There are some files that all three versions use and they're with the regular shark file.

Second you need to make sure that the unitspart18Sharkx2.upc file is in order with the other unitspart upc files. So if the other ships stopped at #10 you'd need to have the original shark be #11 and then the Shark X2 be #12. That should fix the conning tower problem.

As for the special orders button, I didn't touch that so I don't know why it doesn't work.

treblesum81
09-15-09, 01:21 AM
This may be a stupid question considering the oxymoron it presents, but is this boat at all compatible with RFB / TMO / RSRDC? I'm using RFB / RSRDC right now, but I would really like to get into something like this for a little fun and games.

Thanks,
Greg

JJM
09-15-09, 02:28 PM
I'm sorry if this post sounds incredibly stupid but I have tried interpreting the readme file about the conning tower and I still can't get it to work.

I tried renaming the Shark files in the original game folder, SH4/data.... etc.

that didn't do anything, the numbers in the files for the shark variations are not sequential to the number of the Titan, (11, 16). Changing that (11, 12) didn't matter in any way either. Can anyone clarify how I can get it to work?

couple of images to maybe add some information to this post:
http://img443.imageshack.us/img443/3613/11426306.jpg
http://img2.imageshack.us/img2/9831/61848441.jpg

Silverwolf
09-20-09, 07:00 PM
This may be a stupid question considering the oxymoron it presents, but is this boat at all compatible with RFB / TMO / RSRDC? I'm using RFB / RSRDC right now, but I would really like to get into something like this for a little fun and games.

Yup the sub is compatible with those mods. I built it with TMO installed so I know for sure that it works with that. It has to be 1.7 though. When you download the sub there should be folders for each super mod there. Well the ones that change certain files that is.

Thanks,
Greg

I'm sorry if this post sounds incredibly stupid but I have tried interpreting the readme file about the conning tower and I still can't get it to work.

I tried renaming the Shark files in the original game folder, SH4/data.... etc.

that didn't do anything, the numbers in the files for the shark variations are not sequential to the number of the Titan, (11, 16). Changing that (11, 12) didn't matter in any way either. Can anyone clarify how I can get it to work?

couple of images to maybe add some information to this post:
http://img443.imageshack.us/img443/3613/11426306.jpg
http://img2.imageshack.us/img2/9831/61848441.jpg

It's kind of right in front of you there. You see the files are not in numerical order by the Unitparts#. You have 1,2,3,4,5,6,7,8,11,16,17,18. Put them in numerical order 1-12 and everything should work fine. Just remember that when you uninstall the subs, because you renamed the unitparts file, they won't uninstall with JSGME and you'll have to delete them manually.

JJM
09-21-09, 05:05 AM
It's kind of right in front of you there. You see the files are not in numerical order by the Unitparts#. You have 1,2,3,4,5,6,7,8,11,16,17,18. Put them in numerical order 1-12 and everything should work fine. Just remember that when you uninstall the subs, because you renamed the unitparts file, they won't uninstall with JSGME and you'll have to delete them manually.

Thanks, that fixed it, I think before I only tried renaming the shark files so that they were sequential to the Titan, apparently I had to change all the mods filenames so that they would be sequential to the entire list including the stock subs. Thanks a lot, the shark looks awesome and now works :yeah:

DrBackJack
10-01-09, 04:33 PM
any way to maybe... "cheat" and increase the armor:D I know that thats kinda what the nss blackwolf is for, which ive been playing around with for a while, but the shark looks so smexy. not that the blackwolf doesn't.

Travis Reed
11-02-09, 04:36 AM
Has anyone else noticed during long mission or the campaigns that the batteries charge extraordinarily slowly? I ran the batteries down to just under 74% and it took 3 days to get up to 76%... even at only 1/3...

Also, even in a flat sea, if you submerge and then surface, the engine start noise will loop...

Perhaps these are related?

Travis Reed
11-09-09, 09:05 PM
I've started tweaking the Shark for my own use. I'm not going to release the changes without getting permission from the original author. Screenshots coming soon...

List of changes:


Lower jaw animation tweaked so it doesn't open so wide (still opens wide enough for torps). This is just an eyecandy thing for me as SH4 doesn't model hydrodynamics based on the mesh...but with the jaw opening as far as in the release, the bow would tend to dive when that jaw is opened at any speed above 10 knots (perhaps less)...and even then, the planesmen would still have difficulty maintaining control...
Battery charging issue I noted above should be fixed now...
Fixed the noise issue, the Shark is now very quiet (though still detectable at close range) I may tweak the settings for this more later.
Adjusted periscope depth so that the scopes get washed out less while still being fairly difficult to detect by the enemy. I may tweak this setting more later.
Adjusted launch depth for torps. I figured the advanced torps could use a deeper launch depth (300 feet).
Adjusted start date and cost of the new torps so they can be used from the beginning of the war (as the Shark itself can in the released campaign files).

assassin13
12-02-09, 02:41 AM
can you give me silent hunter 4 1.5 patch.thx

WarlordATF
12-02-09, 04:45 AM
can you give me silent hunter 4 1.5 patch.thx


The 1.5 Patch is only available with the U-Boat Missions addon, to give it away would be piracy. However its really cheap and well worth the cost when you consider all the mods that are designed for it.

assassin13
12-03-09, 02:31 AM
I downloaded u-boat add on but it dosent work. sorry for eng

kendo66
12-20-09, 02:48 PM
Has anyone else noticed during long mission or the campaigns that the batteries charge extraordinarily slowly? I ran the batteries down to just under 74% and it took 3 days to get up to 76%... even at only 1/3...?

Is there a fix or workaround for this? Or is there a switch or button im missing?

CapnHeck
01-05-10, 11:55 PM
The link for the Shark RFB patch/fix seems to be broken, and despite verifying UPCUnit numbers are okay, I can't get the conning tower. I'm also getting the no crew bug when I start to play with mods (in order), RFB 2.0, FOTRS (newest), Shark Mods (with RFB), Titan mod (with RFB), FOTRS fix. Ideas?

Silverwolf
04-02-10, 09:25 PM
The link for the Shark RFB patch/fix seems to be broken, and despite verifying UPCUnit numbers are okay, I can't get the conning tower. I'm also getting the no crew bug when I start to play with mods (in order), RFB 2.0, FOTRS (newest), Shark Mods (with RFB), Titan mod (with RFB), FOTRS fix. Ideas?

There is no file for the RFB patch, they're all in one large .rar. You should still be able to download it cause I have no trouble doing so.

Those having an issue with the batteries, it's probably because of the battery life. I don't know where the recharge rate is but the battery life has been extended which the down side is slower recharge rate.

rditto48801
04-05-10, 07:50 PM
Edit:
Double checked the thread, got the conning tower thing fixed.
Now there seems to be just a few other issues I have not figured out yet.

On the Shark X2, the rocket launcher at the rear stays deployed when underwater, and the door looks to be sticking out of the left side of the sub.

Also, I seem to be unable to see much with the attack periscope, some stuff blocks its view, and even at the very top it looks like I am looking partly through transparent graphics.

I have found a new problem. Accidentally started a quick mission mission with a Gato when I was trying out a few things with the SharkX2, and the Gato I accidentally selected had no conning tower...

Edit 2
On another try, I noticed an oddity via external camera when dived. The right 'gat gun' was sort of 'floating' to the right of the sub after the sub dived. (Shark X2), and again the rocket launcher wouldn't retract for me.

Silverwolf
04-07-10, 05:17 PM
Edit:
Double checked the thread, got the conning tower thing fixed.
Now there seems to be just a few other issues I have not figured out yet.

On the Shark X2, the rocket launcher at the rear stays deployed when underwater, and the door looks to be sticking out of the left side of the sub.

Also, I seem to be unable to see much with the attack periscope, some stuff blocks its view, and even at the very top it looks like I am looking partly through transparent graphics.

I have found a new problem. Accidentally started a quick mission mission with a Gato when I was trying out a few things with the SharkX2, and the Gato I accidentally selected had no conning tower...

Edit 2
On another try, I noticed an oddity via external camera when dived. The right 'gat gun' was sort of 'floating' to the right of the sub after the sub dived. (Shark X2), and again the rocket launcher wouldn't retract for me.

The oddities you are noticing happen when you start a mission with the sub submerged. The animations are thrown off because they only opperate when the sub is surfaced. There is no work around for it you can only set the animations to start open or closed. With them closed you would run into a similar problem when the sub is surfaced. If you start a mission with the sub surfaced you should not have any problems with the weapon animations.

The Gato has no conning tower in some large mods as well. It is not altered by any of my subs since they all used the Balao class as a base. Why it has no tower I don't know.

The periscope problem isn't really a problem with the periscope but a problem with the camera. Because of the camera it clips through the glass around the scope and that is what creates the weird glitch; I cannot fix the problem.

-------------------
Check the first post for two updates.
1. An update that fixes the dates when the subs appear. For what ever reason the dates on the X1 and X2 were reversed.

2. Also there's an update for TMO1.9. This update does include files for the Blackwolf 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.

DjZappel
06-02-10, 12:35 PM
Hello!

Thx for the conning fix... now it`s just fine :up:
... only one bug... "under water" the sharks engines stops...
no reaction from 1/3 till flank!
Same problem with the Titan!

Sorry, my english is not the best! :oops:

Thx and nice day

Sub Commander
12-26-10, 06:46 PM
I find this a quite amusing sub, but the prob is, my conningtower is invisible and the game doesnt let me enter it aswell>?

Silverwolf
12-30-10, 08:27 PM
I find this a quite amusing sub, but the prob is, my conningtower is invisible and the game doesnt let me enter it aswell>?

Make sure the unitparts.upc files are in numerical order and that there are no duplicate files in your Data\UPCData\UPCUnitsData folder.

MerchantMarine1982
07-27-11, 02:45 AM
This boat looks wicked! to say the least. I am running the 1.4 gold edition which comes with the Uboat missions, will this boat be fine running with the Game Fixes Only mod? I run on a 64 bit windows 7.

Aslo wondering if I need to download all three files listed on the opening post as well as the update? I appreciate the help.

Soviet Creeper
07-28-11, 08:54 PM
What happend to the FOTRS fix download? I can only really play when I dont have conning tower, otherwise I crash. Its really annoying haveing to use the external camara for look for ships :/

coke
07-30-11, 03:51 PM
Hi, I am a real newbie to SH4,

I activated the mod on stock SH4, and the sub kinda works but when i submerge the engines doesn't work? is it because of a version problem?
Thanks for helping out guys :)

Gerald
07-30-11, 03:53 PM
:up:

Sunkenman
09-04-13, 11:38 AM
Hi, I am a real newbie to SH4,

I activated the mod on stock SH4, and the sub kinda works but when i submerge the engines doesn't work? is it because of a version problem?
Thanks for helping out guys :)

You need the 1.5 version of game. 1.5 version is the "U-Boat missions" add-on. I reccomend you to buy it trough amazon: it will donate to this site.
Add-on costs about 10$

By the way, guys I can't start the campaign (I have FOTRS), cause all the links in first post are broken (gamefront ones): I can't download FOTRS update, can you post a valid link?

I downloaded from those links (Thanks for links Klaus):
Subs http://www.mediafire.com/?pw1tq8likh48f5f,mqvtkhrkws0atod,k2fb644lu5y6yno,3 a3g7k577k3557f,vgd45z53ejc5wvr

Campaigns http://www.mediafire.com/?t7ja8ubja2p2i1b

Interceptor sub http://www.mediafire.com/?fi4g8v9pakrh4r9,8ra0s8wi26432xe

petrowitch
07-03-16, 05:07 PM
When i press the download link i just get redirected to some random shopping site. Please help!

fithah4
07-03-16, 09:36 PM
Yes unfortunately gamefront has pulled the plug on us and other game site outlets. That is why Unkle Neal put the word out to save what could be saved!!

It was helpful to me in the past to start looking for a current download link at the end of a long thread, if the link on first page didn't work. Although reading all of thread content helps with better understanding of the mod and development changes.

The mod download that you are looking for can be found here.
http://www.mediafire.com/?pw1tq8likh48f5f,mqvtkhrkws0atod,k2fb644lu5y6yno,3 a3g7k577k3557f,vgd45z53ejc5wvr

This link worked for me.
Fithah

Aktungbby
07-04-16, 12:10 PM
petrowitch!:Kaleun_Salute: after a three year silent run!