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Chinese U-47
10-08-09, 11:58 AM
I have long time havn't been here...I thought you guys must forget me yet...but,you really impress me!
Right now,I'm back,with SH3 Warship Mod V3.0,both for SH3 V1.4 and GWX3.0.
And some news of my Wolf Ocean Mod V3.3.
OK,first,linking:
For GWX3.0
http://www.filefront.com/14681581/WSM3.0GWX3.0.rar
For SH3 V1.4
http://www.filefront.com/14681647/WSM3.0SH3V1.4.rar
WSM3.0 has 3 parts:
GeI
SSTypeVIIB=Deustchland Class Pocket Battleships
SSTypeIXB=Scharnhorst Class Battlecruisers
SSTypeIXD2=Bismarck Class Battleships
GeII
SSTypeVIIB=Type 1936A(MOB) Class Destroyers
SSTypeIXB=Aircraft Carrier "Graf Zeppelin"
SSTypeIXD2=Hipper Class Heavy Cruisers
GeIII
SSTypeVIIB=Type 1924 Class Fleet Torpedoboats
SSTypeIXB=Type 1934 Class Destroyers
SSTypeIXD2=Light Cruiser "Leipzig"

Those U-boat types not listed (includes Type IIA,IID,VIIC,VIIC/41,VIIC/42,IXC,IXC/40,XXI)
are not modified to warships,you still can use these submarines in Multiplayer games.
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img10-7-2009_105031_31.jpg?t=1255025454
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img12-7-2009_52649_125.jpg?t=1255025350
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img16-7-2009_105620_781.jpg?t=1255025417

Chinese U-47
10-08-09, 12:12 PM
WSM3.0 is a mod full support multiplayers.So,now you can play it with your friends.You can choose warship or U-boat,fight with enemy together.
If you see U-47SAMA on UBI multigame,well,that's me~
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img9-8-2009_154340_62.jpg?t=1255023615
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img9-8-2009_15468_234.jpg?t=1255023653
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img9-8-2009_154936_31.jpg?t=1255023768
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img9-8-2009_155031_218.jpg?t=1255023795
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img9-8-2009_155722_187.jpg?t=1255023813
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img9-8-2009_163547_187.jpg?t=1255023847
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img9-8-2009_163748_406.jpg?t=1255023874
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img9-8-2009_165314_78.jpg?t=1255023897
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img9-8-2009_172820_140.jpg?t=1255023919
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img13-8-2009_151359_734.jpg?t=1255025173
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img13-8-2009_153940_78.jpg?t=1255025207

Chinese U-47
10-08-09, 12:13 PM
And Wolf Ocean,well,it seems would be the biggest mod in SH3 history.More and more new unit are come in.
These planes are coming from UBI BA2,I mod them to SH3.
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img20-9-2009_151524_15.jpg?t=1255022347
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img20-9-2009_18386_93.jpg?t=1255022504
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img20-9-2009_224920_840.jpg?t=1255022535
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img20-9-2009_22580_230.jpg?t=1255022699
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img20-9-2009_225855_308.jpg?t=1255022741
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img19-9-2009_12631_843.jpg?t=1255025603
It's very clear that I like Me262.Jets flying over is really a great feeling!
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img20-9-2009_231010_262.jpg?t=1255022785
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img21-9-2009_71359_793.jpg?t=1255022824
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img23-9-2009_2241_31.jpg?t=1255022875
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img23-9-2009_24042_218.jpg?t=1255022903
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img23-9-2009_62557_328.jpg?t=1255022939
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img23-9-2009_62821_46.jpg?t=1255022965
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img23-9-2009_64545_468.jpg?t=1255023013
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img23-9-2009_64913_453.jpg?t=1255023050
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img24-9-2009_133023_500.jpg?t=1255023091
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img24-9-2009_62333_656.jpg?t=1255023124
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img24-9-2009_85657_125.jpg?t=1255023152
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img25-9-2009_142312_93.jpg?t=1255023176
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img19-9-2009_22052_125.jpg?t=1255025691
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img19-9-2009_22054_546.jpg?t=1255025776
I suppose most people couldn't distinguish all of these planes.And I still have more,just I havn't take their photos here.

Chinese U-47
10-08-09, 12:15 PM
OK,now,new units made by mikezj1971 and me(he makes these 3d model,and I make them become SH3 units.Their skin may look terrible as my PS skill is so bad).
Project A-150,supper Yamato.
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img25-8-2009_144128_296.jpg?t=1255026269
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img25-8-2009_144142_453.jpg?t=1255026348
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img25-8-2009_144215_515.jpg?t=1255026393
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img30-8-2009_115223_62.jpg?t=1255026531
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img30-8-2009_115237_593.jpg?t=1255026556
Yamato early war
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img8-10-2009_221943_261.jpg?t=1255027609
E13A1
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img25-9-2009_221558_15.jpg?t=1255026690
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img25-9-2009_22167_406.jpg?t=1255026737
Tennessee 1944
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img8-10-2009_221117_761.jpg?t=1255026838
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img8-10-2009_221240_902.jpg?t=1255027261
South Dakoa
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img8-10-2009_221123_839.jpg?t=1255026901
Atlanta
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img8-10-2009_22112_449.jpg?t=1255027002
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img8-10-2009_221249_402.jpg?t=1255027359
Arethusa
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img8-10-2009_221144_808.jpg?t=1255027062
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img8-10-2009_221229_496.jpg?t=1255027237
Leander
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img8-10-2009_221213_964.jpg?t=1255027134
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img8-10-2009_22125_152.jpg?t=1255027393
Richelieu
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img8-10-2009_221920_43.jpg?t=1255027496
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img8-10-2009_221930_574.jpg?t=1255027582

Chinese U-47
10-08-09, 01:46 PM
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img8-10-2009_222717_433.jpg?t=1255028360Myoko
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img8-10-2009_222519_402.jpg?t=1255028077
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img8-10-2009_22255_480.jpg?t=1255028186
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img8-10-2009_22259_699.jpg?t=1255028201
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img8-10-2009_222613_324.jpg?t=1255028226
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img8-10-2009_223131_136.jpg?t=1255028524
Tone
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img8-10-2009_222541_902.jpg?t=1255028117
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img8-10-2009_222546_886.jpg?t=1255028137
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img8-10-2009_222556_136.jpg?t=1255028159
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img8-10-2009_223145_652.jpg?t=1255028564
Akagi
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img8-10-2009_222628_636.jpg?t=1255028252
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img8-10-2009_222642_324.jpg?t=1255028323
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img8-10-2009_222722_699.jpg?t=1255028383
Yamato early war
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img8-10-2009_222741_136.jpg?t=1255028409
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img8-10-2009_222755_902.jpg?t=1255028489
York
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img8-10-2009_23917_121.jpg?t=1255028585
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img8-10-2009_23929_386.jpg?t=1255028615

Chinese U-47
10-08-09, 02:14 PM
Still Working:
Hiyo
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img8-10-2009_22190_902.jpg?t=1255028770
Mogador,well,this ship must be cursed,we made it for 5 times,but everytime it couldn't be used.Whatever we try,it couldn't work.
http://i600.photobucket.com/albums/tt89/xtbyzantine/1-2.jpg?t=1255028838
F6F
http://i600.photobucket.com/albums/tt89/xtbyzantine/2-1.jpg?t=1255029053
Do17
http://i600.photobucket.com/albums/tt89/xtbyzantine/3-1.jpg?t=1255029080
P40
http://i600.photobucket.com/albums/tt89/xtbyzantine/4-1.jpg?t=1255029115
C47
http://i600.photobucket.com/albums/tt89/xtbyzantine/5-1.jpg?t=1255029141
F4U
http://i600.photobucket.com/albums/tt89/xtbyzantine/6-1.jpg?t=1255029165

Chinese U-47
10-08-09, 02:19 PM
And,WSM3.0 IJN part,not complete yet.
Ise
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img19-8-2009_11659_156.jpg?t=1255029340
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img19-8-2009_12257_390.jpg?t=1255029370
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img19-8-2009_104846_203.jpg?t=1255029425
Nagato
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img20-8-2009_211257_453.jpg?t=1255029613
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img20-8-2009_21543_546.jpg?t=1255029641

rummsfeld
10-08-09, 03:42 PM
hey chinese,
thank you for your superb work. you made a complete new game out of sh3!
:yeah:

Philipp_Thomsen
10-08-09, 04:03 PM
:o

:rock:

ivank
10-08-09, 04:12 PM
OH:oMY:oGOD!:o

Amazing! Please join The Surface Warfare Super-Mod Team!

mengle
10-08-09, 09:13 PM
U-47 you have done a great job :yeah:
but make sure that those ships and planes of your "Wolf ocean mod" can be seen in the campaign with other great mods like "ST NAZ and schluese and other units mod" for example, that you don't make the same mistake i did with "community units mod" that i had tested :-?

miner1436
10-08-09, 10:19 PM
This is the best mod ever!
Do you guys think you can do the kaga? Even if it's not playable i've been searching the last 5 years on the internet and still haven't found a 3D model.

Looks sweet looking forward to Akagi!

Pohl
10-08-09, 11:11 PM
Can't wait to put my hands on the Yamato :arrgh!:

Chinese U-47
10-08-09, 11:47 PM
OH:oMY:oGOD!:o

Amazing! Please join The Surface Warfare Super-Mod Team!


Sorry,but,I still get Wolf Ocean Mod V3.3 to make after WSM3.0.Too much work to do:-?

Chinese U-47
10-09-09, 12:21 AM
U-47 you have done a great job :yeah:
but make sure that those ships and planes of your "Wolf ocean mod" can be seen in the campaign with other great mods like "ST NAZ and schluese and other units mod" for example, that you don't make the same mistake i did with "community units mod" that i had tested :-?

Well,as you see,these units are made for WO3.3,so there is a problem.WO3.3 is a mod with different zone system to V1.4 or other mods.I made a "really" zone system for all the WO3.3 units.For example,in V1.4,the highest armor of ship is just 100(you can see these data in S3D,battleships just have armor from 80 to 100,and cruisers about 40~70).And their hit points are also not enough,a DD may have 200 hit points,and battleship just have about 800~1000,that means,a battleship could take damage as 4 or 5 destroyers at most,that's not reall.A 40000t battleship=4 2000t destroyers?!This must be kidding!
And,we know,armor of captain ships are different in different postion.For example,Bismarck,its bow protected by 70mm armor,and its waterline protected by 320mm armor,both sides protected by 145mm armor,so on.And,in V1.4 or most of mods I know,the whole ship is protected by the same armor.You hit the bow or the waterline,there get no difference at all,they're both 90 or 96,such armor data like that.
So,I wish if you understand what called "really zone system"I talk about right now.And,if you put these ships into V1.4 or other mod,they'll hard as a stone,couldn't be sink.
I can rewrite these ships' armor and hit points data,so they can more like a normal ship,but,pay attention,they could still harder than really normal ship.
:hmmm:

Chinese U-47
10-09-09, 12:34 AM
This is the best mod ever!
Do you guys think you can do the kaga? Even if it's not playable i've been searching the last 5 years on the internet and still haven't found a 3D model.

Looks sweet looking forward to Akagi!

In fact,mikezj1971 doesn't like both Akagi and Kaga,because these 2 CV bombed China,and you know,they are not bomb Chinese navy,as we nearly have no navy then.They bombed Chinese civilians,that's why a lot of my friends don't like IJN,and IJN ships.
Even my friend who is a IJN fan also doesn't like Kaga,he think Kaga is short and ugly:oThat's why I made Akagi but not Kaga;)
After all,I'll ask mikezj1971,if he wish to help.
Good luck.

Chinese U-47
10-09-09, 12:47 AM
Show some planes I forget yesterday.
Me109
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img25-9-2009_65651_656.jpg?t=1255062891
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img25-9-2009_704_687.jpg?t=1255066459
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img25-9-2009_81127_890.jpg?t=1255066487
As you see above,I make fighters fight now in WO3.3.
Now,enjoy the show.
Butcher Bird
FW190A8
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img25-9-2009_82015_0.jpg?t=1255066646
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img25-9-2009_81225_953.jpg?t=1255066696
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img25-9-2009_81242_375.jpg?t=1255066986
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img25-9-2009_82147_46.jpg?t=1255067035
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img25-9-2009_82157_500.jpg?t=1255067062
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img25-9-2009_82215_0.jpg?t=1255067247
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img25-9-2009_82226_62.jpg?t=1255067109
FW190D9
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img25-9-2009_91312_250.jpg?t=1255067466
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img25-9-2009_9815_250.jpg?t=1255067513
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img25-9-2009_9822_937.jpg?t=1255067546
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img25-9-2009_9828_703.jpg?t=1255067572
1 plane,1 enter,shoot 3 down,that moring,when saw this FW190D9's unbelievable show,I shout,I was so excited.

cheese123
10-09-09, 01:06 AM
In fact,mikezj1971 doesn't like both Akagi and Kaga,because these 2 CV bombed China,and you know,they are not bomb Chinese navy,as we nearly have no navy then.They bombed Chinese civilians,that's why a lot of my friends don't like IJN,and IJN ships.
Even my friend who is a IJN fan also doesn't like Kaga,he think Kaga is short and ugly:oThat's why I made Akagi but not Kaga;)
After all,I'll ask mikezj1971,if he wish to help.
Good luck.

It would be nice to have kaga though, then we can have the complete set-up used at the battle of midway, it would benifit both SH3 and SH4, plus its one of the the only fleet carrier left to be modded to silent hunter series. And it would complete Carrier Division 1.

sergbuto
10-09-09, 03:08 AM
I wonder what are the polycount numbers for the planes.

Chinese U-47
10-09-09, 03:14 AM
I wonder what are the polycount numbers for the planes.

About 3000~4000

denis_469
10-09-09, 03:15 AM
Ахренеть! It's all, that above in you part 3??????????:o My eyes do not deceive me? All the same a minus 10 at me.

And where I can D/l you excellent Wolf Ocean Mod ?

It's fantastic!

mengle
10-09-09, 09:33 AM
Ахренеть! It's all, that above in you part 3??????????:o My eyes do not deceive me? All the same a minus 10 at me.

And where I can D/l you excellent Wolf Ocean Mod ?

It's fantastic!

His wolf ocean mod is not ready yet he said
i love the screenshots U-47 :up:

xyx1991
10-09-09, 10:13 AM
Wow, nice work its really cool. But i have a Problem.

When i play Career with a ship and i save it and i want to load it my game always crashes.

And also when i want to take the Planecarrier it crashes.

I dont use GWX just the normal 1.4v of SH3.

Do you have any solution?

Redeagle
10-09-09, 11:03 AM
comencing download ... :ping:

#done; testing this weekend :)

Lipud U-107
10-09-09, 12:07 PM
Simply Super work until I lack words how well it looks. After a simple WOW !!!!!!!!!!!!:rock::rock:

denis_469
10-09-09, 12:57 PM
His wolf ocean mod is not ready yet he said
i love the screenshots U-47 :up:

Sorry me. As I see screens so I gas forgotten english total.:oops:

Chinese U-47
10-10-09, 01:29 AM
H39,building.
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img10-10-2009_135658_140.jpg?t=1255155931
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img10-10-2009_135643_625.jpg?t=1255156026

Chinese U-47
10-10-09, 01:33 AM
Wow, nice work its really cool. But i have a Problem.

When i play Career with a ship and i save it and i want to load it my game always crashes.

And also when i want to take the Planecarrier it crashes.

I dont use GWX just the normal 1.4v of SH3.

Do you have any solution?


We meet the same problem from WSM2.0,and,sorry,I don't know how to gut this problem out.In fact,I still don't know why it happened.
Sorry,I can't help you.
So here,we never save,just finish patrol in 1 time.

Lipud U-107
10-10-09, 02:55 AM
H39,building.
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img10-10-2009_135658_140.jpg?t=1255155931
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img10-10-2009_135643_625.jpg?t=1255156026

super job

I have a few details about the project may be may be useful


In 1937 Germany began the development of new battleships, the type of development of Bismarck. Were to be the bone of an ambitious plan, ultimately approved by Hitler January 1, 1939. Shortly after the contract is made in the shipyards in Hamburg, Bremen, Kiel, Wilhelmshaven six ships designated provisionally lterami H to N. Until the cancellation of contracts, which took place October 10, 1939 r.zdołlano podłożyć keel under H and J. The collected tens of thousands of tons material (also pd the next couple of K and L) was spent in the greater part of the construction of submarines. 406 mm caliber work that remained after these ships were used as coastal batteries in France and Norway.

Technical Data tons of ships (designed in 1939)

* Displacement - a standard 52 600 ts, ts full 62 500;
* Dimensions - 277.8 x 37.2 x 9,2-10,2 m;
* Armament - 8 x 406, 12 x 150, 16 x 105, 16 x 37, 24 x 20, 6 rt 533;
* Aircraft - 4 + 1 catapult;
* Equipment: side 150-300 mm layers of 50 + 100 mm Article towers. main (front, top, sides, barbety) 385, 130, 240, 240-365 mm Articles towers. medium (front, top, sides) 100, 35, 40 mm commanding position 150-385 mm;
* Drive: 12 stroke, 9 cylinder diesel engines, 3 shafts, 3 rudders;
* Power transmission system: 121 360 kw (165 000 hp);
* Maximum speed: 30;
* Fuel supply: 9 850 t;
* Range: 19 000 Mm at a speed of 16 in;
* Crew: 2600

Draft H developed in the later years of the war. Created complete documentation for the options identified by H-41, H-42, H-43, H-44. Digits meant years to develop. Opportunities and little interest in big ships meant that their performance remained impressive on paper.

* Project - H-41
* Displacement: Standard - 63 000
* Displacement full - 76 000
* Main armament - 8 x 406 mm
* Top speed - 32

* Project - H-42
* Displacement: Standard - 83 300
* Displacement full - 98 000
* Main armament - 8 x 406 mm
* Top speed - 32

* Project - H-43
* Displacement: Standard - 103 350
* Displacement full - 120 000
* Main armament - 8 x 508 mm
* Top speed - 31

* Project - H-44
* Displacement: Standard - 122 000
* Displacement full - 141 500
* Main armament - 8 x 508
* Top speed - 30

Chinese U-47
10-10-09, 03:36 AM
super job

I have a few details about the project may be may be useful


In 1937 Germany began the development of new battleships, the type of development of Bismarck. Were to be the bone of an ambitious plan, ultimately approved by Hitler January 1, 1939. Shortly after the contract is made in the shipyards in Hamburg, Bremen, Kiel, Wilhelmshaven six ships designated provisionally lterami H to N. Until the cancellation of contracts, which took place October 10, 1939 r.zdołlano podłożyć keel under H and J. The collected tens of thousands of tons material (also pd the next couple of K and L) was spent in the greater part of the construction of submarines. 406 mm caliber work that remained after these ships were used as coastal batteries in France and Norway.

Technical Data tons of ships (designed in 1939)

* Displacement - a standard 52 600 ts, ts full 62 500;
* Dimensions - 277.8 x 37.2 x 9,2-10,2 m;
* Armament - 8 x 406, 12 x 150, 16 x 105, 16 x 37, 24 x 20, 6 rt 533;
* Aircraft - 4 + 1 catapult;
* Equipment: side 150-300 mm layers of 50 + 100 mm Article towers. main (front, top, sides, barbety) 385, 130, 240, 240-365 mm Articles towers. medium (front, top, sides) 100, 35, 40 mm commanding position 150-385 mm;
* Drive: 12 stroke, 9 cylinder diesel engines, 3 shafts, 3 rudders;
* Power transmission system: 121 360 kw (165 000 hp);
* Maximum speed: 30;
* Fuel supply: 9 850 t;
* Range: 19 000 Mm at a speed of 16 in;
* Crew: 2600

Draft H developed in the later years of the war. Created complete documentation for the options identified by H-41, H-42, H-43, H-44. Digits meant years to develop. Opportunities and little interest in big ships meant that their performance remained impressive on paper.

* Project - H-41
* Displacement: Standard - 63 000
* Displacement full - 76 000
* Main armament - 8 x 406 mm
* Top speed - 32

* Project - H-42
* Displacement: Standard - 83 300
* Displacement full - 98 000
* Main armament - 8 x 406 mm
* Top speed - 32

* Project - H-43
* Displacement: Standard - 103 350
* Displacement full - 120 000
* Main armament - 8 x 508 mm
* Top speed - 31

* Project - H-44
* Displacement: Standard - 122 000
* Displacement full - 141 500
* Main armament - 8 x 508
* Top speed - 30


Building H39 is not easy.You know,this ship havn't been finished,it just start,and canceled.So there are a lot of different details line-draw,models:doh:We're forced to make choice and choice.Which one is right,which one is wrong?I don't know,maybe no one is right,as no one is wrong.

Lipud U-107
10-10-09, 05:04 AM
it's true.
But we all admit that my reasons H39 looks great:up:, and probably o one of us would not do it better.:salute:

Chinese U-47
10-10-09, 05:20 AM
http://i600.photobucket.com/albums/tt89/xtbyzantine/1-3.jpg?t=1255169859
http://i600.photobucket.com/albums/tt89/xtbyzantine/2-2.jpg?t=1255169888

And 2 planes finished today,from BA2
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img10-10-2009_145442_968.jpg?t=1255170128
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img9-10-2009_183624_890.jpg?t=1255170234

Chinese U-47
10-10-09, 10:08 AM
http://i600.photobucket.com/albums/tt89/xtbyzantine/465d8693.jpg?t=1255187170

java`s revenge
10-10-09, 03:28 PM
I am looking at IL2FB....a big WOW for you guys !!!! :rock:


But i have a question to you. When you are finished with this project,
can you make dutch navy vessels? I have enought links for the models.

Chinese U-47
10-10-09, 11:57 PM
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img11-10-2009_12423_187.jpg?t=1255236791
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img11-10-2009_124253_0.jpg?t=1255236828
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img11-10-2009_124324_640.jpg?t=1255236871
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img11-10-2009_124338_375.jpg?t=1255236914
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img11-10-2009_12465_171.jpg?t=1255236939

Chinese U-47
10-11-09, 12:03 AM
I am looking at IL2FB....a big WOW for you guys !!!! :rock:


But i have a question to you. When you are finished with this project,
can you make dutch navy vessels? I have enought links for the models.


Well,so,what dutch ship you want?
After H39,I think I may need to build O class Battlecruiser(for WSM3.0,so a new plan is GeI:H39,Bismarck,O;GeII:Scharnhorst,Deustchland,Hi pper;GeIII:Leipzig,DD1934,TB1924)and Kaga.Then,a datch ship,maybe.

Wolfehunter
10-11-09, 12:22 AM
Beautiful work dude. I'm in awe... with your skills. :o


This will be an amazing addition. Quality is truly top notch. :yeah:

SeaWolf U-57
10-11-09, 04:18 AM
No Problem Chinese U-47 ....... Your Mods Are on this page .... http://www.silenthuntermods.com/forum/index.php?board=7.0

Thanks for letting us host them :salute:

Chinese U-47
10-11-09, 06:41 AM
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img11-10-2009_193020_703.jpg?t=1255261074
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img11-10-2009_19309_531.jpg?t=1255261139

Chinese U-47
10-11-09, 07:43 AM
Main guns in position.
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img11-10-2009_202328_93.jpg?t=1255264798

Lipud U-107
10-11-09, 08:25 AM
Main guns in position.
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img11-10-2009_202328_93.jpg?t=1255264798



WOW super job !!!!!!!!:rock::rock:
i'am find a picure a h39 it model skac 1:1250

http://www.german-navy.de/pics/smb/hindenburg0.jpg

and this but i'am don now what it is:06:

http://www.german-navy.de/pics/smb/odin0.jpg

java`s revenge
10-11-09, 08:33 AM
Hi Chenese u-47,
Here are the links.

The dutch navy had many ships in the far east before and during the war.

It`s really a lack in sh3/4 that there aren`t made dutch navyships.

I want to see for example the following ships,

Java
De Ruijter
Some uboats
Some destroyers, torpedoboats.

Here are some links with names / photo`s etc.

http://www.netherlandsnavy.nl/

http://www.avom.nl/schepen1.html

And here is a great story about the destroyer Abraham Crijnssen.

One of the truly remarkable stories of naval daring during the opening stages of the Pacific War, when the naval forces of Japan seemed unstoppable, concerns the little Dutch ship Hr. Ms. Abraham Crijnssen. This small minesweeper with hardly any armament, a maximum speed of 15 knots, and bunkerage for only 110 tons of fuel made a lengthy solo journey through waters controlled by the Japanese Imperial Navy to reach Australia and continue the war. Mark C. Jones examines this ship's 'Escape from Soerabaja'.

Of the many amazing escapes of naval ships and aircraft from superior forces during World War II, one of the best known is that of the Polish submarine O.R.P. Orzel [1]. After several days of patrolling the southern Baltic under heavy pressure from German ships, Orzel moved farther north. After landing the commanding officer at Reval (now Tallinn) due to illness on September 14, Orzel was interned the next day by Estonian naval authorities. The boat was then demilitarised with all but five torpedoes, shells for the deck gun, and all charts taken from the boat.

Orzel's crew, under the leadership of the executive officer, Lieutenant Commander Jan Grudzinski, overpowered the Estonian guards and put to sea on September 18 under small arms and artillery fire. Drawing on the collective knowledge of the officers, a crude map of the Baltic was drawn to aid in the escape to Great Britain. Orzel remained on patrol for two more weeks before attempting an escape. After two weeks of careful navigation through waters controlled by Germany, Orzel arrived at Rosyth on October 14, 1939 and began operations with the Royal Navy's 2nd Submarine Flotilla in December. Orzel made several patrols in the North Sea, including sinking the German troop transport Rio de Janeiro off Norway on April 8, until the boat failed to return from a patrol in June 1940 [2]. While the story of Orzel is certainly a tribute to the skill and courage of officers and men of the Polish Navy, there is another less well-known escape that demonstrated equal bravery and great cleverness.

The Strategic Situation

December 1941 found the Royal Netherlands Navy (RNeN) preparing for the Japanese invasion of Southeast Asia, including the Dutch territory of the Netherlands East Indies (NEI). Prior to the outbreak of hostilities, Dutch naval authorities had coordinated defence planning with their British and American counterparts as the RNeN was not strong enough to defend the islands without assistance. With the severe losses suffered by the USN at Pearl Harbor and heavy demands on the RN for units in the Mediterranean, Allied forces were stretched thin. In January 1942 land, air, and naval units of the American, British, Dutch and Australian (ABDA) forces were assembled under the overall command of British General Sir Archibald Wavell. Command of Allied naval forces was held by first Admiral Thomas C. Hart, USN and later Vice Admiral Conrad E.L. Helfrich, RNeN [3]. Land-based aircraft scouted for Japanese ships, leaving the Dutch submarine force with assistance from a few British and more numerous American subs to intercept the Japanese invasion forces. The larger surface ships of ABDA, limited to cruisers and destroyers after the loss on December 10, 1941 of the battleship HMS Prince of Wales and battlecruiser HMS Repulse to Japanese air attack, were divided between convoy escort and assignment to a multi-national striking force under command of Rear Admiral Karel F.W.M. Doorman, RNeN.

Steady Japanese pressure resulted in a whittling away of the air cover and submarine screens that were the primary defence of the NEI. By February 1942, the situation had become critical as the main island of Java was under frequent air attack and the larger surface ships were in need of repair and re-supply. The climax came on the night of the 26-27th of February when the main allied striking force under Rear Admiral Doorman was shattered in the Battle of the Java Sea [4]. The Dutch light cruisers De Ruyter (flag) and Java were lost, as were several destroyers. The heavy cruisers HMS Exeter, USS Houston and the light cruiser HMAS Perth were damaged and finished off over the next few days by Japanese ships as they attempted to escape the archipelago [5]. Assorted destroyers and small warships of several nationalities were also caught by various Japanese task forces. At this point allied naval power in the NEI was limited to the remaining Dutch submarines and the various auxiliary and service vessels of the major Dutch naval base of Soerabaja (now Surabaya).

One of the Little Ships

One of the small vessels stationed at Soerabaja was the minesweeper Hr. Ms. Abraham Crijnssen. Built in 1936, this 460 ton (standard, 585 ton full load) steel hulled minesweeper of the Jan van Amstel class was armed with a 3-inch gun plus four small anti-aircraft machine-guns with a crew of 46 [6]. Like her sisters, Crijnssen was named for a famous naval ship captain of the Dutch 'Golden Age' during the late 17th century. Crijnssen and three sister ships arrived in the NEI in November 1937 for service at Soerabaja. Once the war began Crijnssen was employed in minelaying, minesweeping, and convoy escort duties to major ports in the NEI.

On October 3, 1941 Luitenant ter zee der 2e klasse (Lieutenant) Anthonie van Miert, RNeN assumed command of the ship. Van Miert was a 1929 graduate of the naval academy at Willemsoord near Den Helder. His early postings consisted of several tours in the NEI including service on the new light cruiser De Ruyter. As a Lieutenant, van Miert was detailed in August 1939 as the executive officer of the newly commissioned minelayer Willem van der Zaan and temporarily served as Captain from January to April 1941. In October 1941 Lieutenant van Miert left Willem van der Zaan and assumed command of Abraham Crijnssen. Promotion to Lieutenant Commander (Luitenant ter zee der 1e klasse) came the following month. [7]

As the strategic situation deteriorated, the minesweeper division that Crijnssen belonged to received orders on February 17 from the commander of the Soerabaja naval base, Acting Rear Admiral Pieter Koenraad, to be ready to leave for Australia upon receipt of a coded signal [8]. By early March no clear instructions on how to escape had been received despite naval personnel already demolishing the base and making preparations to scuttle ships to block the harbour. At this point Japanese forces effectively controlled both the sea and the air around Java and escape seemed so improbable that it was perceived by many as suicidal even to try. On the afternoon of March 3rd, an attempt to escape was made by three 80 ton Merbaboe class coastal minesweepers of the 4th Minesweeper Division, Merbaboe, Rindjani and Smeroe under Lieutenant J.J.C. Korthals Altes. RNeN. Ultimately, this group reached Broome, Australia on March 10 [9]. However great the odds seemed, Lieutenant Commander van Miert began making preparations to escape by covering Crijnssen with nets for camouflage. The commander of the 2nd Minesweeper Division, Lieutenant Commander J.R.L. Lebeau, convened a meeting of the commanders and executive officers of the ships in his division. He told them they could make their own decision about trying to escape [10]. Lieutenant Commander van Miert, with the assistance of his executive officer Lieutenant A.D.H. Heringa, went around to the other minesweepers in the division as well as to the minelayer Gouden Leeuw seeking volunteers to join Crijnssen. Lieutenant Commander van Miert then held an "All Hands" on his own ship where he announced his intention to attempt an escape, and permitted any crew who did not want to remain on board to leave the ship. A good portion of the enlisted personnel, including the Indonesian sailors, subsequently left the ship.

When the 2nd Minesweeper Division received the coded order from Rear Adrniral Koenraad to escape on March 6, only three of the four ships left harbour. Lieutenant Commander J.P.A. Dekker of Pieter de Bitter refused to leave harbour and scuttled his ship alongside a pier, an action for which he was court martialled after the war. Hr. Ms. Jan van Amstel (Lieutenant C. de Greeuw, RNeNR) and Eland Dubois (Lieutenant H. de Jong, RNeNR) left Soerabaja before Crijnssen and together sailed to the Gili Islands. Crijnssen left Soerabaja at 2130 hours on March 6 without navigation lights and with all portholes covered, also headed for the Gili Islands [11]. The ship encountered the other two minesweepers lying at anchor off Gili Radja on March 7 without any camouflage and therefore departed for another anchorage. Gili Genteng, after taking aboard some fuel from Dubois. This was a fortunate decision as Dubois and Amstel were later spotted by a Japanese aircraft. Since Dubois was missing many of its crew and had a problem with its boilers, the decision was made to scuttle and transfer its crew to Amstel. Amstel was then camouflaged with foliage from shore. Shortly after sailing Amstel was discovered in the Madura Strait at 2330 hours by the Japanese destroyer Arashio and sunk by gunfire with the loss of 21 of the more than 80 men on board. Amstel survivors were later picked up by another Japanese destroyer.

The Voyage

Crijnssen eluded the Arashio and began a schedule of remaining at anchor under camouflage by day and sailing by night. Each day the foliage used to camouflage the ship was refreshed with new tree limbs cut from shore. The intent was to make the ship look like an island when seen from the air or sea. On the evening of the 7th, Crijnssen weighed anchor at 1830 hours and steamed at 12 knots to the south of Sapoedi, between Goa-Goa and Karang Takat reef, and then to the north of Kangean Island and on to the Aloean Islands. On Sunday, March 8 Crijnssen departed at 1845 and sailed at 12 knots to the southeast between Pageroean and Sekala headed for Soembawa Island. Between 2300 and 2330 hours an unidentified silhouette was spotted and course was changed. Crijnssen used its motorboat to reconnoitre Poto-Paddoe Bay on the morning of Monday, March 9. Contact was made with representatives of the local sultan and the local shipping agent to obtain information about enemy air or surface activity in the Alas Strait. There were no Japanese on Soembawa Island and no aircraft had been seen for the last four days.

Crijnssen sailed again at 1730 hours, arrived at the entrance of the Alas Strait at 2215 hours and transited the strait at 13.5 knots. Through the strait on Thursday, March 10, the Captain reduced speed to 10 knots to conserve fuel. By Wednesday, March 11 the ship had reached the position 15.21 S/ 15.13E at mid-day. Finally, at 0800 hours on Friday 13, the Northwest Cape of Australia was sighted. The fuel situation had become critical but the Crijnssen was able to sail southward along the coast until it finally reached Geraldton at 1200 hours on Sunday, March 15.

The impossible had been done. A small ship with hardly any armament, a maximum speed of 15 knots, and bunkerage for only 110 tons of fuel had made a lengthy solo joumey through waters controlled by the enemy. Determination, advance preparation, a clever camouflage scheme, and sailing only by night allowed Crijnssen and her crew to join the submarines K-VIII, K-IX, K-XII, and the light cruiser Tromp in Australian waters to continue the war effort [12]. For his courage and ingenuity, Commander van Miert received the Cross of Merit in September 1942. Nine other crew members received the same honour in November 1943 [13].

Once in Australia Crijnssen was used in April and May to escort the Dutch submarines K-IX and K-XII from Fremantle to Sydney. A period of refit followed to install sonar. At the end of August 1942 the ship was transferred to the RAN and Lieutenant Commander van Miert left the ship to become executive officer of the gunboat Soemba in the Mediterranean Sea. He briefly assumed command of Soemba in August 1943 when the Captain was killed by enemy fire. November 1944 saw van Miert take command of Soemba's sister ship Flores and then the minelayer Willem van der Zaan in January 1945. As for Abraham Crijnssen, the RAN used the ship as a convoy escort between Melbourne and Brisbane until May 1943 when the ship was returned to the Royal Netherlands Navy. Crijnssen continued as a convoy Melbourne and Sydney until the end of the war [14]. After the war Crijnssen was used to clear mines in the Netherlands East Indies. In August 1951 Crijnssen left the Indies to return to the Netherlands. In March 1956 she was converted to a netlayer. The ship was finally decommissioned in mid-1961 and was then donated to the Sea Cadet Corps in 1962. Crijnssen was stationed at The Hague from 1962-1972 and then moved to Rotterdam. In 1995 Crijnssen was donated to the naval museum at Den Helder and refitted to her wartime configuration.

The successful journey of the minesweeper Abraham Crijnssen from Soerabaja to Australia should be added to the list of amazing escapes of World War II and remembered as another example of the fighting spirit shown by the Royal Netherlands Navy during World War II. Crijnssen still exists as a museum ship at the naval museum in Den Helder, the Netherlands.


And this one,




The Terrible Twins

During the war, many, often somewhat romanticized, newspaper articles were written about courage under fire. An especially interesting subject for reporters were the exploits of the navies in exile, and the Royal Netherlands Navy was no exception. The following article is from the newspaper "Voice of the Netherlands", dated August 7, 1943 [1]. The gunboats, or better sloops, in question are the Flores and Soemba, which became known in the Royal Navy as the "Terrible Twins".

A special correspondent in the Mediterranean emphases the part which ships of the Dutch Navy are playing in the operations off Sicily.

The First official announcement of their presence was contained in General Eisenhower's communiqué of July 10th. Then came the story of the Dutch gunboat, which silenced shore batteries during the landings. As the Allies disembarked in a small bay they found that certain shore guns had managed to get the range of the beach and were causing considerable trouble. The Dutch gunboat closed in to less than a mile off shore and put the batteries out of action with a few well-placed broadsides.

The short official information is amplified by the special correspondent who cables: "Squat, camouflaged fighting ships of the Royal Netherlands Navy are playing a considerable part in the operations off Sicily. Two gunboats in particular have been bombarding enemy gun positions and troop concentrations on the eastern beaches, non-stop day and night, since the start of the invasion.

"Like terriers chasing rats, they refuse to leave them alone. They pour in shells so fiercely and with such grim determination that it is no exaggeration to say that they steam up and down the coast leaving a long snaking trail of empty, cordite-blackened shell cases floating astern. They show complete disregard for personal danger and never miss an opportunity to bombard at close range."

The two gunboats' exploits made one British gunnery officer say: "It is fantastic how these little ships sail in to attack with the Netherlands Ensign flying cockily at the masthead. Their gunnery officer, dressed in khaki, unconcernedly stands on the bridge, calmly surveying the coastline.

"In the early stages of the campaign the Dutch gunboats took on eight strong Axis batteries on the top of a hill. The boats dashed in, and in an incredibly short while secured direct hits on three of the shore batteries. They killed the gun crews, and when our forward troops reached the position they found the five other batteries abandoned." At one stage of the land battle for the Catania plain the Germans, harassed and confused by the Navy' s persistent sea bombardment, brought up an enormous gun and started a terrific barrage, throwing up gigantic columns of water. The Dutch gunboats were completely outranged, but they overcame that by rushing in, firing salvos all the time, and then twisting and turning out again, only to repeat the manoeuvre.

Another British officer said: "These Dutchmen have the right fighting spirit. Nothing will stop them, and they won't cease firing. The only rest they had during the nights of unceasing bombardments was when they ran out of ammunition, and then they returned, reshelled and refuelled, and were off again. They will take on anything. Last Friday, when we knew them to be some distance away, they came rushing in at the sound of firing and went full speed ahead into the fray. Their shells roared overhead, straddling us. We could not make out where the firing came from until someone said 'It 's those damned Dutchmen again; you can't keep them out of anything!' And he was right.

Lipud U-107
10-11-09, 08:48 AM
java`s revenge

Super Site
good that you mentioned about the ORP Orzeł because his story is really interesting once even recorded it in 1958, the movie was filmed on a ship that appeared in the role of the Eagle was the ORP Sęp (twin unit).
pozdro (greet)

Von Talon
10-11-09, 08:57 AM
As usual, I have a problem. I can't hear gunfire, collisions, aircraft and explosions. Only thing I can hear is my engines and radar operator. Only mods enabled are WSM3.0 and Ge1. Can you help me?

Chinese U-47
10-11-09, 10:25 AM
So,our H39 is almost finished now.
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img11-10-2009_202328_93-1.jpg?t=1255274506
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img11-10-2009_2312_890.jpg?t=1255274531
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img11-10-2009_23252_0.jpg?t=1255274609

Chinese U-47
10-11-09, 10:31 AM
As usual, I have a problem. I can't hear gunfire, collisions, aircraft and explosions. Only thing I can hear is my engines and radar operator. Only mods enabled are WSM3.0 and Ge1. Can you help me?

You said you can't here gunfire or some other voice,did you mean the noise of engines is to big?Or these voice dosn't existed in your game?
And,your GeII and GeIII parts don't work?

Chinese U-47
10-11-09, 10:58 AM
Hi Chenese u-47,
Here are the links.

The dutch navy had many ships in the far east before and during the war.

It`s really a lack in sh3/4 that there aren`t made dutch navyships.

I want to see for example the following ships,

Java
De Ruijter
Some uboats
Some destroyers, torpedoboats.

Here are some links with names / photo`s etc.

http://www.netherlandsnavy.nl/

http://www.avom.nl/schepen1.html

And here is a great story about the destroyer Abraham Crijnssen.

One of the truly remarkable stories of naval daring during the opening stages of the Pacific War, when the naval forces of Japan seemed unstoppable, concerns the little Dutch ship Hr. Ms. Abraham Crijnssen. This small minesweeper with hardly any armament, a maximum speed of 15 knots, and bunkerage for only 110 tons of fuel made a lengthy solo journey through waters controlled by the Japanese Imperial Navy to reach Australia and continue the war. Mark C. Jones examines this ship's 'Escape from Soerabaja'.

Of the many amazing escapes of naval ships and aircraft from superior forces during World War II, one of the best known is that of the Polish submarine O.R.P. Orzel [1]. After several days of patrolling the southern Baltic under heavy pressure from German ships, Orzel moved farther north. After landing the commanding officer at Reval (now Tallinn) due to illness on September 14, Orzel was interned the next day by Estonian naval authorities. The boat was then demilitarised with all but five torpedoes, shells for the deck gun, and all charts taken from the boat.

Orzel's crew, under the leadership of the executive officer, Lieutenant Commander Jan Grudzinski, overpowered the Estonian guards and put to sea on September 18 under small arms and artillery fire. Drawing on the collective knowledge of the officers, a crude map of the Baltic was drawn to aid in the escape to Great Britain. Orzel remained on patrol for two more weeks before attempting an escape. After two weeks of careful navigation through waters controlled by Germany, Orzel arrived at Rosyth on October 14, 1939 and began operations with the Royal Navy's 2nd Submarine Flotilla in December. Orzel made several patrols in the North Sea, including sinking the German troop transport Rio de Janeiro off Norway on April 8, until the boat failed to return from a patrol in June 1940 [2]. While the story of Orzel is certainly a tribute to the skill and courage of officers and men of the Polish Navy, there is another less well-known escape that demonstrated equal bravery and great cleverness.

The Strategic Situation

December 1941 found the Royal Netherlands Navy (RNeN) preparing for the Japanese invasion of Southeast Asia, including the Dutch territory of the Netherlands East Indies (NEI). Prior to the outbreak of hostilities, Dutch naval authorities had coordinated defence planning with their British and American counterparts as the RNeN was not strong enough to defend the islands without assistance. With the severe losses suffered by the USN at Pearl Harbor and heavy demands on the RN for units in the Mediterranean, Allied forces were stretched thin. In January 1942 land, air, and naval units of the American, British, Dutch and Australian (ABDA) forces were assembled under the overall command of British General Sir Archibald Wavell. Command of Allied naval forces was held by first Admiral Thomas C. Hart, USN and later Vice Admiral Conrad E.L. Helfrich, RNeN [3]. Land-based aircraft scouted for Japanese ships, leaving the Dutch submarine force with assistance from a few British and more numerous American subs to intercept the Japanese invasion forces. The larger surface ships of ABDA, limited to cruisers and destroyers after the loss on December 10, 1941 of the battleship HMS Prince of Wales and battlecruiser HMS Repulse to Japanese air attack, were divided between convoy escort and assignment to a multi-national striking force under command of Rear Admiral Karel F.W.M. Doorman, RNeN.

Steady Japanese pressure resulted in a whittling away of the air cover and submarine screens that were the primary defence of the NEI. By February 1942, the situation had become critical as the main island of Java was under frequent air attack and the larger surface ships were in need of repair and re-supply. The climax came on the night of the 26-27th of February when the main allied striking force under Rear Admiral Doorman was shattered in the Battle of the Java Sea [4]. The Dutch light cruisers De Ruyter (flag) and Java were lost, as were several destroyers. The heavy cruisers HMS Exeter, USS Houston and the light cruiser HMAS Perth were damaged and finished off over the next few days by Japanese ships as they attempted to escape the archipelago [5]. Assorted destroyers and small warships of several nationalities were also caught by various Japanese task forces. At this point allied naval power in the NEI was limited to the remaining Dutch submarines and the various auxiliary and service vessels of the major Dutch naval base of Soerabaja (now Surabaya).

One of the Little Ships

One of the small vessels stationed at Soerabaja was the minesweeper Hr. Ms. Abraham Crijnssen. Built in 1936, this 460 ton (standard, 585 ton full load) steel hulled minesweeper of the Jan van Amstel class was armed with a 3-inch gun plus four small anti-aircraft machine-guns with a crew of 46 [6]. Like her sisters, Crijnssen was named for a famous naval ship captain of the Dutch 'Golden Age' during the late 17th century. Crijnssen and three sister ships arrived in the NEI in November 1937 for service at Soerabaja. Once the war began Crijnssen was employed in minelaying, minesweeping, and convoy escort duties to major ports in the NEI.

On October 3, 1941 Luitenant ter zee der 2e klasse (Lieutenant) Anthonie van Miert, RNeN assumed command of the ship. Van Miert was a 1929 graduate of the naval academy at Willemsoord near Den Helder. His early postings consisted of several tours in the NEI including service on the new light cruiser De Ruyter. As a Lieutenant, van Miert was detailed in August 1939 as the executive officer of the newly commissioned minelayer Willem van der Zaan and temporarily served as Captain from January to April 1941. In October 1941 Lieutenant van Miert left Willem van der Zaan and assumed command of Abraham Crijnssen. Promotion to Lieutenant Commander (Luitenant ter zee der 1e klasse) came the following month. [7]

As the strategic situation deteriorated, the minesweeper division that Crijnssen belonged to received orders on February 17 from the commander of the Soerabaja naval base, Acting Rear Admiral Pieter Koenraad, to be ready to leave for Australia upon receipt of a coded signal [8]. By early March no clear instructions on how to escape had been received despite naval personnel already demolishing the base and making preparations to scuttle ships to block the harbour. At this point Japanese forces effectively controlled both the sea and the air around Java and escape seemed so improbable that it was perceived by many as suicidal even to try. On the afternoon of March 3rd, an attempt to escape was made by three 80 ton Merbaboe class coastal minesweepers of the 4th Minesweeper Division, Merbaboe, Rindjani and Smeroe under Lieutenant J.J.C. Korthals Altes. RNeN. Ultimately, this group reached Broome, Australia on March 10 [9]. However great the odds seemed, Lieutenant Commander van Miert began making preparations to escape by covering Crijnssen with nets for camouflage. The commander of the 2nd Minesweeper Division, Lieutenant Commander J.R.L. Lebeau, convened a meeting of the commanders and executive officers of the ships in his division. He told them they could make their own decision about trying to escape [10]. Lieutenant Commander van Miert, with the assistance of his executive officer Lieutenant A.D.H. Heringa, went around to the other minesweepers in the division as well as to the minelayer Gouden Leeuw seeking volunteers to join Crijnssen. Lieutenant Commander van Miert then held an "All Hands" on his own ship where he announced his intention to attempt an escape, and permitted any crew who did not want to remain on board to leave the ship. A good portion of the enlisted personnel, including the Indonesian sailors, subsequently left the ship.

When the 2nd Minesweeper Division received the coded order from Rear Adrniral Koenraad to escape on March 6, only three of the four ships left harbour. Lieutenant Commander J.P.A. Dekker of Pieter de Bitter refused to leave harbour and scuttled his ship alongside a pier, an action for which he was court martialled after the war. Hr. Ms. Jan van Amstel (Lieutenant C. de Greeuw, RNeNR) and Eland Dubois (Lieutenant H. de Jong, RNeNR) left Soerabaja before Crijnssen and together sailed to the Gili Islands. Crijnssen left Soerabaja at 2130 hours on March 6 without navigation lights and with all portholes covered, also headed for the Gili Islands [11]. The ship encountered the other two minesweepers lying at anchor off Gili Radja on March 7 without any camouflage and therefore departed for another anchorage. Gili Genteng, after taking aboard some fuel from Dubois. This was a fortunate decision as Dubois and Amstel were later spotted by a Japanese aircraft. Since Dubois was missing many of its crew and had a problem with its boilers, the decision was made to scuttle and transfer its crew to Amstel. Amstel was then camouflaged with foliage from shore. Shortly after sailing Amstel was discovered in the Madura Strait at 2330 hours by the Japanese destroyer Arashio and sunk by gunfire with the loss of 21 of the more than 80 men on board. Amstel survivors were later picked up by another Japanese destroyer.

The Voyage

Crijnssen eluded the Arashio and began a schedule of remaining at anchor under camouflage by day and sailing by night. Each day the foliage used to camouflage the ship was refreshed with new tree limbs cut from shore. The intent was to make the ship look like an island when seen from the air or sea. On the evening of the 7th, Crijnssen weighed anchor at 1830 hours and steamed at 12 knots to the south of Sapoedi, between Goa-Goa and Karang Takat reef, and then to the north of Kangean Island and on to the Aloean Islands. On Sunday, March 8 Crijnssen departed at 1845 and sailed at 12 knots to the southeast between Pageroean and Sekala headed for Soembawa Island. Between 2300 and 2330 hours an unidentified silhouette was spotted and course was changed. Crijnssen used its motorboat to reconnoitre Poto-Paddoe Bay on the morning of Monday, March 9. Contact was made with representatives of the local sultan and the local shipping agent to obtain information about enemy air or surface activity in the Alas Strait. There were no Japanese on Soembawa Island and no aircraft had been seen for the last four days.

Crijnssen sailed again at 1730 hours, arrived at the entrance of the Alas Strait at 2215 hours and transited the strait at 13.5 knots. Through the strait on Thursday, March 10, the Captain reduced speed to 10 knots to conserve fuel. By Wednesday, March 11 the ship had reached the position 15.21 S/ 15.13E at mid-day. Finally, at 0800 hours on Friday 13, the Northwest Cape of Australia was sighted. The fuel situation had become critical but the Crijnssen was able to sail southward along the coast until it finally reached Geraldton at 1200 hours on Sunday, March 15.

The impossible had been done. A small ship with hardly any armament, a maximum speed of 15 knots, and bunkerage for only 110 tons of fuel had made a lengthy solo joumey through waters controlled by the enemy. Determination, advance preparation, a clever camouflage scheme, and sailing only by night allowed Crijnssen and her crew to join the submarines K-VIII, K-IX, K-XII, and the light cruiser Tromp in Australian waters to continue the war effort [12]. For his courage and ingenuity, Commander van Miert received the Cross of Merit in September 1942. Nine other crew members received the same honour in November 1943 [13].

Once in Australia Crijnssen was used in April and May to escort the Dutch submarines K-IX and K-XII from Fremantle to Sydney. A period of refit followed to install sonar. At the end of August 1942 the ship was transferred to the RAN and Lieutenant Commander van Miert left the ship to become executive officer of the gunboat Soemba in the Mediterranean Sea. He briefly assumed command of Soemba in August 1943 when the Captain was killed by enemy fire. November 1944 saw van Miert take command of Soemba's sister ship Flores and then the minelayer Willem van der Zaan in January 1945. As for Abraham Crijnssen, the RAN used the ship as a convoy escort between Melbourne and Brisbane until May 1943 when the ship was returned to the Royal Netherlands Navy. Crijnssen continued as a convoy Melbourne and Sydney until the end of the war [14]. After the war Crijnssen was used to clear mines in the Netherlands East Indies. In August 1951 Crijnssen left the Indies to return to the Netherlands. In March 1956 she was converted to a netlayer. The ship was finally decommissioned in mid-1961 and was then donated to the Sea Cadet Corps in 1962. Crijnssen was stationed at The Hague from 1962-1972 and then moved to Rotterdam. In 1995 Crijnssen was donated to the naval museum at Den Helder and refitted to her wartime configuration.

The successful journey of the minesweeper Abraham Crijnssen from Soerabaja to Australia should be added to the list of amazing escapes of World War II and remembered as another example of the fighting spirit shown by the Royal Netherlands Navy during World War II. Crijnssen still exists as a museum ship at the naval museum in Den Helder, the Netherlands.


And this one,




The Terrible Twins

During the war, many, often somewhat romanticized, newspaper articles were written about courage under fire. An especially interesting subject for reporters were the exploits of the navies in exile, and the Royal Netherlands Navy was no exception. The following article is from the newspaper "Voice of the Netherlands", dated August 7, 1943 [1]. The gunboats, or better sloops, in question are the Flores and Soemba, which became known in the Royal Navy as the "Terrible Twins".

A special correspondent in the Mediterranean emphases the part which ships of the Dutch Navy are playing in the operations off Sicily.

The First official announcement of their presence was contained in General Eisenhower's communiqué of July 10th. Then came the story of the Dutch gunboat, which silenced shore batteries during the landings. As the Allies disembarked in a small bay they found that certain shore guns had managed to get the range of the beach and were causing considerable trouble. The Dutch gunboat closed in to less than a mile off shore and put the batteries out of action with a few well-placed broadsides.

The short official information is amplified by the special correspondent who cables: "Squat, camouflaged fighting ships of the Royal Netherlands Navy are playing a considerable part in the operations off Sicily. Two gunboats in particular have been bombarding enemy gun positions and troop concentrations on the eastern beaches, non-stop day and night, since the start of the invasion.

"Like terriers chasing rats, they refuse to leave them alone. They pour in shells so fiercely and with such grim determination that it is no exaggeration to say that they steam up and down the coast leaving a long snaking trail of empty, cordite-blackened shell cases floating astern. They show complete disregard for personal danger and never miss an opportunity to bombard at close range."

The two gunboats' exploits made one British gunnery officer say: "It is fantastic how these little ships sail in to attack with the Netherlands Ensign flying cockily at the masthead. Their gunnery officer, dressed in khaki, unconcernedly stands on the bridge, calmly surveying the coastline.

"In the early stages of the campaign the Dutch gunboats took on eight strong Axis batteries on the top of a hill. The boats dashed in, and in an incredibly short while secured direct hits on three of the shore batteries. They killed the gun crews, and when our forward troops reached the position they found the five other batteries abandoned." At one stage of the land battle for the Catania plain the Germans, harassed and confused by the Navy' s persistent sea bombardment, brought up an enormous gun and started a terrific barrage, throwing up gigantic columns of water. The Dutch gunboats were completely outranged, but they overcame that by rushing in, firing salvos all the time, and then twisting and turning out again, only to repeat the manoeuvre.

Another British officer said: "These Dutchmen have the right fighting spirit. Nothing will stop them, and they won't cease firing. The only rest they had during the nights of unceasing bombardments was when they ran out of ammunition, and then they returned, reshelled and refuelled, and were off again. They will take on anything. Last Friday, when we knew them to be some distance away, they came rushing in at the sound of firing and went full speed ahead into the fray. Their shells roared overhead, straddling us. We could not make out where the firing came from until someone said 'It 's those damned Dutchmen again; you can't keep them out of anything!' And he was right.


Oh my God:doh:A such long great story,that's also a great challenge for my poor English...
I could hardy read that:damn:I just recognized that you wish to have some dutch warship.....I think I found De Ruijter here
http://www.filefront.com/14689421/Ship-pack-1.zip/
Sorry guy...but,you really menace to my poor English:o:nope:

miner1436
10-11-09, 11:07 AM
When playing as the Graf Zeppelin is it possible to launch air squadrons?

Chinese U-47
10-11-09, 11:15 AM
When playing as the Graf Zeppelin is it possible to launch air squadrons?


No
SH engine dosn't support plane contrl.

SquareSteelBar
10-11-09, 11:50 AM
Hi Chinese U-47,

what type is this rare bird?

http://i571.photobucket.com/albums/ss153/SqStBa/SH3Img10-10-2009_145442_968.jpg

Cheers,
SquareSteelBar

Chinese U-47
10-11-09, 11:59 AM
Hi Chinese U-47,

what type is this rare bird?

http://img23.imageshack.us/img23/2954/sh3img10102009145442968.jpg

Cheers,
SquareSteelBar

Sorry,guy,I couldn't see your photo,maybe China gov shield that sit.
Try another sit.:shifty:

java`s revenge
10-11-09, 12:09 PM
Its a Henschel 129

java`s revenge
10-11-09, 12:11 PM
Chinese u47,
I have installed your shipaddition but i dont see these ships in the
museum is that right?

Thanks a lot btw.

Chinese U-47
10-11-09, 12:12 PM
Just use my photo's address,and I believe I can see it.

Chinese U-47
10-11-09, 12:15 PM
Chinese u47,
I have installed your shipaddition but i dont see these ships in the
museum is that right?

Thanks a lot btw.

Oh sorry,I forget,they're for SH4.
Ship pack 1\Data\Sea\NCL_DeRuyter
I think this is a ship you want.
http://i600.photobucket.com/albums/tt89/xtbyzantine/f216ff97.jpg?t=1255281213

Von Talon
10-11-09, 12:20 PM
You said you can't here gunfire or some other voice,did you mean the noise of engines is to big?Or these voice dosn't existed in your game?
And,your GeII and GeIII parts don't work?

The noises don't exist. The engine's sound work normally, but the other voices don't exist.

Chinese U-47
10-11-09, 12:25 PM
The noises don't exist. The engine's sound work normally, but the other voices don't exist.

I don't understand......Maybe you should try to install your game again,sorry,but I don't have any other advice:hmmm:

SquareSteelBar
10-11-09, 12:38 PM
Its a Henschel 129THX :up:

Lipud U-107
10-11-09, 12:49 PM
Chinese U-47 (http://www.subsim.com/radioroom/member.php?u=243293) you H 39 is super :rock::rock:

what can say you a KING

java`s revenge
10-11-09, 01:49 PM
Oh sorry,I forget,they're for SH4.
Ship pack 1\Data\Sea\NCL_DeRuyter
I think this is a ship you want.
http://i600.photobucket.com/albums/tt89/xtbyzantine/f216ff97.jpg?t=1255281213

That`s the dutch king indeed, without canons etc.
That`s a pitty that it is only made for shiv.

Thanks !!

miner1436
10-11-09, 02:52 PM
That`s the dutch king indeed, without canons etc.
That`s a pitty that it is only made for shiv.

Thanks !!

It is made for SHIII too
http://www.subsim.com/radioroom/showthread.php?t=114088&page=7

java`s revenge
10-11-09, 02:55 PM
Here is the real thing..

http://img.photobucket.com/albums/v423/hornetsting/DeRuyterTekening.jpg

http://img.photobucket.com/albums/v423/hornetsting/DeRuyter1941.jpg

rummsfeld
10-11-09, 03:53 PM
hello chinese47,

i just installed warshipmod 3.0 with gwx 3.0, all works fine.
The only thing that i wanted to change is the engine sound when i use the ocean map, its too loud. In warshipmod 2.0 i just turned down the sound of some effect ogg´s, but in version 3.0 its impossible. Can you help me?
i

Lipud U-107
10-11-09, 05:51 PM
hello chinese47,

i just installed warshipmod 3.0 with gwx 3.0, all works fine.
The only thing that i wanted to change is the engine sound when i use the ocean map, its too loud. In warshipmod 2.0 i just turned down the sound of some effect ogg´s, but in version 3.0 its impossible. Can you help me?
i

use Opcions in Game

Chinese U-47
10-12-09, 04:13 AM
H39 complete
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img12-10-2009_165320_359.jpg?t=1255338522
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img12-10-2009_165346_953.jpg?t=1255338593
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img12-10-2009_165735_62.jpg?t=1255338632
:arrgh!:Now,making its 403mm main gun(right now it's just a model and couldn't fire yet),.After that,make it as a playable battleship:sunny:

Lipud U-107
10-12-09, 05:16 AM
Chinese U-47 (http://www.subsim.com/radioroom/member.php?u=243293) you H39 is super, fantastic job :yeah::rock:

Chinese U-47
10-12-09, 05:35 AM
Chinese U-47 (http://www.subsim.com/radioroom/member.php?u=243293) you H39 is super, fantastic job :yeah::rock:

Thank you:Dguy,you always treat me kind:salute:

Chinese U-47
10-12-09, 05:38 AM
Is there somebody who can tell me how to change my portrait:oThat looks terrible:damn:


OK,nothing now...It looks just fine now...

Lipud U-107
10-12-09, 05:44 AM
Is there somebody who can tell me how to change my portrait:oThat looks terrible:damn:


OK,nothing now...It looks just fine now...

nfortunately, if I can not be changed, because it would have felt like it. Portrait of a change in time with the number of senior posts, and what you've got.

You can add a description of your written text but that I could not crack it can someone show plx

Chinese U-47
10-12-09, 11:03 AM
OK,next ship:
O class:woot:

Redeagle
10-12-09, 11:18 AM
WOW super job !!!!!!!!:rock::rock:
i'am find a picure a h39 it model skac 1:1250

http://www.german-navy.de/pics/smb/hindenburg0.jpg

and this but i'am don now what it is:06:

http://www.german-navy.de/pics/smb/odin0.jpg

The writing says Carrierbattleship "Odin". Looks like a planned hybrid (basing on Japanese drafts? In Navyfiled they have such a ship but basing on a CL) such as the also planned "U-Cruisers" (submarines with cruiser-like guns).

Maybe worth some research ;)

Chinese U-47
10-12-09, 11:46 AM
Hi guys,could you help me for search pictures of Project O Battlecruiser,as more as possible:yep:Photos of models would be the best:03:
I have enough datas of this ship,but not enough pictures to help making the 3d model.I need your help.
Thank you,guys.

rummsfeld
10-12-09, 01:59 PM
hi chinese,

I found this drawings of the battlecruiser O-Q (planned 1939/41) in E. Gröners Books, "die deutschen Kriegsschiffe 1815-1945" Bd.1
Every Type of ship is mentionend there, with data and drawings, but no photos.

http://www.subsim.com/radioroom/picture.php?albumid=111&pictureid=610

Redeagle
10-12-09, 05:18 PM
Hi guys,could you help me for search pictures of Project O Battlecruiser,as more as possible:yep:Photos of models would be the best:03:
I have enough datas of this ship,but not enough pictures to help making the 3d model.I need your help.
Thank you,guys.

What i found fast was only this: http://www.german-navy.de/kriegsmarine/zplan/battlecruisers/schlachtkreuzero/image2.html The O-Pro seems not as famous as the H-class:know:

Chinese U-47
10-12-09, 11:53 PM
What i found fast was only this: http://www.german-navy.de/kriegsmarine/zplan/battlecruisers/schlachtkreuzero/image2.html The O-Pro seems not as famous as the H-class:know:

Unfortunate.....That's one of sits shield by our great gov:doh:
Could you please show the pictures here:salute:I mean,upload the pictures to http://photobucket.com/
and then show them here.Thank you:up:

miner1436
10-13-09, 12:59 AM
Unfortunate.....That's one of sits shield by our great gov:doh:
Could you please show the pictures here:salute:I mean,upload the pictures to http://photobucket.com/
and then show them here.Thank you:up:

http://img207.imageshack.us/img207/4356/schlachtkreuzero2.jpg

Von Talon
10-13-09, 02:43 AM
Chinese U-47, thank you for this mod! I reinstalled my SH3 and all sounds are working fine. But should I now get GWX? 1.4 is pretty lame.

EDIT: OK, I upgraded to GWX. And in my first patrol, I hit the JACKPOT! My Bismarck decimated a large convoy and Rodney battleship! (weird to have a battleship in the middle of a convoy) AND, I SURVIVED with 100% Hull interegity (I didn't spell right I quess)

And first bugs:
- My radar took few hits, and my radar guy started to cry: "Radar destroyed! Radar destroyed! Radar destroyed! Radar destroyed! Radar destroyed! Radar destroyed! Radar destroyed! Radar destroyed! Radar destroyed! Radar destroyed! Radar destroyed! Radar destroyed! Radar destroyed! Radar destroyed! Radar destroyed! Radar destroyed! Radar destroyed! Radar destroyed! Radar destroyed! Radar destroyed! Radar destroyed! Radar destroyed! Radar destroyed! Radar destroyed..."

He screamed that all the way back to Brest. The radar wasn't even severely damaged, and it worked fine.

- During the battle, I my guns were acting weird. They fired, and then they turned back to their "normal position" to reload. Then they turned back towards enemy to fire, and then returned back again to their "normal position" to reload. Why's this?

- This isn't actually a bug, but can't the guns "track" two diffirent targets at time? There are enemy destroyers around me. When my port cannons are shooting the destroyers on my port side, my starboard cannons wont shoot the starboard side destroyers. When I order the stb side cannons to shoot the stb side destroyers, the port side cannons stop firing. Did I do something wrong? I pressed the "Fire at will" -button. Should I press something else?

Btw, are there anyone else playing WSM3.0 multiplayer? Im tired of getting kicked from servers becouse "Bismarck not allowed dang it" :o

Redeagle
10-13-09, 12:35 PM
- This isn't actually a bug, but can't the guns "track" two diffirent targets at time? There are enemy destroyers around me. When my port cannons are shooting the destroyers on my port side, my starboard cannons wont shoot the starboard side destroyers. When I order the stb side cannons to shoot the stb side destroyers, the port side cannons stop firing. Did I do something wrong? I pressed the "Fire at will" -button. Should I press something else?



This is, because the main game is a submarine sim. It is supposed to track ONE target.
The opportunity to target AND engage multiple targets was not part of U-boat warfare. In addition, most ships (D-Land class for example could NOT) cap ships were able to engage different targets with bow and stern turrets. This would make up to 4 targets at a time (1 bow, 1 aft, 1 port and 1 starboard) :know:
I'm not sure if even Chinese can change that.


#edit: @Chinese: Hope this works http://s1002.photobucket.com/albums/af145/RedeagleGER/

Von Talon
10-13-09, 01:33 PM
Seriously, WTF is this?

http://img251.imageshack.us/img251/4487/wss.png

This guy seems to be in every boat. Is this somekind of joke or just a mistake? :rotfl2:

Nippelspanner
10-13-09, 02:00 PM
Wow, the chinese!

First, you dont see them at all. And suddenly they rule or change the whole Planet! :salute:

Lipud U-107
10-13-09, 02:00 PM
Seriously, WTF is this?

http://img251.imageshack.us/img251/4487/wss.png

This guy seems to be in every boat. Is this somekind of joke or just a mistake? :rotfl2:

this men a swiming :har: and need freash air but english more like water if asked for on mian Gun :D :yeah:
p.s. sorry my bad english

Redeagle
10-13-09, 04:30 PM
Now i had time to test. It's not working.... :06:

Here is what i did:
- copied the SH3-with-GWX-Folder
- unzipped wsm3 in that folder
- moved the MODS folder from the new directory (after unzipping) to the root-MODS
- started JSGM and selected the 16km mod and WSM
- restarted JSGM and selected geI
- startet SH, selected a mission (i.e. Malta) with IXD2 (1942)
- it loads till the last one or two cm of the bar. then stucks there

Can anyone help? Did i made a mistake?

#edit: i did so with WSM2, GWX and WSM2-for-GWX and it worked (despite the stuff to do to get WSM2 run with GWX)

Lipud U-107
10-13-09, 05:26 PM
Now i had time to test. It's not working.... :06:

Here is what i did:
- copied the SH3-with-GWX-Folder
- unzipped wsm3 in that folder
- moved the MODS folder from the new directory (after unzipping) to the root-MODS
- started JSGM and selected the 16km mod and WSM
- restarted JSGM and selected geI
- startet SH, selected a mission (i.e. Malta) with IXD2 (1942)
- it loads till the last one or two cm of the bar. then stucks there

Can anyone help? Did i made a mistake?

#edit: i did so with WSM2, GWX and WSM2-for-GWX and it worked (despite the stuff to do to get WSM2 run with GWX)

in total I did a little differently:
Silent hunter 3

GWX 3.0 gold

jsmg

16 km the atmosphere (do not use because my computer is too weak to pull it), but to devote today

War ship mod 3.0

everything should be OK

Redeagle
10-13-09, 05:28 PM
i just tried with deactivated 16km-Mod and it loaded. Tried Bismarck-mission this time.
Maybe that or the atmosphere-mod...i'll check that later. Time for some sleep ;)

Lipud U-107
10-13-09, 07:10 PM
i just tried with deactivated 16km-Mod and it loaded. Tried Bismarck-mission this time.
Maybe that or the atmosphere-mod...i'll check that later. Time for some sleep ;)

I tested and everything is cool (not to mention that the lag was masakryczne:damn:)

as evidence a few jpg

http://c.wrzuta.pl/wi19002/06d383cd00017d4d4ad50fea/0/sh%33

as play sh3


Otherwise it would gel:damn:

next foto map Look A FpS!!!!

http://c.wrzuta.pl/wi9546/b40e34100020372d4ad5111a/0/sh%33%20%32%30%30%39-%31%30-%31%34%20%30%31-%32%33-%33%33-%34%36

next foto damage control & crew

http://c.wrzuta.pl/wi16467/048ccdd7001eec814ad511ae/0/sh%33%20%32%30%30%39-%31%30-%31%34%20%30%31-%32%34-%32%32-%37%38

next foto Ju 88A attack enemy ship

http://c.wrzuta.pl/wi8878/22071ec20002ec3f4ad51258/0/sh%33%20%32%30%30%39-%31%30-%31%34%20%30%31-%32%39-%33%33-%36%32

http://c.wrzuta.pl/wi14234/652ca80a000be06c4ad512d9/0/sh%33%20%32%30%30%39-%31%30-%31%34%20%30%31-%32%39-%35%38-%33%31

http://c.wrzuta.pl/wi17658/0d355c97002a1d284ad51332/0/sh%33%20%32%30%30%39-%31%30-%31%34%20%30%31-%33%31-%33%39-%30%33

next foto after battel

http://c.wrzuta.pl/wi11965/16562f280004624d4ad513ad/0/sh%33%20%32%30%30%39-%31%30-%31%34%20%30%31-%33%33-%30%39-%34%32

next foto Bismarck after battle and hit from H.M.S. Nelson
http://c.wrzuta.pl/wi6987/5281bbc4001af0e24ad51432/0/sh%33%20%32%30%30%39-%31%30-%31%34%20%30%31-%33%33-%32%39-%35%36

next foto Bismarck and look a sea 1 fps if i'am look up it be 0 fps :damn:

next foto new english transport trop :D

http://c.wrzuta.pl/wi16439/4f18608400245e3e4ad515ac/0/sh%33%20%32%30%30%39-%31%30-%31%34%20%30%31-%33%32-%31%37-%37%30

next foto mission results

http://c.wrzuta.pl/wi18499/41d3528d0005e5364ad51630/0/sh%33%20%32%30%30%39-%31%30-%31%34%20%30%31-%33%34-%31%37-%37%31

16 km atmos... and WSM 3.0 + GWX = full fan if you got good PC if you don't you in my sytuacions
P.S. My PC : Laptop ACER Travel mate 2492, Xp PRO, 1,60 Ghz, 2 GB ram, cart grafic 64 mb virtual tuning too 224 mb but it stil 64 :( .

if you say you got problems .... read again my post^^ (cant wate the new laptop)

Lipud U-107
10-13-09, 07:19 PM
i just tried with deactivated 16km-Mod and it loaded. Tried Bismarck-mission this time.
Maybe that or the atmosphere-mod...i'll check that later. Time for some sleep ;)


and now am go sleep :up:

Sag75
10-13-09, 10:46 PM
Hi it's amazing!

I made some test, I had "radar destroyed" messages too on Bismarck, even if the radar never got destroyed.


I just have a question.. is it possible modify the periscope station (that it's disabled now) to have an other watch station? maybe could be nice the higher and opened on the ship!


thanks!

Dekessey
10-14-09, 12:40 AM
One word: WOW

Impressive work guys.

:salute:

Von Talon
10-14-09, 03:05 AM
HEY! THIS AWESOME AWESOME AWESOME WITH EXTENDED FREE CAMERA MOD! http://www.subsim.com/radioroom/showthread.php?t=154643
You can walk around your ship! AWESOME! :rock:

Lipud U-107
10-14-09, 05:34 AM
Hi it's amazing!

I made some test, I had "radar destroyed" messages too on Bismarck, even if the radar never got destroyed.


I just have a question.. is it possible modify the periscope station (that it's disabled now) to have an other watch station? maybe could be nice the higher and opened on the ship!


thanks!

radar and radio can be destroyed once I made it happen because the PBY Catalina hit the newsstand and the radar antenna and radio stories have been radio silent for a radar operated on a much smaller distance stadart 25km after damage to 5-7km:know:

Von Talon
10-14-09, 03:28 PM
Dang it! I got owned by HMS Hood! :damn: AND I WAS USING BISMARCK!

I think that the "Damage taken by submarine will be more severe" -option thing (I dont remember its name) in the realism settings weakens the battleship to level of a U-boat. Hood shot only few shots, and the whole ship destroyed!

Ill try sinking Hood again tomorrow with "Damage taken by submarine will be more severe" -option turned off.

Freiwillige
10-15-09, 06:22 AM
I keep dying on submarine nets!

Great fun mod though, Thank you for this!:yeah:

kdv
10-15-09, 12:59 PM
U47 - THANKS!!! This is pretty sweet (so far)!

Have a few questions though, have only made 1 successful patrol.

Started a new career, so only 500 renown - not enough to upgrade boat, presume that 'hacking' the renown of my captain will allow me to upgrade to the IXD2 (Bismark?).

Starting ship has a deck gun like you'd see on a sub, do I have to upgrade my weapons - or pick a different year to ensure the historical accuracy of when the ship would have been fitted out?

Think I also died on sub-nets, thought I'd pay Scapa Flow a visit before hostilities started, but died when approaching the docks.

Any other tips out there from you guys who've successfully made a few patrols?

Von Talon
10-15-09, 01:49 PM
U47 - THANKS!!! This is pretty sweet (so far)!

Have a few questions though, have only made 1 successful patrol.

Started a new career, so only 500 renown - not enough to upgrade boat, presume that 'hacking' the renown of my captain will allow me to upgrade to the IXD2 (Bismark?).

Starting ship has a deck gun like you'd see on a sub, do I have to upgrade my weapons - or pick a different year to ensure the historical accuracy of when the ship would have been fitted out?

Think I also died on sub-nets, thought I'd pay Scapa Flow a visit before hostilities started, but died when approaching the docks.

Any other tips out there from you guys who've successfully made a few patrols?

So, you want to upgrade to Bismarck? Well, that she is worth of 65000 renown, so you have alot of ships to sink, but there is a few faster ways to get it! If you don't like "cheats" do not read!


First, enable GeIII. Then you should be able to select IXD2 from SH3 Commander (if you have it). Before you start SH3 from SH3 Cmdr, change GeIII back to GeI. If you don't have SH3 Cmdr, do not worry! you should be able to get Leipzig-class cruiser (IXD2 of GeIII) on 1939!

And you want some patrol tips too? Here is some! But if you don't want to know where 3 battleships are, dont read!

IF YOU HAVE GWX, I suggest you start your career on October 1939 with Bismarck, you can catch, and destroy HMS Hood and HMS Nelson! They are in grid AN15, heading east, to Scapa Flow on October 5th. They arrive to the grid at 15:00, and reach Scapa at evening. I suggest you take tactical position, and engage them. It's very easy sink them if you have a tactical position.
If you manage to destroy them, and you still have ammunition and high hull intregity, you can try to enter Scapa Flow, becouse there is a third battleship, HMS Royal Oak! Enter Scapa from the southern enterance, and destroy every ship in your path. Stop at about 6000-10000 meters from the Royal Oak, and open fire! Do not destroy any destroyers or pesky patrol boats, just concentrate your fire on the battleship. Destroyers don't pose any threat to you. It takes a long time to destroy a battleship from long range, but when you get the "She's going down" -message, escape immediatly! When after the message, you can concentrate fire to a aulixary cruiser west from the sunken battleship.

You can still sink the Royal Oak if you don't have GWX. I stongly suggest you upgrade to GWX!

And if you want more Bismarck-career tips, just put a private message. Good hunting!

Freiwillige
10-15-09, 02:09 PM
I posted this at the SHIII main forum but anybody thinking of trying this mod should read this.

Well I just had an intense hour and a half long surface action Against

1 HMS Hood Battlecruiser
1 fleet carrier
1 HMS Rodney Battleship
1 HMS Nelson Battleship
2 light cruisers
7 destroyers

vs

1 Deutschland class pocket battleship

Got a contact report for a task force heading into the Irish sea. Must be going to lock ewe I thought so I hit the channel at flank speed for the intercept. I first spotted two destroyers closing fast. I held my fire until the range was 1,500 meters and then tore into the destroyers charging me and took out three in as many minutes! Just as the last one went under I spotted the task force on the horizon.

Keeping my speed up at 26 knots I engaged the carrier at 9,000 meters and scored several 4.5" gun hits on her. turning 90 degrees starboard I was then running parallel to the task force when I sighted the hood at 8,400 meters and engaged her. After zig zagging and landing several main gun hits with my 11"\280mm guns and a multitude of smaller gun hits his range was getting close so I zipped out of range and re-engaged the carrier at maximum range. The fat carrier was an easy broadside for my 11" guns who soon found their range and landed crippling blows along her waterline while again the 4.5" rained down on her.
She began listing to her starboard side so I kept shelling her all while dodging the Hood the Rodney and the Nelson's Guns.

A few more 11" gun hits tore into the side of the fleet carrier and she started to nose into the drink and I could see her start to go under! I knew the show was up so I again returned my fire on the Hood.

I had ended up crossing the T on the battle group as I passed then cut them off. And again destroyers were charging in and getting torn to pieces in my teeth. Brave chaps though one and all.

Several of the enemy's smaller guns started finding their mark on me so zig zagging the whole time I concentrated my fire on the HMS Hood who was in the lead and badly damaged by this point.

Just when my main guns again started to find their pattern around the Hood I run out of 11" shells!

I pepper him with 4.5" for a solid 20 minutes and although he looks like a wreck he continues on in his stubborn path knowing full well that my smaller fire couldn't breach his armored hulk and all the while lobbing his big shells back at me.

After yet again a damaging blow by the HMS hood and HMS Rodney's smaller guns I disengage the HMS Hood and swing around to the back quarter of the fleet and engage the two light cruisers.

at 6,500 meters my guns get their range as my 4.5's penetrate below their lightly armored waterlines and send them both to the bottom in a short running battle, but not before the Rodney and Nelson return fire and knock out my main pumps.

The Graf Spee was wounded and was looking a little beat up but she was not taking on water and still had top speed so I disengaged to the north and set course flank speed for Kiel.

Arriving to a hero's welcome and a Knight cross with oak leaves and diamonds and a grand cross!

The score total
1 fleet carrier sunk
7 destroyers sunk
2 light cruisers sunk
4 merchants sunk
and
1 HMS hood badly damaged.

For 1 Graf Spee with medium\light damage!:up:

I love this MOD!

kdv
10-15-09, 05:05 PM
Yup, read all that - great read :).

Von Talon, great tips and advice.

Got the Bismarck working as per your advice - it's the one I wanted to play with anyways out of this whole package.

Started a new campaign in October, raided Scapa first, no Royal Oak present. Butchered just about everything else in there though. Waited for Hood and Nelson which came along just as you said - 15:00 on the 5th.

Managed to get Hood to start sinking, but Nelson finished me off. Where's Prinze Eugen when you need him :D?

GREAT Mod, Thanks again U47, I'm going to have lots of fun with this one.

Lipud U-107
10-15-09, 05:32 PM
U47 - THANKS!!! This is pretty sweet (so far)!

Have a few questions though, have only made 1 successful patrol.

Started a new career, so only 500 renown - not enough to upgrade boat, presume that 'hacking' the renown of my captain will allow me to upgrade to the IXD2 (Bismark?).

Starting ship has a deck gun like you'd see on a sub, do I have to upgrade my weapons - or pick a different year to ensure the historical accuracy of when the ship would have been fitted out?

Think I also died on sub-nets, thought I'd pay Scapa Flow a visit before hostilities started, but died when approaching the docks.

Any other tips out there from you guys who've successfully made a few patrols?

can slightly increase your budget, you can bury your files (you know what) 2 as sinking more ships.
P.S. generally increased the budget itself is usually only when I was a captain in the u-boot and I am the commander of a warship that only increases the league because guys quite often poorly shot :doh:
pozdro:arrgh!:

kdv
10-16-09, 12:52 AM
Having a blast with the Bismarck;

A problem I've noticed, the only main gun I can manage is turret 1. Is there a way to manage all 4 main turrets at the same time?

Also damage, even though hull integrity is at 100%, and repair crew has completed all needed repairs, my boat is still on fire. Am not about to try submerging to extinguish the flames :doh:.

Von Talon
10-16-09, 03:54 AM
Yup, read all that - great read :).

Von Talon, great tips and advice.

Got the Bismarck working as per your advice - it's the one I wanted to play with anyways out of this whole package.

Started a new campaign in October, raided Scapa first, no Royal Oak present. Butchered just about everything else in there though. Waited for Hood and Nelson which came along just as you said - 15:00 on the 5th.

Managed to get Hood to start sinking, but Nelson finished me off. Where's Prinze Eugen when you need him :D?

GREAT Mod, Thanks again U47, I'm going to have lots of fun with this one.

Royal Oak arrives there at 5th Octouber, so you should play with Hood and Nelson first!

You can control only one big turret yourself, but you can still order all 4 turrets to shoot a specific target of course.

Btw, have you tried Bismarck's broadside? target a ship approacing you, hold fire, and when the targeted ship is close to you, FIRE! You get huge explosion!

ceki
10-16-09, 08:43 AM
Man, You did a great job with this mod. I'm playing it and I am amazed.
Though I have few suggestions. Maybe you can edit somehow periscope to be a command view from which player can shoot from all guns at the same time. Also I noticed that I can control only one cannon (maybe SH3 stock bug?)
Maybe you can somehow put crosshair on anti-aircraft cannons?
Nevertheless this is one helluva mod worth of playing.

Keep up a good work!!! :yeah:

difool2
10-16-09, 05:30 PM
First of all, the ships look fantastic, and I don't even want to think about the amount of work you did on this.

Got a fresh new captain, and got a pocket battleship as my first ride. I'm not sure why I get no control of the 11 inch guns, and even the secondary that I do get to control has no rangefinder on it. Is this by design, or is there some limitation at work here? I hate depending on the AI to choose the right target for me; in the SH IV surface mods I've played, they would let you control one main turret while the AI utilized the others, allowing you to divide your primary fire amongst several targets.

Chinese U-47
10-17-09, 02:12 AM
O class battlecruiser finished
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img17-10-2009_145013_796.jpg?t=1255763316
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img17-10-2009_145025_203.jpg?t=1255763340
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img17-10-2009_145133_187.jpg?t=1255763374
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img17-10-2009_145543_500.jpg?t=1255763408
http://i600.photobucket.com/albums/tt89/xtbyzantine/SH3Img17-10-2009_14557_78.jpg?t=1255763437
By the way,H39 is palyable now,it may appear in WSM3.1,so do O class.

makman94
10-17-09, 02:31 AM
you are doing amazing work Chinese U-47 !! well done !! :up::up:

ps: one question :i like very much the color of gun's tubes in your picture at post 65 (right ship)
how can i make darker the gun's tubes ? (only the tubes....not the whole gun)

keep on good work !!

bye

Lipud U-107
10-17-09, 04:34 AM
Chinese U-47 this ship look awosem !!!!!!!:yeah::rock:

p.s. sorry my bad eng.:cry:

Redeagle
10-17-09, 05:21 AM
GREAT piece of art :yeah:

I played the Bismarck mission with Scharnhorst. both, POW and Nelson were badly damaged (starboard side all black and 2nd artillery on fire), but i could not sink one of them 'till I was out of ammo on primary and secondary artillerie!
I'll try again :ping:

It seems like i can't play any other mission than Bismarck. I tried again a convoy-mission and ended up with the stuck loading bar again :(
http://img224.imageshack.us/img224/9840/sh32009101718384497.th.jpg (http://img224.imageshack.us/i/sh32009101718384497.jpg/)


I found out that i have to wait more than 10 minutes, than it finally will start. At least the Alexandria-mission (Barham) worked like that.
But the Scharnhorst is not powerfull enough to sink one of the Revenge-class ships.

Freiwillige
10-17-09, 02:54 PM
GREAT piece of art :yeah:

I played the Bismarck mission with Scharnhorst. both, POW and Nelson were badly damaged (starboard side all black and 2nd artillery on fire), but i could not sink one of them 'till I was out of ammo on primary and secondary artillerie!
I'll try again :ping:

It seems like i can't play any other mission than Bismarck. I tried again a convoy-mission and ended up with the stuck loading bar again :(
http://img224.imageshack.us/img224/9840/sh32009101718384497.th.jpg (http://img224.imageshack.us/i/sh32009101718384497.jpg/)


I found out that i have to wait more than 10 minutes, than it finally will start. At least the Alexandria-mission (Barham) worked like that.
But the Scharnhorst is not powerfull enough to sink one of the Revenge-class ships.


I keep having the same problem. I can hammer the enemy ships to death but it doesn't seem to have much affect other than a few fires and the entire ship being black from holes they just steam right on without so much as a list!

Anything bigger than the Hood is unsinkable without topedo's it seems no matter how many shells I land I always run out of main gun ammo.:nope:

Von Talon
10-17-09, 04:36 PM
A enemy destroyer was attacking me (Bismarck). I decided to decimate the enemy with a single broadside. So I holded my fire, and when the destroyer was about 1000 meters from me, I ordered: "Feuer Frei!". There was a huge bang, and armor piercing shells were on their way to target. But only couple hit the destroyer. Rest of the shells missed. I was like: OMFG! SHES 1000 METERS AWAY HOW YOU CAN MISS tHAT!LLLOLOLOLOLOLOLOOO!!!!!!1!11

Could you increase the accuracy a "little bit"?

Lipud U-107
10-17-09, 05:12 PM
I keep having the same problem. I can hammer the enemy ships to death but it doesn't seem to have much affect other than a few fires and the entire ship being black from holes they just steam right on without so much as a list!

Anything bigger than the Hood is unsinkable without topedo's it seems no matter how many shells I land I always run out of main gun ammo.:nope:

This is not a problem only the truth about the Scharnhorst just do not penetrate the armor of sides such as HMS Hood, HMS NELSON, and similar battleship Scharnhorst is because the caliber of 280 mm does not pierce the sides of battleships of the above but I'm also good news, you can buy works Scharnhorst 380 mm :know:

http://c.wrzuta.pl/wi1861/2b7169540019f3fd4ada3fb0/0/sh%33%20%32%30%30%39-%31%30-%31%38%20%30%30-%30%32-%35%33-%32%33

http://c.wrzuta.pl/wi11805/e1cf4029002bc6a54ada40aa/0/sh%33%20%32%30%30%39-%31%30-%31%38%20%30%30-%30%33-%31%31-%39%36

but unfortunately it only works in career
but they are cool with Chinese U-47:yeah:

and remember that a single mission to edit and set the depth of your ship is best at "0 m" is signed "Height (M)
otherwise may not operate some elements of the ship or worse at the start you can go to the bottom

http://c.wrzuta.pl/wi16017/6a9f2572002b48184ada4559/0/glebokos%39%34%33%34

Freiwillige
10-17-09, 07:17 PM
Actually It was with the Duetschland class pocket battleship (Graf Spee) That I could not destroy the Hood. Scharnhorst has the same 11" guns as the Spee?

Well I did Upgrade the guns once I got the Scharnhorst so now I am looking for a fight!

My problem is no radar and I am already well into 1940 in my career.

Redeagle
10-18-09, 08:21 AM
The accuracy is quite good in my eyes. It's realistic, but not too bad as in Fighting Steel (Bismarck vs 3 destroyers and i lost because i did not score a single hit with the whole magazin being shot and the secondary artillery also).
I can sink all ships in that mission with Bismarck in less than 15 minutes. Scharnhorst has no chance to sink a BB. Indeed, the BC-class ships had order to avoid fighting BBs

In fact, you are more or less right with the firepower. BUT, as Chinese posted earlier, that amount of realism is not part of SH. It's just an amount of damage per shell and an amount of hitpoints on a target. That's what i understood; I may be wrong :)
The Scharnhorst sinks a destroyer with a single hit of one of the triple turrets (i controlled that turret).
I found out, that if I contorl it myself and get out of ammo, i leave the turret, the turret starts firing again and when i re-enter, i got a full magazine:rock:

Besides, Scharnhorst and Gneisenau sunk HMS Glorious scoring the farest hit ever of a ship-artillery. (lucky accuracy i guess)
http://www.warship.org/no11994.htm
Battlereport (german): http://www.schlachtschiff.com/kriegsmarine/schlachtschiff_scharnhorst/operationen/operation_juno.asp

Leon1980
10-25-09, 04:22 PM
hello all, great work u-47! :salute:

but.. i tried to download the wsm3.0 for gwx3.0, but the link dont works..
any alternative links?

thanks

Carotio
10-25-09, 06:01 PM
You should really add SHMF to your favorites... :03:

I suppose this is what you need?
http://www.silenthuntermods.com/forum/index.php?topic=296.0

Leon1980
10-26-09, 02:39 AM
Thank u very much!
:salute:

Russian sailor
11-02-09, 07:32 AM
Well done!
This is the best mod.
Sorry, but you have not tried to increase the height of the water column, with the fall of the projectile that looked like the explosion in the torpedo hit.

Sorry of my English! =))))

As on this picture.
http://www.odin.tc/books/bismark/img/11-4.jpg

Redeagle
11-02-09, 04:09 PM
or like here (i fear chinese can't watch) in this vid
http://www.youtube.com/watch?v=1CdjAvvLOFU

Commander Gizmo
11-02-09, 06:09 PM
or like here (i fear chinese can't watch) in this vid
http://www.youtube.com/watch?v=1CdjAvvLOFU
Did I see a crew membe with a rocket launcher at 2:47? I wish I had those on board.

Onkel Neal
11-02-09, 10:48 PM
Well done!
This is the best mod.
Sorry, but you have not tried to increase the height of the water column, with the fall of the projectile that looked like the explosion in the torpedo hit.

Sorry of my English! =))))

As on this picture.



Do I see a new member? Welcome aboard!:salute:

Neal
SUBSIM

Lipud U-107
11-03-09, 08:03 AM
http://www.filefront.com/14689421/Ship-pack-1.zip/

this link dead :( plx new

I have a question for you guys as I mod you use WSM 3.0 is the distance from which you fire to enemy ships, and if you fire salvo?

hellfish6
11-03-09, 10:34 AM
I tried out the Deutschland-class BB and had some serious problems with spotting. I was coming through the Kattegat (after spending about 30 minutes trying to maneuver her out of her berth at Kiel - big ships are not as nimble as my old Type VIIB!) and in clear skies and calm seas my crew didn't detect a neutral Danish medium freighter until it was about 200m off my port beam. I looked out the bridge view and saw another Danish coastal freighter just aft of the first freighter that hadn't even been spotted - it couldn't have been more than 400m from my ship!

Anyone else experienced this? I've also tried the early destroyer, but didn't make any contact with the enemy on my first patrol (though it seemed to have no problem spotting things in Wilhelmshaven).

Lipud U-107
11-03-09, 11:22 AM
I tried out the Deutschland-class BB and had some serious problems with spotting. I was coming through the Kattegat (after spending about 30 minutes trying to maneuver her out of her berth at Kiel - big ships are not as nimble as my old Type VIIB!) and in clear skies and calm seas my crew didn't detect a neutral Danish medium freighter until it was about 200m off my port beam. I looked out the bridge view and saw another Danish coastal freighter just aft of the first freighter that hadn't even been spotted - it couldn't have been more than 400m from my ship!

Anyone else experienced this? I've also tried the early destroyer, but didn't make any contact with the enemy on my first patrol (though it seemed to have no problem spotting things in Wilhelmshaven).



I have the same problem when I was sailing Bismarck is my crew is not able to see Catalina was only when I started to shoot it but when I saw it was a destroyer sailed oki think that this problem tartar that obscures the view of observers of the superstructure on the bridge, unfortunately vessels often do not see :(

Russian sailor
11-03-09, 12:38 PM
I have the same problem when I was sailing Bismarck is my crew is not able to see Catalina was only when I started to shoot it but when I saw it was a destroyer sailed oki think that this problem tartar that obscures the view of observers of the superstructure on the bridge, unfortunately vessels often do not see :(

Well, you can play career with the mod, but I have only played the single mission and multiplayer. When you start a career error. =((((
The only thing I dislike about fashion is the problem with textures from Tirpitz.

Sorry of my English.

Lipud U-107
11-03-09, 04:47 PM
Well, you can play career with the mod, but I have only played the single mission and multiplayer. When you start a career error. =((((
The only thing I dislike about fashion is the problem with textures from Tirpitz.

Sorry of my English.

hmmm my career everything was fine even when I was GWX 3.0 (a little wine but slow comp)

a problem with the textures of Bismarck, is not seen in the War Ship Mod 3.0 no unless it was in the link SHIP PACK then I can not help because I can not download this pack

Russian sailor
11-04-09, 01:55 AM
hmmm my career everything was fine even when I was GWX 3.0 (a little wine but slow comp)

a problem with the textures of Bismarck, is not seen in the War Ship Mod 3.0 no unless it was in the link SHIP PACK then I can not help because I can not download this pack

OK, but where can I download it? Ship Pack?

Von Talon
11-07-09, 02:07 PM
Hello! I'm battleship Bismarck and I want MORE AMMUNITION! Few convoys and I'm out of ammo! :down:

Btw my sister Tirpitz is ugly.

Lipud U-107
11-08-09, 09:46 AM
Hello! I'm battleship Bismarck and I want MORE AMMUNITION! Few convoys and I'm out of ammo! :down:

Btw my sister Tirpitz is ugly.

am got same problem but a have a soluton this problem
if you want you need back too War ship mod 2.0 v post in subsim and find my post

trochę szukania i gotowe

http://c.wrzuta.pl/wi10114/9403f568000eae594a1eb39f/0/amo
(http://c.wrzuta.pl/wi10114/9403f568000eae594a1eb39f/0/amo)

Von Talon
11-10-09, 09:42 AM
am got same problem but a have a soluton this problem
if you want you need back too War ship mod 2.0 v post in subsim and find my post

trochę szukania i gotowe

http://c.wrzuta.pl/wi10114/9403f568000eae594a1eb39f/0/amo
(http://c.wrzuta.pl/wi10114/9403f568000eae594a1eb39f/0/amo)

I didn't find it :(

Commander Gizmo
11-10-09, 10:49 AM
A few issues found:


The 1934A destroyer has a search light that appears to be upside down just behind the main exhaust.
The light cruiser has a terrible time spotting airplanes. I am getting bombed by planes and my crew can't see them even after being hit. I have to manually find them with the binocs and shoot them myself. They do spot about half of them though.
None of the destroyers appear to have enough fuel. They would run out trying to be escorts for anything (their primary role) and seem to use fuel at an even more terrible rate if not at 15-19 knots.

Lipud U-107
11-10-09, 12:49 PM
I didn't find it :(

D:\Program Files\Ubisoft\SilentHunterIII\Data\Cfg

and find file "Basic.cfg" :yep:

Patkins1983
11-12-09, 02:51 PM
Any ideas on how we can sort the watch out, sick of being bombed by aircraft.

I have seen off 2 BB TF without a single hit on my boat and yet my crew cant spot a hurricane. Wouldnt mind but they caused the loss of 6 PO's and 5 sailors.

IS it possible to fit radar warning to the boats, might give a better chance of detecting the aircraft.

Wreford-Brown
11-12-09, 04:10 PM
If you want to add VonDos' ships to your WSM campaign then 'WB's campaign with VonDos' ships v1.9' is compatible with this mod:

1. Use JSGME to disable ALL mods.
2. Enable "St Naz + Scleuse" mod.
3. Extract "WB's campaign with VonDos' ships" into JSGME MODS and install.
4. You will get warning messages about "GWX 3 - St Naz and Schleuse". Ignore these messages and continue to enable the mod.
5. Re-enable WSM.
6. Re-enable the Ge version that you are using.
7. Re-enable any other mods that you want to use.

Enjoy!

Lipud U-107
11-13-09, 06:51 PM
If you want to add VonDos' ships to your WSM campaign then 'WB's campaign with VonDos' ships v1.9' is compatible with this mod:

1. Use JSGME to disable ALL mods.
2. Enable "St Naz + Scleuse" mod.
3. Extract "WB's campaign with VonDos' ships" into JSGME MODS and install.
4. You will get warning messages about "GWX 3 - St Naz and Schleuse". Ignore these messages and continue to enable the mod.
5. Re-enable WSM.
6. Re-enable the Ge version that you are using.
7. Re-enable any other mods that you want to use.

Enjoy!


you mod work in stock Silent Hunter 3 and War Ship Mod 3.0??:hmmm:

Wreford-Brown
11-14-09, 07:02 AM
you mod work in stock Silent Hunter 3 and War Ship Mod 3.0??:hmmm:

Unfortunately not - you'll have to be using WSM with GWX.

Rothwell white
11-14-09, 11:51 AM
Just done a fresh install with GWX 3 and going have go at this (looks awesome) just 1 question is this MOD compatable with SH3 commander
when i save a patrol at sea then exit the game and reload the game crashes only using GWX 3 anyone any ideas why

Lipud U-107
11-14-09, 01:53 PM
Unfortunately not - you'll have to be using WSM with GWX.

OKi thx:salute:

Lipud U-107
11-14-09, 02:03 PM
Just done a fresh install with GWX 3 and going have go at this (looks awesome) just 1 question is this MOD compatable with SH3 commander
when i save a patrol at sea then exit the game and reload the game crashes only using GWX 3 anyone any ideas why


Unfortunately, such a thing could happen when we activate the mod GWX 3.0 and, for example, "alternative fleets" and can occur such that the sink something in the database because she does not fit into a bunker but is it enough simply SH3 Commader set "Start at sea" I did so and everything was oki.:arrgh!:

I greet all of subsim:rock:

Commander Gizmo
11-14-09, 11:42 PM
I attempted to search this thread after skimming it, but the search feature is not work at this time. I apologize if this is covered elsewhere.

I am having some issue with my brand new carrier. The deck guns farthest from the control tower in each direction are appear to be turning the opposite direction from what they should. These are the two guns that are actually on the deck rather than raised up a bit on a platform.

When my guns aim, the two guns mentioned rotate the wrong direction and end up firing at nothing just wasting ammo. If you have any ideas what might have caused this odd behavior, I'd be grateful for the suggestions.

Rothwell white
11-15-09, 03:25 PM
Unfortunately, such a thing could happen when we activate the mod GWX 3.0 and, for example, "alternative fleets" and can occur such that the sink something in the database because she does not fit into a bunker but is it enough simply SH3 Commader set "Start at sea" I did so and everything was oki.:arrgh!:

I greet all of subsim:rock:

This is superd what an effect when those 11" guns hit there target :D but......I am still having problems when saving at sea the game will not reload :hmmm: any ideas what the problem could be i am just using GWX 3.0

Lipud U-107
11-15-09, 10:10 PM
This is superd what an effect when those 11" guns hit there target :D but......I am still having problems when saving at sea the game will not reload :hmmm: any ideas what the problem could be i am just using GWX 3.0

This is true because it is the mod for 100% unofficial and are not compatible with each other, and I for me the mod is great because I've seen worse, and mod is the official added: In the U boot Mediterranean Sea "and looked like the Scharnhorst and Gneisenau :wah:from Ubi guys should go the tutoring of 3D Chinese U-47, but fortunately the guys took to work and SH4 looks very good, it added.
It was yet another addition to the official Silent Hunter 3 "Submarines on Hunt":down: had the two and the last I do not recommend ^

P.S.

I play in Silent Hunter 3, I must wait 15 minutes :ping:to see the words "not so long as ..." and the option to save me sad too, was more concerned about that at the time of the shooting did not do "BDS" (dead blue screen) overburden kompa what sometimes happens.:damn:

but because the game is worth a cool mod simply divine Awsome!!!

Wreford-Brown
11-16-09, 05:31 AM
This is superd what an effect when those 11" guns hit there target :D but......I am still having problems when saving at sea the game will not reload :hmmm: any ideas what the problem could be i am just using GWX 3.0

I'm having exactly the same problem but this has been an issue since stock - saving then reloading while at sea has always been a bit twitchy.

Make sure there are no ships within at least 20km (30 to 50 is better) and you reduce the chances of a CTD, but there is no way to prevent it happening.

I just make sure I have enough playing time to complete the mission or force myself to return to base when I would otherwise save. It can be annoying to return when in the middle of a successful cruise but there are many RL issues that could force a ship to return, from minor malfunctions to orders from home.

C'est la vie, c'est la guerre...

Rothwell white
11-16-09, 12:55 PM
I'm having exactly the same problem but this has been an issue since stock - saving then reloading while at sea has always been a bit twitchy.

Make sure there are no ships within at least 20km (30 to 50 is better) and you reduce the chances of a CTD, but there is no way to prevent it happening.

I just make sure I have enough playing time to complete the mission or force myself to return to base when I would otherwise save. It can be annoying to return when in the middle of a successful cruise but there are many RL issues that could force a ship to return, from minor malfunctions to orders from home.

C'est la vie, c'est la guerre...
Yes saved game well away from any ship the game reloaded fine :D. Thanks for the advice :salute:

Commander Gizmo
11-16-09, 12:59 PM
I just don't turn the game off except between patrols. I never use the save feature. It runs just fine in the background using hardly any CPU while paused. The memory isn't an issue for my system, though I guess it could be for some.

Wreford-Brown
11-17-09, 06:26 PM
Small piece of advice - don't try to launch a torpedo at a target directly ahead of you when you're going at flank speed. After the 500m arming distance it was underneath me and... BANG.

Now down to 32% hull integrity and limping back to Wilhelmshaven for a bollocking from the Flotilla Commander. :oops:

Commander Gizmo
11-17-09, 06:54 PM
I think that might be why destroyers fired off the side...

Rothwell white
11-20-09, 04:09 PM
I only wish there was more ammo 120 shells aint enough superb fantanstic though

Patkins1983
11-20-09, 09:03 PM
I think by tinkering with the ammo storage you can increase primary and secondary ammo amount, just cant remember what i did to get it to work.

Wreford-Brown
11-21-09, 03:58 AM
I only wish there was more ammo 120 shells aint enough superb fantanstic though

You need to adjust the basic.cfg file. Do a search for ammo_ and it will bring the right area up so you can adjust all ammunition types. Historically, every ship carried between 120 and 150 rounds per gun so U-47s values are about right.

Having dug into this I'm fairly sure that the value given in the basic.cfg file is per gun, so if you have five guns and set the value to 750 (the number the ship would carry as a whole) you'd end up with 2250 rounds. This is specific to the WSM as you can only man one of the guns and the rest of them use 'virtual' ammunition.

Wreford-Brown
11-21-09, 04:10 AM
u-47,

I've tried PM but have not had a response.

I have created a mod for myself that makes a few minor adjustments to your WSM and would like your permission to release it. The adjustments are:
Adjust range of the ships to fit in with SH3's flat' world model.
Changed ammunition to historic levels.
Added AP and SS rounds to GWX version.

There are a couple of other minor tweaks, I can give full details by PM before you make a decision on whether I can release or not.

WB

pavel.45
11-21-09, 08:28 AM
Hi,my name is pavel,i live in czech republich,subsim is very nice and where is download h-39 ship please,I dont find it anywhere,thank you:salute:
sorry of my english:D

MaxStierlitz
11-21-09, 11:49 AM
Hi,my name is pavel,i live in czech republich,subsim is very nice and where is download h-39 ship please,I dont find it anywhere,thank you:salute:
sorry of my english:D



ahoj kolego:salute:

pavel.45
11-21-09, 12:22 PM
Zdravím tě námořníku..taky čekáš na nejžhavější novinky?

Lipud U-107
11-22-09, 05:09 PM
u-47,

I've tried PM but have not had a response.

I have created a mod for myself that makes a few minor adjustments to your WSM and would like your permission to release it. The adjustments are:
Adjust range of the ships to fit in with SH3's flat' world model.
Changed ammunition to historic levels.
Added AP and SS rounds to GWX version.

There are a couple of other minor tweaks, I can give full details by PM before you make a decision on whether I can release or not.

WB

I think of is a good idea and would have liked Chinese U-47 because it could be used to your module
Ocean Wolf 3.0

and what to recommend ammunition read the post 128 and 129

P.S. I can't why can't see ammo SS,AP in Desk Gun

Wreford-Brown
11-22-09, 05:33 PM
I think of is a good idea and would have liked Chinese U-47 because it could be used to your module
Ocean Wolf 3.0

and what to recommend ammunition read the post 128 and 129

P.S. I can't why can't see ammo SS,AP in Desk Gun

I've gone with historically accurate ammunition - 150 rounds per gun.

In GWX there is no SS or AP ammunition, so this mod will replace those rounds in the game and give a reasonable breakdown per type (1/3 AP, 2/3 HE).

I've also added the 'missing' submarine names (e.g. Type VIIC/41) and made a few small adjustments, such as getting rid of all diving/surfacing commands (I lost out on around 30k tons when I accidentally pressed the ';' key and it wouldn't let me man the deck gun or use the UZO).

The mod is made for my own install, I'm just asking permission to share it with the community.

Rothwell white
11-25-09, 03:11 AM
This is a really great mod now that i have sorted my ammo values thanks to Wreford-Brown.

But how can my lookouts not see a Destroyer with search lights on from less then 1000 metres away

Fuzzyhead12
11-26-09, 11:35 AM
Epic mod chinse u rox

Fuzzyhead12
11-26-09, 12:42 PM
anyone want play online?

Fuzzyhead12
11-26-09, 06:31 PM
were can i download the us and ijn ships?

Fuzzyhead12
11-26-09, 06:39 PM
and is the h39 and o class aviable to download?

Deutschland
11-27-09, 10:41 PM
Hello Chinese U-47, please continue your GREAT WORK!! :yeah:

Lipud U-107
11-28-09, 10:41 AM
were can i download the us and ijn ships?


you have to wait until the Chinese U-47 finished work on the IJN and USS parts if well versed in Chinese U-47 works on the destroyer depth charges and may take some time you will be able to play Sub vs. Dys

Lipud U-107
11-28-09, 10:46 AM
and is the h39 and o class aviable to download?


you have to wait for WSM3.1
pozdro
:arrgh!:

Fuzzyhead12
11-28-09, 11:33 AM
thx^^ do u want to play over hamachi

next question can i ask 4 air support if i use the Graf Zeppelin?

Lipud U-107
11-29-09, 05:09 PM
thx^^ do u want to play over hamachi

next question can i ask 4 air support if i use the Graf Zeppelin?

no SH3 engin can't contol a air player support in Graf Zeppelin, only AI computer used air support :ping:

Sag75
11-29-09, 08:35 PM
mmm.. telling the true, yes you can! SH3 considers you like U-boot anyway and the player can ask Lufthwaffe air support when:
-more than three ships are in sight
-you are within an airbase range (tipically 800km)
-weather conditions are fine

Go in Radio station (press M), select "send contact report". If you see your sent report, the procedure was sucessful and you may expect air support within the next hours. If you can't see any message in the radio list it means the procedure cannot be complied by BdU.

Lipud U-107
11-29-09, 08:59 PM
mmm.. telling the true, yes you can! SH3 considers you like U-boot anyway and the player can ask Lufthwaffe air support when:
-more than three ships are in sight
-you are within an airbase range (tipically 800km)
-weather conditions are fine

Go in Radio station (press M), select "send contact report". If you see your sent report, the procedure was sucessful and you may expect air support within the next hours. If you can't see any message in the radio list it means the procedure cannot be complied by BdU.

thx

I heard about it or even read but never seen the development was not even written in the original guide to the game but I thought that it was not possible.:o
Tomorrow I will add photo greet Total and successful hunting:rock:

Wreford-Brown
11-30-09, 05:18 AM
It should be possible to add air support by tweaking the ranges of Axis airbases. If you set the range to 20,000 km (or another very high value) and adjust the chances of a response to between 60 and 70% it should mean every Axis air base will respond to your contact reports.

There will need to be a load of testing for this as you don't want to swamp the target with aircraft (adjusting the % chance of a response is the best way of seeing to this) and you'll need to be disciplined enough to just send one contact report - if you send too many contact reports then you'll end up with 50 or 60 Axis aircraft responding to your call every time (fun, but unlikely!). It will be a pretty crude way of solving the problem and you'll end up with all types of aircraft but it should work.

Let me think about this one :hmmm:

Tirpitz96
11-30-09, 02:39 PM
Hey guys,

I have an issue from which maybe you guys can help. I have the warship mod v3.0 installed with Silent Hunter 3 v1.4 (stock version) installed. For the most part, the mod works well but when I try to load a saved game, it always crashes to desktop. I followed the installation instructions exactly as in the readme file.

Anyone care to shed some light on the subject?



Thanks

Lipud U-107
11-30-09, 03:20 PM
It should be possible to add air support by tweaking the ranges of Axis airbases. If you set the range to 20,000 km (or another very high value) and adjust the chances of a response to between 60 and 70% it should mean every Axis air base will respond to your contact reports.

There will need to be a load of testing for this as you don't want to swamp the target with aircraft (adjusting the % chance of a response is the best way of seeing to this) and you'll need to be disciplined enough to just send one contact report - if you send too many contact reports then you'll end up with 50 or 60 Axis aircraft responding to your call every time (fun, but unlikely!). It will be a pretty crude way of solving the problem and you'll end up with all types of aircraft but it should work.

Let me think about this one :hmmm:

Today is also when I play with that. Adding the following picture (see link) which was written for radio and functions that have the original book, and if anyone can tell me is it possible?:hmmm:

http://w805.wrzuta.pl/obraz/powieksz/596zc9Ksry9

1
Wyśli a report to the contact - send the exact order of the commander namiary Headquarters
U-boat (BDU - Befehlsaber der unterseeboatwaffe). The result may be an attack or Navy
Luftwaffe.

2
(send)wiśli a report on the course of patrol - sends data units: the current number of torpedoes, the level of
fuel, crew and the status of the U-boat. winiku in this report, the BCS may refer to a ship on patrol
new region or issue an order to return to base.

3
orders - after pytanu of new orders, the BCS can change the zone patrol.

4
Escort to the database - message available if jeteś within range of the German base. The resulting
you'll get an escort to the database.

Lipud U-107
11-30-09, 03:22 PM
Hey guys,

I have an issue from which maybe you guys can help. I have the warship mod v3.0 installed with Silent Hunter 3 v1.4 (stock version) installed. For the most part, the mod works well but when I try to load a saved game, it always crashes to desktop. I followed the installation instructions exactly as in the readme file.

Anyone care to shed some light on the subject?



Thanks

You must go back a few pages because I was there we move on this topic.
P.S. pretty good nick:ping:

Lipud U-107
11-30-09, 03:27 PM
Quote:
Originally Posted by Fuzzyhead12 http://www.subsim.com/radioroom/smartdark/viewpost.gif (http://www.subsim.com/radioroom/showthread.php?p=1209656#post1209656)
and is the h39 and o class aviable to download?


you have to wait for WSM3.1
pozdro
:arrgh!:

http://images2.wikia.nocookie.net/althistory/images/c/cb/H_Class_Battleship.jpg

The German H-Class Superbattleship Götz von Berlichingen at anchor beside the Tirpitz prior to a joint exersize off Norway, 1963<<<!!!!

This photo montage is probably true but it looks like
more on this in the link below

http://althistory.wikia.com/wiki/Greater_German_Reich_(Deutschland_Siegt (http://althistory.wikia.com/wiki/Greater_German_Reich_%28Deutschland_Siegt))

Tirpitz96
11-30-09, 04:47 PM
Originally Posted by Lipud U-107

You must go back a few pages because I was there we move on this topic.
P.S. pretty good nick:ping:Ok, can you direct me to the topic cause I figure I'll be searching for this forever.

As for the nickname, thanks for the compliment! :D

Lipud U-107
11-30-09, 05:33 PM
Ok, can you direct me to the topic cause I figure I'll be searching for this forever.

As for the nickname, thanks for the compliment! :D

hmm, unfortunately I could not find what you looking for but I'll tell you why your game has crashes because WSM 3.0 is not an official mod taken with the fans of the game and everything is not predictable and it is possible that in some places will not tightened.
I think the mod is great, and belong to its creators a huge round of applause for the effort and time that spent on this and that game can not save it for me no problem, such as the satisfaction that a U-boat emerged from the depths and got a good antyreligie.
P.S. I wish you successful hunts:salute:

Wreford-Brown
12-01-09, 04:16 AM
Further to my last post, rather than changing all airbases it's probably a good idea to change just one, preferably one which has the correct aircraft type (what was the Graf Zeppelin supposed to carry?) and set its response to 100%. In that way you'll get two or three aircraft of the right type responding to your contact report, the same as if you'd launched a couple of aircraft from the carrier.

If you repeatedly send contact reports you'll get more and more aircraft, but this is a minor price to pay for the ability to 'launch' aircraft yourself.

Draka
12-01-09, 09:06 AM
From Wiki:
Graf Zeppelin's expected role was that of a sea-going scouting platform and her initial planned air group reflected that emphasis: twenty Fieseler Fi 167 (http://www.subsim.com/wiki/Fieseler_Fi_167) biplanes for scouting and torpedo attack, ten Messerschmitt Bf 109 (http://www.subsim.com/wiki/Messerschmitt_Bf_109#Bf_109T_.22Tr.C3.A4gerflugzeu g.22_.28carrier_aircraft.29) fighters, and thirteen Junkers Ju 87 (http://www.subsim.com/wiki/Junkers_Ju_87) dive-bombers.[3] (http://www.subsim.com/radioroom/#cite_note-Reynolds44-2) This was later changed to thirty Bf 109 fighters and twelve Ju 87 dive-bombers as carrier doctrine in Japan, Great Britain and the United States shifted away from purely reconnaissance duties towards offensive combat missions.[3] (http://www.subsim.com/radioroom/#cite_note-Reynolds44-2)

Very good workup on her:

http://www.bobhenneman.info/grafzeppelin.htm

Fuzzyhead12
12-01-09, 10:28 AM
i want to open a warshipmod server at ubi.com servers nut i have nerver a ping why? can i play only over hamachi?

i used wsm3.0 with a gwx 16km mod

Wreford-Brown
12-01-09, 11:21 AM
From Wiki:
Graf Zeppelin's expected role was that of a sea-going scouting platform and her initial planned air group reflected that emphasis: twenty Fieseler Fi 167 (http://www.subsim.com/wiki/Fieseler_Fi_167) biplanes for scouting and torpedo attack, ten Messerschmitt Bf 109 (http://www.subsim.com/wiki/Messerschmitt_Bf_109#Bf_109T_.22Tr.C3.A4gerflugzeu g.22_.28carrier_aircraft.29) fighters, and thirteen Junkers Ju 87 (http://www.subsim.com/wiki/Junkers_Ju_87) dive-bombers.[3] (http://www.subsim.com/radioroom/#cite_note-Reynolds44-2) This was later changed to thirty Bf 109 fighters and twelve Ju 87 dive-bombers as carrier doctrine in Japan, Great Britain and the United States shifted away from purely reconnaissance duties towards offensive combat missions.[3] (http://www.subsim.com/radioroom/#cite_note-Reynolds44-2)

Very good workup on her:

http://www.bobhenneman.info/grafzeppelin.htm

This should be easier than I thought - all I need to do is find an airbase with Bf 109's and Ju 87's and adjust the range values.

Brasi
12-01-09, 12:20 PM
Has anyone recorded video of this mod in action? I'm really interested in doing some Jutland style WWI battles. Would love to get my hands on the Scharnhorst and go against the home fleet.

Fuzzyhead12
12-01-09, 01:45 PM
ok i cant make rooms but friend can it the mods work without probs

Rothwell white
12-01-09, 03:04 PM
Has anyone recorded video of this mod in action? I'm really interested in doing some Jutland style WWI battles. Would love to get my hands on the Scharnhorst and go against the home fleet.

No vids but sail into Scapa Flow or the port of Gibraltar you will have loads of fun :yeah:

Brasi
12-01-09, 04:21 PM
No vids but sail into Scapa Flow or the port of Gibraltar you will have loads of fun :yeah:

So what's the process, say if I want to man the Scharnhorst and the HMS Hood comes over the horizon? How do you use all the different gun turrets and range the guns for that matter?

Brasi
12-01-09, 07:42 PM
I must be missing the obvious. Can someone provide the link to the warship mod download.

thanks...

Rothwell white
12-02-09, 01:01 AM
So what's the process, say if I want to man the Scharnhorst and the HMS Hood comes over the horizon? How do you use all the different gun turrets and range the guns for that matter?

Just click on man the deckgun and all the turrets will take aim at any ship the gunners see

Brasi
12-02-09, 10:30 AM
So no one has the link for the latest version of the Warships mod?

Lipud U-107
12-02-09, 11:02 AM
Has anyone recorded video of this mod in action? I'm really interested in doing some Jutland style WWI battles. Would love to get my hands on the Scharnhorst and go against the home fleet.

characteristics such Fraps full version videos I did have a link here
http://www.speedyshare.com/554313659.html

Rothwell white
12-02-09, 11:03 AM
So no one has the link for the latest version of the Warships mod?
Look at post No1 on this thread there's two links there

Lipud U-107
12-02-09, 11:06 AM
So what's the process, say if I want to man the Scharnhorst and the HMS Hood comes over the horizon? How do you use all the different gun turrets and range the guns for that matter?

Unfortunately, not all of the (maybe not yet)

Gaz2
12-02-09, 04:13 PM
Sorry to be a noob, but what do you do with the Rar file once you have downloaded it to make it work?

Tirpitz96
12-02-09, 06:11 PM
Originally Posted by Lipud U-107

hmm, unfortunately I could not find what you looking for but I'll tell you why your game has crashes because WSM 3.0 is not an official mod taken with the fans of the game and everything is not predictable and it is possible that in some places will not tightened.
I think the mod is great, and belong to its creators a huge round of applause for the effort and time that spent on this and that game can not save it for me no problem, such as the satisfaction that a U-boat emerged from the depths and got a good antyreligie.
P.S. I wish you successful hunts:salute:

Hmm....well I don't mean to be rude or anything but if you can't go through a campaign, load a campaign or single mission file with the Silent Hunter 3 warship mod v3.0 then why even release it? I'm kinda looking for an official warship mod where I can go through a campaign and load saved files with a warship. I have the warship mod 2.0 for SH3 v1.4 but I noticed that the forward most 15" gun turret on the Bismarck is smaller than the others and I don't know how to fix this so if there's a fully-functional, official version of the warship v3.0 mod, that would be nice.

Thanks!

Wreford-Brown
12-03-09, 03:59 AM
Hmm....well I don't mean to be rude or anything but if you can't go through a campaign, load a campaign or single mission file with the Silent Hunter 3 warship mod v3.0 then why even release it? I'm kinda looking for an official warship mod where I can go through a campaign and load saved files with a warship.

There are plenty of people who are using the WSM successfully with their installs, so we need to work out what your problem is.

Have you installed the correct version of WSM 3.0 - either GWX (if you're using GWX as a base for WSM) or the vanilla SH3 1.4b? If you are using the wrong version, it will cause CTDs.

Tirpitz96
12-03-09, 09:39 AM
Originally Posted by Wreford-Brown

There are plenty of people who are using the WSM successfully with their installs, so we need to work out what your problem is.

Have you installed the correct version of WSM 3.0 - either GWX (if you're using GWX as a base for WSM) or the vanilla SH3 1.4b? If you are using the wrong version, it will cause CTDs.Yup! I have the stock version of Silent Hunter 3 installed (without GWX) and I verified to make sure I was using the correct version of WSM 3.0. As for the vanilla version of SH3 v1.4b, well I did install the version 1.4 update but it doesn't indicate that it is version 1.4b so whether or not it is v1.4b, who knows. And might I also add that when I go to activate, for example, GeI, I get a pop up box that tells me that activating GeI (or GeII or GeIII) will alter some files and may have adverse effects on the game but if I hit the "no" button, the mod doesn't work.

Lipud U-107
12-04-09, 09:47 AM
Yup! I have the stock version of Silent Hunter 3 installed (without GWX) and I verified to make sure I was using the correct version of WSM 3.0. As for the vanilla version of SH3 v1.4b, well I did install the version 1.4 update but it doesn't indicate that it is version 1.4b so whether or not it is v1.4b, who knows. And might I also add that when I go to activate, for example, GeI, I get a pop up box that tells me that activating GeI (or GeII or GeIII) will alter some files and may have adverse effects on the game but if I hit the "no" button, the mod doesn't work.

1
you have Silent Hunter 3 1.4 v
2
you have to decide whether you'll play on normal or on the SH3 GWX 3.0 is very important.
3
A -
if you simply do not install GWX else will crash
* First you need to have JSMGE and War Ship Mod 3.0 stock version.
* Installing JSMGE in foldeże Silent Hunter 3 elsewhere (located next to the folders powiny be "Date", "Documentation", "Support")
* after installing JSMGE open it and should open a window that asks you whether you want to create a folder "MODS" click "OK."
* to this folder "MODS" paste WSM 3.0 stock 1.4V (unpacked with winrar) and close the folder "MODS".
* JSMGE open and activate the "WSM3.0SH3stock1.4v"
whereupon close JSMGE (always), open and activate again JSMGE "WSM3.0 and close again (I recommend to do it every time) do not worry about messages in August and always click on" YES ".
* Choose one of the parts (post no. 1) you can activate only one! no more because the game will crash.

b -
WSM GWX 3.0 & 3.0
Installation is similar to that which is switched above differs only those that emerge after the installation of SH3 GWX 3.0 and install it so the rest WSM3.0GWX3.0 same.

at a glance

a 3.0-WSM Stock

instal

SH3 1.4V

JSMGE

WSM 3.0 SH3Stock1.4v

b -

instal

SH3 1.4V

GWX 3.0

JSMGE (if you mute)

WSM 3.0 GWX 3.0

I hope that everything was well explained and everything will work beautifully, and I also sincerely hope that no one move this thread installation. :doh:

Successful hunts:arrgh!:

Wreford-Brown
12-04-09, 05:29 PM
WB's mod for U-47s WSM (GWX 3.0) makes the following changes to U-47s WSM mod:

1. Adjusts ship ranges to their historical values. No more running out of fuel.
2. Gives you back the various types of round (AP, HE, SS) taken out by GWX.
3. Adjusts the number of rounds of each type carried to a historical value of 150 rounds per gun, roughly split as 1/3 AP and 2/3 HE with a small number of SS shells.
4. Adds Fuel Economy. If you use the 'Ahead One third' ("2" key) then you will cruise at the most economical speed.
5. Removes all unused commands (e.g. surface, dive etc.).
6. Replaces the names of GWX submarines (e.g. Type VIIC/41)
7. Amends the 'Short Range' firing distance to 2000m - less wastage of shells.

Fully JSGME compatible, full details are contained in the Readme

difool2
12-05-09, 05:59 PM
Appreciate it W-B, but what is a "Ge# mod"? [From your readme]

Now, if only someone would mod the rangefinders, both in the guns and high on the tower, and give us control of at least one big gun, I'd be perfectly content.

Wreford-Brown
12-05-09, 06:46 PM
It's the number of the Ge mod you're using - either I, II or III.

Rothwell white
12-06-09, 12:56 AM
WB's mod for U-47s WSM (GWX 3.0) makes the following changes to U-47s WSM mod:

1. Adjusts ship ranges to their historical values. No more running out of fuel.
2. Gives you back the various types of round (AP, HE, SS) taken out by GWX.
3. Adjusts the number of rounds of each type carried to a historical value of 150 rounds per gun, roughly split as 1/3 AP and 2/3 HE with a small number of SS shells.
4. Adds Fuel Economy. If you use the 'Ahead One third' ("2" key) then you will cruise at the most economical speed.
5. Removes all unused commands (e.g. surface, dive etc.).
6. Replaces the names of GWX submarines (e.g. Type VIIC/41)
7. Amends the 'Short Range' firing distance to 2000m - less wastage of shells.

Fully JSGME compatible, full details are contained in the Readme
Nice thanks WB well done :salute:

MaelstromT26
12-21-09, 01:54 AM
First off, Chinese U47...your mod shi hen hao!! There have been a couple of very minor glitches but the overall it's excellent.

Pardon me if this a repeat question guys but has anyone had instances where the crew starts shelling friendly vessels despite the presence of enemy vessels? And a possible work around to the problem?

Thanks once again for an excellent addition to SH3 GWX :rock:

Von Talon
12-23-09, 01:34 PM
I can't wait for WSM 3.1! I hope you release it soon.

But if you are not going to resease it soon, I have some suggestions:

- We (well at least I) want MORE ships! I mean this is a warship mod, leave the subs! Im always bored becouse there isn't enough ships, so it would be nice to have many ships like in Warship mod 2.0.

- Single missions especially denigned for surface ships, hypotetical and historical, like Battle of the Denmark strait and KGV, Rodney and cruisers vs Bismarck.

- More harbors (for warship bases) LIKE Narvik and that port in northern France.

- More detailed warships. Example, the wooden deck on the ships look very crappy. (The wooden deck itself isn't ugly, but the texture is)

- There is a annoying glitch at Scharnhorst's bridge. I dont want to command Scharnhorst becouse its soo annoying. FIX IT!!!1111!

- More stuff to bridges (espeacially Bismarck's). It would be nice if there would be stuff like tables, maps and sailors.

- It would be nice too if the enemy would hit something

- And a big one: escort ships! I know its VERY hard to make, but it would be rrreeaally cool if you could order destroyers to escort you.

And you better release it soon or I'll get angry! :stare:

Fuzzyhead12
01-10-10, 01:36 PM
ähm one i can take out u can only tranform subs with deckguns to dd-cl-ca couse subs without deckgun cant fire bzw aim per order. he need to make moar part for it. the ungly deck mhh ok its not detailed how in sh4 but for sh3 its ok the sharnhorst glitch yes i know what u mean the guys can only see targets from -90°-+90° (9 o clock-3 o clock) the tabels and dekor in the comand tower will be nice,

i have one question can u make that u can order planes if u drive a cv?
and u make nice work iam unworthly.

audessy
02-01-10, 10:24 PM
I request there be more upgrades for the ships. Other than that it's a wonderful mod.

I noticed you can change the guns on scharnhorst to duals from triples and my mouth started to water. :smug:

miner1436
02-01-10, 11:15 PM
Something happened to their website.:06:

audessy
02-03-10, 12:47 AM
I've been doing some tests and making some adjustments. One thing I suggest is reducing armor levels of the bigger ships and increasing their hit points.

I tried a suicide run into Rosyth with the Deutschland like this and took major damage from the shore artillery. Compartments flooded, equipment got destroyed, crew died, and finally I got the "You're Dead" screen when she finally took 20,000 hit points. I'm going to try more hitpoints and see if I can actually see her sink. :DL

This makes for a epic battle with other warships and even DD's can be a nuisance.
I can't wait to see the punishment that GWX planes will deliver in later years. :haha:

I also played with the gun accuracy a bit. I noticed even with triple 11's at near point blank range it sometimes takes the gunners over 6 volleys to even land 1 shell. I think I've got it to the point where at 1-2000 meters if you "Fire at will" you'll 1 shot most merchants.


Very fun mod. I can't thank you enough!!!!

Shouken
02-06-10, 12:46 AM
would you mind posting the accuracy details?

audessy
02-06-10, 01:01 AM
@shouken

Editing the guns in Skwas I noticed a good improvement in accuracy. Try using lower max angles, higher max range, and very high muzzle velocity. Reduce recoil and the tolerences to 0.1. This should cause the guns to shoot flatter and at a lower angle. So even if your gunners overshoot they're still abound to hit something. Your gunners will most of the time hit nothing but water on their 1st and second shots. Afterwards they start to hit almost every time on a large ship that is.



Also, I made a post on how to experience sinking without dieing. This way you can continue to fight even with your bow underwater.

See here:
http://www.subsim.com/radioroom/showthread.php?t=161336

audessy
02-06-10, 01:03 AM
To Chinese U-47.

Both of your releases of version 3.0 have the "Max error angle" set to 40 in the sim.cfg file. This causes the AI to never hit anything. Just a FYI. I prefer using 2. Taking damage is the fun part :D

Dibbo
02-08-10, 05:33 PM
To Chinese U-47.

Both of your releases of version 3.0 have the "Max error angle" set to 40 in the sim.cfg file. This causes the AI to never hit anything. Just a FYI. I prefer using 2. Taking damage is the fun part :D

yea its much more fun takeing damage :D hmm is there a way to make the ai hit stuff insted of just fireing into the air :S

audessy
02-08-10, 05:46 PM
yea its much more fun takeing damage :D hmm is there a way to make the ai hit stuff insted of just fireing into the air :S


Yes, open sim.cfg with notepad and set the line Max error angle= to about 3 or less. Here's what mine looks like.

[AI Cannons]
Max error angle=3 ;[deg]
Max fire range=30000 ;[m]
Max fire wait=12 ;[s]

[AI AA guns]
Max error angle=5 ;[deg]
Max fire range=7000 ;[m]
Max fire wait=7 ;[s]


Hope that helps. :)

Shouken
02-09-10, 12:14 AM
thanks man

preussen
02-11-10, 04:16 PM
does anyone know how one can change the accuracy for the main guns? im using the bismarck and my crew are all trained, but the aint hitting anything lol. my smaller guns are good and get on target, but the big ones could'n hit a barn door with a nuke lol.

ne one know where i can adjust the setting.

other than that this is the best mod ive ever had, just awsome.

DirtyACE
02-11-10, 07:15 PM
Am I understanding this correctly that by using this mod, one can play a career game using a capital ship in GWX, just as you would be able to do by using a uboat? Or do you only play single missions and there's no career mode?

Also wanted ask if I should download the 3.0 or wait for 3.1 of this mod?

audessy
02-11-10, 09:10 PM
@preussen

Read the rest of this page.


@DirtyACE

You can run a career in this mod! You can't use uboats though.

Don't bother waiting for 3.1. Chinese U-47 tends to randomly appear with his modified goodness. :DL

Enjoy the hell out of 3.0. I've been addicted to it for weeks. Although I'm making my own personal mod to fix somethings.

DirtyACE
02-11-10, 09:20 PM
@DirtyACE

You can run a career in this mod! You can't use uboats though.

Don't bother waiting for 3.1. Chinese U-47 tends to randomly appear with his modified goodness. :DL

Enjoy the hell out of 3.0. I've been addicted to it for weeks. Although I'm making my own personal mod to fix somethings.

Thanks, that's what I was getting at, if the campaign can be played with capital ships exclusively. Well now that I know, I'm really excited. I really love GWX and now this mod in addition to it would just be amazing. As much as I like commanding a Uboat, commanding a huge capital ship is just a whole different game.

Can you tell me what kind of fixes are planning on making? Does it have to do with some bugs in the mod?

buckeyedude2007
02-11-10, 10:30 PM
I am a new simmer and recently bought SH3 at a garage sale. Playing the game i love it. I downloaded this MOD and can only play as the Leipzeg, and the Gunboat and type 34 destroyer. Can someone tell me where ive gone wrong? Or how to Properly install this mod. it looks amazing and i really want to play as Bismark and Scharnhorst

audessy
02-11-10, 10:49 PM
I am a new simmer and recently bought SH3 at a garage sale. Playing the game i love it. I downloaded this MOD and can only play as the Leipzeg, and the Gunboat and type 34 destroyer. Can someone tell me where ive gone wrong? Or how to Properly install this mod. it looks amazing and i really want to play as Bismark and Scharnhorst


1. First get a fresh install. Uninstall sh3 and install it again. We need to make sure nothing is in the wrong place.

2. Make sure to download the 1.4b patch for silent hunter III.

3. Install the Warship Mod for stock sh3. The file is WSM3.0SH3V1.4.rar. If you have WSM3.0GWX3.0.rar you downloaded the wrong one. That's for GWX. GWX is a great but very large mod. I'd recommend trying stock first. Make sure you move the MODS, JSGME.exe, and readme.txt to your game directory from the .rar file.

4. Run JSGME.exe from your game directory. Enable WSM3.0. Close JSGME and open it again. Now enable Ge1, GeII, GeIII, whichever you like. See the first page of this thread for details on the ships contained. Remember... Only 1 though.

I hope this helps.

audessy
02-11-10, 11:22 PM
Thanks, that's what I was getting at, if the campaign can be played with capital ships exclusively. Well now that I know, I'm really excited. I really love GWX and now this mod in addition to it would just be amazing. As much as I like commanding a Uboat, commanding a huge capital ship is just a whole different game.

Can you tell me what kind of fixes are planning on making? Does it have to do with some bugs in the mod?

At this very minute I'm trying to find a way to make the guns fire gradually. For some reason my star shells will on the 11 inch deutschland triples but not with any other shell. I'm confused. I'm trying to set a recoil effect of 1 second so they fire like the Iowa in this video.

http://www.youtube.com/watch?v=nsNlmiLJGIw&feature=related

So far what I've done is:

-Changed the large caliber gunfire to sound more like the Iowa in that video... but a nice rolling thunder effect afterwards. :D

-Re-enabled all shell types for all usable guns.

-Changed the way ALL capital ships handle being damaged. When I sink I decide when I'm dead. Not some crappy you're dead screen. Screenies here:
http://www.subsim.com/radioroom/showthread.php?t=161336
I recently had a battle with the HMS Hood in a Scharnhorst. My bow was nearly underwater, and half of my crew dead (literally) yet I managed to fight the flooding for another 10 minutes. Meanwhile HMS Hood had a 20 degree list to starboard and sinking, only 1 of her main batteries still firing. In the end we killed each other. A glorious battle.

-Made the AI very accurate. Unfortunately I'm still trying to figure out how to fix my own accuracy. I had a renown still scoring hits on me from 20km+ away as an example.

-Added many patrolling random task forces. Unrealistic yes. But since DD's are just really annoying now and sinking merchants with huge guns gets old I figure I'd better put some antagonists in. I stumbled upon 2 hoods guarded by a southampton and 5 destroyers. I RAN LIKE HELL! Attacking at night is the main strategy in WSM but now it's actually quite frightening.

-Reduced the total amount of sailors on board. I did this because there's no way 1000+ sailors are going to fit on the uboat menu. More or less they're like symbols of many sailors to me. Sort of like Navy Field. This also makes the impact of crew death devastating. Losing an machinist or a repair man in battle may mean you're not coming back. I lose at least 2 sailors per mission with 2 medics btw.

-Flooding speed is much higher and the time to repair it is balanced. Even with a veteran crew you'll come within minutes of death. Sometimes you're a minute too late. More than one large caliber shell to the same compartment means you're in some serious trouble.



I'm hoping to share some of this with Chinese U-47 and see if he wants to use it in his next release. He's so darn elusive though!

buckeyedude2007
02-12-10, 11:19 AM
Thanx audessy, everything is working great now. Cant belive i found the game at a yard sale! Thanks again!

preussen
02-12-10, 01:32 PM
@audessy

ahh right so you aint got it solved yourself yet. i seem to have missed that you posted a change for AI accuracy. i was wondering how i was never hit when i went into gibralta or dover. changed it to your settings and i gotta say, its more fun when you limp home on fire and all batterd lol, i might have to tinker with the flooding thing too. sounds like a good addition.

but a look into the files of the wsm 3 german ships 1 mod file could be worth an idea, since if i go the scharenhorst the tripple guns get on target after 2-3 rounds. but as i aint got the slightest of clues on how to mod or change any cfg or other files.

audessy
02-13-10, 05:19 AM
@audessy

ahh right so you aint got it solved yourself yet. i seem to have missed that you posted a change for AI accuracy. i was wondering how i was never hit when i went into gibralta or dover. changed it to your settings and i gotta say, its more fun when you limp home on fire and all batterd lol, i might have to tinker with the flooding thing too. sounds like a good addition.

but a look into the files of the wsm 3 german ships 1 mod file could be worth an idea, since if i go the scharenhorst the tripple guns get on target after 2-3 rounds. but as i aint got the slightest of clues on how to mod or change any cfg or other files.


The problem is with the players gunners AI which seems to be hard coded. There is a way around it but it destroys realism. Example, making the guns elevate and traverse at very high speed helps the AI however seeing a big 11 inch turret "twitch" and point at the target kinda sucks. I think I may have got the shell dispersion lower though. At 10km the spread on the 11 inch triples is just unacceptable for being 1/4th of it's total range.

I was hoping gradual fire of each barrel 1 second apart from each other might help but there's no practical way of doing this. If I make the guns fire this way the AI cannot use them in 2 of the methods I came up with. :nope:

I'm really tempted to release what I've finished as a mod to be used on top of this one. I had a nice battle today against a Renown.
Engaged at 11pm.
Struck her with 2 torpedos from my Deutschland.
3 of her escort DD's spotted me and charged.
Returned fire at Renown while running away.
Took casualties, went to flank speed and engaged the DD's instead.
Sunk 2 dd's and crippled 1. Renown lost sight and disengaged at 12pm.
Shadowed and repaired for about 3 hours.
Engaged again, more flooding. Renown starting to list to starboard at 10 deg.
Retreated for repairs, sunk the remaining DD.
Engaged for the last time at 5am at a 6km firing distance. Renown's engines stopped due to flooding.
Realized I was low on ammo and flooding.
Suicide attempt knowing I wouldn't make the retreat this time I decided to ram her.
Controlled the A turret manually while speeding at her going 30kts.
Took 2 more shells making more flooding.
Continued to make good waterline hits until we collided.
Now at a flood time of 1:30 I was in trouble.
The watch notified me that she was finally sinking now at a 30 degree list.
Quickly assigned repair crews and managed to control the flooding.
Limped back to port missing most of my equipment, 2 seaman and many more wounded.

If it wasn't for those 2 torpedo's I hit her with I would've been a midnight snack.

preussen
02-13-10, 02:41 PM
thats a good point, i would not like to see the bismarcks big guns twitch, or move to fast, after 2-3 volleys my main guns now manage to get on target, and i aint got a clue what i changed, i was playing around with so many things i lost track lol. but then again with manuel aiming i can hit most targets up to about 10km. but will never try my luck againt my Hunt II (or as i thought it was, turned out it was the hood followed by 3 other destroyers. needless to say i didnt have much of a chance, managed to damage the hood in a way that she didnt fire back and took out 2 destroyers, thought id go in for the kill, and then got sunk by mutiple bombers.

and now im gonna do the changes you have done, to make the ship list. sound and looks a good addition to this mod here.

The problem is with the players gunners AI which seems to be hard coded. There is a way around it but it destroys realism. Example, making the guns elevate and traverse at very high speed helps the AI however seeing a big 11 inch turret "twitch" and point at the target kinda sucks. I think I may have got the shell dispersion lower though. At 10km the spread on the 11 inch triples is just unacceptable for being 1/4th of it's total range.

I was hoping gradual fire of each barrel 1 second apart from each other might help but there's no practical way of doing this. If I make the guns fire this way the AI cannot use them in 2 of the methods I came up with. :nope:

I'm really tempted to release what I've finished as a mod to be used on top of this one. I had a nice battle today against a Renown.
Engaged at 11pm.
Struck her with 2 torpedos from my Deutschland.
3 of her escort DD's spotted me and charged.
Returned fire at Renown while running away.
Took casualties, went to flank speed and engaged the DD's instead.
Sunk 2 dd's and crippled 1. Renown lost sight and disengaged at 12pm.
Shadowed and repaired for about 3 hours.
Engaged again, more flooding. Renown starting to list to starboard at 10 deg.
Retreated for repairs, sunk the remaining DD.
Engaged for the last time at 5am at a 6km firing distance. Renown's engines stopped due to flooding.
Realized I was low on ammo and flooding.
Suicide attempt knowing I wouldn't make the retreat this time I decided to ram her.
Controlled the A turret manually while speeding at her going 30kts.
Took 2 more shells making more flooding.
Continued to make good waterline hits until we collided.
Now at a flood time of 1:30 I was in trouble.
The watch notified me that she was finally sinking now at a 30 degree list.
Quickly assigned repair crews and managed to control the flooding.
Limped back to port missing most of my equipment, 2 seaman and many more wounded.

If it wasn't for those 2 torpedo's I hit her with I would've been a midnight snack.

audessy
02-13-10, 04:58 PM
What year? I rarely get attacked by bombers in 1939/40 and it's kind of disappointing. I'm hoping the RN and RAF gets mad at me eventually :)

preussen
02-13-10, 06:44 PM
i was in 1943, well i was lol, back to 1939 it is now hehehe.

i dont have a hull damage procentage so i cant see how damaged it is and it kinda makes it hard to judge when i should pull out of a battle. but then again 2 red compartments and burning flak guns and 30 dead should have been a goog hint.

and for some reason my ship dont list to the side, shame really, i like what i have seen in ur pics, but i must have done somthing wrong. back to the drawing board it is then. and figure out what i did wrong.



What year? I rarely get attacked by bombers in 1939/40 and it's kind of disappointing. I'm hoping the RN and RAF gets mad at me eventually :)

audessy
02-14-10, 11:01 PM
There's 4 ways in the game it will give you the instant death screen.

1. A compartment is destroyed.
2. The compartment is completely flooded.
3. Your ship took too many overall hitpoints set in the .zon file of the ship.
4. Crushed by pressure.

I'd prefer crushed by pressure every time. However the flaw with my method of giving equipment flotability is that you can never correct the list. Somewhat realistic but I am now using a balance. It works amazing most of the time. However sometimes I stop the flooding with my deck awash. Strange seeing a scharnhorst at periscope depth. :har:

I just assume I'm dead when this happens.

Submarine
02-15-10, 01:27 PM
Will you have my kids!?

This mod.. whew man its hard to take in what this mod does..

audessy
02-15-10, 07:29 PM
Looking around through the game mechanics I noticed a huge problem that I'm going to test. I noticed that most or all DD's have 25cm(9.8 inches). Looks like someone wanted it to be impossible for Uboat deck guns to sink dd's. :nope: Battleships have 90cm(35.4 inches) :damn:. I'm going to balance everything and test this. I noticed there was a problem while testing a Bismarck against and air raid and I took 8 bombs with minimal damage.

preussen
02-16-10, 07:48 AM
lol i had that prob seeing my bissy at periscope depth, but i changed the the crush depth to 22mtr, shes 10 mtr under anyways and i figured that another 12 mtr would be enough to sink her in real life.

but it does look so cool when she lists to one side, and is my indication to get the hell outta there and head home.

the main ones giving me a headache are those pesky torpedo boats:damn:, takes me ages to destroy them, and i hate the lil pests.



There's 4 ways in the game it will give you the instant death screen.

1. A compartment is destroyed.
2. The compartment is completely flooded.
3. Your ship took too many overall hitpoints set in the .zon file of the ship.
4. Crushed by pressure.

I'd prefer crushed by pressure every time. However the flaw with my method of giving equipment flotability is that you can never correct the list. Somewhat realistic but I am now using a balance. It works amazing most of the time. However sometimes I stop the flooding with my deck awash. Strange seeing a scharnhorst at periscope depth. :har:

I just assume I'm dead when this happens.

JSLTIGER
02-16-10, 09:31 AM
I just installed this mod, and it is FANTASTIC! Thanks so much to U-47! Nothing like the Bismarck to blow up stuff.

audessy
02-17-10, 12:46 PM
@preussen

I haven't tested it. But maybe a larger radius on some shells could give them splash damage for our torpedo boat problem? In reality I'm sure if a 15 inch shell explodes not even 5 feet from a torpedo boats hull it would hurl the boat over.

When all else fails you can ram them. The AI is quite dumb and will try to ram anything. It just takes a long time.

preussen
02-21-10, 07:58 PM
Where would i look to change those stats? i mean the bigger radius?
i looked in the bismarck cfg and zon files, but im not sure if i have to look in G1 mod files or the actual files in the sh3/data files. and if, shouldi look into the IDX2D submarine files or the SH3/data/sea and then under bismarck?
as i said im a bit of a noob lol


@preussen

I haven't tested it. But maybe a larger radius on some shells could give them splash damage for our torpedo boat problem? In reality I'm sure if a 15 inch shell explodes not even 5 feet from a torpedo boats hull it would hurl the boat over.

When all else fails you can ram them. The AI is quite dumb and will try to ram anything. It just takes a long time.

Lipud U-107
02-22-10, 08:04 AM
Where would i look to change those stats? i mean the bigger radius?
i looked in the bismarck cfg and zon files, but im not sure if i have to look in G1 mod files or the actual files in the sh3/data files. and if, shouldi look into the IDX2D submarine files or the SH3/data/sea and then under bismarck?
as i said im a bit of a noob lol

If you want to increase coverage to Bismarck, there are 2 possibilities
1. the level of realism.
2. cfg files (though it is very risky because if you make a mistake that she could not sail anywhere)

by my Chinese U-47 very well defined range of ships, and to be able to specify the range of ships, well according to me it is not possible because of too many conditions attributable to fuel złożycie:hmmm:

good hunt:rock:

preussen
02-23-10, 12:29 PM
the travelinmg distance of my ship aint the problem, more the explosion radius of my main battery shells. even if i hit the water right next to a torpedo boat it does not damage it, and those little pests are really getting on my nerves:damn:, i was just sunk by 3 of them using their machine guns, so 3 torpedo boats sunk the bismarck with their machine guns lol:yeah:. its getting to the stage where im looking how i can uninstall them lol.


If you want to increase coverage to Bismarck, there are 2 possibilities
1. the level of realism.
2. cfg files (though it is very risky because if you make a mistake that she could not sail anywhere)

by my Chinese U-47 very well defined range of ships, and to be able to specify the range of ships, well according to me it is not possible because of too many conditions attributable to fuel złożycie:hmmm:

good hunt:rock:

Lipud U-107
02-24-10, 04:48 PM
the travelinmg distance of my ship aint the problem, more the explosion radius of my main battery shells. even if i hit the water right next to a torpedo boat it does not damage it, and those little pests are really getting on my nerves:damn:, i was just sunk by 3 of them using their machine guns, so 3 torpedo boats sunk the bismarck with their machine guns lol:yeah:. its getting to the stage where im looking how i can uninstall them lol.


:ping:good idea to uninstall a torpedo boat, found it in the folder NPT_Br (including directory D:\Program Files\Ubisoft\SilentHunterIII\Data\Sea), and still is in Texture folder but gives no gwaracji what happens when you delete those files:hmmm:

mad
02-25-10, 01:38 PM
Any news about Wolf Ocean mod? Any word about it? I'm curious what will that mod be.

Lipud U-107
02-25-10, 06:39 PM
Any news about Wolf Ocean mod? Any word about it? I'm curious what will that mod be.

:hmmm:hmm hard to answer that question because if I mistake not, unfortunately, www.u-47.cn (http://www.u-47.cn) :cry:not working and what is the only party working :ping:http://u-47.5d6d.com/bbs.php Failed unfortunately I log on it.
I'm very curious when it will WSM3.0 IJN part, I would gladly swiming CA Tone.

has anyone of you can WSM2.0 IJN?:06:

good hunt all 4you

audessy
02-27-10, 06:33 PM
the travelinmg distance of my ship aint the problem, more the explosion radius of my main battery shells. even if i hit the water right next to a torpedo boat it does not damage it, and those little pests are really getting on my nerves:damn:, i was just sunk by 3 of them using their machine guns, so 3 torpedo boats sunk the bismarck with their machine guns lol:yeah:. its getting to the stage where im looking how i can uninstall them lol.


Wow, being sunk by a torpedo boat shouldn't happen considering they can't use torps. Buff your armor slightly or find the guns they're equipped with and reduce the AP amount in shells.zon.

I have it set up to the point where not even 50 of those things could take me down. However larger ships even a CA can cause some big trouble if they're too close.

preussen
02-27-10, 08:22 PM
ye i just sat there in amazement lol:timeout:, those guys must have been flooded with medals, but i sorted it, i deleted the EQP file and now they aint got machine guns. and now they do a suicide charge, try to ram me and sink themselfes:har:. suits me fine lol.:salute:. now the main ones giving me headache are the destroyers and main battle ships, and im more than happy with that.:D.
having a hard time finding an aircraft carrier though, never come across one yet. had the pleasure of most of the ships, rodney,hood etc, but no carriers yet.:hmmm:

Wow, being sunk by a torpedo boat shouldn't happen considering they can't use torps. Buff your armor slightly or find the guns they're equipped with and reduce the AP amount in shells.zon.

I have it set up to the point where not even 50 of those things could take me down. However larger ships even a CA can cause some big trouble if they're too close.

audessy
03-06-10, 12:07 AM
If they could get those torpedo boats or destroyers to launch torps that would be some real fun. Torpedo bombers too :yeah:.

But then again you'd be food for torpedo boats. Wish we could have a destroyer escorting us or something. A man can dream.

preussen
03-06-10, 08:40 AM
ye that would be awsome if they could fire torps, would make it much better. but im sure ive heard of a mod that lets u take other ships with you.
im sure ive seen it on a german forum, not sure if its for SH3 or SH4 though, ill have to have a hunt around and see where ive seen it.

but in the meen time im having some trouble adjusting the relode time in the sim files. and well, trying to find out where they are for the bissy and scharnhorst (where their guns are located, in which folder and so forth) not quiet happy that it takes that long with a fully qualified crew, and im trying to get the tripples to fire in three salvos before it reloads, seen it on the iwoa on youtube and would love to get it working in this awsome mod here.



If they could get those torpedo boats or destroyers to launch torps that would be some real fun. Torpedo bombers too :yeah:.

But then again you'd be food for torpedo boats. Wish we could have a destroyer escorting us or something. A man can dream.

vit90
03-20-10, 04:46 PM
Help me please! Where I can load Wolf Ocean mod? Your site U-47 does not work! I cannot read site contents! Give somebody the links to this mod.:damn:

mengle
03-20-10, 08:03 PM
Help me please! Where I can load Wolf Ocean mod? Your site U-47 does not work! I cannot read site contents! Give somebody the links to this mod.:damn:


Wolf Ocean mod is not finished i guess

vit90
03-21-10, 05:47 AM
Version 3.3 is not finished, I know it. Where it is possible to download version 3.2?

mad
03-22-10, 05:30 AM
Version 3.3 is not finished, I know it. Where it is possible to download version 3.2?

Yes, I would like to know this too. I've tried http://translate.googleusercontent.com/translate_c?hl=en&ie=UTF-8&sl=zh-CN&tl=en&u=http://u-47.5d6d.com/thread-66-1-1.html&prev=_t&rurl=translate.google.com&usg=ALkJrhhtnmv8RAy_tJe-c4FMwo6xk-6oDA
But neither link works for me.

pvtmartin
03-25-10, 04:38 AM
hey guys, can anyone tell me if this mod works with the steam version of SH3?
I'm still playing the vanilla version, i didn't use any mods for sh3 before as i know almost nothing about it...
But this mod looks really worth it!

vit90
03-25-10, 10:22 AM
what mod?

pvtmartin
03-25-10, 01:10 PM
what mod?
warship mod v3.0....

vit90
03-25-10, 01:12 PM
Yes, this mod works with steam version! I am played it.

Lipud U-107
03-25-10, 06:25 PM
hey guys, can anyone tell me if this mod works with the steam version of SH3?
I'm still playing the vanilla version, i didn't use any mods for sh3 before as i know almost nothing about it...
But this mod looks really worth it!

Yes if you need info at this Mod go too 1 page

Paulus von Rayburg
03-30-10, 10:22 AM
I must say a massive thank you to Chinese U47 for a fantastic addition to SH3. This has doubled the enjoyment of playing the game for me - I've been looking for a hands on surface game that your mod gives us for a very long time.

I can't wait for your further offerings. Once again, thank you :)

Paulus von Rayburg
03-30-10, 04:54 PM
When I play single missions, some of my ships are submerged, with just the tops showing out of the water!

Doesn't happen on all missions and it tends to do it more on missions created by modders rather than the stock missions that came with SH3.

It also doesan't happen with the bigger ships eg Bismarck, Scharnhorst and Hipper (although maybe they're riding a little low in the water?) - happens with the destroyers, torpedoboat and so on.

Any ideas on this? Is there something i can adjust to combat this? Tried changing periscope depth/surface depth etc to value '=0;metres' in the submarine files but made no difference.

I'm playing SH3, not GWX. Thanks in advance.

jollyroger131
03-31-10, 01:04 AM
Paulus, you need to change the starting depth of your sub in the mission files.

Open "Sh3MissionEditor" from the root folder of your Silent Hunter install. Use the editor to open the mission file you want to play, in SH3\data\SingleMissions\English\[Mission Name]\[Mission Name].mis. The mission map should pop up.

In the white panel on the right side of the screen, under the "Explorer" tab, there is a list of units. Find your sub's name, right-click, and go to properties. You'll know you're editing the right unit if the "Human Control" box is checked. Next to that box is "Height (M)". This is your starting depth. Set it to zero.

You'll have to do this for each mission you want to play as a surface ship. Then you might get sidetracked editing all the OTHER things about the mission you never knew you could change. :up:

http://jreplogle.milesfrommonterey.com/Pictures/SH3MissionEditor.jpg

Patkins1983
03-31-10, 02:39 AM
Hi all, does anybody know how i get guns on my 1936? never had a problem with the battleships but it appears that im not allowed guns on this tub. Even the subs get an 88mm. :)

Edit: Hey what would you know, I have guns. Had to disable/re-enable WSM but I finally have guns, now to go find a few ships for some target practice. Hope weather is good as this tub will get tossed about more than the battleships I normally command.

Paulus von Rayburg
03-31-10, 04:52 AM
Paulus, you need to change the starting depth of your sub in the mission files.

Open "Sh3MissionEditor" from the root folder of your Silent Hunter install. Use the editor to open the mission file you want to play, in SH3\data\SingleMissions\English\[Mission Name]\[Mission Name].mis. The mission map should pop up.

In the white panel on the right side of the screen, under the "Explorer" tab, there is a list of units. Find your sub's name, right-click, and go to properties. You'll know you're editing the right unit if the "Human Control" box is checked. Next to that box is "Height (M)". This is your starting depth. Set it to zero.

You'll have to do this for each mission you want to play as a surface ship. Then you might get sidetracked editing all the OTHER things about the mission you never knew you could change. :up:

http://jreplogle.milesfrommonterey.com/Pictures/SH3MissionEditor.jpg



Many thanks for that Roger, that's exactly what I need. Great help

DasBismark
03-31-10, 03:51 PM
Can someone PLEASE help me with this:
I downloaded GWX
I wish to run this MOD with GWX
And it is not working????:hmmm:
So i dont know wat to do