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Smir
12-06-20, 02:53 PM
Great work!!:salute:

Aktungbby
12-06-20, 03:08 PM
Smir!:Kaleun_Salute: after a nine year silent run!:yeah:

Mandrisk
12-12-20, 07:54 AM
Congratulations for the idea and for the work so far, waiting eagerly for it. :Kaleun_Cheers:

Levyathan89
02-12-21, 03:43 AM
This is truly the Star Citizen of Silent Hunter mods :)

Yeah, I know, you're not stealing people's money^^

Texas Red
02-12-21, 08:43 AM
Any updates? I would like to know how it is going.

Capt RAP
02-12-21, 11:40 AM
Hello Everyone
I have reluctantly moved to windows 10. I have got the MOD up and running. Everything is fine except in periscope view, the mouse is uncontrollable? Its
very hard to center on a target?? Has anyone else had this happen where the mouse or keyboard movements are impossible to control. and is there a way to control it? All other views are fine. Thank you for reading and thank you very much for this incredible MOD CAPT RAP

J0313
02-13-21, 12:27 AM
How can you have this mod up and running when it hasn't been released yet.

Mad Mardigan
02-13-21, 03:13 AM
How can you have this mod up and running when it hasn't been released yet.

Thing is... they don't have ''this'' particular mod (as you so clearly pointed out, that there is NO way they have this mod, as it has yet to be released...)...

No clear idea of what they are running, outside of an ''assumption'' of plain jane, stock SH4... unless on 1 of their other many posts (preferably, 1 NOT related to this mod thread... seeing as how they DON'T have it, as it hasn't been released yet...) of stating of having issues with SH4... with NO other info such as what the basics of their computer is... where they have SH4 installed... what mods they are using, if any... if they have used jsgme, multiSH4 or lack thereof...

The usual basic info, so as to be able to assist them...

Unless & until such info is provided, at the least.. NO clear cut idea of what to do, to assist them, other wise...

M. M.

:Kaleun_Salute:

J0313
02-13-21, 09:58 PM
Then I guess he should have stated that he had the game up and running and not the mod. On a thread for a specific mod that isn't finished yet. It was really a rhetorical question but hey, whatever.

iambecomelife
02-14-21, 10:45 AM
Modeling of some of the last major warships for the unit roster.

https://i.postimg.cc/hjzK3m3J/BP-1.jpg

https://i.postimg.cc/28tkf2hH/BP-2.jpg

https://i.postimg.cc/ydnKpP7y/BP-3.jpg

https://i.postimg.cc/43kXYy8V/BP-4.jpg

https://i.postimg.cc/wBXgLzPP/BP-5.jpg

https://i.postimg.cc/FRhmxqXK/BP-6.jpg

https://i.postimg.cc/28ykJPbb/BP-7.jpg

https://i.postimg.cc/JzB17ZQR/BP-8.jpg

https://i.postimg.cc/Bb60rK69/BP-9.jpg

https://i.postimg.cc/YSyp3R8K/GH-1.jpg

https://i.postimg.cc/CKKhkXGs/GH-2.jpg

https://i.postimg.cc/K8fcKxMY/GH-3.jpg

iambecomelife
02-14-21, 11:11 AM
https://i.postimg.cc/RhDB4Z63/Ger00.jpg

https://i.postimg.cc/5NXJpLT8/Ger01.jpg

https://i.postimg.cc/L4CRzNCH/Ger04.jpg

https://i.postimg.cc/c4PSz6G2/Ger05.jpg

https://i.postimg.cc/xd2S07CP/Lev01.jpg

https://i.postimg.cc/vmtwDzxw/Lev02.jpg

https://i.postimg.cc/W3pLZk0F/Otto00.jpg

https://i.postimg.cc/fRXNQZwL/Otto01.jpg

https://i.postimg.cc/W39Rw179/Otto02.jpg

https://i.postimg.cc/sfNdB1xx/Otto03.jpg

https://i.postimg.cc/HnjqZ1ZT/Otto04.jpg

https://i.postimg.cc/nr56NSgB/Otto05.jpg

iambecomelife
02-14-21, 11:24 AM
https://i.postimg.cc/MKfk1xfD/Otto06.jpg

https://i.postimg.cc/6pCD1004/Otto07.jpg

https://i.postimg.cc/WbBBnKMP/Stern01.jpg

https://i.postimg.cc/DzFtVXjj/Threestak01.jpg

https://i.postimg.cc/3RxVNHH2/Threestak02.jpg

https://i.postimg.cc/VNR2zk2Y/Threestak03.jpg

https://i.postimg.cc/ydp5SrVt/Threestak04.jpg

https://i.postimg.cc/0j64GdjQ/Threestak05.jpg

https://i.postimg.cc/qq951h6G/Trio.jpg

https://i.postimg.cc/kgPH8SmJ/Trio2.jpg

https://i.postimg.cc/sf8qj8HZ/Warr-00.jpg

iambecomelife
02-14-21, 11:28 AM
https://i.postimg.cc/YqWVh3TD/Warr-1.jpg


https://i.postimg.cc/0yGBCNkp/Warr-2.jpg


https://i.postimg.cc/43JF2Tyj/Warr-3.jpg


https://i.postimg.cc/9fJgvNq0/Warr-4.jpg


Just trying to make sure there's an interesting collection of targets for the player (and friendly units!) My big concerns next are "Tiger", "Seydlitz", and a new model of "Lutzow" ... you may remember I posted old pictures of "Lutzow" but in my opinion the model's not very good; it needs to be replaced. After that it will be smooth sailing. :arrgh!:

And I didn't really understand the comments about how to run the mod - just to clarify, it has NOT been released to anyone. I suppose he meant to post in another thread (?)

propbeanie
02-14-21, 05:46 PM
I am mesmerized by your gorgeous models, iambecomelife... I'll have a most difficult time staying in my submarine to sink anything, I'll be too busy sight-seeing... lol - excellent work! :salute:

Warbie
02-15-21, 02:29 AM
Following your work for a few years now! Great Job :Kaleun_Thumbs_Up:

Can you give us some more insight about the campaign? Will it only be limited to the North Sea?

Are we going to be able to play as British subs (historically were active in Kattegat/Baltic in WW1) as well?

iambecomelife
02-15-21, 03:26 AM
Following your work for a few years now! Great Job :Kaleun_Thumbs_Up:

Can you give us some more insight about the campaign? Will it only be limited to the North Sea?

Are we going to be able to play as British subs (historically were active in Kattegat/Baltic in WW1) as well?

Thanks!

British subs are very tempting but for now it will be German only.

The campaign will have the following areas:

-North Sea
-Atlantic/Western Approaches
-Mediterranean
-US East Coast

There will also be alternate history Single Missions involving Admiral Graf Spee and Admiral Christopher Cradock in the area off Coronel and the Falkland Islands in 1914.

The vast majority of Single Missions, however, will be historical. Some ideas:

-Attacking HMS "Pathfinder" 1914
-Sinking Aboukir/Cressy/Hogue 1914
-Bombardment of Cumbria, 1915
-Sinking of the Lusitania, 1915
-Attacking Mediterranean forces, 1915
-U-29's attack on the Grand Fleet, 1915
-Sinking of HMS "Falmouth" & HMS "Nottingham", 1916
-Escorting German merchant raiders, 1916
-Anti-Shipping missions near Cape Cod & Cape Hatteras, 1917-1918
-Attack on "HMS Drake" and her convoy, 1917
-Anti-Minelayer attacks in he North Sea, 1917
-The 1918 Irish Sea missions/sinking of RMS "Leinster"
-Attack on Scapa Flow, 1918
-Standoff with German battleships during the Naval Mutinies, October-November 1918

Hitman
02-16-21, 03:04 PM
Amazing stuff as usual IABL :Kaleun_Cheers:

You should later consider allowing the use of those great models for indie sims, for example bracer's Battleship Command. Having a pool of free resources to share between modders and indie developers would be such an awesome collaborative effort :Kaleun_Thumbs_Up:

Kapitain Oliver Leinkraunt
02-17-21, 05:30 AM
Thanks!

British subs are very tempting but for now it will be German only.

The campaign will have the following areas:

-North Sea
-Atlantic/Western Approaches
-Mediterranean
-US East Coast
It has been six years when I first entered in Subsim to see the evolution of this incredible mod; I love it :))

But, I have some questions:

the Mediterranean campaign will only concern about the Pola/Bocche di Cattaro’s flotilla or it’ll include the one based in Costantinopolis ?

Are there any plans for eventual future expansion pack about the Baltic and Black Seas campaigns ? Or about the K.u.K submarines’ fleet or the Ub-1 held by Bulgarians?

What navies will be included in the mod ? Only the main ones, or will it include “small” navies such as Portugal, Russia, Greece, Japan, Ottomans, Bulgaria, “Romania” and Brazil?

Need any help for a sound mod for WotK?

iambecomelife
02-17-21, 09:58 AM
It has been six years when I first entered in Subsim to see the evolution of this incredible mod; I love it :))

But, I have some questions:

the Mediterranean campaign will only concern about the Pola/Bocche di Cattaro’s flotilla or it’ll include the one based in Costantinopolis ?

Are there any plans for eventual future expansion pack about the Baltic and Black Seas campaigns ? Or about the K.u.K submarines’ fleet or the Ub-1 held by Bulgarians?

What navies will be included in the mod ? Only the main ones, or will it include “small” navies such as Portugal, Russia, Greece, Japan, Ottomans, Bulgaria, “Romania” and Brazil?

Need any help for a sound mod for WotK?


1) Probably only Pola flotilla.

2) Yes, expansion packs are likely. Most likely navies are UK and KuK (there may be Austrian decorations in the initial release)

3) Unfortunately, only UK and German navies will have a lot of unique units. Other navies will share patrol boats & escort models; this is needed to keep release to 2021 approximately.

4) That would be appreciated; I would like some new sounds for weapons, aircraft, survivors, and NON-SURVIVORS. :arrgh!: Not to be gruesome, but when you torpedo a tanker or a poison gas freighter, the results will be .... dramatic, shall we say.

iambecomelife
02-21-21, 10:06 PM
Well, "Seydlitz" is coming along nicely. On thing I noticed about her is that the secondaries are NOT symmetrical! The gun arrangements on Port & Starboard are visibly different.

Her hull, casemate arrangement, basic parts of the superstructure, and main weaponry are modeled.

She will be the first ship equipped with new high-detail main gun turrets. The big guns seen in screenshots earlier were low-detail variants for temporary use. I can use minimum render dimension controllers to reduce turret details at long range, boosting framerate.

Regarding major ships, here are the priorities:

-Finishing Seydlitz
-Minor improvements to existing models of Von der Tann & Moltke
-Detailing of Lion/Queen Mary/Invincible/Queen Mary
-Major changes to Lutzow/Derfflinger model (dates from 2014-2015; bad quality)

One convenient thing: as predicted I now have a big library of ship parts, such as ventilators, lifeboats, cabins, fire hoses, rafts, chains, anchors, cranes, etc. They are all pre-textured and ready to use; this has helped speed up construction.


Amazing stuff as usual IABL :Kaleun_Cheers:

You should later consider allowing the use of those great models for indie sims, for example bracer's Battleship Command. Having a pool of free resources to share between modders and indie developers would be such an awesome collaborative effort :Kaleun_Thumbs_Up:

Thanks. Some of the merchant ship models are likely to be made available for other developers, if desired.

iambecomelife
02-23-21, 06:35 PM
Gradually taking shape - no frustrating moments (yet).


https://i.postimg.cc/5y3McJ3n/Untitled-1.jpg
https://i.postimg.cc/TYd6VydS/Untitled-2.jpg
https://i.postimg.cc/c1MWt7Sw/Untitled-3.jpg
https://i.postimg.cc/Jh83MxCK/SeydLast.jpg

iambecomelife
02-23-21, 06:44 PM
Lusitania's model is in line for improvements; needs some work on the stern. The vessel now has destructible smokestacks and revamped internal compartments to improve sinking behavior.

If you torpedo where Schwieger's torpedo hit, she sinks in 15-18 minutes. Just as planned.

Oh, and on one of the last test runs, No. 4 funnel came crashing down next to a skylight as "Lusitania" sank, landing on top of a group of passengers. Kind of a grim thing to witness, don't you think? :hmmm:

And Kpt. Oliver Leinkraunt, thank you very much for your pictures, I finally got a chance to download them. I am especially happy you included info on the "Pallada", because she is a high priority foreign unit to model once the main mod is released.

https://i.postimg.cc/y6F1X4FJ/Lucy1.jpg
https://i.postimg.cc/dt5K4qD0/Lucy10.jpg
https://i.postimg.cc/tCpXBS5B/Lucy2.jpg
https://i.postimg.cc/nhwpcHtW/Lucy3.jpg
https://i.postimg.cc/Wb8sCGYT/Lucy4.jpg
https://i.postimg.cc/j2Krk2zD/Lucy5.jpg
https://i.postimg.cc/mgrTsPKM/Lucy6.jpg
https://i.postimg.cc/SschrCz0/Lucy7.jpg
https://i.postimg.cc/FKMv3Dzg/Lucy8.jpg
https://i.postimg.cc/9fRVDvmQ/Lucy9.jpg

Texas Red
02-24-21, 08:24 AM
Man, i am so glad to see this coming around so nicely!! Hopefully this will be released this year. Keep up the good work!

iambecomelife
02-25-21, 08:00 PM
Weapons testing last week. Iron Duke goes down after one torpedo hit...not really what I wanted, because I think battleships should usually take from 3-4 hits, but this is probably not impossible - "Audacious" failed to withstand a single mine hit. I will probably strengthen the underwater protection.

https://i.postimg.cc/NMFLYSWX/List01.jpg



https://i.postimg.cc/23R5Q63d/Lifeboat.jpg
https://i.postimg.cc/vm3DJbSM/Lifeboat02.jpg
https://i.postimg.cc/HLpVvVzB/List02.jpg
https://i.postimg.cc/667LfmyT/List03.jpg
https://i.postimg.cc/Nj8Kx16K/List04.jpg
https://i.postimg.cc/L4rkC31D/List05.jpg
https://i.postimg.cc/SsPRKVhv/Drake.jpg
https://i.postimg.cc/kGt4R8MX/Last.jpg


Man, i am so glad to see this coming around so nicely!! Hopefully this will be released this year. Keep up the good work! Thank you!

Jimbuna
02-26-21, 10:59 AM
Coming along really nicely :yeah:

Bubblehead1980
02-26-21, 01:25 PM
Dropped in to see the progress. Looks amazing, really look forward to loading this up someday. More reading on WW I sub warfare I do, more interested I become. Such crude technology then but effective.

Buddahaid
02-27-21, 12:36 AM
Dropped in to see the progress. Looks amazing, really look forward to loading this up someday. More reading on WW I sub warfare I do, more interested I become. Such crude technology then but effective.

Drachinifel did some videos recently on the subject. I really can't wait for this mod.....

https://www.youtube.com/watch?v=k9TSAmtjYm4

iambecomelife
02-27-21, 03:14 PM
Dropped in to see the progress. Looks amazing, really look forward to loading this up someday. More reading on WW I sub warfare I do, more interested I become. Such crude technology then but effective.

I agree. The interesting thing is, even the Germans had an incorrect submarine doctrine at the start of WWI. And contrary to popular belief, Germany did NOT have the biggest fleet of submarines when the war started. The British had more. Initially, the German navy thought of U-Boats as coastal defense units for destroying enemy warships if they tried to blockade or invade Germany.

However, after several amazing victories in 1914 (Pathfinder, Aboukir, Cressy, Hogue, & Hawke sinkings) they gradually realized that taking the battle to the enemy was a feasible strategy - especially through an anti-commerce campaign in distant waters.

The Germans had several important advantages over other submarine fleets:

-Reliable diesel propulsion. MAN & Germaniawerft diesel engines were quite good, and improved during the war. Other navies like the French wasted time with petrol boats and struggled to build good diesels.

-Good weapons. The G6 and G7 torpedoes and mines used by K.M. submarines were excellent - in fact, German WWII torpedoes were close relatives of the WWI G7. British torpedoes, on the other hand, often ran deep or failed to explode.

-Aggressive officers. Germany doesn't seem to have had a problem with overly-cautious or timid commanders like other navies. U-Boat Kaleuns showed great tenacity in the field; the records of Hersing, Rose, de la Periere, and others with over 100,000 tons sunk speak for themselves.

ijustwantrisingsun
02-28-21, 07:22 PM
Been following this mod for awhile, it's looking great!

As you can probably guess by my name I'm a big fan of the Rising Sun mod, notably utilizing the Narwhal class and it's dual 6 inch guns.

Will you be able to command the Type 151 U-Boats and U 139's? I'm not sure if SH 4 supports having more than 2 deck guns, but taking on enemy escorts solely with 2x 8.8cm's and 150mm guns is something I could get used to :Kaleun_Wink:

Texas Red
02-28-21, 07:26 PM
Been following this mod for awhile, it's looking great!

As you can probably guess by my name I'm a big fan of the Rising Sun mod, notably utilizing the Narwhal class and it's dual 6 inch guns.

Will you be able to command the Type 151 U-Boats and U 139's? I'm not sure if SH 4 supports having more than 2 deck guns, but taking on enemy escorts solely with 2x 8.8cm's and 150mm guns is something I could get used to :Kaleun_Wink:

I once had two deck guns playing SH4 with FotRSU. Both of them were usable. So I see no reason why we can't have two deck guns here.

ijustwantrisingsun
02-28-21, 07:31 PM
I once had two deck guns playing SH4 with FotRSU. Both of them were usable. So I see no reason why we can't have two deck guns here.

My apologies, I meant as in having more than just 2 deck guns, as seen that the 139 had 4

Texas Red
02-28-21, 09:09 PM
My apologies, I meant as in having more than just 2 deck guns, as seen that the 139 had 4

Oh, I don't know about that, it's fine too.

Bubblehead1980
03-01-21, 04:16 PM
Drachinifel did some videos recently on the subject. I really can't wait for this mod.....

https://www.youtube.com/watch?v=k9TSAmtjYm4


Thanks!

Bubblehead1980
03-01-21, 04:18 PM
I agree. The interesting thing is, even the Germans had an incorrect submarine doctrine at the start of WWI. And contrary to popular belief, Germany did NOT have the biggest fleet of submarines when the war started. The British had more. Initially, the German navy thought of U-Boats as coastal defense units for destroying enemy warships if they tried to blockade or invade Germany.

However, after several amazing victories in 1914 (Pathfinder, Aboukir, Cressy, Hogue, & Hawke sinkings) they gradually realized that taking the battle to the enemy was a feasible strategy - especially through an anti-commerce campaign in distant waters.

The Germans had several important advantages over other submarine fleets:

-Reliable diesel propulsion. MAN & Germaniawerft diesel engines were quite good, and improved during the war. Other navies like the French wasted time with petrol boats and struggled to build good diesels.

-Good weapons. The G6 and G7 torpedoes and mines used by K.M. submarines were excellent - in fact, German WWII torpedoes were close relatives of the WWI G7. British torpedoes, on the other hand, often ran deep or failed to explode.

-Aggressive officers. Germany doesn't seem to have had a problem with overly-cautious or timid commanders like other navies. U-Boat Kaleuns showed great tenacity in the field; the records of Hersing, Rose, de la Periere, and others with over 100,000 tons sunk speak for themselves.


Interesting. Obviously, you have done your research. Curious, because I seem to find contradictory information in various sources. Did Allies have active sonar, i.e. ASDIC during WW I? I know they had hydrophones (referred to as sonar sometimes). Did they sink any u boats via depth charge attack ? After sonar detection?

iambecomelife
03-02-21, 08:50 PM
Interesting. Obviously, you have done your research. Curious, because I seem to find contradictory information in various sources. Did Allies have active sonar, i.e. ASDIC during WW I? I know they had hydrophones (referred to as sonar sometimes). Did they sink any u boats via depth charge attack ? After sonar detection?

Clay Blair says that ASDIC only reached prototype stage by 1918. Wikipedia confirms this; furthermore, my best source on WWI British destroyers only speaks of hydrophones (as you said). Thus, there will be no ASDIC in the mod. Several submarines were sunk by depth charges, so they will be there. However, not until 1916, and they won't be common until 1917. Historically, they were potentially deadly, just like WWII depth charges, but WAY WAY underproduced - in fact, some ships started out with only 2 depth charges! By the end of the war, however, some escorts had about 30 or even more, since the production problems had been resolved.

However, I plan to make submarine combat extremely deadly through a variety of means!

1) EXTREMELY deadly surface guns (this is a big one). WOTK will have no "tank submarine" like stock Silent Hunter III. Any weapon larger than about a 3pdr (47mm gun) will demolish your sub with just a few shots. The British 3-inch/12 pounder gun was what many surface escorts and merchantmen were equipped with at a minumum, and many escorts had at least 3 or 4 4-inch gun mounts. Plus pom-poms, machine guns, and crewmen with small arms. The art of successful gameplay will involve EVADING enemy gun attacks. Not ABSORBING them, like unrealistic players do.

2) More torpedo units. SH4 gives ships working torpedoes, and they will be common! WWI Royal Navy doctrine called for DD's to use torpedoes as well as depth charges to attack subs. Also, many big ships like Dreadnoughts & Armored Cruisers will have torpedoes...often mounted on the beam. This gives them a perfect shot if you are careless while coming in for a flank attack.

3) Q-Ships. As just about everyone knows they were heavily used especially after 1915. They were not always affective and did suffer heavy losses, but they did claim their share of subs. As well as inflicting severe damage on several others that barely returned to port.

4) Extensive mining. Mines were the biggest killer of U_Boats, and the Allies laid huge barrages of them in the North Sea and English Channel. In WOTK these fields will become denser and deadlier. Especially by 1917, when the British copied the German contact mine to develop a reliable mine of their own.

Kapitain Oliver Leinkraunt
03-03-21, 11:23 AM
IABL, sorry for the stupid question, but what kind of merchant shipping'll be present in the mod? "unlike" ww2 era, a Great War scenario opens to an enormous roster of ships:not just "generic" steamers, but from old sailing ships, to paddle steamers and to old "vintage" steamers of 1880ies and 1890ies.
And an other question: will you use only scratch built ships or will be present any vanilla game ships? like crab boat, large fishing boat, biyo maru, tahioshan maru, zimbu maru and haruna maru

Bubblehead1980
03-03-21, 02:08 PM
Clay Blair says that ASDIC only reached prototype stage by 1918. Wikipedia confirms this; furthermore, my best source on WWI British destroyers only speaks of hydrophones (as you said). Thus, there will be no ASDIC in the mod. Several submarines were sunk by depth charges, so they will be there. However, not until 1916, and they won't be common until 1917. Historically, they were potentially deadly, just like WWII depth charges, but WAY WAY underproduced - in fact, some ships started out with only 2 depth charges! By the end of the war, however, some escorts had about 30 or even more, since the production problems had been resolved.

However, I plan to make submarine combat extremely deadly through a variety of means!

1) EXTREMELY deadly surface guns (this is a big one). WOTK will have no "tank submarine" like stock Silent Hunter III. Any weapon larger than about a 3pdr (47mm gun) will demolish your sub with just a few shots. The British 3-inch/12 pounder gun was what many surface escorts and merchantmen were equipped with at a minumum, and many escorts had at least 3 or 4 4-inch gun mounts. Plus pom-poms, machine guns, and crewmen with small arms. The art of successful gameplay will involve EVADING enemy gun attacks. Not ABSORBING them, like unrealistic players do.

2) More torpedo units. SH4 gives ships working torpedoes, and they will be common! WWI Royal Navy doctrine called for DD's to use torpedoes as well as depth charges to attack subs. Also, many big ships like Dreadnoughts & Armored Cruisers will have torpedoes...often mounted on the beam. This gives them a perfect shot if you are careless while coming in for a flank attack.

3) Q-Ships. As just about everyone knows they were heavily used especially after 1915. They were not always affective and did suffer heavy losses, but they did claim their share of subs. As well as inflicting severe damage on several others that barely returned to port.

4) Extensive mining. Mines were the biggest killer of U_Boats, and the Allies laid huge barrages of them in the North Sea and English Channel. In WOTK these fields will become denser and deadlier. Especially by 1917, when the British copied the German contact mine to develop a reliable mine of their own.


Thanks, I tend to believe ASDIC was not around either but then read things using the term SONAR, and way things are described, sounded like active sonar not passive i.e. hydrophones.

Love all the things listed, especially not "tank" submarines. One of my biggest annoyances in the series is how tank like the subs are. I've tooled around with damage model on US subs but can never get them right, they become way less durable then US fleet boats were so go basically back to defaults in TMO mod, which did make them less tank like.

iambecomelife
03-03-21, 07:41 PM
IABL, sorry for the stupid question, but what kind of merchant shipping'll be present in the mod? "unlike" ww2 era, a Great War scenario opens to an enormous roster of ships:not just "generic" steamers, but from old sailing ships, to paddle steamers and to old "vintage" steamers of 1880ies and 1890ies.
And an other question: will you use only scratch built ships or will be present any vanilla game ships? like crab boat, large fishing boat, biyo maru, tahioshan maru, zimbu maru and haruna maru

Here's my basic shipping roster for WOTK; tonnages are very rough. I don't want to use any of the stock merchants; it is easy to make more detailed ships:

OCEAN LINER

Heavy: 45,000 GRT - 19,000 GRT
Medium: 20,000 GRT - 12,000 GRT
Light: 12,500 GRT - 9,000 GRT

FREIGHTER/CARGO LINER

-Heavy: 10,000 GRT - 8,000 GRT
-Medium: 8,500 GRT - 5,000 GRT
-Light: 4,000 GRT - 3,500 GRT

MERCHANT

-Heavy: 5,500 GRT - 4,000 GRT
-Medium: 3,500 GRT - 2,500 GRT
-Light: 2,000 GRT - 1,200 GRT
-Small: 1,200 GRT - 750 GRT

TANKER

-Heavy: 13,000 GRT - 10,500 GRT
-Medium: 11,000 GRT - 8,000 GRT
-Light: 5,500 GRT - 4,000 GRT
-Small: 1,800 GRT - 1,000 GRT

ORE CARRIER

-Heavy: 11,500 - 9,000 GRT
-Medium: 6,500 - 5,000 GRT
-Light: 3,500 - 2,000 GRT

COLLIER/COAL SHIP

-Heavy: 6,500 - 5,000 GRT
-Medium: 5,000 - 3,000 GRT
-Light: 2,000 - 2,500 GRT
-Small: 2,000 - 750 GRT

REEFER/PRODUCE CARRIER

-Heavy: 12,000 GRT - 9,000 GRT
-Medium: 6,500 GRT - 4,000 GRT


FERRY

-Heavy: 2,500 GRT - 1,900 GRT
-Medium: 1,000 GRT - 950 GRT
-Light: 900 GRT - 450 GRT

WEST CLASS MERCHANT

~ 5,650 GRT

LUCKENBACH MERCHANT

~ 6,000 GRT

WAR CLASS MERCHANT

~5,200 GRT

SAILING SHIP

~1,000 GRT

BRIG

~400 GRT

SCHOONER

~300 GRT

THAMES BARGE

~120 GRT

STEAM LAUNCH

~15 GRT

SAILBOAT

~45 GRT

ROWBOAT

~500 - 1000 lbs

SURVIVOR

~120 - 200 lbs

iambecomelife
03-03-21, 09:06 PM
Been following this mod for awhile, it's looking great!

As you can probably guess by my name I'm a big fan of the Rising Sun mod, notably utilizing the Narwhal class and it's dual 6 inch guns.

Will you be able to command the Type 151 U-Boats and U 139's? I'm not sure if SH 4 supports having more than 2 deck guns, but taking on enemy escorts solely with 2x 8.8cm's and 150mm guns is something I could get used to :Kaleun_Wink:

The plan is to have U-139 class boats. Although maybe only with 2 150 mm guns; I have read that in practice they often left behind the 2 88 mm guns.

Hitman
03-07-21, 04:28 AM
@IABL: There was also the towed depth charge and the towed nets & hooks which claimed some uboat in shallow waters. I guess it should be possible to model that in 3D and have some patrol units carry them so that they can "ram" you underwater. Since the AI will try to ram you and go over your position, you could be fool enough to dive only like 8 meters thinking the destroyer will run above with no hopes of damaging you - only to get rammed/caught in the extended 3D underwater part of it. :Kaleun_Wink:

iambecomelife
03-08-21, 07:27 AM
@IABL: There was also the towed depth charge and the towed nets & hooks which claimed some uboat in shallow waters. I guess it should be possible to model that in 3D and have some patrol units carry them so that they can "ram" you underwater. Since the AI will try to ram you and go over your position, you could be fool enough to dive only like 8 meters thinking the destroyer will run above with no hopes of damaging you - only to get rammed/caught in the extended 3D underwater part of it. :Kaleun_Wink:

Yes; that is a good idea - the "explosive sweeps" could be dangerous, and they were typical equipment on several destroyers, like the "M" class - the Central powers also used them, and they successfully destroyed at least one Italian submarine, the "Balilla". :up: I think it would give the player some white knuckle moments (or make you happy if your escorts start hunting an enemy AI sub with one).

iambecomelife
03-08-21, 07:31 AM
A little batch of weapons testing images that may not have been posted...

https://i.postimg.cc/rFdtxbFJ/burning00.jpg

https://i.postimg.cc/xjpzkYY8/burning01.jpg
https://i.postimg.cc/s2zQFgP6/burning02.jpg
https://i.postimg.cc/bvRGqf3z/burning03.jpg
https://i.postimg.cc/VknrHCt0/burning04.jpg
https://i.postimg.cc/kXkRcc2d/burning05.jpg

iambecomelife
03-08-21, 07:43 AM
Good news - I resolved a big issue that had been holding down framerates!:D Some of my units did not have a "unified render controller" for sub-parts of the hull - thus, for units with 50,000 - 100,000 polys I was getting bad framerates of about 25-60 fps, and no more than about 30fps when I had a squadron of battleships. Adding a URC for all major parts corrected this - now it will be possible to have huge surface battles and convoys.

Before making the correction: ~ 25 - 60FPS

After: ~ 100 - 250FPS. Even with big battleship groups. :D

Took the opportunity to finish up a ship that had been missing from the roster for a long time ..... will be doing ingame tests soon. Still have various errors to correct, more details to add, & human figures to place.

Feels good, knowing that the complex and high-poly surface units are nearly all complete.

https://i.postimg.cc/59kjp3X2/wip01.jpg

https://i.postimg.cc/qMPqHvXf/wip03.jpg

https://i.postimg.cc/7ZS6Hrm5/wip04.jpg

https://i.postimg.cc/Rh8FFMkH/Target.jpg

https://i.postimg.cc/5yjybHRJ/Rust.jpg
https://i.postimg.cc/bNDr5tnH/Untitled-41.jpg
https://i.postimg.cc/bvHsTft7/Untitled-44.jpg
https://i.postimg.cc/6pZ78v55/Bows.jpg
https://i.postimg.cc/260ysdTT/Elevated.jpg

https://i.postimg.cc/504jKK56/Untitled-4.jpg

Mad Mardigan
03-08-21, 11:32 AM
Ahoy, IABL...:Kaleun_Cheers:

Just out of curiosity...

That 'URC' you mentioned, that brought the framerates down with large batlegroups with high poly counts... would that controller work for other SH4 (or even SH3 or 5, for that matter.. if you know, that is...) mega mods, to allow for bigger battlegroups or even recreating in the campaigns files, historic battles that took place.?

If so, it would be a BIG game changer, in allowing to really flesh out history in say like FotRS or Op. Monsun: Dark... if that is the case. Not to mention your own work you're doing with WotK.... :yep:

M. M.

:Kaleun_Salute:

iambecomelife
03-08-21, 07:17 PM
Ahoy, IABL...:Kaleun_Cheers:

Just out of curiosity...

That 'URC' you mentioned, that brought the framerates down with large batlegroups with high poly counts... would that controller work for other SH4 (or even SH3 or 5, for that matter.. if you know, that is...) mega mods, to allow for bigger battlegroups or even recreating in the campaigns files, historic battles that took place.?

If so, it would be a BIG game changer, in allowing to really flesh out history in say like FotRS or Op. Monsun: Dark... if that is the case. Not to mention your own work you're doing with WotK.... :yep:

M. M.

:Kaleun_Salute:

Basically, this discovery was me realizing I had not been doing something I should have done (and that the original devs did) - all of the stock units from unmodded Silent Hunter 4 have the Unified Render Controller in their .DAT files. Thus, they do not butcher frame rates (like modded units with no Unified Render Controller). It may be worthwhile to check and see if other modders forgot to give modded ships URC's because if so, they may be causing frame rates to be lowered.

However, if you are getting low frame rates with stock SH4 ships then your hardware is probably the issue. Hope that makes sense.

Mad Mardigan
03-08-21, 09:50 PM
Basically, this discovery was me realizing I had not been doing something I should have done (and that the original devs did) - all of the stock units from unmodded Silent Hunter 4 have the Unified Render Controller in their .DAT files. Thus, they do not butcher frame rates (like modded units with no Unified Render Controller). It may be worthwhile to check and see if other modders forgot to give modded ships URC's because if so, they may be causing frame rates to be lowered.

However, if you are getting low frame rates with stock SH4 ships then your hardware is probably the issue. Hope that makes sense.

Yeah, it does... thanks.

Know that with running SH4 in stock, didn't have any issues with the frame rates dropping or any thing... & I do play some pretty graphic intensive online games, as well. For the most part, most are handled well by this rig I am on now. I have ran into a couple of newer ones that it isn't handling well.. which was to be expected sometime soon.

I do have another tower that I am working on that is beefier than this 1 that I am on now is. With plans to use this 1 now being used, as more for keeping up with normal stuff, like emails, social media... & not gaming. That is what the other 1 is going to be for... My go to hard core gaming rig.. & nothing but that, that I am working on now.

M. M.

:Kaleun_Salute:

iambecomelife
03-13-21, 02:20 PM
Update on damage details to ships. U-31 class submarine showcases damage effects by attacking a German destroyer.....just don't do this for real when the game comes out, or a firing squad awaits you. Note different shell holes and how you can blow off the bow or stern without sinking the ship right away.

Stock SH4 and SH5 have problems displaying damage when ships get torpedoed or shelled - often the damage hole does not appear, or you get an ugly flickering effect on the model. Now, this has been solved and each ship can have literally HUNDREDS of shell holes depending on where it is hit. Shell holes can be painted textures or simulated voids using alpha channels. This was done using the ObjectRemains controller; an extremely powerful little controller that IMHO not enough modders use.


https://i.postimg.cc/bYWv95jS/Bow-Blowoff.jpg
https://i.postimg.cc/SsKKgFsC/Bow-Blowoff00.jpg
https://i.postimg.cc/G2SmN78N/Bow-Blowoff2.jpg
https://i.postimg.cc/prwXVmBJ/Bow-Blowoff3.jpg
https://i.postimg.cc/fytRhcYb/Bow-Blowoff4.jpg
https://i.postimg.cc/2Sf8PByz/Burnin-Bright.jpg
https://i.postimg.cc/bvgJ0Nzq/Fire01.jpg
https://i.postimg.cc/VLtkGFYG/Light-Damage.jpg
https://i.postimg.cc/XYc737B9/Stern-Blowoff.jpg
https://i.postimg.cc/wBqxB8DZ/Undamaged.jpg

Mad Mardigan
03-13-21, 02:29 PM
nice detailing... :Kaleun_Cheers:

M. M.

:Kaleun_Salute:

Kapitain Oliver Leinkraunt
03-13-21, 03:14 PM
wonderful; as always :up:

I have a question about German light units: how many German DDs will be present in the mod? only the 1913 series or with any more modern like 1914/16 or 17 series and older types like 1906 series or old torpedo boat ?

And what skins will you use ? Only the gray/ "green" paint scheme or will you add black and brown skins ?

http://www.shipbucket.com/drawings/2230

http://http://www.shipbucket.com/drawings/2228

iambecomelife
03-18-21, 06:28 PM
wonderful; as always :up:

I have a question about German light units: how many German DDs will be present in the mod? only the 1913 series or with any more modern like 1914/16 or 17 series and older types like 1906 series or old torpedo boat ?

And what skins will you use ? Only the gray/ "green" paint scheme or will you add black and brown skins ?

http://www.shipbucket.com/drawings/2230

http://http://www.shipbucket.com/drawings/2228

I am aiming for about 6-8 classes - so far 2 have been built but they can be created quickly. Maybe in 1-2 days, especially because I now have a big library of ship funnels, bridges, & other parts. I no longer have to start each new ship from square one. My plan is to include mostly classes that fought at Jutland. Maybe one old 1906 era type. Destroyers that were not built until just before the end of the war are lower priority.

Paint will usually be black or gray.

Texas Red
03-18-21, 07:16 PM
Update on damage details to ships. U-31 class submarine showcases damage effects by attacking a German destroyer.....just don't do this for real when the game comes out, or a firing squad awaits you. Note different shell holes and how you can blow off the bow or stern without sinking the ship right away.

Stock SH4 and SH5 have problems displaying damage when ships get torpedoed or shelled - often the damage hole does not appear, or you get an ugly flickering effect on the model. Now, this has been solved and each ship can have literally HUNDREDS of shell holes depending on where it is hit. Shell holes can be painted textures or simulated voids using alpha channels. This was done using the ObjectRemains controller; an extremely powerful little controller that IMHO not enough modders use.


https://i.postimg.cc/bYWv95jS/Bow-Blowoff.jpg
https://i.postimg.cc/SsKKgFsC/Bow-Blowoff00.jpg
https://i.postimg.cc/G2SmN78N/Bow-Blowoff2.jpg
https://i.postimg.cc/prwXVmBJ/Bow-Blowoff3.jpg
https://i.postimg.cc/fytRhcYb/Bow-Blowoff4.jpg
https://i.postimg.cc/2Sf8PByz/Burnin-Bright.jpg
https://i.postimg.cc/bvgJ0Nzq/Fire01.jpg
https://i.postimg.cc/VLtkGFYG/Light-Damage.jpg
https://i.postimg.cc/XYc737B9/Stern-Blowoff.jpg
https://i.postimg.cc/wBqxB8DZ/Undamaged.jpg

Excellent! I love the detail! :salute::up:

iambecomelife
03-18-21, 11:42 PM
I am still not totally satisfied with the damage textures, I felt like the shellholes are too circular so I changed them this week. Also I felt that the holes are a bit big for an 88mm gun, so they may be made smaller.

Plus the metal doesn't look "ragged" enough. Ah well, more work for later.

The nice thing is I can use Objectremains to NOT show holes unless a shell of a certain size hits the ship. Thus, battleship turrets for example can be immune to visible damage from, say, an 88mm gun, but get holed when they are hit by a 12-inch shell.

iambecomelife
03-19-21, 04:04 AM
Good news - The Invincible Class battlecruiser has mostly been modeled (original model had been destroyed by ransomware). AND the Queen Elizabeth class. Now the only big warships left are Derfflinger Class (modeled but need major corrections) and Lion/Queen Mary (modeled but need to be skinned & detailed). And maybe HMS Tiger. Feels amazing to have all the battleships almost done!

Confirmed Battleship/BC Roster:

-Bellerophon Class Battleships
-St. Vincent Class Battleships
-Colossus Class Battleships
-Orion Class Battleships
-King George V Class Battleships
-Iron Duke Class Battleships
-Queen Elizabeth Class Battleships
-Revenge Class Battleships (Ported from SH Series)
-Invincible Class Battlecruisers
-Indefatigable Battlecruiser
-Australia Battlecruiser
-New Zealand Battlecruiser
-Lion Class Battlecruiser
-Queen Mary Battlecruiser
-Tiger Battlecruiser

*****

-Nassau Class Battleships
-Helgoland Class Battleships
-Kaiser Class Battleships
-Konig Class Battleships
-Von der Tann Batlecruiser
-Moltke Class Battlecruisers
-Seydlitz Class Battlecruiser
-Derfflinger Class Battlecruiser

To be released (possibly) afterwards in expansion pack:

-Majestic Class Pre-Dreadnought Battleships
-King Edward VII Class Pre-Dreadnought Battleships
-London Class Pre-Dreadnought Battleships
-Formidable Class Pre-Dreadnought Battleships
-Canada Battleship
-Agincourt Battleship
-Erin Battleship

-Deutschland Class Pre-Dreadnought Battleships
-Braunschweig Class Pre-Dreadnought Battleships

HobbitJack
03-19-21, 03:40 PM
Plenty to torp!
And plenty of torps to go around! (Not really)
:Kaleun_Thumbs_Up:

ijustwantrisingsun
03-20-21, 04:33 PM
Will crew on ships be dynamic? Have animations such as walking or falling down when attacked, different panic states etc

Jeff-Groves
03-20-21, 05:48 PM
Basically, this discovery was me realizing I had not been doing something I should have done (and that the original devs did) - all of the stock units from unmodded Silent Hunter 4 have the Unified Render Controller in their .DAT files. Thus, they do not butcher frame rates (like modded units with no Unified Render Controller). It may be worthwhile to check and see if other modders forgot to give modded ships URC's because if so, they may be causing frame rates to be lowered.

However, if you are getting low frame rates with stock SH4 ships then your hardware is probably the issue. Hope that makes sense.
Way back when GWX was working on doing an SH4 release?
Yeah. We had the URC included. There's even a Tool release that will add that to an SH3 dat file for a quick conversion of the SH3 Units.

iambecomelife
03-21-21, 01:49 PM
Way back when GWX was working on doing an SH4 release?
Yeah. We had the URC included. There's even a Tool release that will add that to an SH3 dat file for a quick conversion of the SH3 Units.

Hey Jeff! Great to have you drop in! Always surprised by the tools you guys create, since that is not my area of expertise. And although I respect your decision, I was saddened that the SH4 version of GWX was never completed, I am sure the team would have produced a masterpiece. Based on the screenshots (which I think have now been deleted from the web) it would have been quite comprehensive.

Not taking shots at anyone, but personally I have a hard time playing mods that only change a couple aspects of the game while leaving all the standard WWII pacific stuff unchanged - like modern sub mods for SH4 that only change the player units, and leave the WWII ships/planes/interface the same. GWX for SH4 clearly would have had an excellent "Atlantic" ambience.

And good work with your new SH5 tool; I can't understand half of what you do on that thread but I know it's good. :ping:

Jeff-Groves
03-21-21, 02:39 PM
Yeah. We stopped GWX4 due to SH5 coming out and the promise it would make our stuff obsolete.
Should have known better then that but it is what it is.

Thanks for the complement for the work in SH5.
It will help other modders by file size reductions and that is always a good thing.

:up:

propbeanie
03-22-21, 09:00 AM
Yeah. We stopped GWX4 due to SH5 coming out and the promise it would make our stuff obsolete.
Should have known better then that but it is what it is.

Thanks for the complement for the work in SH5.
It will help other modders by file size reductions and that is always a good thing.

:up:
"Amen" to that, brother! :arrgh!: :salute:

Torpex77
04-01-21, 10:09 PM
https://www.reddit.com/r/TheGreatWarChannel/comments/mbejzf/ww1_submarine_footage_from_a_private_collector/?utm_source=share&utm_medium=mweb

Schnee
04-03-21, 06:10 PM
Video from the U-35 commanded by Lothar von Arnuald de perrie - great reveal showing what a 1917 patrol was like!

iambecomelife
04-04-21, 03:09 PM
https://www.reddit.com/r/TheGreatWarChannel/comments/mbejzf/ww1_submarine_footage_from_a_private_collector/?utm_source=share&utm_medium=mweb

Thanks a lot! Some of that footage I had never seen before. Very interesting and very rare! Other parts were posted on youtube some years ago but had been removed around 2015 I think. It was good to see those parts posted again.

iambecomelife
04-04-21, 03:40 PM
Will crew on ships be dynamic? Have animations such as walking or falling down when attacked, different panic states etc

Yes; this will be one of the most crucial aspects of ship sinking effects. You can use certain SH4 controllers to give the illusion of animating arms & legs - this can save a lot of time. Right now there are plans to have the following:

-Men passing out life jackets
-Crew using leak pumps
-Crew using fire hoses & extinguishers
-Crew readying lifeboats
-Crowds gathering on boat deck
-Officers using megaphones
-Crew in panic
-Crew jumping overboard animation and/or particle effect
-Crew using distress rockets/flares
-Semaphore crewmen with flags and/or lamps
-Firing rifles/pistols at you if you come too close
-Lifeboats/Rafts suffering damage or destruction - on or off ship
-Injuries to ship crew, varying degrees
-Ship gun crews with functional or "wiped out" state
-Destructible human bodies, with particle effects

Due to potential controversy, blood effects etc. will be in an optional mod. Various screenshots of crew and crew behavior ... right now I am trying to decide between three basic figure types:

-550 poly per man
-1100 poly per man
-1800 poly per man

I will have to see what performance is like when all ships and game objects are introduced. Various old screenshots are below; I haven't had time to work on this aspect much but now that the major warships are almost done that will change!

https://i.postimg.cc/FFVRCs9Q/19956613-1463248050388130-3686371265823541184-o.jpg

https://i.postimg.cc/T1fP2BJS/25394929-1608420002537600-5314099085138857696-o.jpg

https://i.postimg.cc/025NTRQK/25352125-1608419249204342-4108433356687896984-o.jpg

https://i.postimg.cc/L5D8Jvys/25311216-1608419942537606-7539110214534206153-o.jpg

https://i.postimg.cc/wTF1MxPk/19905031-1463248043721464-6588490908172512864-n.jpg

https://i.postimg.cc/xTP6dHnF/19961149-1463248040388131-4694394486517190022-n.jpg

https://i.postimg.cc/k4r4z267/14231153-1154631551249783-5416643303944207736-o.jpg

https://i.postimg.cc/0QpQs9DD/14242227-1154631494583122-1617711226775315274-o.jpg

https://i.postimg.cc/mr1kmYrd/14242346-1154631544583117-477253978193316690-o.jpg

Jeff-Groves
04-04-21, 03:43 PM
Interesting on the animations.
Are you doing animations based on SH3 Mesh Animations?
Or the more advanced SH4 animations?
The SH4 animations are Biped based and control the already built in Skeleton.

I think the blood is a bit over the top in your screen shots.
I'd say if that is a partical effect? It needs edited.
Blood spatter will follow the path of the bullet exit.
And speaking from real life experience?
You'd not see much blood in a water setting. More body being blown apart type stuff with heavy guns.

Jeff-Groves
04-04-21, 04:16 PM
If you are doing the SH3 Mesh animations?
You ARE adding overhead that is not needed!

Mad Mardigan
04-04-21, 04:30 PM
Whoah... talk about serious realism effects...

Is 1 thing I have noted that has sorely been lacking, seriously, in SH3, as well as 4, thus far.

Please note, is not an indictment aginst the modders... is more just a notation of the lack of proper planning that the dev's did not look at, which was likely due to the ones over them, just wanting them to slap something together, shove it out the proverbial door & start making money.

Some how, I highly doubt most there at Game sources, are even gamers... which seems to account for a lot of games, ending up being hated by well... gamers.

As a rule.. we know what we like & what we want in a game. On the flip of it, not all gamers will agree on everything, but.. generally, there will at least be a fair central core on what we will agree on. At least, as I see it. Just My own thoughts & I know that not all will agree on it.. which is fine.

M. M.

:Kaleun_Salute:

Jeff-Groves
04-04-21, 04:50 PM
There were long and sometimes strong discussions about survivors in SH3.
SH4 had them so SH3 modders followed that.

We still refused to make them 'Killable'
(Not that private mods didn't have that years ago!)

IF we are going to go there? Let's make it look real and not some sort of crazy thing out of a very bad Hollywood B movie.

iambecomelife
04-04-21, 05:11 PM
If you are doing the SH3 Mesh animations?
You ARE adding overhead that is not needed!

Good to hear from you again Jeff! The little work I have done so far has been using SH3 keyframes and watchman controllers to give a crude imitation of arms waving, legs moving, & other body movement. I am not sure how to use SH4's existing animation system to make bodies move. And I only model using Wings3d, which AFAIK does not have any animation capability - thus I need to export things frame by frame or rotate sub-parts using the Watchman function in S3ditor.
Animation is kind of uncharted waters for me, sadly....very inexperienced in that area. In fact this will be my first mod involving any type of animation.

Yes, I agree the blood effect shown is kind of gross and disgusting for a machine gun injury, so I will make the impact effect smaller. The screenshot was basically a test to see if blood spatter could be done; the test was a success except for being too large as you note (which can easily be changed).

I saw a video of some pirates being shot in the ocean off the coast of Africa, and the most noticeable thing was the very large red blood pool in the water from the corpses, as opposed to blood being flung up. So the final effect will probably consist mostly of a blood pool and a visibly injured body using the ObjectRemains controller.

Sorry to be graphic.

If anyone has good medium poly human beings let me know, especially heads. The stock SH4 AI ship crew are well animated but ugly, and the SH4 submarine crew are nice-looking but probably too high poly to use for AI ships and lifeboats, given that a typical ship will have 30-50 crewmembers. To say nothing of a troopship which would have thousands of men. For example, here the commander of U-35 describes sinking the troop carrier "Gallia" seen below; in all 1428 men drowned:


"A column of water had shot into the air from the explosion. I witnessed the sight of a great ship moving so fast that it left the column of water behind it. There was wild panic on the stricken vessel's crowded deck. Lifeboats were being lowered by men too much in a panic to let them down slowly and safely. Hundreds of soldiers were jumping into the water and swimming around. The sea became a terrible litter of overturned and swamped lifeboats, and struggling men."

"After what I had seen, I did not feel elated".

A nightmare to see, and for a modern-day game enthusiast like me, a nightmare to animate realistically, even with 2021's vast computing power.

https://i.postimg.cc/MK8NYyG5/Gallia-1913.png

https://i.postimg.cc/pVj380Py/2b03snxpslq41.jpg

https://i.postimg.cc/13vdP2r7/ms57f0fmo-H5n-CUPb-I98-WTV0p-G-HOa-Xmv-X-Cp1fb4.jpg
https://i.postimg.cc/4xf0DsVh/pw1553.jpg
https://i.postimg.cc/ncY5SCjJ/methode-times-prodmigration-web-bin-cc003d51-2aa5-331b-887a-d4471b03e409.jpg

fitzcarraldo
04-04-21, 05:12 PM
Ever I want a Tarantino subsim. :Kaleun_Sick:

Good job.

Fitzcarraldo :Kaleun_Salute:

Jeff-Groves
04-04-21, 05:25 PM
Being the 3D models are already in SH4?
Way add more over head with mesh animations which are just more 3D models?

Granted only 1 person understands the SH4 animation format and HOW TO CHANGE or create new animations.
:03:

Sometimes We need to ask for help to reach a goal.

iambecomelife
04-04-21, 06:38 PM
Being the 3D models are already in SH4?
Way add more over head with mesh animations which are just more 3D models?

Granted only 1 person understands the SH4 animation format and HOW TO CHANGE or create new animations.
:03:

Sometimes We need to ask for help to reach a goal.

I'd be happy to give you the figures I've been working on if you would like to take a look!

Kapitain Oliver Leinkraunt
04-05-21, 05:59 AM
Talking about realistic effects: besides "dramatic" ones, will we able to "help" the castaways ? (such as rescue them or towing lifeboats to nearest neutral coast or sending an S.O.S. to enemy or neutral units)

An other interesting thing about the first submarines' campaign is that often subs sized coastal merchant or Clyde Puffers and sent them to German Ports; is possible to add a similar option in the game or doesn't SH4 permit such things?

And about realism: in my personal opinion, the SH series lack in realistic environment; " there are only sun and rain", but in North Sea, especially 100 years ago, there were frequent snowfall, even near the coast. Are you going or is possible to add snowfall and growlers into the game?

IABL: after seeing your recent posts I need a list of sound you want for the mod
PS: If anyone wants help me, in the building of an appropriate sound mod for WotK, it'll be wonderful :D

PPS: IABL, have you received my pm ?

iambecomelife
04-05-21, 07:04 PM
Talking about realistic effects: besides "dramatic" ones, will we able to "help" the castaways ? (such as rescue them or towing lifeboats to nearest neutral coast or sending an S.O.S. to enemy or neutral units)

An other interesting thing about the first submarines' campaign is that often subs sized coastal merchant or Clyde Puffers and sent them to German Ports; is possible to add a similar option in the game or doesn't SH4 permit such things?

And about realism: in my personal opinion, the SH series lack in realistic environment; " there are only sun and rain", but in North Sea, especially 100 years ago, there were frequent snowfall, even near the coast. Are you going or is possible to add snowfall and growlers into the game?

IABL: after seeing your recent posts I need a list of sound you want for the mod
PS: If anyone wants help me, in the building of an appropriate sound mod for WotK, it'll be wonderful :D

PPS: IABL, have you received my pm ?

Hello!

Unfortunately there will be no capturing ships. There is no known way to make the process seem realistic enough, so no plans for that feature.

There are sketchy plans to allow for helping survivors, via the .tga/.dds pop-up graphics system that I am using for Prize Warfare.

The plan is to use the U-Boat's dinghy for many of these tasks; you will have a limited amount of times per mission you can do this, to make it realistic. So at most you may save 1-2 captives for a little renown boost, or hand over a little bit of food. No saving thousands of people from the "Lusitania", for example - a 200 foot sub didn't have much space.

At the moment, however, ship and sub modeling and making cargo graphics for the prize warfare particle effects is top priority.

Weather improvements are possible but another "reach" goal.

I will be in touch with you about your latest submission, and about sounds for the mod. Thanks for your help.

iambecomelife
04-06-21, 08:05 AM
As promised, new screenshots of your new friends and new foes. In the first screenshot, U-35 sizes up some Royal Navy 15-inch guns.

https://i.postimg.cc/g0vpKysR/U35-Lizabeth.jpg
https://i.postimg.cc/MpLHLY1F/Amigo.jpg
https://i.postimg.cc/cHRJry2p/BBStern.jpg
https://i.postimg.cc/fy5Tf7w5/BigLiz.jpg
https://i.postimg.cc/prPLjctp/BigLiz00.jpg
https://i.postimg.cc/wxkvzzhJ/BigLiz02.jpg
https://i.postimg.cc/xTTdTZRZ/BigLiz03.jpg
https://i.postimg.cc/HxDxYsZ0/BigLiz04.jpg
https://i.postimg.cc/k5tGPtcX/Enemies.jpg
https://i.postimg.cc/28cSqx9S/Grand-Fleet.jpg

iambecomelife
04-06-21, 08:08 AM
The original model of "Lutzow" has been almost completely revised. Several errors need to be corrected and they need a few more details but it's coming along. Reviewed some models and "Lutzow" doesn't have enough 5.9" guns; a corrected gun deck with two more guns is being modeled.

https://i.postimg.cc/VkJLXb2B/Kaisers-Pride.jpg
https://i.postimg.cc/25vkKNk1/Kaisers-Pride2.jpg
https://i.postimg.cc/k4mJrYGf/Midday.jpg
https://i.postimg.cc/cLt0vG8F/Queen-Boats.jpg
https://i.postimg.cc/Yqst2Cj4/Review.jpg
https://i.postimg.cc/qqm43kL5/Shadow02.jpg
https://i.postimg.cc/2jTzJwD7/Shadow03.jpg
https://i.postimg.cc/s2FySHYs/Sunset-Lut.jpg

propbeanie
04-06-21, 08:45 AM
... and to think, they carried those sub nets practically everywhere with them, and "communicated" with each other by flags strung on the bridge cabling... it would be nice if the AI could do "Follow me" and other sets of flags... :hmmm: - but these are beautiful ships, iambecomelife! :salute:

Jimbuna
04-06-21, 01:49 PM
Truly dedicated and amazing work :yeah:

Jeff-Groves
04-09-21, 03:41 AM
I'd be happy to give you the figures I've been working on if you would like to take a look!

I'd be happy to assist.
:up:

Been a few years since I did animation work but I still have all my bipeds scaled to SH sizes and other neat tools.

iambecomelife
04-09-21, 03:05 PM
Thank you Jeff! I will be in touch.

Good news, I tested the game with a whopping 125 lifeboats from one ship and I got killer framerates. Because I have now applied UnifiedRenderController to the lifeboats and sailors. No stuttering, except for about one minute when the game spawned the lifeboats. In real life there's no need for more than about 20-30 boats from the biggest liners, so this is encouraging! My only reservation is that my computer is very modern/less than a year old, but I can mod in lower detail options for ppl who need it.

I suspect having 20-30 separate survivors or more and a lot more debris/crates/life rings/vests/flotsam floating separately whenever a merchant is sunk will be easy. Plus maybe even realistic liner/troopship sinkings.

Also getting great frame rates while testing long lines of battleships.

Invincible class skinning went great. Screenshots soon.

Plus, I found an old Pre-Dreadnought model on my hard drive that was not destroyed in the ransomware attack that wiped out almost all my progress a few years ago. Thus, I may be able to whip up a few old British BB's for the mod, like "Formidable", "King Edward VII", and "Britannia". Instead of just having modern Dreadnoughts & BC's as targets.

Bubblehead1980
04-09-21, 03:30 PM
I am sure this has been asked but do not recall. Will Jutland be scripted into the sim ?

iambecomelife
04-09-21, 04:05 PM
I am sure this has been asked but do not recall. Will Jutland be scripted into the sim ?

Yes, there will be a battle of Jutland. Many minor ship classes will be missing because it's impractical to model every type and recreate all the movements. But most of the noteworthy ships like Lutzow, Iron Duke, etc will be present.

Gun accuracy will be VASTLY lower than SH4 stock. I noticed in standard surface engagements ships destroy each other far too fast. Even the great German gunnery systems of WWI only managed a hit percentage that was, say, 4-5%. Possibly even lower.

I may even introduce a big-gun gunfire effect that does no damage (mixed randomly with real shells) so that engagements are more drawn-out.

Short-range guns will be accurate and lethal, to discourage the player from attacking warships on the surface .

Kapitain Oliver Leinkraunt
04-10-21, 06:14 AM
IABL sorry for bothering yo again, but I found in my grandfather's library a copy of "Lloyd's Book of House Flag and Funnels" of 1912 with approximately 1870 house flags, funnels' colors and home ports of major and minor companies of all nations at the time. Since you are creating a realistic merchant fleet with names and homeports: do you want a scan of it ?

iambecomelife
04-10-21, 08:16 AM
IABL sorry for bothering yo again, but I found in my grandfather's library a copy of "Lloyd's Book of House Flag and Funnels" of 1912 with approximately 1870 house flags, funnels' colors and home ports of major and minor companies of all nations at the time. Since you are creating a realistic merchant fleet with names and homeports: do you want a scan of it ?

No bother at all! Yes, I would like that a lot - it would be a big help with the paint schemes for different ships. :up:

Bubblehead1980
04-10-21, 01:43 PM
Yes, there will be a battle of Jutland. Many minor ship classes will be missing because it's impractical to model every type and recreate all the movements. But most of the noteworthy ships like Lutzow, Iron Duke, etc will be present.

Gun accuracy will be VASTLY lower than SH4 stock. I noticed in standard surface engagements ships destroy each other far too fast. Even the great German gunnery systems of WWI only managed a hit percentage that was, say, 4-5%. Possibly even lower.

I may even introduce a big-gun gunfire effect that does no damage (mixed randomly with real shells) so that engagements are more drawn-out.

Short-range guns will be accurate and lethal, to discourage the player from attacking warships on the surface .


Very nice. Will you use other ships to fill the roles of the minor classes not featured ?

I lowered the gun accuracy of AI units as well in my upgrade for TMO, to avoid what you are talking about. I scripted a fictional battle in San Bernadino Strait where BB/CA/DD force detached from TF 38 arrive in time to catch Kurita's center force in the evening of 25 October as it is retreating into the strait, they cross the T and engage in a brief battle. I have it set so it is 50 percent chance whether the US force force spawns so it may or may not happen, keeps things interesting. When it did occur, was a pretty intense surface engagement, fun to watch. Even ran in on surface like a pt boat, made torpedo attacks , hits on Yamato. Had to dive when a DD spotted me. Watching Yamato and Iowa slug it is loud and interesting.

That is a great idea about the big guns having a mix, look forward to seeing how that works.

Hitman
04-14-21, 07:22 AM
Yes, there will be a battle of Jutland. Many minor ship classes will be missing because it's impractical to model every type and recreate all the movements. But most of the noteworthy ships like Lutzow, Iron Duke, etc will be present.

Gun accuracy will be VASTLY lower than SH4 stock. I noticed in standard surface engagements ships destroy each other far too fast. Even the great German gunnery systems of WWI only managed a hit percentage that was, say, 4-5%. Possibly even lower.

I may even introduce a big-gun gunfire effect that does no damage (mixed randomly with real shells) so that engagements are more drawn-out.

Short-range guns will be accurate and lethal, to discourage the player from attacking warships on the surface .

Part of that is because in SH4 we are limited due to the 20 km atmosphere to engagements ranges below what many times happened in real life.

iambecomelife
04-18-21, 01:05 PM
Part of that is because in SH4 we are limited due to the 20 km atmosphere to engagements ranges below what many times happened in real life.

Yes; in that respect "Jutland" by SES is much better - when I play that sim, even the best ships have a low hit rate. Also, "Jutland" is much better than the "Silent Hunter" series when it comes to logical surface ship behavior. In Silent Hunter the AI warships charge in & fight to the death regardless of how outnumbered they are. In "Jutland", lone destroyers or light cruisers will size up your fleet strength wisely. If you sortie with a battleship fleet, AI DD's and cruisers on patrol will retreat to just outside of gun range and shadow you, radioing for the Grand Fleet battleships. Or if they attack, they will use heavy fog as cover.

If and when work-in-progress sims like Wolfpack & Crush Depth mature, hopefully they fix some of these long-standing issues.

iambecomelife
04-18-21, 02:20 PM
Very nice. Will you use other ships to fill the roles of the minor classes not featured ?

I lowered the gun accuracy of AI units as well in my upgrade for TMO, to avoid what you are talking about. I scripted a fictional battle in San Bernadino Strait where BB/CA/DD force detached from TF 38 arrive in time to catch Kurita's center force in the evening of 25 October as it is retreating into the strait, they cross the T and engage in a brief battle. I have it set so it is 50 percent chance whether the US force force spawns so it may or may not happen, keeps things interesting. When it did occur, was a pretty intense surface engagement, fun to watch. Even ran in on surface like a pt boat, made torpedo attacks , hits on Yamato. Had to dive when a DD spotted me. Watching Yamato and Iowa slug it is loud and interesting.

That is a great idea about the big guns having a mix, look forward to seeing how that works.

Sounds like fun! Not long after I got SH4 I reenacted several surface battles like the Naval Battle of Guadalcanal and the Battle of Tassafaronga. They were made even more fun by the AI torpedoes mod - can't remember who implemented it but it was a great idea.

Had a productive weekend! HMS "Queen Mary" is now about 90% done, including skin - she was another big obstacle to overcome. Now just a few changes to funnel & superstructure shape and we will have "Lion" & "Princess Royal", because they were near-identical triplets:up:

It has been fun but rather somber to work on "Queen Mary" ... and to think about the 1,266 men who still rest in her today. Much respect to those on both sides who never returned and, in the words of German submariners, "Stayed at Sea".

https://www.youtube.com/watch?v=L6EU3BV1sHQ

https://i.postimg.cc/wMyvN1Jd/QMBig.jpg
https://i.postimg.cc/ydrxWmDP/QM2.jpg
https://i.postimg.cc/sX21V6gx/QM3.jpg

Bubblehead1980
04-24-21, 10:39 PM
Sounds like fun! Not long after I got SH4 I reenacted several surface battles like the Naval Battle of Guadalcanal and the Battle of Tassafaronga. They were made even more fun by the AI torpedoes mod - can't remember who implemented it but it was a great idea.

Had a productive weekend! HMS "Queen Mary" is now about 90% done, including skin - she was another big obstacle to overcome. Now just a few changes to funnel & superstructure shape and we will have "Lion" & "Princess Royal", because they were near-identical triplets:up:

It has been fun but rather somber to work on "Queen Mary" ... and to think about the 1,266 men who still rest in her today. Much respect to those on both sides who never returned and, in the words of German submariners, "Stayed at Sea".

https://www.youtube.com/watch?v=L6EU3BV1sHQ

https://i.postimg.cc/wMyvN1Jd/QMBig.jpg
https://i.postimg.cc/ydrxWmDP/QM2.jpg
https://i.postimg.cc/sX21V6gx/QM3.jpg


Glad to hear of the progress. Yes, I often reflect upon those who "stayed at sea". Thanks for sharing the photos.

DominikusRex
04-30-21, 02:52 PM
Hello everyone. As a player who is new to submarine sims and who has only played sh3 and a bit of cold waters, i have to say that I realy like the idea of a ww1 submarine sim so this mod is making me quite hyped. In general, i like the ww1 period more than the ww2 so i guess i have a bit of a bias as well. Anyway, there is one question that i would like to ask: will this mod have an alt. history path? It would be interesting if i sunk enough british dreadnoughts to the point where Tirpitz goes: " now is our time! Mobilise all our dreadnoughts so that we can brake the british blockade!" and so that there is like a special event where the british blockade of Germany is broken. From there there could be other alt. history radio reports where the war on land goes better for the central powers because of the broken blokade. I'd just like to know if there are plans for that or would it be too hard to code in?
Have a nice day :)

Jeff-Groves
04-30-21, 03:44 PM
To remove any ship once sunk, so that it never appears in Game again?
That would require a separate program.
Problem with that is it would need to re-write so many Campaign files and such.
I can see it as possible to do. But I highly doubt anyone will do it.

iambecomelife
04-30-21, 07:43 PM
Hello everyone. As a player who is new to submarine sims and who has only played sh3 and a bit of cold waters, i have to say that I realy like the idea of a ww1 submarine sim so this mod is making me quite hyped. In general, i like the ww1 period more than the ww2 so i guess i have a bit of a bias as well. Anyway, there is one question that i would like to ask: will this mod have an alt. history path? It would be interesting if i sunk enough british dreadnoughts to the point where Tirpitz goes: " now is our time! Mobilise all our dreadnoughts so that we can brake the british blockade!" and so that there is like a special event where the british blockade of Germany is broken. From there there could be other alt. history radio reports where the war on land goes better for the central powers because of the broken blokade. I'd just like to know if there are plans for that or would it be too hard to code in?
Have a nice day :)


There are plans for a few alternate history single missions, but there will not really be an alternate history campaign path. In November 1918, Germany will surrender regardless of how much tonnage you sink. And it will be time for you & your men to trade uniforms for civilian duds. :haha: And deal with finding work, food shortages, hyperinflation, the Weimar Republic, revolutionary politics, and all that other interwar German drama. :D

Here are the alternate history single missions I am thinking of:

1) Save von Spee! (1914): U-19 Class. Your U-Boat is to rendezvous with "Scharnhorst" and "Gneisenau" on 12/08/1914 as they run home via the North Sea, having eluded the British successfully off South America. (Historically of course the Germans were caught and destroyed on that date).The "Invincible" and "Inflexible" attack von Spee's task force off Scotland. Sink or cripple the British BC's at all costs - you are von Spee's only hope.


2) U-Boats at Jutland (1916): U-31 Class. You are scouting ahead of the High Seas Fleet and have a shot at the British dreadnoughts as their fleet deploys. Use the confusion of battle to attack Jellicoe's fleet at this crucial moment, throwing the British battle line into chaos and giving Germany a chance to win a decisive victory.

3) Death of the Leopard (1917): U-51 Class. While escorting the Armed Merchant Raider SMS "Leopard" you witness the Armored Cruiser "Achilles" and
armed steamer "Dundee" approaching. Sink the enemy and save "Leopard" from destruction so she can break out into the Atlantic (Historically, "Leopard" was destroyed by "Achilles" & "Dundee" before she could sink a single merchant ship).

4) Raid on Rosyth (1918): U-31 Class. The greatest WWI aerial raid never to have taken place. In a prelude to Pearl Harbor, a large fleet of German seaplanes are launched from seaplane carriers against the British battlecruisers at Rosyth. You are to support the air attack with an underwater raid against any docked capital ships. Very heavy resistance from British aerial and naval patrols is expected.

5) Brother Against Brother (1918): U-87 Class. November 1918. Germany is on its last legs. Ravaged by Influenza and hunger, German sailors in the surface fleet rebel, forming Worker's Councils. Communist revolutionaries take over the HSF's battleships. Flying the red flag, a force of rebel dreadnoughts sails towards Wilhelmshaven - determined to sink loyalist ships and overthrow the Kaiser. Your job is to sink as many of the revolutionary German BB's as you can - demoralizing the rebels and saving the monarchy.

(Historically one U-Boat and the rebelling battleship Thuringen very nearly shot at each other, but the situation was defused. Ashore, several Loyalist U-Boat men opened fire on a rebellious crowd on 11/03/1918, killing several revolutionary sailors. This led to outrage against Kaiser Wilhelm, and rebellion spread like wildfire. The U-Boat arm remained loyal to the end but their support was not enough, and the Kaiser's rule collapsed, ending the war).

Any other ideas for alternate history single missions are welcome!

DominikusRex
05-01-21, 01:49 AM
[QUOTE=iambecomelife;2745350]There are plans for a few alternate history single missions, but there will not really be an alternate history campaign path. In November 1918, Germany will surrender regardless of how much tonnage you sink. And it will be time for you & your men to trade uniforms for civilian duds. :haha: And deal with finding work, food shortages, hyperinflation, the Weimar Republic, revolutionary politics, and all that other interwar German drama. :D

Here are the alternate history single missions I am thinking of:

1) Save von Spee! (1914): U-19 Class. Your U-Boat is to rendezvous with "Scharnhorst" and "Gneisenau" on 12/08/1914 as they run home via the North Sea, having eluded the British successfully off South America. (Historically of course the Germans were caught and destroyed on that date).The "Invincible" and "Inflexible" attack von Spee's task force off Scotland. Sink or cripple the British BC's at all costs - you are von Spee's only hope.


2) U-Boats at Jutland (1916): U-31 Class. You are scouting ahead of the High Seas Fleet and have a shot at the British dreadnoughts as their fleet deploys. Use the confusion of battle to attack Jellicoe's fleet at this crucial moment, throwing the British battle line into chaos and giving Germany a chance to win a decisive victory.

3) Death of the Leopard (1917): U-51 Class. While escorting the Armed Merchant Raider SMS "Leopard" you witness the Armored Cruiser "Achilles" and
armed steamer "Dundee" approaching. Sink the enemy and save "Leopard" from destruction so she can break out into the Atlantic (Historically, "Leopard" was destroyed by "Achilles" & "Dundee" before she could sink a single merchant ship).

4) Raid on Rosyth (1918): U-31 Class. The greatest WWI aerial raid never to have taken place. In a prelude to Pearl Harbor, a large fleet of German seaplanes are launched from seaplane carriers against the British battlecruisers at Rosyth. You are to support the air attack with an underwater raid against any docked capital ships. Very heavy resistance from British aerial and naval patrols is expected.

5) Brother Against Brother (1918): U-87 Class. November 1918. Germany is on its last legs. Ravaged by Influenza and hunger, German sailors in the surface fleet rebel, forming Worker's Councils. Communist revolutionaries take over the HSF's battleships. Flying the red flag, a force of rebel dreadnoughts sails towards Wilhelmshaven - determined to sink loyalist ships and overthrow the Kaiser. Your job is to sink as many of the revolutionary German BB's as you can - demoralizing the rebels and saving the monarchy.

(Historically one U-Boat and the rebelling battleship Thuringen very nearly shot at each other, but the situation was defused. Ashore, several Loyalist U-Boat men opened fire on a rebellious crowd on 11/03/1918, killing several revolutionary sailors. This led to outrage against Kaiser Wilhelm, and rebellion spread like wildfire. The U-Boat arm remained loyal to the end but their support was not enough, and the Kaiser's rule collapsed, ending the war).

Any other ideas for alternate history single missions are welcome![/QUOTE

Ah, i see. I guess one day once your mod is out someone could make a 'Victory of the Kaiser' submod for us alt. history Central Powers fans :) I know that it is doable as i have played the victory mod for sh3 and found it quite enjoyable, i guess i will just have to wait a bit longer for a Kaiserreich ending to your great looking mod. Still, i am looking foward to playing your mod once it is ready and i wish you a nice day :) ]

Aktungbby
05-01-21, 02:10 AM
DominikusRex!:Kaleun_Salute:

iambecomelife
05-02-21, 07:42 PM
Exciting times ahead! I spent the weekend "polishing" the first Capital Ship to release state.... "Von der Tann". She is one of the oldest models and required the most remedial work. This polishing basically consists of the following steps:

-Correcting collision detection via .zon file's spheres and boxes
-Cloning hex ID's
-Checking 3d model for parts "ghosting" into each other
-Measuring vessel size to ensure 100% correct historical length, draft, etc.
-Adding moving parts
-Implementing special new damage effects
-Adding working torpedo tubes
-Adding crew

Not hard to do, and it really improves the mod craftsmanship.

I am adding many new compartment types to the stock zones.cfg, so ships will have many different levels of resistance to damage. "Von der Tann" like all German battlecruisers, will generally have better damage resistance and pumping capacity than British BC's.

I am also giving capital ships a "fail safe" compartment to make them sink fast if they take huge amounts of damage....solves an issue whereby Battleships/BC's used to stay afloat after getting 9-10 torpedoes. Now, 3-4 torpedoes will be big trouble for most ships. Seems like a reasonable damage model IMHO given the following data from early capital ships:

Barham - sunk by 3 torps
California - sunk by 2 torps
Oklahoma - sunk by 3 torps (took 2 more as she was already sinking)
Kongo - sunk by 2 torps
Royal Oak - sunk by 4 torps
Repulse - sunk by 4-5 torps
West Virginia - probably sunk by 3 torps (took 4 as she sank for a total of 7)

I know Yamato & Musashi ate a whole bunch more torpedoes, but they are outside the scope of Early 20th Century dreadnought construction.

iambecomelife
05-02-21, 11:21 PM
https://i.postimg.cc/PxGL2BNy/Alive.jpg

https://i.postimg.cc/X7n5MSLD/Boot02.jpg
https://i.postimg.cc/7hw5y03T/Buddies.jpg
https://i.postimg.cc/bvSD0zYd/Burn01.jpg
https://i.postimg.cc/J4KkM6d7/Burn02.jpg
https://i.postimg.cc/W13J3GQG/Burn03.jpg
https://i.postimg.cc/cChr1Chk/Desastre.jpg
https://i.postimg.cc/pL65n9Hg/Ensign.jpg
https://i.postimg.cc/ZRrWgVdS/Lifeboot.jpg
https://i.postimg.cc/Gh347P3W/Overhead.jpg
https://i.postimg.cc/tCrYL1YY/Terror.jpg


Just FYI this is still WIP stuff - No complete group of ship's boats because I am creating a new group of lifeboats/launches for the ingame ships that will be better looking AND lower poly.

Don't worry, the crew will not "man the rail" in combat. This was just an experiment to see how figures affect framerates (very minor impact, it went well)

Masts and certain items are not the right shape, but over all pretty easy stuff to correct.

propbeanie
05-03-21, 07:49 AM
Ooo-ooh, very nice smoke and fire, sir! I love that "haze" effect.

KleineUboot
05-03-21, 09:54 AM
Where I can download it?

Hitman
05-03-21, 12:45 PM
Where I can download it?

In the future :Kaleun_Applaud::Kaleun_Salute:

Roebuck
05-08-21, 10:11 PM
Will there be roaming enemy subs? Those would be fun to duel against.

Also, are any of these subs not being added anymore or has the list stayed the same?
(UB-1, U-9, U-19, U-31, U-93, U-139 classes)

Niume
05-12-21, 12:48 PM
Just started reading Business in Great Waters: The U-Boat Wars, 1916-1945 book, while reading I learnt that U-boats had great success in WW1.In the past I didn't knew much about WW1 submarines. Now I can't wait to be a WW1 U-boat commander fighting for the Imperial Germany. I think this questions has been asked countless times, but as I see that we are reaching the release may I ask? WHEN CAN WE EXPECT THE RELEASE? :Kaleun_Thumbs_Up:

iambecomelife
05-17-21, 06:35 PM
Will there be roaming enemy subs? Those would be fun to duel against.

Also, are any of these subs not being added anymore or has the list stayed the same?
(UB-1, U-9, U-19, U-31, U-93, U-139 classes)

The U-139 class may not be included, but aside from that there are plans for all the other subs you mentioned.

There will be both enemy and friendly AI subs, with torpedoes.

The main backer and I are trying for a holiday 2021 release! Cannot confirm, but certain things have been going very well and helped the mod along. One main boost is that the roster of high poly battleships and battlecruisers is complete.

Bubblehead1980
05-17-21, 07:31 PM
Did WW I U boats use the surface torpedo attacks such as at night used in WW II? Did they have a TBT?

Bubblehead1980
05-17-21, 07:50 PM
The U-139 class may not be included, but aside from that there are plans for all the other subs you mentioned.

There will be both enemy and friendly AI subs, with torpedoes.

The main backer and I are trying for a holiday 2021 release! Cannot confirm, but certain things have been going very well and helped the mod along. One main boost is that the roster of high poly battleships and battlecruisers is complete.


I may have to pick your brain on the AI subs w torpedoes. Having some issues implementing them into TMO.

iambecomelife
05-18-21, 12:17 AM
Did WW I U boats use the surface torpedo attacks such as at night used in WW II? Did they have a TBT?

Yes! Night surface attacks became very common from 1917 -1918. According to Labourdette:

"From 1917 onwards, [daylight] torpedo attacks became rarer and were replaced with night attacks or at daybreak. On a dark night, the U-Boote operated on the surface or half submerged using direct sights and not the periscope, giving them an incontestable advantage over surface ships. At the end of September 1917, the British Admiralty wrote in its report:

"It is obvious that, despite a widespread feeling on ships carrying personnel or goods, the night does not bring safety against the German submarine threat. Our protective measures need to be as complete at night time as they are during the day. It is because these measures are not put into practice with all the care that they require that the success rate of U-Boote night attacks is 75% whereas in the day it drops to 50%."

This is a major reason why U-Boat warfare escalated and became much more deadly after 1916. From 1914 - 1916 there was still a pretty substantial effort to stick to the Prize Rules - boarding & investigating merchantmen in daylight, and allowing time to abandon ship if a ship was carrying supplies for the Entente war effort.

By 1917, U-Boat commanders and the Kaiserliche Marine were frustrated with defensive measures that made it more risky for submarines - thousands more merchantmen were armed, and several U-Boats had been sunk by Q-Ships while trying to play "by the rules" and give warning before attack. Thus, in the vicious Spring 1917 U-Boat offensive, attacks without warning became more common. And thus the death toll increased - if you check statistics from that date you will see more Allied merchant ship sinkings with heavy loss of life, or even with no survivors, because unrestricted torpedoings in the warzone were more acceptable to Germany.

Re: TBT - the most closely analogous thing was a primitive "computer" utilizing slide rulers to "lead" close range torpedo shots. Unfortunately I do not have any images of it:

http://www.subsim.site/phpBB_archive1/viewtopic.php?t=46289

Hitman
05-18-21, 12:16 PM
You can have a look here:

http://www.tvre.org/en/torpedo-attacks-during-wwi

Roebuck
05-18-21, 09:03 PM
The U-139 class may not be included, but aside from that there are plans for all the other subs you mentioned.

There will be both enemy and friendly AI subs, with torpedoes.

The main backer and I are trying for a holiday 2021 release! Cannot confirm, but certain things have been going very well and helped the mod along. One main boost is that the roster of high poly battleships and battlecruisers is complete.

Good to hear! Any new subs added to the roster? I think I may have seen something about a sub not mentioned in the original list but I don't remember.

Mad Mardigan
05-18-21, 09:20 PM
Good to hear! Any new subs added to the roster? I think I may have seen something about a sub not mentioned in the original list but I don't remember.

https://www.subsim.com/radioroom/showpost.php?p=2748339&postcount=2351

That info is listed there in that post.

M. M.

:Kaleun_Salute:

Bubblehead1980
05-19-21, 02:04 PM
Yes! Night surface attacks became very common from 1917 -1918. According to Labourdette:

"From 1917 onwards, [daylight] torpedo attacks became rarer and were replaced with night attacks or at daybreak. On a dark night, the U-Boote operated on the surface or half submerged using direct sights and not the periscope, giving them an incontestable advantage over surface ships. At the end of September 1917, the British Admiralty wrote in its report:

"It is obvious that, despite a widespread feeling on ships carrying personnel or goods, the night does not bring safety against the German submarine threat. Our protective measures need to be as complete at night time as they are during the day. It is because these measures are not put into practice with all the care that they require that the success rate of U-Boote night attacks is 75% whereas in the day it drops to 50%."

This is a major reason why U-Boat warfare escalated and became much more deadly after 1916. From 1914 - 1916 there was still a pretty substantial effort to stick to the Prize Rules - boarding & investigating merchantmen in daylight, and allowing time to abandon ship if a ship was carrying supplies for the Entente war effort.

By 1917, U-Boat commanders and the Kaiserliche Marine were frustrated with defensive measures that made it more risky for submarines - thousands more merchantmen were armed, and several U-Boats had been sunk by Q-Ships while trying to play "by the rules" and give warning before attack. Thus, in the vicious Spring 1917 U-Boat offensive, attacks without warning became more common. And thus the death toll increased - if you check statistics from that date you will see more Allied merchant ship sinkings with heavy loss of life, or even with no survivors, because unrestricted torpedoings in the warzone were more acceptable to Germany.

Re: TBT - the most closely analogous thing was a primitive "computer" utilizing slide rulers to "lead" close range torpedo shots. Unfortunately I do not have any images of it:

http://www.subsim.site/phpBB_archive1/viewtopic.php?t=46289


Interesting. Thanks for the info. :Kaleun_Salute:

Bubblehead1980
05-25-21, 08:31 PM
Figured you may enjoy this, story of WW I battle between US sub and a U Boat. First confirmed sinking of a submarine by a USN ship in history.

https://www.youtube.com/watch?v=PlyyANpCDyc

iambecomelife
06-01-21, 01:31 PM
Sort of bad news, I had a leave request turned down! :mad: Not to worry, the bosses still owe me a lot of time off work, so I will keep perstering ppl until I get to take some vacation! And of course vacation = modding! One important task recently performed - backing up ships to my online storage. So now if my computer is destroyed all the most important files for the mod will be saved.

Also been doing tremendous work with higher-detailed crew for ships, as the stock SH4 non-player ship crew look dated....now, AI ships will have crew based on the submarine crew models, with better heads and faces. I did frame rate tests and was satisfied it won't be a big burden.

Lastly, been starting work again on player units - collecting images of subs especially the big U-139 cruiser type. More images later....!

And thank u for that movie Bubblehead! Lots that I didn't know about that incident, although I had read briefly about it before.

Xall
06-19-21, 03:58 PM
Just a huge thank you to iambecomelife (https://www.subsim.com/radioroom/member.php?u=215754) and to everyone else helping making mod, its really incredible how much passion is going into it, and how long its been in development, thats some real dedication right there.

I really admire such work ethics, even doing as far as taking a vacation to mod more...

Its difficult to comprehend at times that there are people like this out there, and I can relate as a fellow modder of how difficult it can be sticking to a project for a while, and its been over a decade now.

I wish you the best, good health and a smooth gong forward with the project.
Watch out for Burn outs, they are the worst,

I will continue to follow with excitement of the development of this mod and of course to its eventual release.

:salute:

TitanicThomas
06-29-21, 07:20 PM
So as I guess we slowly reach the end date of the release a few questions as a big fan of naval warfare in ww1 are kinda in my mind.

1) As I know Lusitania is a ship that has a model... without really searching the 158 pages of the forum are we going to see other big ships of the time? Britannic, Olympic, Mauritania, Leviathan, etc. Or event he smaller ships that have a interesting history such as those of Carpathia who met her end in the war.

2) This is more of a long shot and more of a situation of... I have not read much into this mod but is this a dynamic campaign or something similar to that of Silent hunters 4... I honestly dont mod so I dont know if SH4 can support a Dynamic Campaign where you cant sink the same ship more than it exist.

3) Just a general send off to this post. Good work so far as I can see. I think the mod will turn out great. So keep it up.

iambecomelife
06-29-21, 08:29 PM
So as I guess we slowly reach the end date of the release a few questions as a big fan of naval warfare in ww1 are kinda in my mind.

1) As I know Lusitania is a ship that has a model... without really searching the 158 pages of the forum are we going to see other big ships of the time? Britannic, Olympic, Mauritania, Leviathan, etc. Or event he smaller ships that have a interesting history such as those of Carpathia who met her end in the war.

2) This is more of a long shot and more of a situation of... I have not read much into this mod but is this a dynamic campaign or something similar to that of Silent hunters 4... I honestly dont mod so I dont know if SH4 can support a Dynamic Campaign where you cant sink the same ship more than it exist.

3) Just a general send off to this post. Good work so far as I can see. I think the mod will turn out great. So keep it up.

Unfortunately due to time constraints liners other than Lusitania are a long shot. There will be several typical looking liners with 1-4 smokestacks, but probably not Olympic, Leviathan, Britannic, & Carpathia in the initial release. Possibly Mauretania because she can be designed quickly, using my Lusitania as a base.

Ships will stop spawning once they were destroyed historically - for instance no Lusitania after May 7, 1915, and no Invincible after May 31, 1916. I can add mini-mods via JSGME to stop famous ships from respawning when you sink them (if there is enough interest).

Mad Mardigan
06-29-21, 10:51 PM
So as I guess we slowly reach the end date of the release a few questions as a big fan of naval warfare in ww1 are kinda in my mind.

1) As I know Lusitania is a ship that has a model... without really searching the 158 pages of the forum are we going to see other big ships of the time? Britannic, Olympic, Mauritania, Leviathan, etc. Or event he smaller ships that have a interesting history such as those of Carpathia who met her end in the war.

2) This is more of a long shot and more of a situation of... I have not read much into this mod but is this a dynamic campaign or something similar to that of Silent hunters 4... I honestly dont mod so I dont know if SH4 can support a Dynamic Campaign where you cant sink the same ship more than it exist.

3) Just a general send off to this post. Good work so far as I can see. I think the mod will turn out great. So keep it up.

Unfortunately due to time constraints liners other than Lusitania are a long shot. There will be several typical looking liners with 1-4 smokestacks, but probably not Olympic, Leviathan, Britannic, & Carpathia in the initial release. Possibly Mauretania because she can be designed quickly, using my Lusitania as a base.

Ships will stop spawning once they were destroyed historically - for instance no Lusitania after May 7, 1915, and no Invincible after May 31, 1916. I can add mini-mods via JSGME to stop famous ships from respawning when you sink them (if there is enough interest).

Yes, I for 1, would definitely be interested in a mini mod, that would stop famous ships, from respawning.. when you sink them.

With general merchants, that would be understandable for them to be reused more than once. Knowing that there were a multitude of more than 1 being made.. but when it comes to like, liners not so much the case. Same with BB's, CV's, basically warships... since there were more than 1 of them built of the same class design.

That's understandable...

That was 1 bone of contention that drove Me batty, with SH3... of known famous ships respawning... knowing full well that after a time when the most famous of these sank & was known to have.. & having them show up, time & time again, well after their demise. The most grievous of this happening would be warships, followed by certain liner ships.. that I know of.

So anything that can be down to limit those ships from rising from the dead like.. a zombie, would be greatly appreciated IABL... if there is something you know of that can be used to short circuit that from happening...

No pressure, just putting out there, a respectful request if you know of a way to stop that... please include it. Thanks.

Am still looking forward to the release of your hard work & effort with WW I sub warfare mega mod for SH4...:yep: :up:

M. M.

:Kaleun_Salute:

TitanicThomas
07-01-21, 02:07 PM
Yes, I for 1, would definitely be interested in a mini mod, that would stop famous ships, from respawning.. when you sink them.

With general merchants, that would be understandable for them to be reused more than once. Knowing that there were a multitude of more than 1 being made.. but when it comes to like, liners not so much the case. Same with BB's, CV's, basically warships... since there were more than 1 of them built of the same class design.

That's understandable...

That was 1 bone of contention that drove Me batty, with SH3... of known famous ships respawning... knowing full well that after a time when the most famous of these sank & was known to have.. & having them show up, time & time again, well after their demise. The most grievous of this happening would be warships, followed by certain liner ships.. that I know of.

So anything that can be down to limit those ships from rising from the dead like.. a zombie, would be greatly appreciated IABL... if there is something you know of that can be used to short circuit that from happening...

No pressure, just putting out there, a respectful request if you know of a way to stop that... please include it. Thanks.

Am still looking forward to the release of your hard work & effort with WW I sub warfare mega mod for SH4...:yep: :up:

M. M.

:Kaleun_Salute:

Unfortunately due to time constraints liners other than Lusitania are a long shot. There will be several typical looking liners with 1-4 smokestacks, but probably not Olympic, Leviathan, Britannic, & Carpathia in the initial release. Possibly Mauretania because she can be designed quickly, using my Lusitania as a base.

Ships will stop spawning once they were destroyed historically - for instance no Lusitania after May 7, 1915, and no Invincible after May 31, 1916. I can add mini-mods via JSGME to stop famous ships from respawning when you sink them (if there is enough interest).

I would love a side mod that would prevent famous ships from respawning after they sink.

I asked this as I am coming from FotRS where I sunk Akagi yet she seemed to suddenly respawn a month later and really threw me off.

On the topic of Other ships I can understand that one. I only asked on Titanic's sisters in the war as both are famous in their own rights, Britannic being the largest ship sunk in the war, and Olympic being a troop transport who on record rammed at least to my knowledge rammed 1 sub that I can confirm. U-103. But yeah if your pressed for time dont push yourself... if the mod is fun on release thats all that should matter. Adding things over time is always a option.

Keep up the good work :Kaleun_Thumbs_Up:

Bubblehead1980
07-07-21, 01:04 AM
https://www.youtube.com/watch?v=OehtY8nARME

Schnee
07-25-21, 04:18 PM
The above was an excellent episode -- wonder if it would be repeated once 'Wolves of the Kaiser' is launched.


Probably as it seems like the deck gun was a Uboat skippers favorite weapon during WWI (see de la Perière's )exploits.

kongovsfuso142
07-28-21, 07:21 AM
Any Idea when this mod will be out to play.

Thank You.


Kongo.
:Kaleun_Salute:

Roebuck
07-29-21, 01:35 PM
Any Idea when this mod will be out to play.

Thank You.


Kongo.
:Kaleun_Salute:

I believe he said the mod has a planned release around the holidays this year. Correct me if I'm wrong.

Mad Mardigan
07-29-21, 02:30 PM
Any Idea when this mod will be out to play.

Thank You.


Kongo.
:Kaleun_Salute:

I believe he said the mod has a planned release around the holidays this year. Correct me if I'm wrong.

I believe the general plan was, with having some off time from work aka vacation and was hoping to look to the end(?) of spring maybe early summer to be able to put it out there... & as memory serves, IABL ran into issues with getting time off or had to delay the timeframe they wanted to get some time away from work.

So, with that info in hand, can figure unless they get some time off to do so, will probably be maybe closer to the end of the year... again, maybe.

Best advice I can give.. is to just have some patience... as modding does take time to do & there may be times of things not working as they should or were planned to, a misstep with coding, which can cause all sorts of issues from the mildly irritating & amusing to making 1 want to snatch themselves bald not knowing what went south & finally having an.. 'ahhh haa' moment of clarity & figuring out the cause of all the grief previously gone through. :yep:

Just know that IABL, will release it when it's baked & ready to be served up.. :up:


Thanks for all your hard work & love put into this project, Iambecomelife... & to all modders. :shucks: :up: know that from Me, it is... appreciated. :yep:

M. M.

:Kaleun_Salute:

iambecomelife
08-07-21, 04:05 AM
Thanks for that movie; interesting story! Always liked the "Luckenbach" ships - that company was hit pretty hard by the U-Boats in both world wars.

Below are various screenshots of recent work on the mod - getting ships into pre-release state, working again on player units, and experimenting with onboard food items - as usual, things are very dynamic and the ships/food/uniforms have in many cases been improved since the screenshots were taken. This is just a small piece of what's going on behind the scenes.

-Player unit conning towers
-Improved model - HMS Good Hope & sister ships
-HMS Duke of Edinburgh & Warrior Classes
-HMS Queen Mary, WIP
-New High detail destructible turrets
-Crew foodstuffs (plan to implement rotting/decay for long missions)
-HMS Bellerophon & sister ships - new model
-New Coal-Fired Smoke
-Further work+images: Von der Tann/Iron Duke/Seydlitz Classes

For comparison, note pictures of the old turrets and old ships, compared to the new high detailed replacements. This mod won't be perfect but I like to think I've learned a thing or two since I started...lol. :03:

iambecomelife
08-07-21, 04:10 AM
https://i.postimg.cc/Mpr0gp04/Old-Bellerophon.jpg
https://i.postimg.cc/vmg7yw3m/Old-Bellerophon02.jpg
https://i.postimg.cc/yYD9gN7R/New-Bell01.jpg
https://i.postimg.cc/tCJd35NY/New-Bell02.jpg
https://i.postimg.cc/YSHmsfYN/New-Bell03.jpg
https://i.postimg.cc/J76ZzXCm/New-Bell04.jpg
https://i.postimg.cc/9M2tyHLh/New-Bell05.jpg
https://i.postimg.cc/C1JDDBZG/New-Bell06.jpg
https://i.postimg.cc/j25fhxNG/New-Bell07.jpg
https://i.postimg.cc/yN4Fzz4Z/New-Bell08.jpg
https://i.postimg.cc/YCgWRyGq/New-Bell09.jpg
https://i.postimg.cc/zXqKz1Bm/12-Inch-Double.jpg

iambecomelife
08-07-21, 04:12 AM
https://i.postimg.cc/8CfrKpyv/BPrince01.jpg
https://i.postimg.cc/ydF3KfCY/BPrince02.jpg
https://i.postimg.cc/VsqXPNzB/Colossus01.jpg
https://i.postimg.cc/26pLgsJK/Colossus02.jpg
https://i.postimg.cc/KjfKkRY6/Colossus03.jpg
https://i.postimg.cc/xTjNryxn/Drake00.jpg
https://i.postimg.cc/DwHSXV2w/Drake01.jpg
https://i.postimg.cc/YCh402BP/Drake02.jpg
https://i.postimg.cc/tg6YdrTt/Drake03.jpg
https://i.postimg.cc/PrqJVfJq/Drake04.jpg
https://i.postimg.cc/bryrhpR3/Drake05.jpg
https://i.postimg.cc/cCFH129Z/Drake06.jpg

iambecomelife
08-07-21, 04:15 AM
https://i.postimg.cc/bNFJ7XS9/Queen-Liz.jpg
https://i.postimg.cc/jjySnLgM/Queen-Mary.jpg
https://i.postimg.cc/cLgHZDQy/Seydlitz01.jpg
https://i.postimg.cc/4xD33z5K/U51-Turm.jpg
https://i.postimg.cc/wM4qYJMj/U51-Turm00.jpg
https://i.postimg.cc/SKN5fRSv/12-Inch-Double02.jpg
https://i.postimg.cc/0ytZxfvV/12-Inch-Double05.jpg
https://i.postimg.cc/VvBBh94B/Alive.jpg
https://i.postimg.cc/QNpbVss9/Food01.jpg
https://i.postimg.cc/TwbcVvDs/Food02.jpg

Torpex77
08-07-21, 09:25 PM
This is awesome work guys! Cannot wait! Definitely worth a "contribution$" when finished!

MadHaddock
08-11-21, 11:38 AM
Looking absolutely awesome guys!
Keep up the good work, makes me want to learn to 3d model!

Aktungbby
08-11-21, 11:55 AM
MadHaddock!:Kaleun_Salute:...after a 6 year silent run!:up:

Kal_Maximus_U669
08-11-21, 01:38 PM
Looking absolutely awesome guys!
Keep up the good work, makes me want to learn to 3d model!
My boy ... there is a mountain of work ...
the iambecomelife mod has been "shooting my retina" for a while ... it's just incredible this gigantic work .... we are here ... undoubtedly on the trail of modding dinosaurs ...
these people are so rare..is precious ...
like many enthusiasts here everyone is impatient ... these people are forced to do what the "dev" don't want to do ...

Roebuck
08-12-21, 12:14 AM
Looking amazing! Should we be expecting any American warships?

SnipersHunter
08-12-21, 12:02 PM
Hey, I was wondering how you will include the TDC in this game.

Will it be possible to completely turn it off, since from what I know the german boats did not have one and it was pretty much only straight running torps. So we have to calculate the lead angle.




http://www.tvre.org/en/torpedo-attacks-during-wwi

Jeff-Groves
08-12-21, 06:36 PM
Have you tried to get those Guns on top the Main guns to work properly?
Or are they just for show?
:hmmm:

iambecomelife
08-12-21, 07:12 PM
Have you tried to get those Guns on top the Main guns to work properly?
Or are they just for show?
:hmmm:


Hey good to see you! :up: Most guns in the screenshots are "dummies" - including these; so technically everything's for show! One of the last things I will do is compile all of the different WWI weapons into a their own gun file and add it to data/library/shipparts. I assume it will be easy to get turret-top guns to work; someone added working turret-mounted small guns on an Italian battleship for SH3 years ago.

Mork_417
08-12-21, 07:13 PM
Getting very excited. :yep:

Jeff-Groves
08-12-21, 07:23 PM
someone added working turret-mounted small guns on an Italian battleship for SH3 years ago.
You'll have to prove that to me. As to the working part!
Given you place them on a turret? They inherit the base then do crazy things!
Believe me! I tried that on SH3 ships years ago! A VonDos ship actually.
Maybe SH4 will allow for it but I'm not holding my breath until tested.
:03:

iambecomelife
08-12-21, 07:29 PM
You'll have to prove that to me. As to the working part!
Given you place them on a turret? They inherit the base then do crazy things!
Believe me! I tried that on SH3 ships years ago! A VonDos ship actually.
Maybe SH4 will allow for it but I'm not holding my breath until tested.
:03:

That's too bad....maybe add separate invisible gun barrels to the main turret? So it's basically the 12" gun turret firing both 12" and 4" shells? That's my backup plan.

If nothing works I may just include extra invisible 4" guns in the superstructure or battery area to replace them.

Jeff-Groves
08-12-21, 07:35 PM
I remember they turned wrong and did other weird stuff.
I even linked several nodes upside down and such to try to get the extra Guns to behave even close to properly.

Not trying to crush your hopes but save you frustrations!

Do a quick test.
Place a Gun node on a Main Turret then assign any gun to it in the eqp file for said ship.
See for yourself.

iambecomelife
08-12-21, 07:44 PM
This is awesome work guys! Cannot wait! Definitely worth a "contribution$" when finished!

No need for that; but thanks! This will be entirely freeware - although I may offer it as having a donation to subsim required for download. Nothing crazy - maybe $5.00 US or its equivalent minimum. If Neal is interested.

Re: TDC: Not 100% decided yet but I may leave in a WW2 TDC or some elements of it just to make it easier & more convenient. Certain items will definitely be stripped out - of course, no FAT/legs setting, no Cuties or any other type of acoustic torpedo or acoustic torpedo interface.

On a related note, one thing I am proud of is all ships are being measured with a "ruler" so accurate length and mast height readings will be present. No more torpedo launch errors due to ship models being too long or tall.

@Roebuck: Due to time constraints there will only be American destroyers and patrol craft - current plans are for Tucker Class & Wickes Class DD's. I would like to have a single mission featuring the Tucker Class USS Jacob Jones fighting against U-53.... the incident was noteworthy for the heroism of Lt. Stanton Kalk, seen in the photo & painting below -. Kalk gave his life to save many of her crew, and was awarded a posthumous Distinguished Service Medal:

https://i.postimg.cc/vBjc398g/h52123.jpg

https://i.postimg.cc/0QrzYZv1/250px-Stanton-Frederick-Kalk.jpg

https://i.postimg.cc/XqCXhJX2/Stanton-Kalk-Death.jpg

@Bubblehead1980:

I found some nice images of the Luckenbach line's ships; they saw pretty heavy use in WWI and WWII, carrying troops & cargo:


https://i.postimg.cc/ZRcSVv8P/Luckenbach-Freighter-Cutaway.jpg


https://i.postimg.cc/fyRhFWCG/Harry-Luckenbach.jpg

Jeff-Groves
08-12-21, 07:47 PM
You need the Proteus-class colliers?

iambecomelife
08-12-21, 08:01 PM
A few more quick screenies:

Stern of a German Battlecruiser in Wings3d, textured:

https://i.postimg.cc/qRmFNscF/Battlecruiser.jpg

Got a question on Facebook about civilian shipping; need many more ships but here is the British Collier Birnamwood (engines amidships):

https://i.postimg.cc/jjbmmddM/Birnamwood.jpg

Collier Bitterwood (engines aft style)

https://i.postimg.cc/7Z7jKTDC/Bitter.jpg

Note the pics are from an old enviro. mod that will not be used.

I solved the bug with realistic clouds mod for SH4 (clouds used to only stay in one place and you saw no clouds after leaving port) - now clouds appear throughout mission:

https://i.postimg.cc/PqQ9jsCT/Cloud01.jpg

Wings3d render of armament on German cruiser Furst Bismarck. AKA the "Bismarck" no one has ever heard of, and that the British never sunk. :haha:

https://i.postimg.cc/TY5sPWKk/FB01.jpg

Funnel collapses on "Lusitania", May 7 1915:

https://i.postimg.cc/prp6zmqL/Lucydead.jpg

https://i.postimg.cc/yd656QR9/Lucy-Funnel.jpg

Queen Elizabeth ... need to update the 15" gun models

https://i.postimg.cc/9Q3nwFTc/Lizzie.jpg

Another view of Queen Mary in Wings3d; waiting for rigging:

https://i.postimg.cc/sfN8yJgQ/Mary-North.jpg

Sort of a "Stress Test" with multiple dreadnoughts to see what framerates were like; I was very satisfied ... and note the ships aren't even optimized yet - with minimum render dimension feature in S3ditor I can "turn off" parts/human figures that you would never notice at a distance. Thus, even better framerates.

https://i.postimg.cc/P5mFWszY/Stresstest.jpg

propbeanie
08-12-21, 08:18 PM
I am wondering, Jeff and iambecomelife, if a "hanging" node could hold a gun? We have copied different parts from various ships / subs / planes, assigned new node IDs, then pasted them into another item, and you usually have to adjust the xyz of most everything, but that does not prevent something from displaying, maybe several "feet" higher than where they should be, or maybe a crewman walking inside the deck... So, if you have the node for an M01 main gun turret at 0.0, 1.0, 0.5, associated with the ship (main deck) and place an S01 secondary gun at 0.0, 2.5, 0.5, also associated with the main deck, such that it is centered on the M01, but higher in elevation? Assign that "higher" node to the sim file's S01 controller?? You would probably have to do some tedious adjusting and testing to get the proper height... or use the "math" and at least get somewhat close on the first try? - ie: if you forget to assign an M01 properly in the eqp file, or misname the link to the guns.dat, then you might have a secondary battery hanging in the breeze... or is the game too "smart" for our own good, like it is in so many other aspects, and would just generate a "fail" of one form or another? :salute:

Jeff-Groves
08-12-21, 08:57 PM
Nice thought but if a gun is placed like you suggest?
It will not turn with the M01 Turret in a correct way.

I think I wasted about a week trying things that proved 1 point.
"I have found 10,000 ways that don't work."
:hmmm:

iambecomelife
08-12-21, 09:05 PM
You need the Proteus-class colliers?

I would be happy to have them; thanks!

But more than that, I have a big burning question for you ...do you know how to trigger engine parts to move only when you are surfaced with the diesel on? I know how to animate the parts but I have no idea how to trigger motion only when checking for a condition (surfaced & diesels on). Basically my options are to have the engines always running or always stopped, which is weird.

I already took a look at flakmonkey's work and I am still stumped.

Someone said I can somehow link the engine motion to the depth gauge, so if the sub's underwater motion stopped....but they weren't sure exactly how. :hmmm:

I have a large number of engine/interior photo's and I am anxious to do different rooms! :D

Roebuck
08-12-21, 11:31 PM
No need for that; but thanks! This will be entirely freeware - although I may offer it as having a donation to subsim required for download. Nothing crazy - maybe $5.00 US or its equivalent minimum. If Neal is interested.

Re: TDC: Not 100% decided yet but I may leave in a WW2 TDC or some elements of it just to make it easier & more convenient. Certain items will definitely be stripped out - of course, no FAT/legs setting, no Cuties or any other type of acoustic torpedo or acoustic torpedo interface.

On a related note, one thing I am proud of is all ships are being measured with a "ruler" so accurate length and mast height readings will be present. No more torpedo launch errors due to ship models being too long or tall.

@Roebuck: Due to time constraints there will only be American destroyers and patrol craft - current plans are for Tucker Class & Wickes Class DD's. I would like to have a single mission featuring the Tucker Class USS Jacob Jones fighting against U-53.... the incident was noteworthy for the heroism of Lt. Stanton Kalk, seen in the photo & painting below -. Kalk gave his life to save many of her crew, and was awarded a posthumous Distinguished Service Medal:

https://i.postimg.cc/vBjc398g/h52123.jpg

https://i.postimg.cc/0QrzYZv1/250px-Stanton-Frederick-Kalk.jpg

https://i.postimg.cc/XqCXhJX2/Stanton-Kalk-Death.jpg

@Bubblehead1980:

I found some nice images of the Luckenbach line's ships; they saw pretty heavy use in WWI and WWII, carrying troops & cargo:


https://i.postimg.cc/ZRcSVv8P/Luckenbach-Freighter-Cutaway.jpg


https://i.postimg.cc/fyRhFWCG/Harry-Luckenbach.jpg

Thanks for the response! I assume more American warships may be added as more updates to the mod come along after the initial release? Again, the work you've done so far is amazing and I'm very excited to see the release.

iambecomelife
08-13-21, 11:58 AM
Yes; I plan to have ships from important other navies in an upgrade:

-France
-USA
-Russia

Then, possibly, Austria & Italy.

Will be posting more images of player units and starting work on the huge U-139 class cruiser submarine, so look out for more updates very soon!

https://i.postimg.cc/k4NMWkzp/0843838.jpg

https://i.postimg.cc/zBYXbJth/8724559291-42a384ea13-b.jpg

https://i.postimg.cc/VvYfgKcL/U139.jpg

Roebuck
08-13-21, 12:10 PM
Russia? Those old battleships and such are gonna be quite the interesting hunt!

Kapitain Oliver Leinkraunt
08-13-21, 12:56 PM
Yes; I plan to have ships from important other navies in an upgrade:

-France
-USA
-Russia

Then, possibly, Austria & Italy.

Sorry for interrupting, but in case: IABL, let me know if you need any other blueprints ( especially the details) , in addiction of what I just sent to you, for these navies; or for the German Submarines.
BTW, as always, your work is gorgeous. :)

Jeff-Groves
08-13-21, 01:47 PM
do you know how to trigger engine parts to move only when you are surfaced with the diesel on?

I just happen to have the files from 2.1D

I'll look at them and see if what I remember is actually how it's done.

Ypsan
08-13-21, 05:00 PM
Ahoy!

I just picked up a 3 part encyclopedia of submarine warfare in ww1 at my local book store. Hopefully, I can help with providing some missing info.

Written by Vojislav Maksimovic and Zvonimir Freivogel, and split by theaters:
1. Adriatic sea
2. Dardanelles-Aegean Sea-Marmara sea- Black sea
3. Mediterranean sea

At a quick glance books not only describe events and battles during the war but also provide specifics on uboats, torpedos, crew and what not for each nation.

How can I assist?

Also, is the list of required info on the first page still relevant?

iambecomelife
08-13-21, 06:33 PM
I just happen to have the files from 2.1D

I'll look at them and see if what I remember is actually how it's done.

Thanks soo much! If you can figure this out you will be my hero forever! :up: If you ever come out to the Pacific Northwest your bar tab is on me !!! Totally! :Kaleun_Cheers: I have tried to understand what flakmonkey did but it's slow going & I have a lot to learn. I'm envisioning nothing too fancy - maybe 2 or three speeds for the diesel rocking arms when the engine is turned on.

Ypsan & Oliver - thank you! I would say my main needs would be images of submarines still, especially conning towers - I have a good collection but the more the merrier. It can be hard to find good images because wartime photography was often restricted, but whatever anyone can dig up helps.

I'd also like to know about torpedo dud rates, crew complement, and land targets close to sea in the Mediterranean/Dardanelles theater.

Thanks!

iambecomelife
08-13-21, 06:51 PM
Thanks again Jeff for offering to help!! :up:

A few nice pictures of WWI era engines I am using for inspiration:

1) Early small, compact MAN engine dating from before WWI; it would not have been used on larger U-Boats:

https://i.postimg.cc/mg01C9C2/MANSmall-1-1.jpg

2) Larger 850 HP MAN Engine


https://i.postimg.cc/xdMJRd3G/MANBig-1-1.jpg


3) Rival company Germaniawerft also had a large 850 HP engine. Initially, this company's equipment suffered many mechanical problems

https://i.postimg.cc/65bv6gQZ/Germania-1-1.jpg

4) Large U-139 Class's Diesel

https://i.postimg.cc/8zFr74F0/UK139.jpg

5) Unknown WWI U-Boat engine room.

https://i.postimg.cc/zBNLP1xs/Eroom2.jpg

Kapitain Oliver Leinkraunt
08-14-21, 12:28 PM
Talking about ships, I have some questions:

- Will warships display the name or the hull markers, just like merchants ?

- There will be ship's name on the Cpt. Log, or just the class, as in the original game ?

- And for the submarines' markers: will we choose the sub's number at the captain's room ( just like the emblems in OM or subs Id markers for SW ) or there will be no markers on our sub ?

iambecomelife
08-14-21, 01:27 PM
Talking about ships, I have some questions:

- Will warships display the name or the hull markers, just like merchants ?

- There will be ship's name on the Cpt. Log, or just the class, as in the original game ?

- And for the submarines' markers: will we choose the sub's number at the captain's room ( just like the emblems in OM or subs Id markers for SW ) or there will be no markers on our sub ?

Warships will have pennant numbers and even names in some cases. At other times they will have no names/pennants for security reasons - it just depends on what the camouflage demands/policy were.

I don't think there is a way to get merchant ship names in the log except for famous ships of which only 1-2 were built (like Lusitania). If you want to record the names of minor ships you will need to write/type them yourself in a separate log (unless someone can help me with a program).

I will try to have sub numbers for early in the war; I have documented evidence they were used in 1914 after the outbreak, but many wartime pictures show no number - I think they may have been painted out for security reasons (correct me if I'm wrong).

Another interesting feature? I will be including the Royal Navy's funnel band system, which could be used to identify exact ships in a Battleship or Cruiser class! Many people don't pay attention to this feature....but up to 1914, the Royal Navy often marked its major warships with a system of white, red, or orange funnel bands to tell them apart. Look at the pictures below. Two sister ships, but HMS Hampshire has funnel bands on #1 and #4 funnel, while HMS Roxburgh has funnel bands on the middle funnels (#2 and #3) - thus, with a simple ID manual sailors could tell them apart at a glance.:)

The system was discontinued by the end of 1914.

https://i.postimg.cc/NMFPjPvP/methode-times-prod-web-bin-6f935d9c-1399-11e6-8ebd-0b412a7c1173.jpg

https://i.postimg.cc/xdt4YVhz/Armoured-cruiser-HMS-Roxburgh-IWM-Q-75299.jpg

Jeff-Groves
08-14-21, 03:32 PM
Thanks soo much! If you can figure this out you will be my hero forever! :up: If you ever come out to the Pacific Northwest your bar tab is on me !!! Totally! :Kaleun_Cheers: I have tried to understand what flakmonkey did but it's slow going & I have a lot to learn. I'm envisioning nothing too fancy - maybe 2 or three speeds for the diesel rocking arms when the engine is turned on.



The animations (which would need to be created) are controlled by StateMachineClass controllers found in DD_Engine4.dat just about as I remembered.
It get's tricky from there!! In the NSS_Uboat7_RR.dat is a StateMachineCtl that calls the GraphName DD_Engine which is in the DD_Engine4.dat which calls the animations in DD_Engine4.anm based on the conditions!
:haha:

Truly Masterful work by DivingDuck!
:salute:

It would be easiest to use his files as a way to duplicate his Magic.
You'd need to do all the 3D model work then create the animations themselves.
Not a simple job but it can be and has been done before.

Kapitain Oliver Leinkraunt
08-14-21, 06:19 PM
I will try to have sub numbers for early in the war; I have documented evidence they were used in 1914 after the outbreak, but many wartime pictures show no number - I think they may have been painted out for security reasons (correct me if I'm wrong).

Well: all depends with the sub type and period.
As you said, at the outbreak of the War, at last every class from Type U-3 to type U-27 had their sub numbers painted in white, with a smaller marker ( ex. " U-22 " ) right behind the number, on the two sides of the bow. ( an exception to these was the formerly Norwegian sub " U-A", that had an "A" painted on the two sides of the bow).
https://upload.wikimedia.org/wikipedia/commons/2/2b/SM_Unterseeboot_22_%28front%29.JPG
https://www.google.com/url?sa=i&url=https%3A%2F%2Fen.wikipedia.org%2Fwiki%2FUnrest ricted_submarine_warfare&psig=AOvVaw2enmZ3lV-EbNKJb4SQ19rD&ust=1629066053110000&source=images&cd=vfe&ved=0CAsQjRxqFwoTCID5pJzGsfICFQAAAAAdAAAAABAD

https://upload.wikimedia.org/wikipedia/commons/3/3e/U-Boote_Kiel_1914.jpg
https://www.google.com/url?sa=i&url=https%3A%2F%2Fwww.iwm.org.uk%2Fcollections%2Fi tem%2Fobject%2F205193798&psig=AOvVaw0uTzstYjdR38sjSVlYL12d&ust=1629066713674000&source=images&cd=vfe&ved=0CAsQjRxqFwoTCLiVjdXIsfICFQAAAAAdAAAAABAM
https://www.google.com/url?sa=i&url=https%3A%2F%2Fuboat.net%2Fwwi%2Fboats%2F%3Fboa t%3D123&psig=AOvVaw3slZgyCAvP12Chfbd3-s1Y&ust=1629069685423000&source=images&cd=vfe&ved=0CAsQjRxqFwoTCKC2-9LTsfICFQAAAAAdAAAAABAD
https://image.jimcdn.com/app/cms/image/transf/dimension=2048x2048:format=jpg/path/s4e95b0855bb0f652/image/i57501012ea9f98f8/version/1602848122/image.jpg
https://www.google.com/url?sa=i&url=http%3A%2F%2Fwww.italianshiplover.it%2Fstoria% 2Flu-155-ex-sommergibile-da-trasporto-deutschland%2F&psig=AOvVaw1QVAWZ7xfqEUp1oTf_m0cZ&ust=1629069822995000&source=images&cd=vfe&ved=0CAsQjRxqFwoTCKDjppPUsfICFQAAAAAdAAAAABAD
https://www.google.com/url?sa=i&url=https%3A%2F%2Fmonitor.noaa.gov%2Fshipwrecks%2F world-war-i.html&psig=AOvVaw3B4TzzRTQZ_yVLE6efIIR8&ust=1629069861659000&source=images&cd=vfe&ved=0CAsQjRxqFwoTCPiyuabUsfICFQAAAAAdAAAAABAc

This system, similar to other navies, like the Royal Navy itself, was used until the end of 1915.

By the entrance in service of type U-31, and especially from 1916, the marking system changed: the smaller marker on the bow remained, but the " lager one" was modified, with the addiction of an "U", reduced and shifted of the to sides of conning tower. it was painted in white or black ( it depends on what type of paint scheme had the submarine itself). This system was used also for the "E" and "Kreuzer" types.
https://uboat.net/media/wwi/boats/u123_postwar.jpg
https://upload.wikimedia.org/wikipedia/commons/9/96/NationaalArchief_uboat155London.jpg
http://navsource.org/archives/08/500/0843805.jpg
https://www.iwm.org.uk/collections/item/object/205193798
https://i0.wp.com/atlanticscuba.co.uk/wp-content/uploads/2017/07/4218803678_71468f2b7b_o.jpg

The "B" and "C" Types had a similar system, with the number of the addiction of the " UB " or "UC" painted in the conning tower, but with no id markers on the bow.
https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcQ_V_Jg-4sdYT0hC1cFZgbqJc4Xan6cIFbfvuz6bMYcH0dUqiXDkGLpLfk WD28H_onzcRI&usqp=CAU
https://lh3.googleusercontent.com/proxy/s82kTQInL9QMRDtX-9O0DCsvBC5KV8dczY_avTUVMmaxUHDw7T0VCB1yIBYRzqL9BW3 rHnW7X6Kuhzy2bCNv9UeYFdzR-ht8
http://navsource.org/archives/08/500/0843206.jpg

An exception to this sceme was the "B-1" type: they had a large number painted usually in white on the two sides of the conning tower, and a small "UB" on the two sides of the bow ( note that the "ub" was not painted, but printed on the hull )
https://upload.wikimedia.org/wikipedia/commons/7/78/German_U-boat_UB_14_with_its_crew.jpg

In the end the system of marking the u-boats was never abandoned by the Imperial German Navy, but the marks were often in black to reduced the possibility to be spotted by an enemy ship.

Hope it could be useful, and sorry if the images are too big, but i don't know any method to reduce their size, while copying them :hmmm: :salute:

Ypsan
08-15-21, 06:38 AM
I am posting crew numbers I found in encyclopedia I purchased recently. Crew numbers are listed on the specs page of each submarine type listed below.

I assume, apart from the crew, you already obtained other specs for relevant submarines? But just in case I'll post an example of a specs page for type UB1 submarine along with a few interesting UB1 photos, in the next post. If it's something you find helpful just let me know which submarines you need the complete specs for and I will post screenshots. It's in Croatian language but shouldn't be a problem to figure out whats what. I'll translate if necessary ofc. :03:




CREW COMPLEMENT (officers + enlisted)

Germany:
U-19 (4 + 31)
U-31 (4 + 31)
U-45 (4 + 32)
U-63 (4 + 41)
UE-1 (3 + 29)
U-71 (3 + 29)
U-73 (3 + 29)
UB-I (3 + 13)
UB-II (5 + 14)
UB-III (4 + 30)
UC-I (1 + 13)
UC-II (2 + 24)
UC-III (2 + 24)

Britain:
B-Class (2 + 13)
C-Class (2 + 13)
E-Class, E1 - E20 (2 + 28)
E-Class, E21 - E56 (3 + 28)
H-Class (2 + 20)
J-Class (5 + 39)
M-Class (68) *not a typo, perhaps no info on exact number of officers

France:
Aigrette (2 + 12)
Emeraude (2 + 23)
Circe (2 + 20)
Pluviose (2 + 23)
Brumaire (2 + 27)
Archimede (3 + 23)
Mariotte (2 + 27)
Zede (3 + 44)
Clorinde (3 + 26)
Clorinde 2 Type M (2 + 25)
Bellone (3 + 35)
Diane (4 + 39)
Armide (2 + 25)

Russia:
Kasatka (2 + 18)
Krab (4 + 49)
Nerpa (4 + 35)
Narval (4 + 37)
Beluga (2 + 20)
Karp (3 + 20)
Bars (4 + 41)
Holland 602 F AG1 (2 + 25)
Type 27 V Class Br. 1 (1 + 7)

Italy:
Delfino (2 + 9)
Glauco (2 + 13)
Medusa (2 + 19)
Atropo (2 + 12)
Nautilus (2 + 17)
Pullino (2 + 19)
Argonauta (2 + 22)
Balilla (3 + 35)
Pacinotti (4 + 35)
Class A (1 + 3)
Class B (1 + 4)
Class F (2 + 26)
Class H (2 + 25)
Class N (2 + 21)
Class S (2 + 24)
Class W (2+21)
Class X1 & X2 (2 + 23)

Austria-Hungary:
Lake, U-1 Class (3 + 14)
Germania, U-3 Class (3 + 18)
Holland, U-5 Class, Ub.5 & Ub.6 (4 + 15)
Holland, U-5 Class, Ub.12 (2 + 15)
Brumaire, U-14 Class (4 + 24)
Havmanden, U-20 Class (3 + 15)

RConch
08-15-21, 06:40 AM
I just finished building the U 9 model you show pictures of at the top of your response. 1/72 scale-smallest scale I have confidence in anymore to build. Getting old is not for sissies.:Kaleun_Salute:

Ypsan
08-15-21, 08:00 AM
UB-I Class submarines
(sorry for large pics, this is the best I could compress them)

https://i.imgur.com/mYDLFhj.png


UB-17 in service since June 4th, 1915.

https://i.imgur.com/SglDnkO.png


UB-8 (OltS Ernst von Voigt) in service since April 23rd, 1915. Part of Pola-Flottille until June 4th 1915. Then part of Konstantinopel-Flottille until May 25th, 1916 when it was given to Bulgarian Navy and renamed Podvodnik No 18.

https://i.imgur.com/OBHNg5V.png


UB-3 in Pola harbour April 1915. In service since May 14th, 1915.

https://i.imgur.com/eNrjRto.png


UB-12 (LSLt Egon Lerch) lost with all hands in Italian minefield near Venice on August 8th, 1915.

https://i.imgur.com/BzB5Wuz.png

Jeff-Groves
08-15-21, 12:07 PM
Now let's talk about how to build your animations. I'll explain the easy way.
Well. The easiest way I would take.
You would need to grab the 3D model parts in the RR.dat and then meld them with the data in the DD_Engine4.anm

That would allow you to export the 3D model and all animation frames to the obj format.
That would give you a base to build your new 3D model and animation frames.

Then it's just re-import with S3D and chop things up again.
After that it's just fine tuning stuff.

Ypsan
08-18-21, 05:52 AM
WWI submarine flotilla organization, August 1914.

Not to clutter forum thread with text pics I'm posting a link (let me know if it doesn't work). Also, I'm not sure if you still need this but it is still listed in requirements on the first page.

It's in Croatian in case you need google translate for certain words here and there but its just a straight forward list for all major nations.

https://imgur.com/a/mEmi1AQ

iambecomelife
08-18-21, 02:47 PM
Many thanks to Jeff Groves, Oliver, Ypsan, Rconch, & all the other contributors! Things are humming along and the crew data & c is most welcome - you have also posted some images I don't have yet!

One big need - I would like to get detailed maps of North Sea coastlines to get an idea of major features, towns, & cities around 1900 - 1918. I do NOT need Britain or Italy, I have the entire British coast thanks to Ordnance Maps. I need something equal to Ordnance Maps for other countries especially France, Belgium, Denmark, Norway, the Netherlands, & Germany. Here is a link to the Ordnance Maps so you can see what I am talking about:

https://maps.nls.uk/os/6inch-england-and-wales/

In other news the battleships HMS Colossus & HMS Hercules have been almost 100% "polished" and I will be showing the finalized models soon.

iambecomelife
08-18-21, 06:25 PM
Sooo...here are the two weird sisters. :) Strange how the British repeated the error of having the gunnery tripod behind a funnel, as in "Dreadnought". And did the same thing AGAIN with the "Orion" Class.

I found out they did not have guns on turret tops like "Dreadnought", so I got rid of them.

Anyhow, still need to correct a few oddball things but I'm pretty sure this is what they will look like in game. A modernized version is possible with no torpedo nets and lower masts (torpedo nets were useless against most types of torpedoes, and were generally taken off by 1916).

https://i.postimg.cc/0NB1YX0k/Colossus00.jpg

https://i.postimg.cc/VkzwmCN8/Beast.jpg
https://i.postimg.cc/5yccGHrD/Col0002.jpg

https://i.postimg.cc/BQ9s7y9t/Colossus01.jpg
https://i.postimg.cc/52pV02HF/Colossus02.jpg
https://i.postimg.cc/65rKk0tc/Hercules.jpg
https://i.postimg.cc/rmRXQGfS/Sisters.jpg
https://i.postimg.cc/256fBNv9/Sisters02.jpg
https://i.postimg.cc/2y4pfkRy/Stalk01.jpg

iambecomelife
08-18-21, 06:38 PM
Damage testing "Hercules" & "Colossus". Note the crewmembers jumping overboard to abandon ship; a new particle effect I created. There are plans to expand this feature so that ship sinkings are much more dramatic....also I believe it is possible to have real lifeboat lowering in SH4! Not just boats spawning automatically when a ship sinks. I will need to do more testing but I'm reasonably certain it can be done.

Glad to report that these ships are much better modeled than my ships for the Merchant Fleet Mod internally. You will always see them tilt or roll correctly depending on where they are hit. Compartments in the .zon file match the actual location in the hull.

I've also added progressive flooding for ships with hull openings like battleships and armoured cruisers.

Ships with gun ports will now suffer sudden, severe flooding once water reaches their casemates or gun ports. At that point, slow flooding can become catastrophic, causing a large ship to capsize (as seen here). This makes for new possibilities & strategy when the player conducts torpedo attacks.

https://i.postimg.cc/jSDps4rB/Disaster01.jpg
https://i.postimg.cc/BbqW4WqC/Disaster02.jpg
https://i.postimg.cc/bNVXcF4Q/Disaster03.jpg
https://i.postimg.cc/Y9Nc52w9/Disaster04.jpg
https://i.postimg.cc/bJfcVDWW/Disaster05.jpg
https://i.postimg.cc/2jwRT5w9/Disaster06.jpg
https://i.postimg.cc/02yg4qXk/Disaster07.jpg
https://i.postimg.cc/FzGMKPzX/Disaster08.jpg
https://i.postimg.cc/2SgP3Lky/Disaster09.jpg
https://i.postimg.cc/yN92R6xP/Disaster10.jpg
https://i.postimg.cc/nzG5ddv9/Disaster11.jpg
https://i.postimg.cc/0QsF0gJq/Disaster12.jpg

iambecomelife
08-18-21, 06:40 PM
https://i.postimg.cc/YSwbJ626/Menjump.jpg
https://i.postimg.cc/BnFmYY3Z/Torp01.jpg

...now back to more work on player units! It's a bit hectic working on many different ship types but it's exciting - nice to see things really coming together. Expect additional images soon here and on the facebook site. :up:

Mad Mardigan
08-18-21, 07:09 PM
Damage testing "Hercules" & "Colossus". Note the crewmembers jumping overboard to abandon ship; a new particle effect I created. There are plans to expand this feature so that ship sinkings are much more dramatic....also I believe it is possible to have real lifeboat lowering in SH4! Not just boats spawning automatically when a ship sinks. I will need to do more testing but I'm reasonably certain it can be done.

Glad to report that these ships are much better modeled than my ships for the Merchant Fleet Mod internally. You will always see them tilt or roll correctly depending on where they are hit. Compartments in the .zon file match the actual location in the hull.

I've also added progressive flooding for ships with hull openings like battleships and armoured cruisers.

Ships with gun ports will now suffer sudden, severe flooding once water reaches their casemates or gun ports. At that point, slow flooding can become catastrophic, causing a large ship to capsize (as seen here). This makes for new possibilities & strategy when the player conducts torpedo attacks.

Whoahhh... Sooo looking forward to seeing crew actually jumping ship at the command 'Abandon ship'... :yep:

With the latest ships you worked on\working on.. so, you're saying with them ships.. that they will actually behave with the damage & pitch or roll accordingly... :hmmm:

With that info, is it conceivable... that you may go back to the merchant fleet & rework their sinking mechanics for them, as well. :hmmm:

If so, then talk about a game changer... :yep: :up:

OT saying you have to, but... if you are considering it... consider Me.. color Me interested. :yep: :D :up:

On doing all this work, on just this particular mod set... know you have my thanks to you, without end IABL. :salute:

M. M.

:Kaleun_Salute:

iambecomelife
08-18-21, 08:52 PM
Whoahhh... Sooo looking forward to seeing crew actually jumping ship at the command 'Abandon ship'... :yep:

With the latest ships you worked on\working on.. so, you're saying with them ships.. that they will actually behave with the damage & pitch or roll accordingly... :hmmm:

With that info, is it conceivable... that you may go back to the merchant fleet & rework their sinking mechanics for them, as well. :hmmm:

If so, then talk about a game changer... :yep: :up:

OT saying you have to, but... if you are considering it... consider Me.. color Me interested. :yep: :D :up:

On doing all this work, on just this particular mod set... know you have my thanks to you, without end IABL. :salute:

M. M.

:Kaleun_Salute:

The bad news is I'm not working on the Merchant Fleet Mod anymore. The recent update (which corrected some of the damage model errors) is the last one. Those ships are more than 10 years old, and only slightly higher poly than standard SH3 ships IIRC.

The good news is I will be replacing it! That's my long term goal after Wolves of the Kaiser- high quality merchant ship models for the Silent Hunter series. I intend for them to take advantage of many new improvements/lessons I have learned ... new structural features, new crew/passengers, new particle effects, and various other surprises.

The aim is to have a library of plausible ship types dating from circa 1900 - 1945. I have a small library of books on WWI and WWII merchant ships, so I'm well equipped. They will be released for Silent Hunter 3/4/5 as a mod, but the .obj files and skins will be available for free to anyone who is producing a WWII submarine sim. By freeing up resources for developers to concentrate on other items, I hope to improve the quality of submarine sims as a whole.

Mad Mardigan
08-18-21, 09:32 PM
The bad news is I'm not working on the Merchant Fleet Mod anymore. The recent update (which corrected some of the damage model errors) is the last one. Those ships are more than 10 years old, and only slightly higher poly than standard SH3 ships IIRC.

The good news is I will be replacing it! That's my long term goal after Wolves of the Kaiser- high quality merchant ship models for the Silent Hunter series. I intend for them to take advantage of many new improvements/lessons I have learned ... new structural features, new crew/passengers, new particle effects, and various other surprises.

The aim is to have a library of plausible ship types dating from circa 1900 - 1945. I have a small library of books on WWI and WWII merchant ships, so I'm well equipped. They will be released for Silent Hunter 3/4/5 as a mod, but the .obj files and skins will be available for free to anyone who is producing a WWII submarine sim. By freeing up resources for developers to concentrate on other items, I hope to improve the quality of submarine sims as a whole.

:Kaleun_Applaud: :Kaleun_Cheers: :Kaleun_Thumbs_Up:

Very nice... & understandable, as you pointed out the original MFM, is a bit older.

With the wealth of info you have... does that include... shadow_whx's identification listing, as well.? Know that they were looking to compile a list of ships that needed correcting or being booted as to not being right.. as I understood that work to be. Just wondering... :hmmm: :yep:

M. M.

:Kaleun_Salute:

iambecomelife
08-23-21, 10:58 PM
:Kaleun_Applaud: :Kaleun_Cheers: :Kaleun_Thumbs_Up:

Very nice... & understandable, as you pointed out the original MFM, is a bit older.

With the wealth of info you have... does that include... shadow_whx's identification listing, as well.? Know that they were looking to compile a list of ships that needed correcting or being booted as to not being right.. as I understood that work to be. Just wondering... :hmmm: :yep:

M. M.

:Kaleun_Salute:

I will certainly take his ideas into account - he has a good eye for what WWII era ships looked like (or did not look like).

If you're not careful it's easy to make a cargo ship where the crane arrangement doesn't make sense, for example. Or where the deckhouses are too small/too large for real human beings. shadow_whx (and a select few other commenters) are good at noticing that stuff.

I will also adjust unit designations so you don't run into certain rare ships too often; stock SH3 and SH4, for example, have way too many T2 and T3 tankers spawned....a good merchant roster includes many non-standardized generic looking ships.

iambecomelife
08-23-21, 11:12 PM
Well, I decided to include the "big one" - lol. You too can own the Cadillac of U-Boots. Kind of a "how the sausage is made" update. If you have a weak stomach, don't look.

Keep in mind that I'm still an amateur at this; pretty much modeling in spare time between a demanding job....:doh:

Examining the stock SH4 Type IX for reference purposes.

https://i.postimg.cc/8PjJcMf1/WIP-01.jpg

Gradual completion of the hull. First effort at TT's was a disaster; no excuse for it since I did well with modeling TT's for the U-31 class model. Now I've improved them.



https://i.postimg.cc/W38FF774/WIP-02.jpg
https://i.postimg.cc/KjYKng9D/WIP-03.jpg
https://i.postimg.cc/90ND1FK5/WIP-04.jpg
https://i.postimg.cc/YCFvf7xZ/WIP-05.jpg
https://i.postimg.cc/G2dTmfGN/WIP-06.jpg
https://i.postimg.cc/dQWZJ41H/WIP-07.jpg
https://i.postimg.cc/152gqXDD/WIP-08.jpg

https://i.postimg.cc/3x0vSm3L/Submarine-U155-Germany-01.jpg (incorrectly Id'd as U-155 - clearly not)
https://i.postimg.cc/1zpNPSnw/U139-sm.jpg

Hull form at bow and stern still VERY MUCH incomplete. Will probably cut away & replace any bad surfaces at the tip of the bow/stern ....

Drainage holes/freeing ports are my next project when I finish with work tomorrow. I will use the hole arrangement for Unterseeboot 139 because I have the most references for it (and in my opinion she was the best looking of this class).

I find that even professional drawings and models show a lot of variation in how this class looked - just goes to show what it's like modeling WWI boats as opposed to popular, well-documented boats like the Gato Class or Type VII's.

Mad Mardigan
08-23-21, 11:45 PM
I will certainly take his ideas into account - he has a good eye for what WWII era ships looked like (or did not look like).

If you're not careful it's easy to make a cargo ship where the crane arrangement doesn't make sense, for example. Or where the deckhouses are too small/too large for real human beings. shadow_whx (and a select few other commenters) are good at noticing that stuff.

I will also adjust unit designations so you don't run into certain rare ships too often; stock SH3 and SH4, for example, have way too many T2 and T3 tankers spawned....a good merchant roster includes many non-standardized generic looking ships.

On that.. I can agree... a convoy having 1 T3 & 1 T2, alright... more than that... especially early on in the war, is wayyyy too many to be frank about it.

Now, later on, say late '43, early on '44... then a couple (say 2, of each to maybe 3 of 1 type & 2 of the other in either 3 T3's & 2 T2 tankers.. or 2 T3's & 3 T2's... :hmmm: heck even a 4-1 ratio), I could see.. as convoys were making it through not to mention also size of the convoys was increased drastically, to compensate for the early on losses suffered.

Seeing those increase sized convoys, would be understandable.. if you were fortunate enough to survive to that point in the war or further. :yep:

M. M.

:Kaleun_Salute:

iambecomelife
08-27-21, 07:29 PM
Another throwaway update; what has been worked on this week plus what's to come...

Finally finished the vent holes on the "Cadillac" - lol. Model is a lot higher poly than the older subs; I will probably have a separate deck object file. And new higher detail torpedo tubes.

Lower detail sub models below for comparison; decided I can salvage U-53 and U-35 models, but they both need to be made much more hi-poly so they are acceptable player vessels.

https://i.postimg.cc/QtsS2Kh0/139gal00.jpg
https://i.postimg.cc/Bbnp6W8F/139gal01.jpg
https://i.postimg.cc/mDwVBZrR/139gal02.jpg
https://i.postimg.cc/wjCwkbPK/139gal03.jpg
https://i.postimg.cc/k5WfYv32/U-51-img001.jpg
https://i.postimg.cc/VvZR07MV/U35-00.jpg
https://i.postimg.cc/3rt9qw6F/U35-01.jpg
https://i.postimg.cc/Z5BfphwF/Uboot139.jpg

iambecomelife
08-27-21, 07:32 PM
https://i.postimg.cc/c4Q7S4kz/Hercules-Colossus01.jpg
https://i.postimg.cc/J0XNt1rG/Hercules-Colossus02.jpg
https://i.postimg.cc/wvZ56tdC/Monn01.jpg
https://i.postimg.cc/PxPzsW0b/Monn02.jpg
https://i.postimg.cc/mrdN5Xp2/Monn04.jpg
https://i.postimg.cc/dtMRpT6d/Sink00.jpg
https://i.postimg.cc/sfG9TJYs/Sink01.jpg
https://i.postimg.cc/zG8CXZ9G/Sink02.jpg
https://i.postimg.cc/YCR1vDHf/Sink03.jpg
https://i.postimg.cc/wBbLVt31/Sink04.jpg
https://i.postimg.cc/jjjyP6qV/Sink05.jpg
https://i.postimg.cc/FRdcn9JD/Sink06.jpg

iambecomelife
08-27-21, 07:34 PM
https://i.postimg.cc/2yx50JT0/Invy00.jpg
https://i.postimg.cc/WpmtpFj0/Invy01.jpg
https://i.postimg.cc/vTyBLM71/Invy02.jpg
https://i.postimg.cc/vHQT4YHk/Invy03.jpg
https://i.postimg.cc/RVXFfkWF/Monn00.jpg

HMS Invincible, HMS Monmouth; & new animated crew jumping off ship.

Sledgehammer427
08-27-21, 10:48 PM
Well, considering I'm a sucker for cruiser submarines, I think I'm looking at my first command!
(And I don't know if it's already come up but having Deutschland/U-151 would be a lot of fun in my mind, as well :03: )

iambecomelife
08-30-21, 11:00 AM
Glad you seem to like it! More good news: I now have a separate install on my hard drive exclusively for environmental modding. The plan is to create water and effects inspired by the best SH5 mods. So far the water development' gone much better than it did in the past - and I have a trick up my sleeve to make sunlight on water look better. I hope to have more screenshots and info very soon.

vickers03
08-30-21, 11:11 AM
awesome work!:up:

Kapitain Oliver Leinkraunt
08-30-21, 01:20 PM
your work is incredible, as always :Kaleun_Applaud:

The only things seem to be "incorrect" about your model are the bow and the forward part of the Project 46, that, talking about the real one were " similar" in shape to the BIII type.
https://forum.pages14-18.com/mesimages/8678/U139%201919%20a%20cherbourg.jpg
https://upload.wikimedia.org/wikipedia/commons/d/d6/U139_20.jpg
https://forum.pages14-18.com/download/file.php?id=9526
https://upload.wikimedia.org/wikipedia/commons/c/ca/U_139_in_Helgoland_im_Oktober_oder_November_1918._ Links_daneben_zwei_Boote_vom_Typ_UB._Rechts_hinter _U_139_U_120.jpg
I hope not to seem impertinent :oops:

Talking about Maps: some times ago you said you need some maps of northern European port.
https://media.gettyimages.com/photos/the-baltic-sea-and-its-approaches-first-world-war-circa-1915-map-of-picture-id1166207194?s=2048x2048
is this the kind of map you need ?

iambecomelife
09-03-21, 11:07 PM
your work is incredible, as always :Kaleun_Applaud:

The only things seem to be "incorrect" about your model are the bow and the forward part of the Project 46, that, talking about the real one were " similar" in shape to the BIII type.
https://forum.pages14-18.com/mesimages/8678/U139%201919%20a%20cherbourg.jpg
https://upload.wikimedia.org/wikipedia/commons/d/d6/U139_20.jpg
https://forum.pages14-18.com/download/file.php?id=9526
I hope not to seem impertinent :oops:

Talking about Maps: some times ago you said you need some maps of northern European port.
https://media.gettyimages.com/photos/the-baltic-sea-and-its-approaches-first-world-war-circa-1915-map-of-picture-id1166207194?s=2048x2048
is this the kind of map you need ?

Not at all! I see what you mean; the bow should be more "ridged" towards the tip. That will be this weekend's project. Along with the conning tower. I am pretty happy with it; my old conning towers were too simplistic....the new one for the U-139 class is currently about 20,000 polys so it's about as complex as the improved Type VII conning towers that were modded into SH3 and SH4 German WW2 mods.

I'm still a beginner at modeling subs but I guess I've learned a thing or two-lol.

The current CT will have things like 3d rivets, metal meshes, grab-irons, voice tubes, compass, ship's wheel, several destructible panels, and more.

My old CT's, where most of these details were just painted on as part of the skin, will not be used .... 3d parts are more interesting, of course.


And Oliver thanks for that map; that is the type of item I need. The larger the better - especially maps showing about how large the different coastal towns were.

shoiga
09-05-21, 07:10 AM
Hi

Could you release any playable WW1 U-Boat mod that include in this mod ?

I know that this mod project is too huge to finish yet, but I would like to at least use the U-Boat.

Thx

Kapitain Oliver Leinkraunt
09-08-21, 11:04 AM
And Oliver thanks for that map; that is the type of item I need. The larger the better - especially maps showing about how large the different coastal towns were.

Here there are some others. :)
https://media.gettyimages.com/photos/black-sea-bosphorus-and-dardanelles-circa-1914-map-of-the-black-sea-picture-id1166205735?s=2048x2048
https://media.gettyimages.com/photos/asia-minor-the-caucasus-region-and-mesopotamia-first-world-war-circa-picture-id1166207029?s=2048x2048
https://c8.alamy.com/comp/2A8E7XT/map-showing-the-canal-system-connecting-zeebrugge-and-ostend-with-bruges-first-world-war-c1920-the-belgian-ports-of-ostend-and-zeebrugge-were-connected-to-the-city-of-bruges-via-canals-from-quotthe-great-world-war-a-historyquot-volume-ix-edited-by-frank-a-mumby-the-gresham-publishing-company-ltd-london-c1920-2A8E7XT.jpg
https://ia902701.us.archive.org/BookReader/BookReaderImages.php?zip=/33/items/greatworldwar02mumb/greatworldwar02mumb_jp2.zip&file=greatworldwar02mumb_jp2/greatworldwar02mumb_0061.jp2&id=greatworldwar02mumb&scale=1&rotate=0
https://ia902700.us.archive.org/BookReader/BookReaderImages.php?zip=/10/items/greatworldwar07mumb/greatworldwar07mumb_jp2.zip&file=greatworldwar07mumb_jp2/greatworldwar07mumb_0171.jp2&id=greatworldwar07mumb&scale=2&rotate=0
https://ia800905.us.archive.org/BookReader/BookReaderImages.php?zip=/34/items/greatworldwar04mumb/greatworldwar04mumb_jp2.zip&file=greatworldwar04mumb_jp2/greatworldwar04mumb_0201.jp2&id=greatworldwar04mumb&scale=2&rotate=0
https://ia902701.us.archive.org/BookReader/BookReaderImages.php?zip=/33/items/greatworldwar02mumb/greatworldwar02mumb_jp2.zip&file=greatworldwar02mumb_jp2/greatworldwar02mumb_0083.jp2&id=greatworldwar02mumb&scale=1&rotate=0
https://ia902700.us.archive.org/BookReader/BookReaderImages.php?zip=/10/items/greatworldwar07mumb/greatworldwar07mumb_jp2.zip&file=greatworldwar07mumb_jp2/greatworldwar07mumb_0329.jp2&id=greatworldwar07mumb&scale=2&rotate=0

I posted here, because I had some problem with sending them with private messages; I hope it will not clog your thread :oops:

btw I have an other question the new merchant fleet: viewing your Facebook's page I saw that some years ago you received from an other modder, two or three coasters along with some French ships. Will these small merchants be part of the mod's fleet ?

iambecomelife
09-09-21, 07:55 PM
Hi

Could you release any playable WW1 U-Boat mod that include in this mod ?

I know that this mod project is too huge to finish yet, but I would like to at least use the U-Boat.

Thx

I will think about it.

Thank you for the maps Oliver! My goal is to add a lot more interesting nautical items to the map, near coastal towns & villages. I want to make it interesting just to sail and admire the scenery even when there is no combat involved. Likely things to add:


-Many more lighthouse styles
-More random piers/wharfs, not just located in the default ports
-Lifeboat stations
-New lightships
-Buoys
-Wrecks
-Derelict Ships
-Patches of flotsam/empty lifeboats
-Shoals & Rocks
-Forts & gun barges
-Fishing activities, both ashore and from boats
-Seaplane bases

Reach goals (if there is time!)

-Railroad network with destructible items
-More animated sea life
-Random weather fronts with snow/rain
-High detailed United States coast for 1918 Cruiser Submarine campaign

I am trying to think of more scenery items to make things interesting; feel free to chip in. Of course, submarines and combat will be the main focus of the game and I'm well aware that discipline regarding feasible content is needed - I'm not trying to make this turn into "Silent Hunter: Thomas the Tank Engine Edition". :haha: But all reasonable proposals are welcome.

And about the coasters by another modder: I need to go digging on an old HD to see if I have them - I think they were some of the items destroyed in that hack attack.

Mad Mardigan
09-09-21, 09:00 PM
I will think about it.

Thank you for the maps Oliver! My goal is to add a lot more interesting nautical items to the map, near coastal towns & villages. I want to make it interesting just to sail and admire the scenery even when there is no combat involved. Likely things to add:


-Many more lighthouse styles
-More random piers/wharfs, not just located in the default ports
-Lifeboat stations
-New lightships
-Buoys
-Wrecks
-Derelict Ships
-Patches of flotsam/empty lifeboats
-Shoals & Rocks
-Forts & gun barges
-Fishing activities, both ashore and from boats
-Seaplane bases

Reach goals (if there is time!)

-Railroad network with destructible items
-More animated sea life
-Random weather fronts with snow/rain
-High detailed United States coast for 1918 Cruiser Submarine campaign

I am trying to think of more scenery items to make things interesting; feel free to chip in. Of course, submarines and combat will be the main focus of the game and I'm well aware that discipline regarding feasible content is needed - I'm not trying to make this turn into "Silent Hunter: Thomas the Tank Engine Edition". :haha: But all reasonable proposals are welcome.

And about the coasters by another modder: I need to go digging on an old HD to see if I have them - I think they were some of the items destroyed in that hack attack.

Ahoy, IABL... :Kaleun_Cheers:

Sitting here, digesting the many ideas you have to include, thus far alone... has Me literally drooling... :doh: (just add drool to that icon & you'd have My expression right now... :yep:)

Can't wait to see the finished mod... :yep: :subsim:

Thank you, for your hard work & dedication bud... I know that y'all guys, don't hear that enough... but, know that it is appreciated. :yep: :up:

M. M.

:Kaleun_Salute:

iambecomelife
09-09-21, 09:39 PM
Well, I wanted a productive weekend but it was not to be - I was sick from my COVID shot and only recently got better. I didn't manage to update the U-139 hull as much as I wanted to, but work on the conning tower is coming along well. Also have a few pix of decking for the submarine, which is more detailed than my old models.

The machine gun was swiped from my Albatros D.III fighter. Needs working on - I am proud of the barrel and the cooling jacket, which has cylinders copied from a real German MG. But the breech block needs to be reworked so it's more realistic & high detail.


My sources seem to indicate WWI Unterseeboots did not mount their machine guns aft off the watchstander's position on the CT, like World War II U-Boats did. Instead, the MG was kept unmounted (probably in the submarine) and would be set up on a tripod at the tip of the bow if it was needed. Smaller UB-I boats had the MG a few feet in front of the conning tower (like the deck gun on bigger subs)

Aircraft were less of a threat in WWI and it made more sense to dive than fight it out, so this was no big loss.

I may keep an unmounted MG or two in the conning tower as scenery.

Do not worry about the lack of interior conning tower detail - still need to add things like the periscope mounts, compass, wood trim, voice tubes, ship's wheel, electrical boxes, and more. So far I'm at over 30,000 polygons. for tower exterior alone.

Below those screenshots are images of the watertight compartments on a British battleship - note how they match the hull properly, allowing for proper pitch/roll depending on damage. Much better than the early Merchant Fleet mod ships.

https://i.postimg.cc/nLLPMqY7/Turm01.jpg
https://i.postimg.cc/rwMbXBDf/Turm02.jpg
https://i.postimg.cc/k5hhSDfH/Turm03.jpg
https://i.postimg.cc/sXQH4yLg/Turm04.jpg
https://i.postimg.cc/QCc6vmhL/Turm05.jpg
https://i.postimg.cc/RVQsRggK/Turm06.jpg
https://i.postimg.cc/htsYS2xc/Turm07.jpg
https://i.postimg.cc/d1bHWpMm/Turm08.jpg
https://i.postimg.cc/Gh1gGWxb/Turm09.jpg
https://i.postimg.cc/rpzfqMMN/Turm10.jpg
https://i.postimg.cc/nVmwsF7d/Turm11.jpg
https://i.postimg.cc/CxcvyzTK/Watertight01.jpg
https://i.postimg.cc/13mWYDdT/Watertight02.jpg

Bubblehead1980
09-22-21, 09:20 PM
Well, I wanted a productive weekend but it was not to be - I was sick from my COVID shot and only recently got better. I didn't manage to update the U-139 hull as much as I wanted to, but work on the conning tower is coming along well. Also have a few pix of decking for the submarine, which is more detailed than my old models.

The machine gun was swiped from my Albatros D.III fighter. Needs working on - I am proud of the barrel and the cooling jacket, which has cylinders copied from a real German MG. But the breech block needs to be reworked so it's more realistic & high detail.


My sources seem to indicate WWI Unterseeboots did not mount their machine guns aft off the watchstander's position on the CT, like World War II U-Boats did. Instead, the MG was kept unmounted (probably in the submarine) and would be set up on a tripod at the tip of the bow if it was needed. Smaller UB-I boats had the MG a few feet in front of the conning tower (like the deck gun on bigger subs)

Aircraft were less of a threat in WWI and it made more sense to dive than fight it out, so this was no big loss.

I may keep an unmounted MG or two in the conning tower as scenery.

Do not worry about the lack of interior conning tower detail - still need to add things like the periscope mounts, compass, wood trim, voice tubes, ship's wheel, electrical boxes, and more. So far I'm at over 30,000 polygons. for tower exterior alone.

Below those screenshots are images of the watertight compartments on a British battleship - note how they match the hull properly, allowing for proper pitch/roll depending on damage. Much better than the early Merchant Fleet mod ships.

https://i.postimg.cc/nLLPMqY7/Turm01.jpg
https://i.postimg.cc/rwMbXBDf/Turm02.jpg
https://i.postimg.cc/k5hhSDfH/Turm03.jpg
https://i.postimg.cc/sXQH4yLg/Turm04.jpg
https://i.postimg.cc/QCc6vmhL/Turm05.jpg
https://i.postimg.cc/RVQsRggK/Turm06.jpg
https://i.postimg.cc/htsYS2xc/Turm07.jpg
https://i.postimg.cc/d1bHWpMm/Turm08.jpg
https://i.postimg.cc/Gh1gGWxb/Turm09.jpg
https://i.postimg.cc/rpzfqMMN/Turm10.jpg
https://i.postimg.cc/nVmwsF7d/Turm11.jpg
https://i.postimg.cc/CxcvyzTK/Watertight01.jpg
https://i.postimg.cc/13mWYDdT/Watertight02.jpg



Man, the work you have done/are doing is just beyond impressive. I look forward to running some patrols one day.

Kapitain Oliver Leinkraunt
09-24-21, 11:26 AM
Can't wait to see it in campaign :D :D :D

I don't want to move out from the main topic, but some time ago you said you'll reuse some old models of the Type 51 and Type 63 and you were interested in the more modern Types 81 and 93. Talking about these and especially with the Type 81: someone sometimes considers them, due to their external similarities, sister ships, but they had complete different designs. Type 81 ( one of the most difficult classes where to find information and photos on internet) was, in fact, an improved version of the Type 63, with the hull design; externally the only differences were the position of the vent holes, a bigger conning tower and, obviously, the shark nouse bow ( which was, however, not present in the first version of the project, which had the same rounded bow of the type 63 )

https://virtualdockyard.co.uk/0-PLANS-PAGES/U81-86.jpg
original plans for type 81, with external modifications drawn in pencils.

https://dl.dropboxusercontent.com/s/sj8p3dfwgnw6jbu/SSK_U65_1918.png?dl=0
https://dl.dropboxusercontent.com/s/inr8bzmajyk3i9b/SSK_U84_1916.png?dl=0

I hope it could be useful for your work :salute:

U-190
09-29-21, 02:24 AM
:Kaleun_Thumbs_Up:

iambecomelife
09-29-21, 07:25 PM
Excuse the silence, the mod is not cancelled - :haha: just been busy. I am almost totally recovered from that stupid "vaccine" - I wasn't sick until I got it; thanks Moderna! Now just some muscle aches and short windedness from time to time.

The tentative current sub lineup is as of now:

UB-I Class (2 Torpedoes) (Some sources say 4 "theoretically" possible??)
U-9 Class (6 Torpedoes)
U-19 Class (6 Torpedoes)
U-23 Class/U-27 Class/U-31 Class (Early War; 6 Torpedoes)
U-23 Class/U-27 Class/U-31 Class (Improved; 10 Torpedoes)
U-51 Class (8 Torpedoes)
U-63 Class (8 Torpedoes)
U-81 Class ( Up to 10-12 Torpedoes)
U-87 Class (12-16 Torpedoes)
U-139 Class (24 Torpedoes)

If anyone has alternate torpedo figures, go ahead and chip in.

The new model for the early diesel boats (U-19 - U-31 which were very similar) is almost done....the old one, which you have seen in all screenshots, will not be in the final release. The new one is much better.

@ Kapitain Oliver Leinkraunt: So yes! Expect to see the U-63 and U-81. I have a good conning tower model for them, and I will adapt the high detail U-139 hull to make those boats. I have various styles of the U-139 hull with no vent holes, etc so that when time comes to modify it into the other classes I can add the right vent holes and other details easily.

I remember that the U-63's served a lot of time in the Mediterranean, where their fast diving time was useful. According to my sources they could only carry up to 8 torpedoes, so the U-81 was a considerable improvement in terms of payload (10-12 torpedoes for U-81 boats).

It will be interesting, managing torpedoes with the early war boats that have a loadout of just 6 torpedoes...and the UB-I only has 2! Much different from the Gato / Balao.

Bubblehead1980
09-29-21, 10:38 PM
Excuse the silence, the mod is not cancelled - :haha: just been busy. I am almost totally recovered from that stupid "vaccine" - I wasn't sick until I got it; thanks Moderna! Now just some muscle aches and short windedness from time to time.

The tentative current sub lineup is as of now:

UB-I Class (2 Torpedoes) (Some sources say 4 "theoretically" possible??)
U-9 Class (6 Torpedoes)
U-19 Class (6 Torpedoes)
U-23 Class/U-27 Class/U-31 Class (Early War; 6 Torpedoes)
U-23 Class/U-27 Class/U-31 Class (Improved; 10 Torpedoes)
U-51 Class (8 Torpedoes)
U-63 Class (8 Torpedoes)
U-81 Class ( Up to 10-12 Torpedoes)
U-87 Class (12-16 Torpedoes)
U-139 Class (24 Torpedoes)

If anyone has alternate torpedo figures, go ahead and chip in.

The new model for the early diesel boats (U-19 - U-31 which were very similar) is almost done....the old one, which you have seen in all screenshots, will not be in the final release. The new one is much better.

@ Kapitain Oliver Leinkraunt: So yes! Expect to see the U-63 and U-81. I have a good conning tower model for them, and I will adapt the high detail U-139 hull to make those boats. I have various styles of the U-139 hull with no vent holes, etc so that when time comes to modify it into the other classes I can add the right vent holes and other details easily.

I remember that the U-63's served a lot of time in the Mediterranean, where their fast diving time was useful. According to my sources they could only carry up to 8 torpedoes, so the U-81 was a considerable improvement in terms of payload (10-12 torpedoes for U-81 boats).

It will be interesting, managing torpedoes with the early war boats that have a loadout of just 6 torpedoes...and the UB-I only has 2! Much different from the Gato / Balao.



Sorry to hear you were sick, same thing happened with my sister, never sick until she got the injection, but she ended up in the hospital for two weeks and oxygen. Glad you are recovering.


Going to be quite an adjustment for those of us used t carrying 24 torpedoes around on patrol lol. Deck gun will play a large role in the sim I assume.

U-190
09-30-21, 12:24 AM
:Kaleun_Thumbs_Up: :Kaleun_Salute:

dex
10-09-21, 06:49 AM
Best regards...It s good story about this mod definitely
Someone know maybe true date of release

Texas Red
10-10-21, 12:34 AM
Best regards...It s good story about this mod definitely
Someone know maybe true date of release

Hard to say. We all are hopeful it will be out by the spring of 2022.

denis_469
10-10-21, 11:41 AM
Excuse the silence, the mod is not cancelled - :haha: just been busy. I am almost totally recovered from that stupid "vaccine" - I wasn't sick until I got it; thanks Moderna! Now just some muscle aches and short windedness from time to time.

The tentative current sub lineup is as of now:

UB-I Class (2 Torpedoes) (Some sources say 4 "theoretically" possible??)


UBI - 4 torpedoes possible, but... 2 500mm or 4 450mm "C/06D" or bronze torpedoe 355mm "C35/91 GA" or bronze torpedo 355mm "C35/91" or bronze torpedo 450mm "C/03D". Bronze mean that torpedo hull was not steel but bronze. Detail torpedo this: http://sovpl.forum24.ru/?1-4-1633883666881-00000106-000-0-0#001

dex
10-10-21, 02:19 PM
Hard to say. We all are hopeful it will be out by the spring of 2022.
Thanks for info Whacko...

iambecomelife
10-13-21, 02:15 PM
Best regards...It s good story about this mod definitely
Someone know maybe true date of release

We're getting there, although there is much to do. :arrgh!:

Thanks for the torpedo info, denis_469.

Major update of player units coming up - stay tuned.

denis_469
10-13-21, 04:44 PM
Thanks for the torpedo info, denis_469.


But "UB I" was single only uboat what was have 4 torpedoes instead 2 torpedoes. So in Germany not ehough torpedoes and in this case double torpedo load was in UB I subs only. Other subs have bronze torpedoes instead 500mm torpedoes.

And german submarine guns WWI, if need:
http://sovpl.forum24.ru/?1-4-1634161396044-00000100-000-0-0#001

Kapitain Oliver Leinkraunt
10-23-21, 08:23 AM
Any news ? :))

iambecomelife
10-23-21, 08:25 AM
The player units start to take their final form. U-51 Class is being worked on to give the hull a more rounded shape, and U-139's nose is not 100% complete but I wanted to show what I've been working on.

The Group Shot is to scale, so you can see how much larger the U-139 was compared to UB-I type boats.


https://i.postimg.cc/j5MTX5GC/Family-00.jpg
https://i.postimg.cc/3J4hX39J/Family-01.jpg
https://i.postimg.cc/PJckg7fj/Family-02.jpg
https://i.postimg.cc/X7RbxtDK/Family-03.jpg
https://i.postimg.cc/kMh9R2Qp/Family-04.jpg
https://i.postimg.cc/xdynXg5v/Family-05.jpg
https://i.postimg.cc/brdhFPhg/Family-06.jpg

Niume
10-23-21, 08:30 AM
5 playable submarines in total?

iambecomelife
10-23-21, 08:33 AM
Details of U-31...the Conning Tower has high-detail compass base, inclinometer, voice pipes, & wood paneling.

https://i.postimg.cc/44K45vxg/U35-Top.jpg
https://i.postimg.cc/5NL4cxzK/U35-Turm.jpg
https://i.postimg.cc/ryvVYdDt/U35-Turm02.jpg
https://i.postimg.cc/bwPzpKHy/U35-Turm03.jpg
https://i.postimg.cc/RqrDQxVN/U35Bows.jpg
https://i.postimg.cc/633gBhm5/U35Split.jpg

Details of U-9, which sank Aboukir, Cressy, & Hogue.

https://i.postimg.cc/W4ncNzpS/U9-Bows.jpg
https://i.postimg.cc/FKmQX3v7/U9-Paddles.jpg
https://i.postimg.cc/yd84kKkK/U9-Profile.jpg
https://i.postimg.cc/NFK3kx6P/U9-Starboard.jpg
https://i.postimg.cc/J7gV49mw/U9-Starboard-Stern.jpg
https://i.postimg.cc/sXHFWLhh/U9-Stern.jpg
https://i.postimg.cc/sgdk57vw/U9-Stern-01.jpg
https://i.postimg.cc/BnTdpbFs/U9-Top.jpg
https://i.postimg.cc/YqWc4bqv/U9-Turm.jpg
https://i.postimg.cc/pT67rnwQ/U9-Turm-01.jpg
https://i.postimg.cc/NF2nHjt3/U9-Turm-02.jpg

Mad Mardigan
10-23-21, 08:48 AM
:doh: :o

:hmmm:

:Kaleun_Thumbs_Up: :Kaleun_Wink: :Kaleun_Applaud: :Kaleun_Cheers:

:Kaleun_Salute:

M. M.

iambecomelife
10-23-21, 08:52 AM
5 playable submarines in total?

No, there will be more subs. Planned roster:

UB-I Class Coastal Subs
U-9 Class
U-19 Class
U-23 Class
U-27 Class
U-31 Class
U-51 Class
U-63 Class
U-81 Class
U-87 Class
U-139 Class Cruiser Subs



I am working on U-81 and U-63 class. And current plan is for U-31 model to be used with minor changes for U-19, U-23, and U-27 classes because they looked almost exactly alike, except for conning towers and slightly different hull form/smaller size for U-19.

I have a complete model of U-87 (seen below in old screenshots) - it needs to be updated because it is obsolete, I designed it before I learned new things about modeling subs. It needs better texture..plus conning tower is too low detail. Painted rivets need to be replaced with 3d rivets. Vent holes aren't good enough, railings are too thick, and the stern is not modeled correctly.

Oh, and sorry about the conduct of U-87's sailors. :oops: My crewmen are usually much better behaved.

U-87 Class:

https://i.postimg.cc/mr1kmYrd/14242346-1154631544583117-477253978193316690-o.jpg

https://i.postimg.cc/k4r4z267/14231153-1154631551249783-5416643303944207736-o.jpg

https://i.postimg.cc/0QpQs9DD/14242227-1154631494583122-1617711226775315274-o.jpg

iambecomelife
10-23-21, 08:59 AM
U-51 Class (this hull may be discarded; would like it to have a more rounded shape). And does anyone know what the "Mickey Mouse Ears" on the conning tower were for? It's a complete mystery to me. I've seen them in photos & paintings of U-53 and U-58.

https://i.postimg.cc/x1P9CttK/U51-01.jpg
https://i.postimg.cc/0QzvVxxf/U51-02.jpg
https://i.postimg.cc/WbLVwQyG/U51Siren.jpg
https://i.postimg.cc/R0s91qrh/U51Solid.jpg
https://i.postimg.cc/9XqVTWLX/U51Stern.jpg

More posts coming up later today!

Mad Mardigan
10-23-21, 09:42 AM
Want to say... those "ear" looking contraptions on U-51... almost remind Me, of the radome's off the Bismarck... sorta... but... know they didn't have radar back then, yet. I don't think that I recall of... at any rate.

:Kaleun_Salute:

M. M.

Niume
10-23-21, 10:35 AM
Beautiful models. by the way how did you make AA guns shoot surface targets?

Jeff-Groves
10-23-21, 12:17 PM
Blood spray should follow the trajectory of the rounds.
Also. Once shot with a weapon like that? The body will sink nearly immediately.
Once air is out of the lungs a body sinks until gases from decay raise it.

Kind of morbid maybe. But if your gonna do it? Do it right!
Remember all the fits about survivors a long time ago?

iambecomelife
10-23-21, 06:13 PM
Blood spray should follow the trajectory of the rounds.
Also. Once shot with a weapon like that? The body will sink nearly immediately.
Once air is out of the lungs a body sinks until gases from decay raise it.

Kind of morbid maybe. But if your gonna do it? Do it right!
Remember all the fits about survivors a long time ago?

I agree, those screenshots are very old, from maybe 2016 - I may not even have that blood spatter effect on my computer anymore. I will go for a more realistic look in future. And probably less gross. :haha: No idea how to control blood spray trajectory, though. :hmmm:

And the bodies do sink extremely fast - the screens were probably taken with game paused. I created a new "body" zone in zones.cfg and gave it an extremely high flotability value, causing it to sink immediately from 1-2 machine gun rounds. Fun stuff, but gruesome. :yep:

For now, work on injuries/blood fx is held up because the U-Boat models are obviously much more important. And I am still not 100% sure which figure models I will use for certain characters.

@Niume - the sailor shooting the survivor is controlled by me. I have not figured out how to get AA guns to attack surface targets automatically.

iambecomelife
10-23-21, 06:24 PM
Various images of the U-139 Cruiser Submarine. I decided to give it detailed decking, instead of "painted on" details in the DDS/image file ... I included the interesting mechanism with chain and perforated wheels for raising & lowering the masts.

The big cruiser subs could (and did) sail all the way to the United States. several of them sank ships along the Eastern Seaboard right before the war ended. It's incredible to think of what they may have achieved if they hadn't come too late.

https://i.postimg.cc/KjL2yN13/U139-B.jpg
https://i.postimg.cc/g0km68T1/U139-B-Lrg.jpg
https://i.postimg.cc/MTgS44p8/U139-Bow.jpg
https://i.postimg.cc/pXfHGsNg/U139-C.jpg
https://i.postimg.cc/Mpz8h1qX/U139-Decking.jpg

https://i.postimg.cc/hGjRGgJB/U139-Masts.jpg
https://i.postimg.cc/KYHSkVLg/U139-Masts2.jpg
https://i.postimg.cc/Tw58r9qN/U139-Masts3.jpg
https://i.postimg.cc/MTCCtQ96/U139-Stern.jpg

Bubblehead1980
10-23-21, 08:47 PM
I agree, those screenshots are very old, from maybe 2016 - I may not even have that blood spatter effect on my computer anymore. I will go for a more realistic look in future. And probably less gross. :haha: No idea how to control blood spray trajectory, though. :hmmm:

And the bodies do sink extremely fast - the screens were probably taken with game paused. I created a new "body" zone in zones.cfg and gave it an extremely high flotability value, causing it to sink immediately from 1-2 machine gun rounds. Fun stuff, but gruesome. :yep:

For now, work on injuries/blood fx is held up because the U-Boat models are obviously much more important. And I am still not 100% sure which figure models I will use for certain characters.

@Niume - the sailor shooting the survivor is controlled by me. I have not figured out how to get AA guns to attack surface targets automatically.


I appreciate you have included the blood spatter in the sim. Far too often things like that are left out. Would like to find a way to include that in my future versions of TMO, if you're willing to fill me in. Adds a sense of realism and reminds people while this is a pc simulation, these things really happened.


AA guns can be converted to function as deck guns to target surface vessels etc . Not at home currently but when am will send you a link with the mod I created converting AA guns to deck guns.

iambecomelife
10-29-21, 11:16 PM
I appreciate you have included the blood spatter in the sim. Far too often things like that are left out. Would like to find a way to include that in my future versions of TMO, if you're willing to fill me in. Adds a sense of realism and reminds people while this is a pc simulation, these things really happened.


AA guns can be converted to function as deck guns to target surface vessels etc . Not at home currently but when am will send you a link with the mod I created converting AA guns to deck guns.

That is very kind of you! The blood spatter is modeled the same way things like bullet impact sparks are done - using particles.dat/materials.dat.

I have good news, I have started the process of amending the entire game's entries to convert it from WWII era to WWI era. This includes campaign dates, ranks, radio messages, weapon names, and so on. I am also altering the submarines so that each has the correct # of torpedo tubes, correct speed, etc. I did a brief experiment and was favorably impressed with how quickly it went - I was able to convert the standard "Porpoise" class, with 6 tubes and sixteen torpedoes, to the equivalent of the famous U-31 class....4 tubes (2 bow, 2 stern) and only 6 torpedoes. I also successfully stripped the boat of radar - no modern conveniences to spoil you young 'uns! :haha:

I also started skinning the U-9 class and adding finishing touches; she is about 90% skinned. The nice thing is that certain parts can be reused on other boats and will not need to be skinned again.

Lastly I have relented and will probably model a few more famous liners...I am thinking of "Mauretania", "Britannic", "Arabic", and maybe "Laurentic" &c. The idea is special souvenirs will be awarded for sinking certain legendary ships (as long as they are not serving as hospital ships or diplomat ships).

More images later. :ping:

Bubblehead1980
11-01-21, 11:05 PM
That is very kind of you! The blood spatter is modeled the same way things like bullet impact sparks are done - using particles.dat/materials.dat.

I have good news, I have started the process of amending the entire game's entries to convert it from WWII era to WWI era. This includes campaign dates, ranks, radio messages, weapon names, and so on. I am also altering the submarines so that each has the correct # of torpedo tubes, correct speed, etc. I did a brief experiment and was favorably impressed with how quickly it went - I was able to convert the standard "Porpoise" class, with 6 tubes and sixteen torpedoes, to the equivalent of the famous U-31 class....4 tubes (2 bow, 2 stern) and only 6 torpedoes. I also successfully stripped the boat of radar - no modern conveniences to spoil you young 'uns! :haha:

I also started skinning the U-9 class and adding finishing touches; she is about 90% skinned. The nice thing is that certain parts can be reused on other boats and will not need to be skinned again.

Lastly I have relented and will probably model a few more famous liners...I am thinking of "Mauretania", "Britannic", "Arabic", and maybe "Laurentic" &c. The idea is special souvenirs will be awarded for sinking certain legendary ships (as long as they are not serving as hospital ships or diplomat ships).

More images later. :ping:


Haha I look forward to it (running without the modern things). The limited number of torpedoes, I take it means a lot of deck gun actions. I take it in most cases one torpedo will be enough to sink most ships?

That is great, I would love to incorporate the blood spatter into my TMO Update at some point, if able.


Below is a link for the AA guns converted to deck guns. Really is great to have, Battle Surface is a lot of fun and a lot more realistic now that all guns fire at once. Esp once have 40 MM and multiple 20 MM. I am sure you are familiar enough with workings of SH 4 to see what I did in .sim file to the AA guns, but if not, will explain. I hope at some point to make them separate deck guns from the main deck gun because right now, they are linked when AA guns are set as deck guns. So when order open fire, if they are manned, they will fire. Would like to have them act independently of another another, so could engage two targets at once.


https://www.mediafire.com/file/qz0lczlnc1cfou4/AAtoDeckguns+Radio.zip/file

U-190
11-02-21, 07:50 AM
:Kaleun_Thumbs_Up::Kaleun_Salute:

Kapitain Oliver Leinkraunt
11-02-21, 09:07 AM
More images later. :ping:
Can't wait to see more updates, Sir :Kaleun_Wink:

Lastly I have relented and will probably model a few more famous liners...I am thinking of "Mauretania", "Britannic", "Arabic", and maybe "Laurentic" &c. The idea is special souvenirs will be awarded for sinking certain legendary ships (as long as they are not serving as hospital ships or diplomat ships).

Do you want to add them in the main mod, or as mini mods for future packs ?

iambecomelife
11-02-21, 09:20 PM
Can't wait to see more updates, Sir :Kaleun_Wink:



Do you want to add them in the main mod, or as mini mods for future packs ?

I'm thinking main mod. If I do an expansion pack for WOTK in the coming years it will probably be one of these things:

-Surface combat, 1914-1918

-Austro-Hungarian subs

-Allied Submarines

I hope you guys find these interesting! :up: Any surface combat mod will be for small units - WWI MTB's, trawlers, & destroyers. No plans for playable big ships - SH4 does independent small-vessel combat well but simply cannot simulate battleship, and big-gun ship actions properly in my opinion:

-No accurate gunnery ranges
-Dodgy behavior of ship fleets
-No complex gunnery factors (smoke, fire control computer brand, etc)
-No ability to delegate various flotilla tasks
-Poor surface to surface combat AI - ships always fighting to the death, for example

Also...BB's/CA captain's role in WWI was often something like an orchestra musician.....you were rigorously trained to perform a well-defined part within a big "orchestra" of ships...This makes for dull play, unless you want to abandon historical accuracy and have a "Jutland" every mission.

The sub commander/independent small warship commander, to continue the music analogy, is kind of like a Jazz freestyler, who generally had 100% control over how he conducts tactical operations. Making for action-packed and historically accurate campaigns.

Games like SES Jutland get around this by letting you jump from battle to battle around the British Isles as the commander on scene, and there is just no way to approximate this campaign dynamic within the realm of SH4.

iambecomelife
11-02-21, 10:36 PM
Haha I look forward to it (running without the modern things). The limited number of torpedoes, I take it means a lot of deck gun actions. I take it in most cases one torpedo will be enough to sink most ships?

That is great, I would love to incorporate the blood spatter into my TMO Update at some point, if able.


Below is a link for the AA guns converted to deck guns. Really is great to have, Battle Surface is a lot of fun and a lot more realistic now that all guns fire at once. Esp once have 40 MM and multiple 20 MM. I am sure you are familiar enough with workings of SH 4 to see what I did in .sim file to the AA guns, but if not, will explain. I hope at some point to make them separate deck guns from the main deck gun because right now, they are linked when AA guns are set as deck guns. So when order open fire, if they are manned, they will fire. Would like to have them act independently of another another, so could engage two targets at once.


https://www.mediafire.com/file/qz0lczlnc1cfou4/AAtoDeckguns+Radio.zip/file

Thanks! Downloading.

One torpedo will sink most ships. Here are my thoughts - feel free to comment (?)

Modern Battleships/Battlecruisers: 3-4 torpedoes max
Large Liners/Merchants/Cruisers: 2
Large Old Warships: 1-2
Medium/Small Merchants & Escorts: 1

You will also have demolition parties in rowboats (already successfully implemented; just need to dust off the old files...lol.) Their top speed will be extremely slow so you can't cheat and use them on warships ... will also change zones.cfg and make all warships invincible to them.

I am thinking 2-4 demolition parties max per patrol? If anyone knows how many scuttling charges were carried, please chime in.

Shots of demolition parties & unit torpedo hit/fire fx below. Final versions will be better. Also throwaway shots of work from Britannic before I stopped - hope to restart her soon. Apologize for anyone who has seen the screens before; they are old ones. The submarine models, crew, boats, and cargo ship are all VERY OLD + outdated - all replaced or scheduled to be replaced.

https://i.postimg.cc/SN3HZjr8/13690948-1110488422330763-4231796222915015481-o.jpg

https://i.postimg.cc/pXpgYKDR/14249742-1154626014583670-392024226079095024-o.jpg

https://i.postimg.cc/jSfmBKg1/14249816-1154626017917003-5922403591301668734-o.jpg

https://i.postimg.cc/BbtwpGPM/14257478-1154626057916999-4594986829010973879-o.jpg

https://i.postimg.cc/C1cQbK5R/14257525-1154621037917501-1652341534311143353-o.jpg

https://i.postimg.cc/k5FZXsdF/14258287-1154626131250325-4013657175049795755-o.jpg

https://i.postimg.cc/FKQ84qwH/14290056-1154626021250336-3546482852724556896-o.jpg

https://i.postimg.cc/pTWS9jWN/14305301-1154621041250834-6275041486832740748-o.jpg

https://i.postimg.cc/VvTZHHj1/14310554-1154626134583658-5103156419408187104-o.jpg

https://i.postimg.cc/7PQR6bjc/48935106-2053044418075154-6178410983300530176-n.jpg

Bubblehead1980
11-03-21, 02:51 AM
Thanks! Downloading.

One torpedo will sink most ships. Here are my thoughts - feel free to comment (?)

Modern Battleships/Battlecruisers: 3-4 torpedoes max
Large Liners/Merchants/Cruisers: 2
Large Old Warships: 1-2
Medium/Small Merchants & Escorts: 1

You will also have demolition parties in rowboats (already successfully implemented; just need to dust off the old files...lol.) Their top speed will be extremely slow so you can't cheat and use them on warships ... will also change zones.cfg and make all warships invincible to them.

I am thinking 2-4 demolition parties max per patrol? If anyone knows how many scuttling charges were carried, please chime in.

Shots of demolition parties & unit torpedo hit/fire fx below. Final versions will be better. Also throwaway shots of work from Britannic before I stopped - hope to restart her soon. Apologize for anyone who has seen the screens before; they are old ones. The submarine models, crew, boats, and cargo ship are all VERY OLD + outdated - all replaced or scheduled to be replaced.

https://i.postimg.cc/SN3HZjr8/13690948-1110488422330763-4231796222915015481-o.jpg

https://i.postimg.cc/pXpgYKDR/14249742-1154626014583670-392024226079095024-o.jpg

https://i.postimg.cc/jSfmBKg1/14249816-1154626017917003-5922403591301668734-o.jpg

https://i.postimg.cc/BbtwpGPM/14257478-1154626057916999-4594986829010973879-o.jpg

https://i.postimg.cc/C1cQbK5R/14257525-1154621037917501-1652341534311143353-o.jpg

https://i.postimg.cc/k5FZXsdF/14258287-1154626131250325-4013657175049795755-o.jpg

https://i.postimg.cc/FKQ84qwH/14290056-1154626021250336-3546482852724556896-o.jpg

https://i.postimg.cc/pTWS9jWN/14305301-1154621041250834-6275041486832740748-o.jpg

https://i.postimg.cc/VvTZHHj1/14310554-1154626134583658-5103156419408187104-o.jpg

https://i.postimg.cc/7PQR6bjc/48935106-2053044418075154-6178410983300530176-n.jpg


You're welcome , really is great having the AI fire AI guns at surface vessels, game changer for sure.


"One torpedo will sink most ships. Here are my thoughts - feel free to comment (?)

Modern Battleships/Battlecruisers: 3-4 torpedoes max
Large Liners/Merchants/Cruisers: 2
Large Old Warships: 1-2
Medium/Small Merchants & Escorts: 1"


The numbers sound reasonable, I will admit my knowledge of WW I era battleships and torpedoes is not up to say WW II era but perhaps more torpedoes or four minimum needed to bring down a battleship.

What is the damage model on ships? standard SH 4 or have you done some adjustment/major changes ?

I have implemented longer sinking times mod by bilge rat into TMO, still tweaking it a bit to get results before I decide to go with it in next release, but overall its great, brings a lot more realism to the sinking of vessels.


Oh man the demo parties., that is amazing and what a unique addition . Would love to know how that was created lol Suppose it will be useful again say a damaged ship to save torpedoes? Look forward to trying it them out sometime.

iambecomelife
11-03-21, 03:58 AM
The demolition party creation was a lot less impressive than it looks - I simply took a torpedo, made the original model invisible, reduced max depth, and butchered the speed to like 3-4 knots max. Then attach various "child" .obj files via nodes in S3ditor and you're in business.

The hardest part was I didn't realize the 3d model for one torpedo (Mk XIV I think?) is hard coded - I kept wondering why my 3d changes never showed up and was tearing my hair out until I stumbled onto that fact in another modder's completely unrelated subsim post! :haha:

The only problem is it uses up one torpedo variant slot in-game, because the maximum number of different torpedo types is hard-coded. But there are still enough different torpedo models to have, in addition to the demo-parties, multiple types of 45cm and 50cm torpedoes, plus one or 2 British types for enemy units.

I guess another problem is you don't get an animation of the crew climbing on board, placing the charges, placing the wiring, rescuing the ship's cat, ransacking the cabins for souvenirs, stealing a sandwich from the mess, climbing back into the boat, etc etc. :03:


And there are huge changes to ship damage and sinking time! Zones.cfg has been great to use & pretty intuitive so far - I have created many new compartments for the mod's ships.

Kapitain Oliver Leinkraunt
11-03-21, 07:49 AM
-Surface combat, 1914-1918

-Austro-Hungarian subs

-Allied Submarines

All of them are so fascinating, however the one that intrigues me most is the K.u.K. fleet.
It's always put a little in background, respect to their German counterpart; however it played an important role in the First Mediterranean Campaign.

Seeing what you wrote, I think you are not interested to add, once the main mod is complete: Black and Baltic campaigns or more subs ( B and E types, C-II, D type, and types 17/43/57/93/151). What a pity, but this is your work, not ours and I'll always support every decision you'll take about it. :Kaleun_Salute:

Go ahead Captain :yeah:

I hope you guys find these interesting! :up: Any surface combat mod will be for small units - WWI MTB's, trawlers, & destroyers. No plans for playable big ships

Would be also included the commerce raiders Möwe and Wolf?

iambecomelife
11-03-21, 08:57 AM
All of them are so fascinating, however the one that intrigues me most is the K.u.K. fleet.
It's always put a little in background, respect to their German counterpart; however it played an important role in the First Mediterranean Campaign.

Seeing what you wrote, I think you are not interested to add, once the main mod is complete: Black and Baltic campaigns or more subs ( B and E types, C-II, D type, and types 17/43/57/93/151). What a pity, but this is your work, not ours and I'll always support every decision you'll take about it. :Kaleun_Salute:

Go ahead Captain :yeah:



Would be also included the commerce raiders Möwe and Wolf?

I think there could be grounds for making an exception & including Mowe & Wolf - since the style of gameplay for surface raiders is basically similar to submarines (independent ship combat at relatively close range, in patrol format). That's a good point. :up:

rod_oil
11-04-21, 01:07 PM
I guess another problem is you don't get an animation of the crew climbing on board, placing the charges, placing the wiring, rescuing the ship's cat, ransacking the cabins for souvenirs, stealing a sandwich from the mess, climbing back into the boat, etc etc. :03:

Sir, I think it's a perfect subject for stand-alone 3D-shooter :D

Aktungbby
11-04-21, 03:34 PM
rod_oil!:Kaleun_Salute: after an 11 year 'silent run!':up:

Panzer_Schultz
11-12-21, 11:39 AM
Hello everyone!

@ Iambecomelife:
Regarding your question of the demolition charges I found some passages in two books, that give an indication of the number of charges aboard and the numbers used for the ships.
First the book “Kein Engländer soll das Boot betreten!“ from Florian Huber. It is about the wreck of UC 71 and included is the diary of a mechanic of the boat.
Here are the two entries from the Diary that state the number of munitions:
3rd Patrol 28.03.1917-13.04.1917: 4 Torpedoes, 18 Mines, 73 Sprenggranaten (I suppose those are the Sprengpatronen = Demolition charges) and 300 rounds 8,8cm Shells.


6th Patrol 12.06.1917 – 17.06.1917: 5 Torpedoes, 0 Mines, 200 rounds 8,8cm, 70 Sprengpatronen (A new Captain was assigned to the uboat and thus the first mission would be in the Hoofden or the Westcoast to get accustomed to the boat and thus I suppose no mines were loaded.)


Also some entries that show how much one vessel needed to sink. Though it must be noticed, that the BRT of ships were often overestimated in the night in torpedo-attacks (some numbers I checked on uboat.net and saw the discrepancy). Also interesting is the fact that many ubat captains fired only one torpedo at a target; I have seen that in other sources as well.


11x8,8cm for 600BRT Sailing vessel (Schooner with two masts)
4x Demolition charge for 3000BRT Steamer
50x8,8cm for 3500BRT Steamer
1xTorp for 3000BRT Steamer
1xTorp for 4000BRT Steamer
4x Demolition charge for 5890BRT Steamer (did not sink and needed a further torpedo as the weather was too bad for demolition charges)
1x Demolition charge for fishing vessel
2x Demolition charge for 177BRT Sailing vessel (Schooner with two masts)
1xTorp for 839BRT Steamer (In the diary is noted 4000BRT, the correct number is from Uboat.net
1xTorp for 5576BRT Tanker
1xTorp for 4000BRT Steamer
30-35x8,8cm for 2,833BRT Steamer (loaded iron ore, 15 direct hits according to Uboat.net
5x Demolition charge for 2400BRT Steamer


It seems the number of charges was increased from 4 to 5 at some point, maybe they saw that 4 often weren’t enough?


The second book is “Der Handelskrieg mit U-booten” by Arno Spindler:
It features a passage about two smaller vessels one with 500BRT and one with 900 BRT were sunk with one demolition charge.



Here also the captains mostly fire only one torpedo at a target and wait for the outcome.

Also some time ago you said you would be interested in torpedo-data and if I could send you what I have. Did you receive it or did it get lost?


Would you be interested in a “Marinequadratkarte”? It features the german naval map which the navy used in ww1 with the unique numbering system of the squares.

Thanks for making this awesome mod!

Best regards
P.S. I would love the addition of Möwe and Wolf, though I wonder how would the disguising part work? To my knowledge the ships mimicked some of their victims?

Aktungbby
11-12-21, 12:28 PM
Panzer_Schultz!:Kaleun_Salute: good 2 C U on the surface after a decade's 'silent run'!:up:

iambecomelife
11-12-21, 09:29 PM
Hello everyone!

@ Iambecomelife:
Regarding your question of the demolition charges I found some passages in two books, that give an indication of the number of charges aboard and the numbers used for the ships.
First the book “Kein Engländer soll das Boot betreten!“ from Florian Huber. It is about the wreck of UC 71 and included is the diary of a mechanic of the boat.
Here are the two entries from the Diary that state the number of munitions:
3rd Patrol 28.03.1917-13.04.1917: 4 Torpedoes, 18 Mines, 73 Sprenggranaten (I suppose those are the Sprengpatronen = Demolition charges) and 300 rounds 8,8cm Shells.


6th Patrol 12.06.1917 – 17.06.1917: 5 Torpedoes, 0 Mines, 200 rounds 8,8cm, 70 Sprengpatronen (A new Captain was assigned to the uboat and thus the first mission would be in the Hoofden or the Westcoast to get accustomed to the boat and thus I suppose no mines were loaded.)


Also some entries that show how much one vessel needed to sink. Though it must be noticed, that the BRT of ships were often overestimated in the night in torpedo-attacks (some numbers I checked on uboat.net and saw the discrepancy). Also interesting is the fact that many ubat captains fired only one torpedo at a target; I have seen that in other sources as well.


11x8,8cm for 600BRT Sailing vessel (Schooner with two masts)
4x Demolition charge for 3000BRT Steamer
50x8,8cm for 3500BRT Steamer
1xTorp for 3000BRT Steamer
1xTorp for 4000BRT Steamer
4x Demolition charge for 5890BRT Steamer (did not sink and needed a further torpedo as the weather was too bad for demolition charges)
1x Demolition charge for fishing vessel
2x Demolition charge for 177BRT Sailing vessel (Schooner with two masts)
1xTorp for 839BRT Steamer (In the diary is noted 4000BRT, the correct number is from Uboat.net
1xTorp for 5576BRT Tanker
1xTorp for 4000BRT Steamer
30-35x8,8cm for 2,833BRT Steamer (loaded iron ore, 15 direct hits according to Uboat.net
5x Demolition charge for 2400BRT Steamer


It seems the number of charges was increased from 4 to 5 at some point, maybe they saw that 4 often weren’t enough?


The second book is “Der Handelskrieg mit U-booten” by Arno Spindler:
It features a passage about two smaller vessels one with 500BRT and one with 900 BRT were sunk with one demolition charge.



Here also the captains mostly fire only one torpedo at a target and wait for the outcome.

Also some time ago you said you would be interested in torpedo-data and if I could send you what I have. Did you receive it or did it get lost?


Would you be interested in a “Marinequadratkarte”? It features the german naval map which the navy used in ww1 with the unique numbering system of the squares.

Thanks for making this awesome mod!

Best regards
P.S. I would love the addition of Möwe and Wolf, though I wonder how would the disguising part work? To my knowledge the ships mimicked some of their victims?

Thank you! I got the torpedo data. This new data is extremely enlightening. The number of shell hits needed to sink a merchant is about what I predicted. I would like to see the Marinequadratkarte (though I can't promise it will be included in the mod) - regardless it seems interesting, and I will probably at least have it as a non-usable map in the UBoot interior or the Captain's Campaign/Base Room. Interesting that they had over 70 demolition charges - I will probably just include 4-5 charges to make it simpler...with each one able to sink a medium-sized merchant. That would be in line with your data, plus many of the other patrols I have read about where no more than about 5 ships were destroyed per patrol with explosive charges. About Mowe and Wolf, I am still not sure how to imitate the effects of disguise paint schemes, although I have a couple ideas I want to test based on how sensors operate ingame.

Bubblehead1980
11-14-21, 07:44 PM
May have watched/listened to this before but I enjoyed it overall. A lot of great information. There is a part two as well.

https://www.youtube.com/watch?v=k9TSAmtjYm4

Bubblehead1980
11-14-21, 07:46 PM
Question. What will the speech of the crew be like? Standard SH 4 English voices or will have German accents? If not, perhaps make the german speech packs sound mods compatible ? Immersion factor goes up quite a bit .

iambecomelife
11-14-21, 09:12 PM
Question. What will the speech of the crew be like? Standard SH 4 English voices or will have German accents? If not, perhaps make the german speech packs sound mods compatible ? Immersion factor goes up quite a bit .

Unfortunately there are no plans for changes to the voices. If someone wants to volunteer that would be great, but I will not be contributing my own voice acting (trust me, you don't want to hear it :haha:), and I'd rather not ask my other main team member to help (because he is busy with other things, and has been extremely helpful in other areas).

By the way, the pace of updates has been slower because I've been working 7 day weeks recently.

There will be no 3d modeling in late November due to a vacation. At my parents' house I do not have a PC capable of running SH4. I will, however, spend time writing text/tables for the mod, using MSWord and MSExcel:

-Newspaper Articles
-Wireless Messages
-Campaign Descriptions
-Unit Descriptions for museum mode and the mod manual

I am proud to say we already have over 200 unique distress messages for sinking ships, and perhaps 80-100 news messages for WWI news. I will be adding to that.

Some distress calls will be generic. Others will be historical and based on actual ship sinkings.

The news will be full of details - you will find out about the battles at the Marne in 1914, the first use of poison gas, the progress of fighting at Verdun, and the triple catastrophes of 1918 - Revolution, Mutiny, and Influenza.

Bubblehead1980
11-14-21, 10:56 PM
Unfortunately there are no plans for changes to the voices. If someone wants to volunteer that would be great, but I will not be contributing my own voice acting (trust me, you don't want to hear it :haha:), and I'd rather not ask my other main team member to help (because he is busy with other things, and has been extremely helpful in other areas).

By the way, the pace of updates has been slower because I've been working 7 day weeks recently.

There will be no 3d modeling in late November due to a vacation. At my parents' house I do not have a PC capable of running SH4. I will, however, spend time writing text/tables for the mod, using MSWord and MSExcel:

-Newspaper Articles
-Wireless Messages
-Campaign Descriptions
-Unit Descriptions for museum mode and the mod manual

I am proud to say we already have over 200 unique distress messages for sinking ships, and perhaps 80-100 news messages for WWI news. I will be adding to that.

Some distress calls will be generic. Others will be historical and based on actual ship sinkings.

The news will be full of details - you will find out about the battles at the Marne in 1914, the first use of poison gas, the progress of fighting at Verdun, and the triple catastrophes of 1918 - Revolution, Mutiny, and Influenza.


Interesting! I have been working on the messages in SH 4 TMO mod, on the pacific side of things. I add many ULTRAs and cleaned up some of the messages, made them more in line with history in formatting etc. Changed those reveal information would not know at the time. Also, changing messages to be for different commands,, , strange when boats out of Fremantle Australia are taking orders and commands from COMSUBPAC. What a labor it is though lol.


Far as the speech...ah yea I understand. Perhaps as a fix or sorts can make sure the german speech packs out there are compatible, would definitely help the immersion.

I understand, I will be out of town for a couple weeks over holidays next months so sure will not get much completed on my end, but oh well, holidays and family.

Jeff-Groves
11-15-21, 05:03 PM
"I didn't realize the 3d model for one torpedo (Mk XIV I think?) is hard coded"
"because the maximum number of different torpedo types is hard-coded"

Details please. :hmmm:

iambecomelife
11-16-21, 01:18 AM
"I didn't realize the 3d model for one torpedo (Mk XIV I think?) is hard coded"
"because the maximum number of different torpedo types is hard-coded"

Details please. :hmmm:

Regarding the 3d model, I tried many times to change the Mk XIV model (again I think that is what it was); it failed but as soon as I used another torpedo it worked.

Max. number of torpedo types is actually hearsay; I cannot remember who said this but it was posted on the forums years ago. Never tried to confirm myself by adding new torpedoes.

Kapitain Oliver Leinkraunt
11-16-21, 07:02 AM
Unfortunately there are no plans for changes to the voices. If someone wants to volunteer that would be great
About one year ago, I was working, with some Austrian friends on a German voice mod for WotK, using a sh3 mod as base and sounds taken from some movies and documentaries (even some from scratch).
I haven't asked the permission from the original creator to use his SH3 mod as base yet, but if you are interested, I could resume that old project and ask for correct permissions. :up:

propbeanie
11-16-21, 09:14 AM
Regarding the 3d model, I tried many times to change the Mk XIV model (again I think that is what it was); it failed but as soon as I used another torpedo it worked.

Max. number of torpedo types is actually hearsay; I cannot remember who said this but it was posted on the forums years ago. Never tried to confirm myself by adding new torpedoes.
CapnScurvy mentioned those points when active on the FotRSU team, and I seem to remember Rubini or someone else in one of the SH3 mods mentioning that also (for his aerial Fido torpedo?). How similar it is to the "10 player submarine limit" I don't know. That only involves the UnitPartsXSubName.upc though, and is actually a nine submarine limit (1-9). We never did attempt to push the envelope in that regard with the torpedoes in FotRSU though. We have with the submarine limit, and it is a "hard wall" when impacted. Keltos and Peabody did do torpedoes with CMN, and ended up replacing a torpedo for a "new" one.

Bubblehead1980
11-17-21, 07:00 PM
Introduced my girlfriend to some submarine movies as of late, she actually liked Run Silent Run Deep and The Enemy Below. In the enemy below, the German Captain is talking in his cabin with his first officer "Heine" , talking about WW I and how the skipper looked through the periscope and did the arithmetic in his head. Something I am curious about and do not believe have asked before.... how will firing of torpedoes work in the mod?

There was no TDC in WW I U boats correct? Will the TDC be disabled in the mod? I assume gyros had to be preset?

iambecomelife
11-18-21, 11:39 AM
About one year ago, I was working, with some Austrian friends on a German voice mod for WotK, using a sh3 mod as base and sounds taken from some movies and documentaries (even some from scratch).
I haven't asked the permission from the original creator to use his SH3 mod as base yet, but if you are interested, I could resume that old project and ask for correct permissions. :up:

I would love that! Please do ask for those permissions and stay in touch.

As for your PM, just FYI I liked the merchants that guy made but I will be creating my own from scratch at an EXTREMELY high detail level. Appreciate the post though.

Kapitain Oliver Leinkraunt
11-19-21, 06:17 AM
I would love that! Please do ask for those permissions and stay in touch.

As for your PM, just FYI I liked the merchants that guy made but I will be creating my own from scratch at an EXTREMELY high detail level. Appreciate the post though.

:salute:

By the way, here there are two images of U-86. I hope they could be useful for modelling type 81
https://www.wrecksite.eu/img/wrecks/u_86.jpg
details of CT ( you can even see the tripod were machine guns were mounted)
https://static1.akpool.de/images/cards/199/1998915.jpg
hull shape and details of vent holes.

And regarding your remodelling your Type 87, I noted you made an error with vent holes.
your model has many vents, but in reality, only U-88 had that many. The other boats had just two long holes on their flanks; similar to those of Deutschland.
https://dl.dropboxusercontent.com/s/ymtp7f44uiik96z/SSK_U88_1917.png?dl=0
https://naval-encyclopedia.com/ww1/images/ships/germany/u87.GIF
https://i.imgur.com/MB07Ovr.jpg

Panzer_Schultz
11-20-21, 08:12 AM
Thank you! I got the torpedo data. This new data is extremely enlightening. The number of shell hits needed to sink a merchant is about what I predicted. I would like to see the Marinequadratkarte (though I can't promise it will be included in the mod) - regardless it seems interesting, and I will probably at least have it as a non-usable map in the UBoot interior or the Captain's Campaign/Base Room. Interesting that they had over 70 demolition charges - I will probably just include 4-5 charges to make it simpler...with each one able to sink a medium-sized merchant. That would be in line with your data, plus many of the other patrols I have read about where no more than about 5 ships were destroyed per patrol with explosive charges. About Mowe and Wolf, I am still not sure how to imitate the effects of disguise paint schemes, although I have a couple ideas I want to test based on how sensors operate ingame.


Hello again!

Regarding the Demolition charges: I do not think, that the number of charges was the limiting factor of their usage, but mostly two factors: First they could only be used in calm seas, as the U-Boats were not equipped with very seaworthy rowboats. Also the charge should be applied to the outside of the ship just under the waterline which also implies that calm seas are needed.

And the next and maybe most important one was the time it took till you got the crew to leave the ship, send your sailors to the vessel, attach the charges and come back again. All this with potentially masses of enemy vessels around you.


I would say the number you said is reasonable though it would be cool if it could be restricted by weather and the time it consumes and not but the amount of "charges". Though I guess that would be quite hard to programm?


The Map can be found in the attachment of a digitalised book about the 1st world war on the sea. Though I do not know if it is allowed to post links on these forums? If not I will send the link to you via PM or Mail.


I also saw that you searched for torpedo-numbers on WW1 subs and I looked through two of my sources and found the following:



First figures are from the book “Geschichte des deutschen U-Bootbaus” by Eberhard Rössler
(BTR = Bugtorpedorohr = Bow torpedotube, HTR = Stern)


Second figures are from the book “Deutsche U-Boote 1906-1966”from Bodo Herzog
The numbers from the U81 and U87 Class seem to be swapped by mistake in the latter source.

UB-I Class 2x45cm (2 BTR) // 2x45cm (2 BTR)
U-9 Class 6x45cm (2 BTR, 2 HTR) // 6x45cm (2 BTR, 2 HTR
U-19 Class 6x50cm (2 BTR, 2 HTR) // 6x50cm (2 BTR, 2 HTR)
U-23/U-27/U-31 Class 6x50cm (2 BTR, 2 HTR) // 6-10x50cm (2 BTR, 2 HTR)
U-51 Class 8x50cm (2 BTR, 2 HTR) // 8x50cm (2 BTR, 2 HTR)
U-63 Class 8x50cm (2 BTR, 2 HTR) // 8x50cm (2 BTR, 2 HTR)
U-81 Class 8x50cm (2 BTR, 2 HTR) // 12-16x50cm (4 BTR, 2 HTR)
U-87 Class 12x50cm (4 BTR, 2 HTR) // 10-12x50cm (2 BTR, 2 HTR)
U-139 Class 19x50cm (4 BTR, 2 HTR) // 19-24x50cm (4 BTR, 2 HTR)


For the U139 another book about the U-Cruisers states, that the Boats 139-141 could only carry 19 Torpedoes while the boats from 142 onwards could carry 24 thus I expect the U139 Class to have carried only 19 Torps. They could also carry TeKa-Mines (3 of them replaced a torpedo).


Also U-Boats often used older and smaller torpedoes agains merchant vessels to save the newer G/6 or G/7 Torpedoes.


Are there other figures you could need? I could look if I find something then.



Best regards!

Bubblehead1980
11-24-21, 01:23 PM
Forgive the repost, figure my question may have been missed in the shuffle here


From previous post:

Introduced my girlfriend to some submarine movies as of late, she actually liked Run Silent Run Deep and The Enemy Below. In the enemy below, the German Captain is talking in his cabin with his first officer "Heine" , talking about WW I and how the skipper looked through the periscope and did the arithmetic in his head. Something I am curious about and do not believe have asked before.... how will firing of torpedoes work in the mod?

There was no TDC in WW I U boats correct? Will the TDC be disabled in the mod? I assume gyros had to be preset?

Rhodes
11-25-21, 07:07 AM
Forgive the repost, figure my question may have been missed in the shuffle here


From previous post:

Introduced my girlfriend to some submarine movies as of late, she actually liked Run Silent Run Deep and The Enemy Below. In the enemy below, the German Captain is talking in his cabin with his first officer "Heine" , talking about WW I and how the skipper looked through the periscope and did the arithmetic in his head. Something I am curious about and do not believe have asked before.... how will firing of torpedoes work in the mod?

There was no TDC in WW I U boats correct? Will the TDC be disabled in the mod? I assume gyros had to be preset?


From what I gather, WW1 "(...) computing a target intercept course for a torpedo was a manual process where the fire control party was aided by various slide rules (https://en.wikipedia.org/wiki/Slide_rule)[13] (https://en.wikipedia.org/wiki/Torpedo_Data_Computer#cite_note-fleetsub-13) (the U.S. examples were the Mark VIII Angle Solver (https://en.wikipedia.org/w/index.php?title=Mark_VIII_Angle_Solver&action=edit&redlink=1) (colloquially called the "banjo", for its shape), and the "Is/Was" circular sliderule (Nasmith Director (https://en.wikipedia.org/w/index.php?title=Nasmith_Director&action=edit&redlink=1)), for predicting where a target will be based on where it is now and was)[14] (https://en.wikipedia.org/wiki/Torpedo_Data_Computer#cite_note-14) or mechanical calculator/sights.[15] (https://en.wikipedia.org/wiki/Torpedo_Data_Computer#cite_note-dread-15) These were often "woefully inaccurate",[16] (https://en.wikipedia.org/wiki/Torpedo_Data_Computer#cite_note-16) which helps explain why torpedo spreads were advised." from Wiki.



And http://www.tvre.org/en/torpedo-attacks-during-wwi

this has the slide ruler image and drawings of attacks methods.


So i think they did what the TDC during WW2 did manually, almost like Curd Jürgens character says in the movie.

Vox165
11-27-21, 08:01 AM
No mechTDC , but used slide ruler type calculators sometimes. Primarily binos obs at distance. Relied on stealth, and seamanship to get close by WWII standards. The Range for Single target 200-300m considered best-trained at that range. Range for convoy or groups 400-600m because of ramming fears.

iambecomelife
12-12-21, 09:15 PM
I plan to retain the existing torpedo launch tools with pre-WWI items removed/disabled; for instance obviously no FAT settings or capability ... IRL there was a "computer" on board WWI subs but unfortunately duplicating it is not my forte ... plus I lack enough sources for what the computer looked like appearance-wise. The sources I do have reiterate (as others have shown) that it was a very inaccurate device by modern standards.

New screenshots delayed but things have been going VERY well - I am back from vacation (where I didn't have a desktop) and back to 3d modeling.

A big breakthrough (kinda embarrassing) - Ambient Occlusion will be included!!

You may have noticed my ships and subs had no AO maps - I finally figured out why the game never showed them on my units. A little tweak to the .DAT files and experimenting resolved the problem.

I had been confused because stock ships do not rely on a certain node addition to display their AO maps, so when I tried imitating what the SH4 devs did it never worked. A bit hard to explain but now I know what I did wrong.

A massively-improved U-31 is being tested intensively, with good results. Soon it will be time to turn attention to the other boats.

Thank you, Oliver, for info about the vent holes error - I did not know that. One of my main sources was JKLM, who created a nice model of U-88 years ago for the WWI subsim "Project 25".

Sadly Project 25 is defunct, and I haven't seen JKLM on the forums in years. In fact, Project 25 was the inspiration for Wolves of the Kaiser - I was so disappointed after that sim was abandoned, I decided to create a WWI mod myself, using my limited experience...:haha:

SlySkydiver
12-15-21, 11:20 PM
Just seeing all the work has been done over all these years is amazing. It's amazing to see just how long you've stayed committed to making this mod and just how great the it looks like its going to be when it does release. We are sorely in need of good WW1 subsims and its good to see that you are filling that void! Great work so far, hope everything continues to go well for you and development of the mod.

brotato1337
12-22-21, 02:38 AM
Im not sure if its been mentioned before (it probably has but im lazy, apologies), which U-Boats are planned to be added initially, and is there plans to add any more after release? The Type U-139 would be amusing with its substantial deck gun armament

Mad Mardigan
12-22-21, 10:31 AM
Im not sure if its been mentioned before (it probably has but im lazy, apologies), which U-Boats are planned to be added initially, and is there plans to add any more after release? The Type U-139 would be amusing with its substantial deck gun armament

Try reading... through the last, ohhh.... :hmmm: 5... 10 pages, starting with page 156 & working forward... think it is a couple of posts that covers that relevant topic, quite nicely I might add, too... :yep:

:Kaleun_Salute:


M. M.

iambecomelife
12-22-21, 11:14 AM
Yes, the U-139 cruiser type will be included....so you will get to take on Allied ships with the big 5.9" guns.

Kapitain Oliver Leinkraunt - thank you for your message! I will have a very important private message for you coming soon, so watch out for it.

Again, unfortunately no screenshots but some very important milestones are being reached.

-One big breakthrough: I stumbled on an entirely new way to generate prize warfare screens! Before I was going to use a clumsy particle generator - the new method allows for more different goods/encounters to be displayed very easily, AND it forces the player to come close to the enemy merchant to see what she's carrying. I use the minimum render dimension and camera controllers in S3ditor so that the manifest screen is only visible at close range and when you are on the surface. This guarantees you may be suddenly fighting for your life if the merchant is really a Q-Ship! Best of all, cheating by looking at the manifest screen in free camera will be IMPOSSIBLE!

I will use the same screen method for random encounters where you can rescue passengers from lifeboats, capture spies, pick up secret papers from debris, etc.

-WOTK's water is almost complete! After many months of toil I have developed my own water influenced by SH4 & SH5 environmental mods and UBOOT's water. There will be a more "sea green" variant you can add in as a mod.

-Work continues on polishing the new U-35, which is now almost completely textured with an AO map and 3d hull rivets.

-I am working on changing dates throughout the game.

-I am gathering plans for the merchant ships SS Californian and SS Storstad, which will be the basis for the generic Heavy Merchant and Heavy Collier type ships. Rest assured there will be dozens and dozens of different bridge/funnel/lifeboat arrangements and paint schemes for each merchant, collier, tanker, and ore carrier type to make the random ship encounters more interesting. Again, you will need to be careful that ships with neutral flags are not Q-Ships!

https://i.postimg.cc/qR8hxKhc/Q-Ship-WW1.jpg

https://i.postimg.cc/Wp8tpTM4/hyberbasdfg.jpg

https://i.postimg.cc/JnWt0h6s/Q-Ship-Cutaway.jpg

https://i.postimg.cc/X7vqpm8k/Q-Ship-Concealed2.jpg

Kapitain Oliver Leinkraunt
01-04-22, 06:18 PM
IABL, we just finished our work on sounds; I sent them to you by PM :Kaleun_Salute:

Kapitain Oliver Leinkraunt
01-15-22, 10:09 AM
Any news ? :D

iambecomelife
01-19-22, 01:14 AM
Any news ? :D

You bet!

I was sick for a few days with a cold but now recovered, the following things have been worked on:

-More tweaking of the new U-31 model

-Improving the water even more; water is inspired by SH5 and the game UBoat. I have found that many mods don't make the water choppy enough. My modification increases wave speed/naturalness and gets rid of the "blue taffy" or "liquid metal" looking water in stock SH4.

-Examining UPC files so that you can equip your sub with proper deck guns.
Planned deck gun roster will definitely include the following:

-8mm MG

-37mm Cannon

-88mm Gun

-105mm Gun

-150mm Gun (for U-139)

Some people say the UB-I class couldn't have a deck gun; this is incorrect because at least one was fitted with the 37mm gun. Not a great gun, but better than nothing.

For comparison purposes - the original model of U-31 class that was going to be included in the mod ...

https://i.postimg.cc/nLd6V08Q/prog2.jpg
https://i.postimg.cc/qRSSyqvJ/prog3-2.jpg
https://i.postimg.cc/T25ZGVtp/prog4.jpg
https://i.postimg.cc/Y0FV37v1/prog5.jpg

iambecomelife
01-19-22, 01:26 AM
...and a somewhat more advanced version - working on it now. Note that it and the battleship in the background have various errors; I am constantly correcting things when I have time off from work. Be sure to click on the images for larger versions.

https://i.postimg.cc/d17k5sGN/Pic01.jpg
https://i.postimg.cc/4xTdpv80/Lifeboat.jpg
https://i.postimg.cc/pT7VrKhq/Morning.jpg
https://i.postimg.cc/jjMSVpsV/Morning02.jpg
https://i.postimg.cc/Hk2yxPpz/Ofitz01.jpg
https://i.postimg.cc/5yC4Cj81/ofitz02.jpg
https://i.postimg.cc/bvVS0DS2/parall-01.jpg
https://i.postimg.cc/d17k5sGN/Pic01.jpg
https://i.postimg.cc/W12dQ6Mk/Port-Red.jpg

https://i.postimg.cc/qRCq8md9/Rio-flg.jpg
https://i.postimg.cc/nrbzTvFM/Sideview-Noon.jpg
https://i.postimg.cc/PrHJwzVR/Sil01.jpg

iambecomelife
01-19-22, 01:27 AM
https://i.postimg.cc/BQNS1WKj/smoke01.jpg
https://i.postimg.cc/qRnBtzsr/Stern01.jpg
https://i.postimg.cc/vTsY5bhV/Sternmorn.jpg
https://i.postimg.cc/Jzn1NTNP/Surviv00.jpg
https://i.postimg.cc/PJTHPKfb/Surviv01.jpg
https://i.postimg.cc/7YPD4BWw/Topview01.jpg
https://i.postimg.cc/Fzp4cc1M/Ventholes.jpg

iambecomelife
01-19-22, 01:28 AM
https://i.postimg.cc/JhxGry52/Enlisted01.jpg
https://i.postimg.cc/MHCGP1zv/Ensign.jpg
https://i.postimg.cc/ry3zw25M/Green-Starboard.jpg
https://i.postimg.cc/wxCJbmfX/Green-Starboard02.jpg
https://i.postimg.cc/4NYtW1QN/Anchor.jpg
https://i.postimg.cc/5Nr5Jr2C/Battleship01.jpg
https://i.postimg.cc/fTy76sDs/Battleship02.jpg
https://i.postimg.cc/g2RhWk7C/Battleship03.jpg
https://i.postimg.cc/yxbRVJsH/Battleship04.jpg
https://i.postimg.cc/m2K9JFm3/Battleship05.jpg
https://i.postimg.cc/FK5jdJcF/Battleship06.jpg
https://i.postimg.cc/qvCsvGNZ/Battleship07.jpg
https://i.postimg.cc/fbf0VqD5/Battleship08.jpg
https://i.postimg.cc/TwkL9yyD/BB000.jpg
https://i.postimg.cc/hj4QT8Gn/BowMorn.jpg
https://i.postimg.cc/ZKvB85JW/Bowview.jpg

Bubblehead1980
01-19-22, 03:20 AM
https://i.postimg.cc/JhxGry52/Enlisted01.jpg
https://i.postimg.cc/MHCGP1zv/Ensign.jpg
https://i.postimg.cc/ry3zw25M/Green-Starboard.jpg
https://i.postimg.cc/wxCJbmfX/Green-Starboard02.jpg
https://i.postimg.cc/4NYtW1QN/Anchor.jpg
https://i.postimg.cc/5Nr5Jr2C/Battleship01.jpg
https://i.postimg.cc/fTy76sDs/Battleship02.jpg
https://i.postimg.cc/g2RhWk7C/Battleship03.jpg
https://i.postimg.cc/yxbRVJsH/Battleship04.jpg
https://i.postimg.cc/m2K9JFm3/Battleship05.jpg
https://i.postimg.cc/FK5jdJcF/Battleship06.jpg
https://i.postimg.cc/qvCsvGNZ/Battleship07.jpg
https://i.postimg.cc/fbf0VqD5/Battleship08.jpg
https://i.postimg.cc/TwkL9yyD/BB000.jpg
https://i.postimg.cc/hj4QT8Gn/BowMorn.jpg
https://i.postimg.cc/ZKvB85JW/Bowview.jpg


Gorgeous work. :Kaleun_Salute:

vickers03
01-19-22, 03:38 AM
awesome details! incredible work:Kaleun_Applaud: