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View Full Version : Playable Type XXIII for GWX3.0


Jimbuna
08-01-09, 07:41 AM
Here is a playable Type XXIII for GWX3.0 in Campaign, Single Mission and Multiplayer modes.

This addition to the choice of U-boat available to the player is well overdue IMHO and should compliment the Biber if my/our mate ever finishes it.

http://img9.imageshack.us/img9/6127/sh32009072518323740.jpg (http://img9.imageshack.us/i/sh32009072518323740.jpg/)
http://img9.imageshack.us/img9/1743/sh32009072518414153.jpg (http://img9.imageshack.us/i/sh32009072518414153.jpg/)
http://img150.imageshack.us/img150/3912/sh32009073021273070g.jpg (http://img150.imageshack.us/i/sh32009073021273070g.jpg/)
http://img82.imageshack.us/img82/7758/sh3gwx32009072614024103.jpg (http://img82.imageshack.us/i/sh3gwx32009072614024103.jpg/)
http://img9.imageshack.us/img9/2323/sh3gwx32009072614051125.jpg (http://img9.imageshack.us/i/sh3gwx32009072614051125.jpg/)

From the readme:

Playable Type XXIII for GWX3.0

This is not an official GWX mod.

This mod is a standalone and should not be incorporated with any other mod in GWX3.0.

This mod is meant solely for those who wish to play a career, single mission or multiplay map using a Type XXIII.

Enable via JSGME.

In single player, or multiplayer mode choose the XXI option.

This mod should not be enabled whilst playing any other U-boat type.

If you are finished with your current Type XXII career or wish to commence or resume another career using a different
U-Boat type......DISABLE THE TYPE XXIII MOD!!

The player cannot purchase, upgrade or transfer to a Type XXIII.

Whilst this mod is enabled, the Type XXI will not be available to the player.

In career mode if used with SH3 Commander untick the Historical U-boats availability dates
and choose 11th Flotilla Bergen from anytime during April 44 onwards.

The first XXIII was launched in April 44 and the first operational patrol commenced
in January 45. The XXIII is available from April 44 to allow a sustantial (if not historically correct)
career for those who want it.

The schnorkel takes well over a minute to raise or lower (better historical accuracy IMHO).

Don't forget to put the hydrophone guy into his position.

This mod has not been as extensively tested as the official GWX mods so please bare that in mind
if you discover any anomalies.

Much credit and appreciation should go to Steibler, Dietrich, Tomi_99, Flakmonkey, Mikhayl, Kptl_KUrtz and the GWX Team
for the concept and development of the Type XXIII in SH3. If I have missed anyone out please let me know and I will
gladly add you to the list of credits.

I'd also like to thank a great set of guys (PaulH513, mrwho1, magick1971, REBEL2 and franz3) at the multiplay site comsubcommand
http://www.comsubcommand.spruz.com/ (http://www.comsubcommand.spruz.com/) for testing this mod and ensuring its compatability in career, single mission
and multiplay modes.

The multiplayer testing was carried out using the Official GWX3.0 Online MP Gaming Mod http://www.filefront.com/14157171/Official-GWX3.0-Online-MP-Gaming-Mod.7z/ (http://www.filefront.com/14157171/Official-GWX3.0-Online-MP-Gaming-Mod.7z/)

SINK EM ALL!!
Jimbuna

LINKS:
http://www.filefront.com/14171521/XXIII_GWX3.7z/ (http://www.filefront.com/14171521/XXIII_GWX3.7z/)

http://www.mediafire.com/download.php?ziwtzy11tmz (http://www.mediafire.com/download.php?ziwtzy11tmz)

melnibonian
08-01-09, 07:48 AM
Great Stuff Jim :up:

Can't wait to try this new baby ;):DL:DL

Rapt0r56
08-01-09, 08:00 AM
Looking good to me, will test it when i find time. :up:

Rapt0r56
08-01-09, 09:07 AM
I have test it now, looks ok.
- it haves the diving depth of Typ II is that correct?

I feel like a Dwarf on Bridge :D
http://i658.photobucket.com/albums/uu301/Rapt0r56/SH3Img1-8-2009_15474_875.jpg

Jimbuna
08-01-09, 10:30 AM
I have test it now, looks ok.
- it haves the diving depth of Typ II is that correct?

I feel like a Dwarf on Bridge :D


Pretty similar, they weren't meant to be deep diving boats, but more for coastal waters operations.

"Dwarf"....You should have listened to your mom when you were younger and eaten all your dinners :DL

PaulH513
08-01-09, 03:45 PM
Just got finished making a custom coastal map for the XXIII and I will try it out with the other MP captains soon. It will be a sneaking in map with a few surprises, should be good fun to see how we do.

Thanks again Jim and the rest of the crew at GWX for all your time and efforts to bring us a new playable sub.

Much appreciated

Laufen zum Ziel
08-01-09, 05:18 PM
Well done.

Jimbuna
08-01-09, 05:52 PM
Well done.

Feel free to post it up.....tis for the community http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif

magick
08-01-09, 11:25 PM
Many thanks to all that were involved in creating this very nice little type23 U-boat! It not only looks mean but it is a real killer sub too! :) :) Good hunting! :) :)

Aleksandar the Great
08-02-09, 01:36 AM
Im very much obliged to you jimbuna.

meduza
08-02-09, 05:47 AM
Thanks! :up:

jagdfreund
08-02-09, 09:10 AM
Super! :up:

flakmonkey
08-02-09, 04:19 PM
I have test it now, looks ok.
- it haves the diving depth of Typ II is that correct?

I feel like a Dwarf on Bridge :D



Thats probably kinda my fault, i screwed up the bridge floor level on the original model (the blueprints didnt show any scale so i guessed :doh:).

To avoid floating watch crew, every modder that has worked with the model since has placed them on the floor, leaving you feeling a bit short!

I`ll have to make an add-on to give you a cardboard box to stand on!!

Rapt0r56
08-02-09, 04:34 PM
I`ll have to make an add-on to give you a cardboard box to stand on!!

hehe yeah! :har:

Sockeye
08-03-09, 02:27 AM
Happy to see "Type XXIII" and "GWX 3.0" being mentioned in the same sentence with a thumbs-up! Have been using NYGM's files on top of GWX for some time to steam with the 23, and while there seemed to be no weirdities, enabling this feels much more comfortable.

Bravo Zulu! :up:

Easy_Eight65
08-04-09, 09:56 AM
Looks great -- can't wait to try it out!

Easy_Eight65

Blue-Casket
08-04-09, 06:34 PM
INCREDIBLE ! :o

almg
08-08-09, 05:09 AM
Superbe !!

dogboat
08-08-09, 01:12 PM
nice job, thanks :salute: mrwho:|\\

Capt.Warner
08-08-09, 09:29 PM
This Doesnt Effect Normal Multiplayer Correct,It will still let you play regular mp?

Jimbuna
08-09-09, 05:21 AM
This Doesnt Effect Normal Multiplayer Correct,It will still let you play regular mp?

That is correct. If you have the mod enabled you would choose the Type XXI but if it was the Type XXI you wanted to play in MP, simply disable the mod first.

Hitman
08-24-09, 12:26 PM
Been waiting for ages to see the beautiful Type XXIII in GWX, a huge thanks goes to you Jim!!:yeah:

Jimbuna
08-24-09, 02:28 PM
Been waiting for ages to see the beautiful Type XXIII in GWX, a huge thanks goes to you Jim!!:yeah:

SINK EM ALL!! http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif

almg
08-26-09, 08:58 AM
SINK EM ALL!! http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif

Jimbuna, would you have historical skins for this type of U-Boot ?

And would someone have pics of this submarine ?

Jimbuna
08-26-09, 04:35 PM
Jimbuna, would you have historical skins for this type of U-Boot ?

And would someone have pics of this submarine ?

There are no additional skins at the present time, but for pictures a good starting point would be to do a search on Google Images:

http://images.google.co.uk/images?hl=en&source=hp&q=Type+XXIII&gbv=2&aq=f&oq=

Or Bing.com:

http://www.bing.com/images/search?q=Type+XXIII&FORM=BIFD#

almg
08-29-09, 05:37 AM
Jimbuna,

Would you be able to make a skin with the white stripe we can see on pictures ?

Was this stripe used for training ?

Thanks for what you can do ;) !!

Jimbuna
08-29-09, 07:19 AM
There is already such a skin available (I don't use it though)....try a search or contact Tomi (I think he has it).

almg
08-29-09, 07:50 AM
I contact Tomi.

Hitman
08-30-09, 02:57 PM
The white stripe is in fact yellow, (Looks white in the w/b pictures of that era) and yes, it means this is a training boat -or at elast a boat during its shakedown period, not yet "frontbereit" i.e. ready for combat action. So I guess you shouldn't have that skin in a combat boat, but only in the academy training missions boat :DL

One question here: I know there was a parameter somewhere to modify the camera position of the captain's view on the bridge. Where is it? I don't want to wait until flakmonkey models his cage to be able to look over at the bow :shucks:

Dimitrius07
08-30-09, 04:41 PM
jimbuna

I have a small question, if you have time to answer (i don`t have the game in my posetion right now). What is the crash dive time of thise pice of art in the game?

Jimbuna
08-31-09, 06:02 AM
The white stripe is in fact yellow, (Looks white in the w/b pictures of that era) and yes, it means this is a training boat -or at elast a boat during its shakedown period, not yet "frontbereit" i.e. ready for combat action. So I guess you shouldn't have that skin in a combat boat, but only in the academy training missions boat :DL

One question here: I know there was a parameter somewhere to modify the camera position of the captain's view on the bridge. Where is it? I don't want to wait until flakmonkey models his cage to be able to look over at the bow :shucks:

I'd be interested in that too.....a tad busy in RL atm.

jimbuna

I have a small question, if you have time to answer (i don`t have the game in my posetion right now). What is the crash dive time of thise pice of art in the game?

Couldn't say offhand.....the mod is not on my rig atm.....she should be as quick or even quicker than a Type II though.

flakmonkey
08-31-09, 07:49 AM
One question here: I know there was a parameter somewhere to modify the camera position of the captain's view on the bridge. Where is it? I don't want to wait until flakmonkey models his cage to be able to look over at the bow :shucks:

A temporary solution...http://www.filefront.com/14388471/wateronlendmod.7z

This adds free move to the bridge cam (with the cursor keys), so you can just place it wherever looks right for you.
I would have done a proper mod to edit the view height but my pc has gone a bit nuts lately so i cant get at s3d to edit anything.

+the original purpose of this mod was to add some ripple effects to the bridge and free cam views, so they are in there too until i get my pc working and can do things properly.

andqui
07-09-11, 10:42 AM
Can anyone confirm that the radar warning receiver works with this? Do I need to do anything special with the late war sensors mod for the Schnorkel RWR?

thanks

Jimbuna
07-09-11, 02:21 PM
In GWX simply activate the late war sensors mod.

andqui
07-09-11, 03:14 PM
Thanks- this and late war sensors overwrite basic.cfg. I gather that I should enable late war sensors first and then put the XXIII on top of that?

Jimbuna
07-09-11, 04:15 PM
Rgr that.

LGN1
11-15-11, 04:33 PM
Hi Jimbuna,

do you know what is changed in the AI_Sensors.dat file in the mod? Hydrophone values, ASDIC values,...?

Regards, LGN1

Jimbuna
11-15-11, 04:35 PM
Hi Jimbuna,

do you know what is changed in the AI_Sensors.dat file in the mod? Hydrophone values, ASDIC values,...?

Regards, LGN1

Sorry mate....it was so long ago :-?

LGN1
11-16-11, 01:31 PM
Thanks for the reply, Jimbuna.

I found the changes in the AI_Sensors.dat (surface values for the ASDIC devices).

However, using the AI_Sensors.dat from the mod in combination with SH Commander can result in a CTD (It was modified with S3D which adds a header. This header changes the offset of the variables in the file and SH Commander will write values to the wrong address --> screwed up AI_Sensors.dat file).

Regards, LGN1

Jimbuna
11-16-11, 02:06 PM
Thanks for the reply, Jimbuna.

I found the changes in the AI_Sensors.dat (surface values for the ASDIC devices).

However, using the AI_Sensors.dat from the mod in combination with SH Commander can result in a CTD (It was modified with S3D which adds a header. This header changes the offset of the variables in the file and SH Commander will write values to the wrong address --> screwed up AI_Sensors.dat file).

Regards, LGN1

That may well be the case....it was just so long ago :-?

Sepp von Ch.
06-03-12, 06:42 AM
Should I use with this mod (playable XXIII) the GWX - Late War Sensors Snorkel Antennas mod too?

Jimbuna
06-03-12, 03:26 PM
No problem or conflicts.

Sepp von Ch.
06-03-12, 04:21 PM
This is not true jimbuna:


http://s15.postimage.org/c77vi561j/XXIII.jpg (http://postimage.org/image/c77vi561j/)

mikey117us
06-04-12, 01:50 AM
you have to open the submarine folder and enable the year 1944 in sensor 11, by deleting these ;; ( two semi-colon ) and place these ;; in front of 1945, it will give you Fumb 391 on the schnorkel, in 10/44, I changed alot of things to enable Fumb 26 Tunis on the turm and also 391 leros on the schnorkel, the Fumb 26 antenne Fliege and mucke sre not in the game, and honestly 1/45 is the only date you can use the two together as was typical. Allthough the antenne Bali was used on the typxxiii not 391. I wanted an early typxxii for 4/44, and a later one for patrols, I reskinned mine to U-2332 with emblem, my early training boat I wanted fumb 9 wanze cypern II which is located in the sensor.dat file. again not a correct radar detector it is Bali antenne on the type ixD2 schnorkel in the game. ( same mesh as the model 391 ) other problem is i need to learn alot of editing skills to model an interior from a type 2, to a xxiii, the Funk and Horch Raum moved into the port side of the Zentrale, where the TDC is, pack it with radios sound and the optical display for the radar detector, tell the game there are two people but only have one appear, bring the Mutter Kompass from the typIX also to the port side, in front of the new sound room, then place the new wall, use the the torpedo room from the type II mod with the captains bed on the star board side and the kochnische from the type II on the port, fewr beds and only two tubes, place the tdc from the conning tower between the tubes and tell the game the weapons officer is at his station but not render him in the game, close off the back whith a new wall after the compressor, entrance to diesel room. remove second telegraph and rpm indicator, to reflect single engine, remove small electrical panel as it was in the electric motor room and was as big as a type IX. What I have done so far is not so much, added a type xxiii blueprint, added an engine start sequence and sounds from a real MWM diesel from a type XXIII, changed the basic configuration to a single port diesel, a single port electric motor, a single creep motor, screw and proppelor, and moved these to the stern quarters, the electric motor room has just the motor and triebol bunker I, the deisel room has the diesel a druckluft and triebol bunker II
the command room it won't let me add the other druckluft, I need to figure out if I can lie and add tauchzelle regelzelle and freizelle more parts to break longer repair time, i moved akkum raum I and II to the BugTorpedo Raum so aft and fore batteries are in the bow and also triebol bunker 3, I am trying my best to grasp the interior rework I have plans photos and the picture in my head, my computer sucks though, hard crashes when trying to open 3d models.

Sepp von Ch.
06-18-12, 04:07 AM
Hello, soudns really great. Can you please send me your updated XXIII mod?

mikey117us
06-25-12, 11:02 PM
It is not ready to be an update yet, so much to do to it, I don't know if it will ever be all done but the list I would like to do up down rotating rdf antenna with the correct opening for it to go in, up down auxillery antenna tied in with the rdf ( SHIFT V ) the correct amount of vents on the bow my skin for U-2332 has 4 vents each side instead of one. A new UZO ( not visible underwater ) and of course reworking the interior. I may need help later if time does not allow for me to finish I will start a WIP as soon as the more difficult upgrades are progressing.

Sepp von Ch.
06-26-12, 01:28 PM
...I will start a WIP as soon as the more difficult upgrades are progressing.

Yes please!

U-SERB
09-14-12, 06:03 PM
Any news of upgrading mod for XXIII?

I just play XXIII mod... Awesome boat... Sweet, little and deadly toys! :arrgh!:

Sepp von Ch.
10-15-12, 10:21 AM
Should I use with this mod (playable XXIII) the GWX - Late War Sensors Snorkel Antennas mod too?


No problem or conflicts.

This is not true jimbuna:


http://s15.postimage.org/c77vi561j/XXIII.jpg (http://postimage.org/image/c77vi561j/)

What is the conclusion? Should I use this mod playable XXIII with the GWX - Late War Sensors Snorkel Antennas mod or without for realistic gameplay?



For mikey117us: Any news about your little upgrading mod for jimbuna´s famous XXIII mod?

Sepp von Ch.
11-30-12, 01:22 PM
Any news about upgrade mod for XXIII Mikey117us?

Anvar1061
10-04-17, 06:01 AM
Any news about upgrade mod for XXIII Mikey117us?http://www.subsim.com/radioroom/images/smilies/Kaleun_Confused.gif

mikey117us
10-04-17, 05:05 PM
Inundated by projects! However Typ XXIII 3D work I started new "holes" on turm top and sides for water inlets, Cut out for Radio Antenna R/DF for Up Down Rotation, auxillery Antennas pulled from m turm for up down via CTRL + A, new Navigation Light Boxes inset into turm, new UZO Mount, updated Antenna Wires, handrails removed for combat ready, streamlining, possible reinstating if combined with Ace's Crew on deck in harbor only, crew on deck plus handrail. At sea hidden. New Fore Starboard and Port Water inlets for the fore Free Cell. Waterstreams based on Film of U-2326 via Pathe Newsreels of a type XXIII underway, Triple Exhaust on Port Side with a waterinteraction -1.0 meters so exhaust is visible underwater and above. Note:the Type XXIII swims like a dolphin on the surface in the films, water streams out at the bow inlets, at the 3 meter hull extension, from the folded wooden gang plate, and from all the lower turm inlets, also have a turm flag in mind that brings a flag pole with it, and when lowered leaves the clean underwater profile. Interior work:Postabyke had started a revized Type II interior based on the torpedo room type II mod, carefully examining plans I could convert it for the type XXIII by, moving the captains bed and the galley fore of the control room bulkhead, reducing the bunks, eliminating torpedo reloads, eliminating the center torpedo tube, placing between the tubes a Conning tower TDC repeater for the 1st officer. In the Control Room move the "Mother Compass" to the Port side under the Navigation Foldout Table. Fixing the Radio/Sonar room in the Cintrol room by adding electronics, Radar Warning, Radios, and making the Sonar station work, the Starboard side would consist of offsetting the diving gauges only, and change the colors to black faces with white numbers. The compressor is on the port side aft of the diesel room bulkhead which would be too far away by moving the galley/captains bed and would be shortened, the dieselroom postalbyke built would have the starboard diesel removed, a single E-Motor, and a V-Belt driven Silent Motor, starboard across from the diesel are the Oxygen Bottles remived from the Port side control room, the only other item in the stern is the Water Closet. This would
Be a secondary project, as I am no Flakmonkey with the lightmaps, textures, etc. in interiors. As time allows me to get caught up in the real world I will boit up my computer and mod!

Anvar1061
10-05-17, 05:35 AM
http://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gifhttp://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gifhttp://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gif