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lucagaeta
01-01-10, 02:43 PM
[REL]Conning Tower open Hatch 0.9.3
LAST VERSION date 05-01-2010
changes in version 0.9.3
0) now open the Conning Tower Hatch for Type II, VII, IX

Conning Tower open Hatch 0.9.3.zip with food
File http://www.filefront.com/15747797/Conning%20Tower%20open%20Hatch093food.7z








open the Conning Tower Hatch type VII FM TEST
file
http://www.filefront.com/15715805/Conning%20Tower%20open%20Hatch%20TestFMfood.7z

Very important, first install the mod Fm_NewInteriors v1.0

you find here
http://www.subsim.com/radioroom/showthread.php?t=162631

Hi

A big thanks to FM-DD that year allowed all this thanks to their wonderful work

To appease your impatient here is the FM version only type VII
I think it works perfectly lacking instructions, credits, photos, etc..
serves only to test it, so that I can make a complete version 1

Very important bugs reported for a quick correction


Regards,
Luke


__________________________________________________ ________________________








There are two versions one with and one without food download what you like best


Conning Tower open Hatch 0.9.zip without food
File http://www.filefront.com/15540813/Conning%20Tower%20open%20Hatch09.7z


Conning Tower open Hatch 0.9.3.zip with food
File http://www.filefront.com/15747797/Conning%20Tower%20open%20Hatch093food.7z


[REL] Fix WAC users:
-WAC
-DD_OH_V3
-Conning Tower open Hatch 0.9.x
-Fix Conning Tower open Hatch _Fix_for_WAC
http://www.filefront.com/15398403/Conning%20Tower%20open%20Hatch%20_Fix_for_WAC_01.z ip


[REL] Fix OLC users:
install
-OLC MkII GOLD
-DD_OH_V3
-Conning Tower open Hatch 0.9.x
-Fix Conning Tower open Hatch _Fix_for_OLC_GUI_1
http://www.filefront.com/15390359/Conning%20Tower%20open%20Hatch%20_Fix_for_OLC_GUI_ 1.zip

changes in version 0.9.3
0) now open the Conning Tower Hatch for Type II


changes in version 0.9.2
0) now open the Conning Tower Hatch for Type IX
1) (for Type IX)CR add wheel for Blow ballast animated (for Blow ballast click on wheel,or press key E)
2) (for Type IX)added to the rotation of the periscope CT, now if you rotate the periscope as 40 degrees, back in the CR (num pad by pressing "0") will find it rotated 40 degrees



changes in version 0.9
1) Now the sky changes color with the passing of hours, from almost black to blue
2) blocked access to the bridge,for free cam
3) Slow speed camera to simulate more movement (to move faster hold down Shift
4) CR to RR hatch is now open by default (you can always close it with Ctrl + H)




changes in version 0,8.9
1) the periscope attack now go in the location where you leave and return to the previous view you will find it rotated
2) upon request added point click on the top of the periscope CT takes you directly into the periscope view
3) added coffee / tea master, fluctuates with the changing of the Sea (missing texture)
4) added to the sky 'outside (still in the experimental stage, takes 24 hours to make a full turn, momentarily gray)
5) very important to change click point pre climb the bridge, returned to the exit doors





changes in version 0.8.8
1)open up Tower Hatch, animated and opens and closes automatically the door you can see the outside of the tower is still missing the sky
2)added to the rotation of the periscope CR, now if you rotate the periscope as 40 degrees,
back in the CR (num pad by pressing "0") will find it rotated 40 degrees
3)fixed problem map attack




changes in version 0.8.7
1) completed the CT
2) Added shortcuts to read incoming messages and orders to, watch the attached photos
3) fixed various graphics issues



Now you can impersonate the role of a true master
increasing 's experience in version 0.8.8 you can not go through the stairs, preriscop (CT, CR) and even in the central tunnel of the CT periscope located in CR
I think this is a substantial change to the realism, though still needs some changes (I will appreciate any comment Thanks for your attention
you can walk around the CR, RR, and now also the CT without clicking the Hatch Spots
in free cam inside control tower You can turn all gauge
used Ctrl + F2 to enter in free cam end use whatever, example if you enter periscope view or eny map end now you can return to the previous cam
pressing key numpad "0" and you will end before the periscope or the map that you had previously-selected

Very important for the full draft press this button key -numpad "0"

full Open the hatch beta 0.8.0 implements all the features of mod DD's OpenHatch V.3.09 and adds others additional:

0) now open the Conning Tower Hatch
1) now on CT, free cam you can see water level periscope works
2) now on CR you can see steering wheel depth full animate
3) CR add wheel for Blow ballast animated (for Blow ballast click on wheel,or press key E)
4) enable key numpad "0" for back to the previous cam
5) now while you move with the free cam Carry no longer pass through various objects (periscopes, stairs to climb in ct you must pass through the hole)
6) Open the view from CT to CR
7) added in the CR animation rudder (with relevant buttons selectable) look at the photo for more information
8) Added shortcuts to read incoming messages and orders to, watch the attached photos
9) added to the rotation of the periscope CR, now if you rotate the periscope as 40 degrees, back in the CR (num pad by pressing "0") will find it rotated 40 degrees
10) open up Tower Hatch, animated and opens and closes automatically the door you can see the outside of the tower is still grey sky
11) the periscope attack now go in the location where you leave and return to the previous view you will find it rotated
12) upon request added point click on the top of the periscope CT takes you directly into the periscope view
13) added coffee / tea master, fluctuates with the changing of the Sea (missing texture)
this Mod as base on DD's OpenHatch V.3.09 by best DivingDuck and open the Conning Tower Hatch,

What's new for version 0.8.9


http://www.subsim.com/radioroom/picture.php?albumid=151&pictureid=1085


What's new for version 0.8.8

http://www.subsim.com/radioroom/picture.php?albumid=151&pictureid=1063
http://www.subsim.com/radioroom/picture.php?albumid=151&pictureid=1064

http://www.subsim.com/radioroom/picture.php?albumid=151&pictureid=1062



http://www.subsim.com/radioroom/picture.php?albumid=151&pictureid=971
http://www.subsim.com/radioroom/picture.php?albumid=151&pictureid=1029


now on CT, free cam you can see water level periscope works
http://www.subsim.com/radioroom/picture.php?albumid=151&pictureid=970
CR add wheel for Blow ballast animated

http://www.subsim.com/radioroom/picture.php?albumid=151&pictureid=969
http://www.subsim.com/radioroom/picture.php?albumid=151&pictureid=974
now on CR you can see steering wheel depth full animate



open the Conning Tower Hatch on type VII
Now all the interiors are open and connected and we can move free
this Mod use DD's OpenHatch V.3.09 as base and open the Conning Tower Hatch,
you can walk around the CR, RR, and now also the CT without clicking the Hatch Spots.

in free cam inside control tower You can turn all gauge
this mod is JSGME ready for ful functions request file DD_OH_V3.09_20091209162038 by DivingDuck or top
this mod is on base of file DD_OH_V3.09_20091209162038 by DivingDuck
for all informations refer to this tread http://www.subsim.com/radioroom/showthread.php?t=104514
full Open the hatch beta 0.8.4 open control tower. This mod makes free navigation inside the type 7

changes in version 0,8.7
1) completed the CT
2) Added shortcuts to read incoming messages and orders to, watch the attached photos
3) fixed various graphics issues
http://www.subsim.com/radioroom/picture.php?albumid=151&pictureid=1029
http://www.subsim.com/radioroom/picture.php?albumid=151&pictureid=1032
http://www.subsim.com/radioroom/picture.php?albumid=151&pictureid=1031

changes in version 0,8.4
1) added in the CR animation rudder (with relevant buttons selectable)
http://www.subsim.com/radioroom/picture.php?albumid=151&pictureid=1022
changes in version 0,8.3
1) Open the view from CT to CR lacking in floor texture
2) correct defect passage of light from the hatch between CR to RR encountered in version DD_OH_V3.09_20091209162038

http://www.subsim.com/radioroom/picture.php?albumid=151&pictureid=1019
changes in version 0,8.0
http://www.subsim.com/radioroom/picture.php?albumid=151&pictureid=1013
http://www.subsim.com/radioroom/picture.php?albumid=151&pictureid=1012


changes in version 0,6.3
correct visual defects very annoying
http://www.subsim.com/radioroom/picture.php?albumid=151&pictureid=980

changes in version 0,6
1) now on CT, free cam you can see water level periscope works
2) now on CR you can see steering wheel depth full animate
3) CR add wheel for Blow ballast animated (for Blow ballast click on wheel,or press key E)


first install the mod of DD's OpenHatch V.3.09 . and below mine

this mod is JSGME ready


this mod is freely used and distributed
Credits:
--------
DivingDuck
Skwasjer - S3D
Thanks to the grant of 'the legendary author Flakmonkey this version includes 3 new premises
dormitory, kitchen, engine room, recreated in a wonderful way, for more information
http://www.subsim.com/radioroom/showthread.php?t=160385

album

http://www.subsim.com/radioroom/album.php?albumid=151

Sailor Steve
01-01-10, 02:53 PM
AWESOME WORK!!!:rock:

Magic1111
01-01-10, 05:39 PM
Cool !!!! :rock::rock::up:

MG Mike
01-01-10, 09:24 PM
hello,

great work,

looks very good, but i have two problems with it:

1. If i am on the bridge at the conning tower and want to go down inside the tower by clicking the right mouse button, i stick in the air one or two meters above my boat and it moves away and i´m unable to follow...

2. from the commandroom i can look through the open hatch up in the conning tower - but not from the conning tower down in command room - the open hatch is only black...

if this two points could be fixed, the mod would be perfect.

regards
MG Mike

ps: sorry for wrong grammar - i´m from germany and my english is not perfect...

lutzow
01-01-10, 10:39 PM
:o:yeah: THAT'S INCREDIBLE :hmmm:

Is it really possible? I'm downloading this file immediately:arrgh!:

There left just one door for fresh air.;)

Great work mate:up: and many thanks:salute:

Steel_Tomb
01-02-10, 06:06 AM
So do I only install this mod? Or does it need to be installed over DD's open hatch mod?

Fantastic work by the way, nice little touch.

Magic1111
01-02-10, 08:27 AM
Hello !

I also have a question: Do I need for the proper functioning of this MOD the two "cam" files (NSS_Uboat7_CR.cam and CT.cam) there are included in this MOD ? Or can I leave out the two cam files from this MOD (DD's OpenHatch V.3.09 cam files as base) ?

Best regards,
Magic

lucagaeta
01-03-10, 08:39 AM
hello,

great work,

looks very good, but i have two problems with it:

1. If i am on the bridge at the conning tower and want to go down inside the tower by clicking the right mouse button, i stick in the air one or two meters above my boat and it moves away and i´m unable to follow...

2. from the commandroom i can look through the open hatch up in the conning tower - but not from the conning tower down in command room - the open hatch is only black...

if this two points could be fixed, the mod would be perfect.

regards
MG Mike

ps: sorry for wrong grammar - i´m from germany and my english is not perfect...


sorry for the various bugs, but since I'm working on my first mod I have not experienced

I will try to resolve as soon as possible thanks to all
for your patience and your learned

first install the mod of DD's OpenHatch V.3.09 . and below mine

MG Mike
01-03-10, 01:33 PM
hello,

yes i did so. first DDs open hatch 3.09 and then your mod.
I removed both and installes new, but with your mod the reported bugs appear again...

greets
MG Mike

Magic1111
01-03-10, 02:10 PM
Hello !

I also have a question: Do I need for the proper functioning of this MOD the two "cam" files (NSS_Uboat7_CR.cam and CT.cam) there are included in this MOD ? Or can I leave out the two cam files from this MOD (DD's OpenHatch V.3.09 cam files as base) ?

Best regards,
Magic

@ lucagaeta

Could you please answer me my question?

Thank you and best regards,
Magic

jcalonso
01-03-10, 09:03 PM
Excelent work!!
Now that you have figured out how to get rid of the planesmen when on surface, do you think it is possible to add the helmsman (rudder operator)sitting just to the right of the hatch and/or in the conning tower just by the attack periscope? The hidraulic controls are there but no one is operating them.
Best regards,

JC

lucagaeta
01-04-10, 08:31 AM
Hello !

I also have a question: Do I need for the proper functioning of this MOD the two "cam" files (NSS_Uboat7_CR.cam and CT.cam) there are included in this MOD ? Or can I leave out the two cam files from this MOD (DD's OpenHatch V.3.09 cam files as base) ?

Best regards,
Magic

For proper installation uses all the files in the mod, because they are all changed and none of them are equal to those of DD's OpenHatch V.3.09 original file

about the problems with the camwill be fixed in version 0.7 that will release this evening or tomorrow morning

Magic1111
01-04-10, 08:44 AM
For proper installation uses all the files in the mod, because they are all changed and none of them are equal to those of DD's OpenHatch V.3.09 original file

about the problems with the camwill be fixed in version 0.7 that will release this evening or tomorrow morning


Okay, thank you for the answer !

Best regards,
Magic

lucagaeta
01-04-10, 04:11 PM
hello,

great work,

looks very good, but i have two problems with it:

1. If i am on the bridge at the conning tower and want to go down inside the tower by clicking the right mouse button, i stick in the air one or two meters above my boat and it moves away and i´m unable to follow...

2. from the commandroom i can look through the open hatch up in the conning tower - but not from the conning tower down in command room - the open hatch is only black...

if this two points could be fixed, the mod would be perfect.

regards
MG Mike

ps: sorry for wrong grammar - i´m from germany and my english is not perfect...


download dat version the fist problem you mension as correct cam now work File http://www.filefront.com/15291461/Co...atch%20070.zip

for the second, black hole you see, the problem is just that for now I did not open the floor of the CT

[REL]Full open the Conning Tower Hatch 0.7.0
LAST VERSION 0.7.0 date 01-04-2009
open the Conning Tower Hatch type VII

Now you can impersonate the role of a true master

you can walk around the CR, RR, and now also the CT without clicking the Hatch Spots
in free cam inside control tower You can turn all gauge
used Ctrl + F2 to enter in free cam end use whatever, example if you enter periscope view or eny map end now you can return to the previous cam
pressing key numpad "0" and you will end before the periscope or the map that you had previously-selected

Very important for the full draft press this button key -numpad "0"

full Open the hatch beta 0.7.0 implements all the features of mod DD's OpenHatch V.3.09 and adds others additional:

0) now open the Conning Tower Hatch
1) now on CT, free cam you can see water level periscope works
2) now on CR you can see steering wheel depth full animate
3) CR add wheel for Blow ballast animated (for Blow ballast click on wheel,or press key E)
4) enable key numpad "0" for back to the previous cam

Magic1111
01-05-10, 02:23 AM
Thank you for the update ! :rock:

Best regards,
Magic

=FI=Ghost
01-05-10, 03:16 AM
This is a very good mod, but since I use DD's open hatch with OLC fix when I install this mod the fix ceases to work.
Now, I'd like to make these two compatible with eachother but I don't know how to edit .dat files. Can anyone tell me what program should I use to edit it?

Magic1111
01-05-10, 04:53 AM
This is a very good mod, but since I use DD's open hatch with OLC fix when I install this mod the fix ceases to work.
Now, I'd like to make these two compatible with eachother but I don't know how to edit .dat files. Can anyone tell me what program should I use to edit it?

Hello !

You can open and edit .dat Files with the Tool "S3D". You can it download from here: http://www.mediafire.com/?nk4zwzzwmyj

Best regards,
Magic

=FI=Ghost
01-05-10, 04:59 AM
Hello !

You can open and edit .dat Files with the Tool "S3D". You can it download from here: http://www.mediafire.com/?nk4zwzzwmyj

Best regards,
Magic

Thank you very much!

Magic1111
01-05-10, 05:33 AM
Thank you very much!

:salute:

Best regards,
Magic

MG Mike
01-05-10, 02:22 PM
hello,

thanks für the new version. It works without any problems :rock:

But one wish left:

cut that hole in the floor of the conning tower, I have to look down to my men

regards
MG Mike


edit:

look at this thread in the german UBI-Forum

http://forums-de.ubi.com/eve/forums/a/tpc/f/2371008762/m/2191020118/p/2

look at the latest postings from Testpilot. His latest project opens the final hatch up to the tower !!

imagine: A combination of your Mod with Testpilot´s would give us the opportunity to look op from the command room, through the Conning tower up in the blue sky .....

... and finaly there must be spreading water, that spreads down to the commandroom floor when in stormy weather, like in the movie "Das Boot"

imagine that would be possible... what a great Mod for good old SH 3 !

lucagaeta
01-05-10, 03:15 PM
[quote=MG Mike;1230896]hello,

thanks für the new version. It works without any problems :rock:

But one wish left:

cut that hole in the floor of the conning tower, I have to look down to my men

regards
MG Mike

thanks for the compliments, unfortunately this is my first mod and my skills are not unlimited if to a little patience you will be satisfied

will advance to the next version
1) you can not pass through the periscope, CT and CR and also the central tunnel will be physically impassable you Girace around

2) to access the CT you walk exactly the hole back will be blocked

hello to everyone and I hope that my modest work is appreciated by the community

greetings and back to work

A6Intruder
01-06-10, 01:29 PM
hello to everyone and I hope that my modest work is appreciated by the community

greetings and back to work[/quote]

Be sure it is!!:up::up:
Best regards

GOZO
01-06-10, 01:38 PM
Good Work indeed!!!!:salute:

All I have to do now is to continue adopting the ACM-reloaded to DD:s original OH-mod! (Soon there:03:)

Cheers


/GOZO

sabretwo
01-06-10, 02:59 PM
Great work!

Any plans for a Type-9 version? :D

Capt.Warner
01-06-10, 07:02 PM
Good work on the mod much appreciated:D

lucagaeta
01-07-10, 11:31 AM
[REL]Full open the Conning Tower Hatch 0.8:rock:

Increasing 's experience in version 0.8.0 you can not go through the stairs, preriscop (CT, CR) and even in the central tunnel of the CT periscope located in CR
I think this is a substantial change to the realism, though still needs some changes (I will appreciate any comment Thanks for your attention

Thanks for your attention
Luca

CaptainNemo12
01-07-10, 12:42 PM
Question: I am also using the Extended FreeCam 1.2 for GWX mod on top of DD's OpenHatch Mod, will your mod also affect the FreeCam Mod's behaviour?

Here is the thread for Extended FreeCam Mod:
http://www.subsim.com/radioroom/showthread.php?t=154643&highlight=Extended+FreeCam+GWX

Thanks

lucagaeta
01-07-10, 01:10 PM
Question: I am also using the Extended FreeCam 1.2 for GWX mod on top of DD's OpenHatch Mod, will your mod also affect the FreeCam Mod's behaviour?

Here is the thread for Extended FreeCam Mod:
http://www.subsim.com/radioroom/showthread.php?t=154643&highlight=Extended+FreeCam+GWX

Thanks

ll use my mod file amended cam OpenHatch DD's so I think that any changes to it will give odd behavior if I check the link and I'll make a mod on it
hello thanks

SquareSteelBar
01-07-10, 04:50 PM
DL in post #1 doesn't work...

Magic1111
01-07-10, 05:03 PM
DL in post #1 doesn't work...

Right ! :wah:

supposedtobeworking
01-07-10, 05:12 PM
Confirmed-download link is not working.

Venatore
01-07-10, 05:13 PM
Congratulations on this masterpiece.

Kind Regards

Venatore :salute:

GOZO
01-07-10, 06:08 PM
Confirmed-download link is not working.

Yep!:yawn: Feels like both Filefront and Mediafire has problems tonight....<sigh>

SquareSteelBar
01-08-10, 03:15 AM
DL in post #1 doesn't work...Now working again... :yeah:

BTW: congrats, Luca! ;)

Magic1111
01-08-10, 04:00 AM
Now working again... :yeah:

BTW: congrats, Luca! ;)

Yes, Downloadlink working ! :up:

Best regards,
Magic

Uber Gruber
01-08-10, 09:00 AM
Watching this thread closely....is there any chance of adding an ambient light source somewhere near the CT entrance to get the impression of a a 'shaft of light' coming from CT into the control room ?

Wishfully,

UG

lucagaeta
01-08-10, 09:38 AM
Question: I am also using the Extended FreeCam 1.2 for GWX mod on top of DD's OpenHatch Mod, will your mod also affect the FreeCam Mod's behaviour?

Here is the thread for Extended FreeCam Mod:
http://www.subsim.com/radioroom/showthread.php?t=154643&highlight=Extended+FreeCam+GWX

Thanks

ll use my mod file amended cam OpenHatch DD's so I think that any changes to it will give odd behavior if I check the link and I'll make a mod on it

hello thanks

lucagaeta
01-08-10, 09:49 AM
I have a question
version 0.8 seems to be more active cam free telegraph speed If someone can check :cry:

hello

thank for everything

flakmonkey
01-08-10, 11:35 AM
Watching this thread closely....is there any chance of adding an ambient light source somewhere near the CT entrance to get the impression of a a 'shaft of light' coming from CT into the control room ?

Wishfully,

UG


I think the ambient light nodes will only affect bump-mapped surfaces (like the crew), everything else is static lightmaps which cant be altered without editing the actual lightmap textures.

Its worth a try though i could be wrong.

lucagaeta
01-08-10, 06:29 PM
http://www.subsim.com/radioroom/picture.php?albumid=151&pictureid=1017

Work in progress

for now I still have flabby textures fix the door:DL

http://www.subsim.com/radioroom/picture.php?albumid=151&pictureid=1018

urfisch
01-08-10, 08:19 PM
this mod is amazing! thanks a lot!

:yeah:

Reece
01-08-10, 08:20 PM
Keep up the good work!:yep:

Magic1111
01-09-10, 02:31 PM
Wow, looks very good ! :yeah:

Best regards,
Magic

Uber Gruber
01-09-10, 03:03 PM
@Flakmonkey

Thanks for the feedback.....i'm going to have a little 'play' and see what happens.

lucagaeta
01-09-10, 06:06 PM
[Rel]full Open the hatch beta 0.8.3
This version is fully functional only missing the texture on the floor on CT

changes in version 0,8.3
1) Open the view from CT to CR lacking in floor texture
2) correct defect passage of light from the hatch between CR to RR encountered in version DD_OH_V3.09_20091209162038




http://www.subsim.com/radioroom/picture.php?albumid=151&pictureid=1019
I hope you have made a welcome gift for the Sunday download it fast because I will soon become old
very big thank you to all of you for your thanks inspire me to do better through
ciao

Magic1111
01-09-10, 06:33 PM
Thank you for release the new version ! :up:

Best regards,
Magic

lucagaeta
01-09-10, 07:13 PM
By popular request in the control room 's something more and is working perfectly!

http://www.subsim.com/radioroom/picture.php?albumid=151&pictureid=1021
:DL
http://www.subsim.com/radioroom/picture.php?albumid=151&pictureid=1020
I want to perfect it a bit and tomorrow the firing network!!!
:salute:
ciao

Rapt0r56
01-09-10, 11:39 PM
By popular request in the control room 's something more and is working perfectly!

http://www.subsim.com/radioroom/picture.php?albumid=151&pictureid=1021
:DL
http://www.subsim.com/radioroom/picture.php?albumid=151&pictureid=1020
I want to perfect it a bit and tomorrow the firing network!!!
:salute:
ciao

:o Fantastic Work! :up:

Sailor Steve
01-10-10, 01:06 AM
Except of course the German u-boat didn't have a steering wheel there. The helmsman steered by means of a couple of small levers on top of the 'BBC' box.

SquareSteelBar
01-10-10, 04:10 AM
Many THX for that, Luca :rock:

lucagaeta
01-10-10, 05:24 AM
Except of course the German u-boat didn't have a steering wheel there. The helmsman steered by means of a couple of small levers on top of the 'BBC' box.

Thank you very much for pointing this out to me was much appreciated

At this point, what you want me to do?
1) delete
2) make two versions with one another without rudder
3) animate small levers on top of the 'BBC' box

The choice is yours?

ciao

Reece
01-10-10, 06:51 AM
I'd say that what ever is closest to the real thing is best, might be a good idea to check with Tomi for an idea where and what the levers look like (only if you don't know ofcourse).:yep:

Magic1111
01-10-10, 07:04 AM
The choice is yours?

ciao

Hello !

I wish that everything is made as realistic as possible! :up:

Best regards,
Magic

urfisch
01-10-10, 07:59 AM
this mod is extraordinary!

lucagaeta
01-10-10, 11:15 AM
http://www.subsim.com/radioroom/picture.php?albumid=151&pictureid=1022
Open the hatch beta 0.8.4
http://www.filefront.com/15329457/Conning%20Tower%20open%20Hatch%20084.zip

for now this is the best I can do try it let me know what you think

What must change

I hope you like it see you soon

ciao luca

urfisch
01-10-10, 01:39 PM
great!!!

manual depth-rudders would be glorious...

;)

Uber Gruber
01-10-10, 06:51 PM
Is there anyway to replicate these controls on the Watch Deck ?

It would make navigating out of harbours and through locks with no Gui a lot more fun. Beats using the keys.

Cheers, UG

Sailor Steve
01-10-10, 11:47 PM
That is really cool! I like the animated buttons! Now all we need is the guy sitting there to drive the boat.

As Uber Gruber pointed out, there is a steering position on the bridge, and one in the conning tower as well. When the captain is at the attack periscope the 1WO was there with him to take orders, and there was a helmsman there to steer.

As it is now, GOOD SHOW!:rock:

DivingDuck
01-11-10, 05:10 AM
Good job Luca. :yeah: Keep going. When you draw level with me, I can hand over the OH business to you and go into retirement.

Regards,
DD

Cheapskate
01-11-10, 06:15 AM
Good job Luca. :yeah: Keep going. When you draw level with me, I can hand over the OH business to you and go into retirement.

Regards,
DD

:eek: Don't you dare say that DD...not even in jest

There is still loads of unfinished business vis-a-vis the interior!

At the risk of causing you any cranial combustion, dare I remind you of the Forward Officers Accomodation/Ward Room?

Not to mention the completion of the engine compartment which Flakmonkey is working on.

Also it seems from photos I've recently seen, the Control Tower layout needs a complete redesign.

Not pushing you or anything but you've only got until March to get all this done. 'Cos then you'll probably be needed to repeat the process on SH5

Silent Hunter without Diving Duck......unthinkable!! :yep:

Sailor Steve
01-11-10, 01:40 PM
Silent Hunter without Diving Duck......unthinkable!! :yep:
Inconcievable!:rotfl2:

lucagaeta
01-11-10, 03:37 PM
Good job Luca. :yeah: Keep going. When you draw level with me, I can hand over the OH business to you and go into retirement.

Regards,
DD

Absolutely must not do such a thing
You were a pioneer and to you all the honors of this great mod that created the
everything I do is only on your
I got inspiration from your file and I must say that the did a great job
Unfortunately I have great limitations and do not think I can do miracles
1) I have no doubt your constancy
2) problems with texture mapping for now (I'm studying)
3) with hex editor are zero
4) As you can see I can not write in English (I am a poor ignorant Italian)

I still have to grow much

we always need you because you're the best !!!!!!!

regarding the BBC boxes out of the turret just think there are problems
I've already watched yesterday afternoon I wanted to turn the telegraph and compass all the time but now I have to fix the textures in CT (I'm still learning about it, if it fails to ask some of you)

if any of you wish to use parts of my mod for them I'd be really happy and honored, thank you all for the compliments and appreciations cli I'm just having fun

Thanks to all
luca :salute:

MG Mike
01-13-10, 02:26 AM
hello Luca,

great work!! god job !! Well done !!

Finally i can watch from the tower down to cr.

But I´ve detected another little problem.

when I start a career in 39 at war beginning and I recieve a Type IIa boat I cannot go up to the bridge/conningtower only inside the tower but one step up does not function.

otherwise with the type IId i can.... mysteriously...

maybe you can fix this ? (I think there is need of a little change in cameras.dat) but i´m not an expert.

regards
MG Mike

lucagaeta
01-13-10, 11:17 AM
hello Luca,

great work!! god job !! Well done !!

Finally i can watch from the tower down to cr.

But I´ve detected another little problem.

when I start a career in 39 at war beginning and I recieve a Type IIa boat I cannot go up to the bridge/conningtower only inside the tower but one step up does not function.

otherwise with the type IId i can.... mysteriously...

maybe you can fix this ? (I think there is need of a little change in cameras.dat) but i´m not an expert.

regards
MG Mike


thank you for discovering this bug I can barely control

I wanted to post the 0.8.7 but then look

However you put these pictures


http://www.subsim.com/radioroom/picture.php?albumid=151&pictureid=1029
http://www.subsim.com/radioroom/picture.php?albumid=151&pictureid=1027
are not very happy with my work with the textures but for now it seems acceptable

regards
Luca

lucagaeta
01-13-10, 03:12 PM
Hi I have added another detail I wanted a mod to your thinking, let it deserves or not?

now on the surface of the turret hatch will remain open when you reached the 7-meter dive will close
when it emerges attained 7.5 meters will open

Attach photos of explanation, let me know if you find it a stupid idea or you can work in this direction


http://www.subsim.com/radioroom/picture.php?albumid=151&pictureid=1030

I must find a way to put something over the hole to simulate day and night and how to change it. :damn:

regads
luca

MG Mike
01-13-10, 03:37 PM
Hello Luca,

very great work. The floor texture for the tower looks good.

And your Idiea of the open hatch up to the conning tower is pretty good.

In our german Ubi-forum "Die Kapitänskajüte" is a modder who´s building the Type VII B new and he´s got a similar idea like you but a little different. Look at this thread:

http://forums-de.ubi.com/eve/forums/a/tpc/f/2371008762/m/2191020118/p/2

If you and Testpilot put your works together, we could watch from the CR through the tower up in the sky...

Very very very great work that you and our german modder "testpilot" are doing. i´m looking forward to it.

By the way, Have you the camera problem at the IIa already in progress ?

Greetz
MG Mike

Duval
01-14-10, 03:26 AM
Great work.


Grande Lavoro Luca.


Duval

Magic1111
01-14-10, 03:38 AM
Hi I have added another detail I wanted a mod to your thinking, let it deserves or not?

now on the surface of the turret hatch will remain open when you reached the 7-meter dive will close
when it emerges attained 7.5 meters will open

Attach photos of explanation, let me know if you find it a stupid idea or you can work in this direction


http://www.subsim.com/radioroom/picture.php?albumid=151&pictureid=1030

I must find a way to put something over the hole to simulate day and night and how to change it. :damn:

regads
luca

Hello !

Great work and very cool idea with the open hatch up to the conning tower !!! :rock::rock:

Best regards,
Magic

urfisch
01-14-10, 07:40 AM
I must find a way to put something over the hole to simulate day and night and how to change it. :damn:

regads
luca

For example in the materials.dat there is a code string called "Texture modifier". It controls the textures on the gauges and changes them, if the boat gets damaged. I only know about the existance of these controller, but i do not know, how it depends and works in detail. hope that might help. Maybe the clouds change the same way...and maybe one can use this technique to place the sky textures even on a "small plate" above the hatch to simulate. And there is also a controller called "state machine controller", which let the engine change "states" in the boat. DivingDuck has a lot of experience with these...The best would be to have the original exterior above the hatch. But i dont know how this might work.

BUT

I discovered something interesting, when trying to get the additional compartment behind the open hatch (DD Open Hatch Mod, first steps). When flying around with the camera to see, if the compartment fits...i "glitched" out of the boat and was about 50m away from the 3d-boat on surface!

Maybe theres something useful in it.

The idea of an open hatch is extremly nice!!!

:yeah:

So far, well done!!

lucagaeta
01-14-10, 04:30 PM
For example in the materials.dat there is a code string called "Texture modifier". It controls the textures on the gauges and changes them, if the boat gets damaged. I only know about the existance of these controller, but i do not know, how it depends and works in detail. hope that might help. Maybe the clouds change the same way...and maybe one can use this technique to place the sky textures even on a "small plate" above the hatch to simulate. And there is also a controller called "state machine controller", which let the engine change "states" in the boat. DivingDuck has a lot of experience with these...The best would be to have the original exterior above the hatch. But i dont know how this might work.

BUT

I discovered something interesting, when trying to get the additional compartment behind the open hatch (DD Open Hatch Mod, first steps). When flying around with the camera to see, if the compartment fits...i "glitched" out of the boat and was about 50m away from the 3d-boat on surface!

Maybe theres something useful in it.

The idea of an open hatch is extremly nice!!!

:yeah:

So far, well done!!


hi
Thank you very much for the advice you follow the directions
If you do not succeed ask help from DD that much more experienced than I

your suggestions and criticisms are much appreciated because it helps to improve myself

forgetting between 30 minutes out version 0.8.7

thanks

lucagaeta
01-14-10, 05:21 PM
Hello Luca,

very great work. The floor texture for the tower looks good.

And your Idiea of the open hatch up to the conning tower is pretty good.

In our german Ubi-forum "Die Kapitänskajüte" is a modder who´s building the Type VII B new and he´s got a similar idea like you but a little different. Look at this thread:

http://forums-de.ubi.com/eve/forums/a/tpc/f/2371008762/m/2191020118/p/2

If you and Testpilot put your works together, we could watch from the CR through the tower up in the sky...

Very very very great work that you and our german modder "testpilot" are doing. i´m looking forward to it.

By the way, Have you the camera problem at the IIa already in progress ?

Greetz
MG Mike

hi
very interesting site, thanks' s information
But I think outside with inner join is not possible

because if you add 's internal fate as the year on that site just up the level of' water you would see all the 'internal

this is my thought, I may be wrong are not very experienced

anyway thank you very much will explore in depth what

Regard
luca

Magic1111
01-15-10, 05:18 AM
Hello Luca !

I have a question about something that I do not like ! :nope:

First please look to your 7th Screenshot from the top on the first page of the Thread (the Screen with TDC Dials in the CR).

On the Attack-Map of the Weapons officer (I mean the Attack-Map in the CR which is lying on the table) you can always see the TDC dials shown ! I do not like this ! Do you know what I mean ?

That´s must be a Bug, because the TDC Dials shown on the Attack-Map only when I enable your MOD !

Can you fix this please ?! :up:

Best regards,
Magic:salute:

Uber Gruber
01-15-10, 09:04 AM
HI lucagaeta,

Do you intend to add mouse clickable "hard-port, hard-starboard, rudder-amidships" controls to the watch deck outside ?

Cheers, UG

lucagaeta
01-15-10, 02:41 PM
Hello Luca !

I have a question about something that I do not like ! :nope:

First please look to your 7th Screenshot from the top on the first page of the Thread (the Screen with TDC Dials in the CR).

On the Attack-Map of the Weapons officer (I mean the Attack-Map in the CR which is lying on the table) you can always see the TDC dials shown ! I do not like this ! Do you know what I mean ?

That´s must be a Bug, because the TDC Dials shown on the Attack-Map only when I enable your MOD !

Can you fix this please ?! :up:

Best regards,
Magic:salute:


Thank you for reporting this issue on the map
I will try to fix it in the new version


HI lucagaeta,

Do you intend to add mouse clickable "hard-port, hard-starboard, rudder-amidships" controls to the watch deck outside ?

Cheers, UG

I will also implement the external

The problem is that we do the work on all types of towers and is a work rather that long

think of making a demo for the type VIIB, so I can try

I will see to settle soon, though now I'm working on two new projects du

1) the periscope of the CR wheel and seized the levers of the view when pressing numpad return 0 in free cam will find it rotated (is ready working)
2) rotating periscope CT working but must move many nodes: lights, switches, etc..
3) black hole solution found after opening hatch above CT (do something credible)

I see

Regards
luca

urfisch
01-16-10, 05:27 AM
cant wait for another success!

:salute:

verte
01-18-10, 02:28 PM
Is there a possibility to edit something to remove or drastically limit all this food, salamis bananas crates etc etc? With them the mod is unusable for me :(

danurve
01-18-10, 04:23 PM
Any conflicts with the Seabed Repair mod over GWX - Open hatch / enhanced damage effects?

lucagaeta
01-19-10, 11:56 AM
Is there a possibility to edit something to remove or drastically limit all this food, salamis bananas crates etc etc? With them the mod is unusable for me :(

I will see in version 0.8.9 of reducing a bit in the front wall of the CR


Any conflicts with the Seabed Repair mod over GWX - Open hatch / enhanced damage effects?

For conflicts would not know, what to tell you not only have to prove

Conning Tower open Hatch 0.8.8.zip
File http://www.filefront.com/15385221/Conning%20Tower%20open%20Hatch%20088.zip

regards,
luca

verte
01-19-10, 07:11 PM
I will see in version 0.8.9 of reducing a bit in the front wall of the CR

Is there a way to remove this food objects with Silent 3ditor? If I know what to seek and in which file I could make this mod usuable for me and my old pc.

danurve
01-19-10, 09:04 PM
Downloaded .0.8.8
GWX gold w/gwx - Open hatch mod
jsgme install conning tower open hatch 088

Cool woork begining to this! Starts out with you getting knocked around with lots of hanging food. Shift + F2 and you can go right up the tower.
If you keep going - by the UZO get this message "Camera out of Sectors"
Observation scope is disabled, seems extended, manual controls do not function niether do keyboard controls for it. No body sits at planes.
Also unable to get through original open hatch - it's closed. Message tab in radio room works.

Capt. Morgan
01-19-10, 11:41 PM
Hi Luca.

First, thank you for this great mod.:salute::yeah::rock::up:.

Just to let you know that if I activate the free cam by clicking the floor with the mouse, I can not move up into the conning tower (it's like there is an invisible wall blocking me. I can go every where else though). If I activate the free-cam by using "[shift]+[F2] " it's fine, and I can climb into the conning tower, no problem.

My setup is GWX, Manos GUI, DD's open hatch 3.9, open conning tower 0.8.7,manos fix for Open hatch... in that order.

You may have already caught this and fixed it in 0.8.8, or it may just be due to my combination of mods.

Anyway, thanks again for this excellent work, it really adds a lot to SH-III, especially all the hew hot-spots. As mentioned above, If you can add rudder control to the bridge, that would make it even better.

Cheers,
David

lucagaeta
01-20-10, 05:02 AM
Hi Luca.

First, thank you for this great mod.:salute::yeah::rock::up:.

Just to let you know that if I activate the free cam by clicking the floor with the mouse, I can not move up into the conning tower (it's like there is an invisible wall blocking me. I can go every where else though). If I activate the free-cam by using "[shift]+[F2] " it's fine, and I can climb into the conning tower, no problem.

My setup is GWX, Manos GUI, DD's open hatch 3.9, open conning tower 0.8.7,manos fix for Open hatch... in that order.

You may have already caught this and fixed it in 0.8.8, or it may just be due to my combination of mods.

Anyway, thanks again for this excellent work, it really adds a lot to SH-III, especially all the hew hot-spots. As mentioned above, If you can add rudder control to the bridge, that would make it even better.

Cheers,
David


Hi
first many thanks for the compliments
The problem is that you apply the fix that overwrites files modified by me and then are created fault

I promise you today mimetterò working to correct those fixes

Cheers,
Luke

lucagaeta
01-20-10, 05:03 AM
Hi Luca.

First, thank you for this great mod.:salute::yeah::rock::up:.

Just to let you know that if I activate the free cam by clicking the floor with the mouse, I can not move up into the conning tower (it's like there is an invisible wall blocking me. I can go every where else though). If I activate the free-cam by using "[shift]+[F2] " it's fine, and I can climb into the conning tower, no problem.

My setup is GWX, Manos GUI, DD's open hatch 3.9, open conning tower 0.8.7,manos fix for Open hatch... in that order.

You may have already caught this and fixed it in 0.8.8, or it may just be due to my combination of mods.

Anyway, thanks again for this excellent work, it really adds a lot to SH-III, especially all the hew hot-spots. As mentioned above, If you can add rudder control to the bridge, that would make it even better.

Cheers,
David


Hi
first many thanks for the compliments
The problem is that you apply the fix that overwrites files modified by me and then are created fault

I promise you today mimetterò working to correct those fixes

Cheers,
Luke

lucagaeta
01-20-10, 09:37 AM
Downloaded .0.8.8
GWX gold w/gwx - Open hatch mod
jsgme install conning tower open hatch 088

Cool woork begining to this! Starts out with you getting knocked around with lots of hanging food. Shift + F2 and you can go right up the tower.
If you keep going - by the UZO get this message "Camera out of Sectors"
Observation scope is disabled, seems extended, manual controls do not function niether do keyboard controls for it. No body sits at planes.
Also unable to get through original open hatch - it's closed. Message tab in radio room works.

hi
sorry missed the link for the bridge
now everything is ok just emerged from hatch to click anywhere on the turret

to open the other door Shift + H

to raise the periscope uses Shift + O

to lower the periscope uses Ctrl + O

Regards
Luca

urfisch
01-20-10, 03:10 PM
this is getting awesome!!!wish i had this time, to create...

:up:

arnahud2
01-20-10, 05:06 PM
Looks good !!!!

Now, with your open hatch mod, why will we buy SH5 ? :D:D

(maybe if someone wants to see comander's hat ?)

Ar Nahud II

danurve
01-20-10, 06:27 PM
Also one more thing I have start patrols at sea enabled in SH3Commander, seems to not be functioning now. No big deal, as reinstalling the entire game is quick on this machine. Which I may do once SHV is out. Looking forward to your next release to test.

Magic1111
01-21-10, 04:30 AM
Hello Luca !

Thank you for the new version of your MOD ! :rock:

Best regards,
Magic:salute:

tonschk
01-21-10, 05:34 AM
Grazie mille per questo Mod :D, io ho aggiunto il GWX3 Gold al mio SH3 game , piu l`open hatch mod ( quello ormai assai assai vecchio ) tu credi che ci sia problema ad aggiungere questo tuo bellissimo mod con il JSGME al GWX3 Gold ?

verte
01-21-10, 07:49 AM
Is there a way to remove this food objects with Silent 3ditor?
Well, I will answer myself - maybe it would help someone, who wish to have an "ordnung" in command room, and not this monkey food joke. It is really simple with Silent 3ditor - open file "NSS_Uboat7_CR.dat" and the options that you seek are in "Interior root - COMMAND ROOM" branch - there are e.g sub-branches "Node - banana_00", "Node - DMY_Salami" etc, you can preview them in "model preview", so you know what you are deleting - just delete a branch responsible for this or that salami banana or other food.

There is one more question, maybe this will be answered: how can I change the starting position of player camera - in open hatch it is under the conning tower, but I would like to have it like in default game, near the observation scope?

Uber Gruber
01-21-10, 08:49 AM
There is one more question, maybe this will be answered: how can I change the starting position of player camera - in open hatch it is under the conning tower, but I would like to have it like in default game, near the observation scope?

+1:salute:

Myxale
01-21-10, 09:39 AM
One of the most wanted mods of 2010!!:rock:

Capt. Morgan
01-21-10, 10:39 AM
Hi Luke,

Just a quick thanks for your response above (and I'll be happy to take all of verts's extra food;)).

planecrazydale
01-21-10, 10:58 AM
Hi there Luka!

First off, this mod looks great so far. But I have a small problem which I was wondering if you could help me with.

I installed your latest updated mod in the correct place (after DDs mod) and I now have the open conning tower hatch, but I seem to have lost Anvart's Flag and Radio Mod and also I cannot open the hatch from the control room to the radio room anymore. (that was part of DD's mod)

Also, I don't seem to have the buttons that you put in that allow hard turns.

Any idea what I might have done wrong? Or is this mod maybe not compatible with Anvart's mod?

Thanks for any help!

Dale

lucagaeta
01-21-10, 11:13 AM
Well, I will answer myself - maybe it would help someone, who wish to have an "ordnung" in command room, and not this monkey food joke. It is really simple with Silent 3ditor - open file "NSS_Uboat7_CR.dat" and the options that you seek are in "Interior root - COMMAND ROOM" branch - there are e.g sub-branches "Node - banana_00", "Node - DMY_Salami" etc, you can preview them in "model preview", so you know what you are deleting - just delete a branch responsible for this or that salami banana or other food.

There is one more question, maybe this will be answered: how can I change the starting position of player camera - in open hatch it is under the conning tower, but I would like to have it like in default game, near the observation scope?

hello
must change the position of 2010 node Dmy_CAMparent and automatically find
changed the position of the two cameras in knots

regard to the starting position I agree with you prefer the 'original

Open a vote to lower food and change the cam position initial

forward voice your opinion thanks!



Hi Luke,

Just a quick thanks for your response above (and I'll be happy to take all of verts's extra food;)).

On the first page you find the fix let me know if everything is ok
should notice a marked change in the simulation

I recommend you use the key numpad "0" to return to the room above

lucagaeta
01-21-10, 11:19 AM
Hi there Luka!

First off, this mod looks great so far. But I have a small problem which I was wondering if you could help me with.

I installed your latest updated mod in the correct place (after DDs mod) and I now have the open conning tower hatch, but I seem to have lost Anvart's Flag and Radio Mod and also I cannot open the hatch from the control room to the radio room anymore. (that was part of DD's mod)

Also, I don't seem to have the buttons that you put in that allow hard turns.

Any idea what I might have done wrong? Or is this mod maybe not compatible with Anvart's mod?

Thanks for any help!

Dale

Hi
This is the sequence of installation remember if you want the animation work
ensure there are officers in their place!

GWX3 gold
DFa_UpDnRot_Flags_fin2
DD_OH_V3.09_20091209162038
Conning Tower open Hatch 0.8.8.1

lucagaeta
01-21-10, 11:54 AM
Grazie mille per questo Mod :D, io ho aggiunto il GWX3 Gold al mio SH3 game , piu l`open hatch mod ( quello ormai assai assai vecchio ) tu credi che ci sia problema ad aggiungere questo tuo bellissimo mod con il JSGME al GWX3 Gold ?

Ciao

ti se devo dire la verità con la versione 2
non so se sia compatibile, prova e facci sapere, io penso di sì

Certamante per apprezzare il massimo installa la DD_OH_V3.09_20091209162038 e dopo la mia

se ai se ai critiche costruttive, esponile pure, cosi che questo mod possa migliorare, grazie e ciao
ciao

planecrazydale
01-21-10, 11:59 AM
Thanks Luca,

I will check and see if I had the right order of mods.

(I know all the officers were in place, so it's probably just the order I had the mods in)

Appreciate the help! :salute:

Dale

verte
01-21-10, 02:25 PM
hello
must change the position of 2010 node Dmy_CAMparent and automatically find
changed the position of the two cameras in knots

regard to the starting position I agree with you prefer the 'original

Open a vote to lower food and change the cam position initial

forward voice your opinion thanks!

Thank you for the answer!

-------------- edit -----------------

If anyone wishes to change f2 camera position from under-the-conning-tower to default near-the-obs-scope you must edit NSS_Uboat7_CR.dat, and find "1517: Node - Dmy_INTCAM1".

Now in "Node positioning" change "translation" "Z" from "0" to "0,09787183" - this is the position taken from default interior. That's it!
[Mod version 0.881, don't know how this position looks with all the monkey food, because I've deleted them all]

It is interresting, that the position near the obs-scope gives me better framerates.

verte
01-21-10, 05:35 PM
Lucagaeta, would it be possible to make all the hatches (and attack periscope) mouse-clickable, like in default game? Your improvements to the submarine interface are very good, but I don't like the unnatural free-camera movement, so it would be great to have a possibility to move in normal camera from room to room by a mouse-click.

tonschk
01-21-10, 05:45 PM
Ciao

ti se devo dire la verità con la versione 2
non so se sia compatibile, prova e facci sapere, io penso di sì

Certamante per apprezzare il massimo installa la DD_OH_V3.09_20091209162038 e dopo la mia

se ai se ai critiche costruttive, esponile pure, cosi che questo mod possa migliorare, grazie e ciao
ciao



Molte Grazie per la risposta , mi sai dire per favore qual`e la versione 2 ? , anche ho dubbio dove trovare " DD_OH_V3.09_20091209162038 " , non sara quest`ultimo l`open hatch incluso con GWX3 Gold ?

lucagaeta
01-21-10, 05:58 PM
Lucagaeta, would it be possible to make all the hatches (and attack periscope) mouse-clickable, like in default game? Your improvements to the submarine interface are very good, but I don't like the unnatural free-camera movement, so it would be great to have a possibility to move in normal camera from room to room by a mouse-click.


hi
Unfortunately my mod will not work cin old camera system
must collaborate in order to do a lot on cam because having connected the two environments have been created for CR CT imbalances on cameras

however, the direction of this mod is to make the game restricted to a maximum free cam (a commander moving from one location to another is not moving, jumping,

excuse one could ask, what do you need to open doors of CT if you use them?

regards
luca

lucagaeta
01-21-10, 06:02 PM
Molte Grazie per la risposta , mi sai dire per favore qual`e la versione 2 ? , anche ho dubbio dove trovare " DD_OH_V3.09_20091209162038 " , non sara quest`ultimo l`open hatch incluso con GWX3 Gold ?

quì trovi tutto quello che ti serve

http://www.subsim.com/radioroom/showthread.php?t=104514

buon divertimento
fammi sapere
grazie e ciao alla prossima

lucagaeta
01-21-10, 06:19 PM
Thank you for the answer!

-------------- edit -----------------

If anyone wishes to change f2 camera position from under-the-conning-tower to default near-the-obs-scope you must edit NSS_Uboat7_CR.dat, and find "1517: Node - Dmy_INTCAM1".

Now in "Node positioning" change "translation" "Z" from "0" to "0,09787183" - this is the position taken from default interior. That's it!
[Mod version 0.881, don't know how this position looks with all the monkey food, because I've deleted them all]

It is interresting, that the position near the obs-scope gives me better framerates.

sorry I had not seen your previous post

the freamerate is very much influenced by my mod because you add another room
the CPU has to work a lot, especially if they are all in the visual


I have an intel and 5300 @ 4000 ATI 4870 X2 no problem (for now)

If you want to make any changes to my mod six freest are indeed honored that you have stimulated the desire to learn

verte
01-21-10, 07:59 PM
Unfortunately my mod will not work cin old camera system
must collaborate in order to do a lot on cam because having connected the two environments have been created for CR CT imbalances on cameras

however, the direction of this mod is to make the game restricted to a maximum free cam (a commander moving from one location to another is not moving, jumping,

excuse one could ask, what do you need to open doors of CT if you use them?

I think that you wished to ask "why do you need to open doors of CT if you dont use them?", that is - "why should I use this mod if I don't use free-cam?", if I understand correctly.

The answer is - because DivingDuck and you have made great small additions, like more clickable spots, more working instuments and open hatches that are adding climate even if I don't use freecam (I still see the rooms behind hatches when staying in the conning tower or near the nav-map) The free-cam movement is hopeless, completely unnatural - you are moving on rails flying under the ceiling or crawling on the floor, or even penetrating the walls like a ghost, or levitating over the submarine... I personally prefer to jump between stations than to use this odd, unrealistic and unnatural free-cam. I thought that adding a small clickable spots to the hatches was not a problem, if it is a problem - don't bother and keep up the good work :up:

Uber Gruber
01-22-10, 09:29 AM
Hi Lucagaeta,

I see you have a fix for OLC and a fix for WAC. However, I use WAC with MaGui (which is excellent) so would like a fix for the following mod combo:

Wac
MaGui
OH
OH Fix for Wac
OH Fix for MaGui
CT
CT Fix for Wac
CT Fix for MaGui

The commands.en I can sort out myself but could you tell me what changes you made to the cameras.dat so I can use S3D to get your mod to work with MaGui for WAC ? :up:

Grazia Mille,
UG

planecrazydale
01-22-10, 10:41 AM
Hi again Luca,

Checked the order of my mods and they were correct, but I went ahead and used JGSME to take your mod out and then re-installed.

And now everything works perfectly!

Must have just had a glitch on the first time around, but all is good now.

Thanks again!! :up:

Dale

lucagaeta
01-22-10, 11:25 AM
I think that you wished to ask "why do you need to open doors of CT if you dont use them?", that is - "why should I use this mod if I don't use free-cam?", if I understand correctly.

The answer is - because DivingDuck and you have made great small additions, like more clickable spots, more working instuments and open hatches that are adding climate even if I don't use freecam (I still see the rooms behind hatches when staying in the conning tower or near the nav-map) The free-cam movement is hopeless, completely unnatural - you are moving on rails flying under the ceiling or crawling on the floor, or even penetrating the walls like a ghost, or levitating over the submarine... I personally prefer to jump between stations than to use this odd, unrealistic and unnatural free-cam. I thought that adding a small clickable spots to the hatches was not a problem, if it is a problem - don't bother and keep up the good work :up:

hi

Thanks for the explanation,
to do what you ask must lavoraci perecchio
because you are creating the madness of cameras
and are solved one by one

However I think in future I will solve this problem
if you want to have fun and try it yourself I'll try to help as much as possible

it will give you great satisfaction

regards
luca

lucagaeta
01-22-10, 11:41 AM
Hi Lucagaeta,

I see you have a fix for OLC and a fix for WAC. However, I use WAC with MaGui (which is excellent) so would like a fix for the following mod combo:

Wac
MaGui
OH
OH Fix for Wac
OH Fix for MaGui
CT
CT Fix for Wac
CT Fix for MaGui

The commands.en I can sort out myself but could you tell me what changes you made to the cameras.dat so I can use S3D to get your mod to work with MaGui for WAC ? :up:

Grazia Mille,
UG

hi

camera.dat the changes I've made concerning the CR freecam
so you have to bring everything that contains the node 168 _Dummy_Cam_FreeCommandRoom in the room you want to change dat

I hope to essert state aid
are ayua disposal for further clarification
Finally, when you've finished and tested it all to me I'd be grateful if you post your job
to be able to add the main page and can thus provide a new service to the community

Hi again Luca,

Checked the order of my mods and they were correct, but I went ahead and used JGSME to take your mod out and then re-installed.

And now everything works perfectly!

Must have just had a glitch on the first time around, but all is good now.

Thanks again!! :up:

Dale

hi

If you need more are at your disposal
thanks for your appreciation

Uber Gruber
01-22-10, 07:50 PM
so you have to bring everything that contains the node 168 _Dummy_Cam_FreeCommandRoom in the room you want to change dat

Thanks for your reply. I'll let you know how it works out as I believe MaGui is quite populer with WaC users:up:

lucagaeta
01-24-10, 09:48 AM
Hi

These are the novelties of the new relase that will be released tomorrow:

1) the periscope attack now go in the location where you leave and return to the previous view you will find it rotated
2) upon request added point click on the top of the periscope CT takes you directly into the periscope view
3) added coffee / tea master, fluctuates with the changing of the Sea (missing texture)
4) added to the sky 'outside (still in the experimental stage, takes 24 hours to make a full turn, momentarily gray)




http://www.subsim.com/radioroom/picture.php?albumid=151&pictureid=1084



regards
luca

urfisch
01-24-10, 10:40 AM
Hi

These are the novelties of the new relase that will be released tomorrow:

1) the periscope attack now go in the location where you leave and return to the previous view you will find it rotated
2) upon request added point click on the top of the periscope CT takes you directly into the periscope view
3) added coffee / tea master, fluctuates with the changing of the Sea (missing texture)
4) added to the sky 'outside (still in the experimental stage, takes 24 hours to make a full turn, momentarily gray)




http://www.subsim.com/radioroom/picture.php?albumid=151&pictureid=1084



regards
luca

sounds great!!! cant wait to see...

;)

makman94
01-24-10, 10:44 AM
Hi Lucagaeta,

I see you have a fix for OLC and a fix for WAC. However, I use WAC with MaGui (which is excellent) so would like a fix for the following mod combo:

Wac
MaGui
OH
OH Fix for Wac
OH Fix for MaGui
CT
CT Fix for Wac
CT Fix for MaGui

The commands.en I can sort out myself but could you tell me what changes you made to the cameras.dat so I can use S3D to get your mod to work with MaGui for WAC ? :up:

Grazia Mille,
UG

the only nodes that MaGui 'needs' from cameras.dat are the marked at the following pic.
so, once you are sure that Lucagaeta's mod is running absolutelly ok on top of DD's mod then the only thing that you have to do to make the cameras.dat compatible with MaGui is to open Lucagaeta's camera.dat and copy ,inside there(at the marked nodes), ALL (and i mean all,one by one) the values from MaGui's cameras.dat

@ Lucagaeta: your mod is very beatyfull ! gongratulations :up:
i think that DD's,Lucagaeta's and Flakmonkey's mods MUST (if possible) become one mod
@ DD or Lucagaeta: i really would like at your final release a version without any (and i mean any ) of these salamia,breads,beers ,oranges....etc
pic:
http://i545.photobucket.com/albums/hh372/makman94/1-23.jpg

DivingDuck
01-24-10, 10:44 AM
Moin Luca,

your mod is progressing nicely. Seems as if he have been working at the same thing recently. ;)

Regards,
DD

Reece
01-24-10, 10:36 PM
Moin Luca,

your mod is progressing nicely. Seems as if he have been working at the same thing recently. ;)

Regards,
DDYes Luca, you are going to have to wait for DD's next version, it will be worth it!!:yep::up:

Sag75
01-24-10, 11:46 PM
Grazie Luca!


Your mod has been posted in our SH3 forum :up:

Magic1111
01-25-10, 04:08 AM
Hello Luca!

Short question: What is the difference between the cameras.dat from DD OH-MOD and the cameras.dat, which is on your MOD here?
I do not remember!? :hmmm:

And for what features from your MOD I need your cameras.dat ?

Best regards,
Magic

urfisch
01-25-10, 04:23 AM
great will test the new version!!! thanks a lot!

lucagaeta
01-25-10, 04:29 AM
Moin Luca,

your mod is progressing nicely. Seems as if he have been working at the same thing recently. ;)

Regards,
DD


Hi

I saw the movie in fact and I congratulate you
and as you say we're doing the same things and this does not bring any benefit to the community,
therefore I suggest we work towards the same to give my best.
Sela what can please you combine the ideas, we can divide the tasks and do a mod only? :salute:

Regards
Luca

D.Kruger
01-25-10, 05:25 AM
If to take a crew from SH4 and to put in "Full open the Conning Tower Hatch 0.9" people in SH4 look better :up:

SquareSteelBar
01-25-10, 05:56 AM
Hi luca,

I'm very impressed by your work. Keep on :rock:

BTW is it possible to compress your files by 7zip (http://www.7-zip.org/) to decrease file size? That was more useful for dialup users... :up:

Cheers,
SquareSteelBar

lucagaeta
01-25-10, 08:11 AM
If to take a crew from SH4 and to put in "Full open the Conning Tower Hatch 0.9" people in SH4 look better :up:
Hi
I'm sorry but I do not have the ability to do what you ask

Hi luca,

I'm very impressed by your work. Keep on :rock:

BTW is it possible to compress your files by 7zip (http://www.7-zip.org/) to decrease file size? That was more useful for dialup users... :up:

Cheers,
SquareSteelBar

Hi
I'm sorry I did not think the next version will be satisfied

lucagaeta
01-25-10, 08:19 AM
Hello Luca!

Short question: What is the difference between the cameras.dat from DD OH-MOD and the cameras.dat, which is on your MOD here?
I do not remember!? :hmmm:

And for what features from your MOD I need your cameras.dat ?

Best regards,
Magic

Hi

The biggest change is in gamera.dat / node 168_Dummy_Cam_FreeCommandRoom
heading "camera positioner" were added to the parameters, which are used to 'align the camera, if you fail you may have the wrong location.
I hope to essert helpful hello

regards
Luca

Uber Gruber
01-25-10, 08:43 AM
@Makman

Thanks for the MaGui Camera.dat info....will set about it this week :up:

lucagaeta
01-25-10, 09:38 AM
Hi

attention discovered bugs. Click the spot version 0.8.9 is not working properly apply

Fix for 0.8.9
FILE http://www.filefront.com/15422079/Co...atch089_fix.7z (http://www.filefront.com/15422079/Conning%20Tower%20open%20Hatch089_fix.7z)

regards
luca

D.Kruger
01-27-10, 09:36 AM
Hi

attention discovered bugs. Click the spot version 0.8.9 is not working properly apply

Fix for 0.8.9
FILE http://www.filefront.com/15422079/Co...atch089_fix.7z (http://www.filefront.com/15422079/Conning%20Tower%20open%20Hatch089_fix.7z)

regards
luca
And it will work with GWX3 GOLD ?

Poul
01-28-10, 12:58 AM
And it will work with GWX3 GOLD ?

Yes. It works in GWX3 - Gold. I use it. Besides, at last: now there is a swinging (onboard to bort and of kiel). On all positions of Camera. It is very real.

Perfectly!

Thanks lucagaeta!

Archive1
02-04-10, 12:20 AM
lucagaeta:
Is there a final version somewhere that works with the last GWX mod that includes all (repeat 'all') the many fixes? It is confusing to try to interpret all the various versions listed in the first page of this thread. Have you pulled everything together into one final release that has all the fixes, or is that something that's too early to do? Am impressed with the work, but hesitate to start trying to include the mod and then try to modify the mod to get it to work, and find everything crashes.
If there is such a final version what is its numeric?...0.8.9...or what?

Magic1111
02-04-10, 02:17 AM
lucagaeta:
Is there a final version somewhere that works with the last GWX mod that includes all (repeat 'all') the many fixes? It is confusing to try to interpret all the various versions listed in the first page of this thread. Have you pulled everything together into one final release that has all the fixes, or is that something that's too early to do? Am impressed with the work, but hesitate to start trying to include the mod and then try to modify the mod to get it to work, and find everything crashes.
If there is such a final version what is its numeric?...0.8.9...or what?

Yes, I´m interested too ! Good question Archive1 ! :up:

Best regards,
Magic

Rapt0r56
02-04-10, 03:38 PM
I'm looking forward to it, i hope it works with the new Diesel Room in near future.:arrgh!:

Ktl_KUrtz
02-08-10, 06:04 AM
Looks great!
Does it work with stock 1.4b?
I am using a lot of RapOrs mods I hope its compatable!
KUrtz

Uber Gruber
02-08-10, 08:31 AM
Does it work with WAC4.1 ? Very confusing.:hmmm:

[SJ]nailz
02-08-10, 11:11 AM
So does this integrate seamlessly with DD OH? in other words can i move freely from the sonar room, through control, up the tower, to outside? and from the top of the tower, look down into the control room?


oh I hope so!!!

lucagaeta
02-09-10, 11:47 AM
[REL]Full open the Conning Tower Hatch 0.9

Upon request to reduce the confusion of files, released a new version

when I can not tell if it will be the last :cry:

I am very confused, there are many mods (which are about to be released and to avoid unnecessary work and maybe better to wait :timeout:


changes in version 0.9
1) Now the sky changes color with the passing of hours, from almost black to blue
2) blocked access to the bridge,for free cam
3) Slow speed camera to simulate more movement (to move faster hold down Shift
4) CR to RR hatch is now open by default (you can always close it with Ctrl + H)

Regards,
Luca

Magic1111
02-09-10, 02:39 PM
Hi Luca !

Thank you for the new Version ! I´ll test it....

Best regards,
Magic

Rapt0r56
02-09-10, 03:54 PM
Hi Luca !

Thank you for the new Version ! I´ll test it....
Thanks too, sounds very good, i will test it later when i find time. :up:

lucagaeta
02-09-10, 04:46 PM
Does it work with WAC4.1 ? Very confusing.:hmmm:

hi, Uber Gruber

explain better what is your problem so that I can try to solve it?

are at your disposal

Regards,
luca

Uber Gruber
02-09-10, 05:08 PM
Its okay Lugatta, I think the confusion will clear once Flakmonkey's and DDs work is released, i'm sure your work will be made compatible.

Thanks for taking the time though.

UG

Archive1
02-09-10, 07:27 PM
lucagaeta: Just downloaded the latest version. Thanks for responding to my request for an updated version. Am looking forward to trying it out.

Rapt0r56
02-09-10, 09:41 PM
i'm sure your work will be made compatible.I also hope that, the Dieselroom mod will probably be based on the new version of DD's OH, there would only be missing this mod, and it would be perfect. ;)

Btw, great work on the new Version Luca.:up:

lucagaeta
02-10-10, 12:43 PM
Sorry trying to fund the 0.9 I found problems in moving from CR to CT if someone could check I would be really grateful, strongly doubt is a problem of my SH3, will issue short-0.9.0.1

Explain better from CR climbing the ladder very often the camera is blocked the entrance of CT
Let me know

Thanks for everything,
Luke

tonschk
02-10-10, 03:10 PM
:yeah: Complimenti per questo tuo bellissimo mod :DL , a me piace di piu quello con i salami penzolanti e traballanti giacche danno piu un`impressione di attivita e movimento , una o due settimane fa ho aggiunto la tua versione" 0881 " al GWX Gold + SH3 Commander , nessun problema fin`ora , sembra che non l`hai ancora finito giacche salendo dal control room e andando cosi al conning tower e tutto OK a posto e naturale , ma se poi si vuole ancora salire di piu ed uscire fuori all`aperto il cielo e nero ( dovrebbe essere blu ), ad ogni modo di nuovo complimenti per questo tuo mod :up: ti ringrazio tantissimo e spero che un giorno pure io impari ad aggiungere e modificare i file di questo intramontabile SILENT HUNTER game :DL

lucagaeta
02-10-10, 04:12 PM
:yeah: Complimenti per questo tuo bellissimo mod :DL , a me piace di piu quello con i salami penzolanti e traballanti giacche danno piu un`impressione di attivita e movimento , una o due settimane fa ho aggiunto la tua versione" 0881 " al GWX Gold + SH3 Commander , nessun problema fin`ora , sembra che non l`hai ancora finito giacche salendo dal control room e andando cosi al conning tower e tutto OK a posto e naturale , ma se poi si vuole ancora salire di piu ed uscire fuori all`aperto il cielo e nero ( dovrebbe essere blu ), ad ogni modo di nuovo complimenti per questo tuo mod :up: ti ringrazio tantissimo e spero che un giorno pure io impari ad aggiungere e modificare i file di questo intramontabile SILENT HUNTER game :DL

Ciao,
ti ringrazio molto per i complimenti
per il cielo nella versione 0.9 è diventato celeste, con il passare delle ore diventa notte come nella realtà.
però oggi riprovando il mod ho riscontrato un problema nel accedere all toretta dalla sala di controllo, la telecamera sembra impuntarsi nei bloccher da me messi, per dare l' impressione di parete, la cosa non era mai successa
quindi ho tolto il link per evitare problemi.
ho reinstallato la 0.8.8.1 per vedere cosa succedeva ma il problama sussiste. presumo sia un difetto del mio SH3

Ti ricordo se ti dovesse interessare puoi trovare anche la versione per SH4

tanti saluti,
Luca

tonschk
02-10-10, 05:03 PM
Molte Grazie per la risposta :DL, spero che si possa risolvere questo inconveniente , mi suppongo che mettere le mani dentro quei SH3 file non dev`essere cosa semplice , ti ringrazio di nuovo :salute:

lucagaeta
02-11-10, 08:16 AM
Sorry trying to fund the 0.9 I found problems in moving from CR to CT if someone could check I would be really grateful, strongly doubt is a problem of my SH3, will issue short-0.9.0.1

Explain better from CR climbing the ladder very often the camera is blocked the entrance of CT
Let me know

Thanks for everything,
Luke

I could not understand the problem, even installing the old 0.8.8.1 the failure occur.
please try it yourself and report back, because I think it is a problem of my sh3.
Usually the problem with SH4.



Thanks for everything,
Luca

SquareSteelBar
02-11-10, 09:00 AM
DL for the food version doesn't work... :cry:

Plissken_04
02-11-10, 10:42 AM
DL for the food version doesn't work... :cry:


You can download it from my FTP Server.

ftp://maikhaas.dyndns.org/Volume_1/Sharing/SH3COMMUNITYMODS/LUCAGAETA/


Take a look on my Signature for the Username & Password.


Maik

SquareSteelBar
02-11-10, 11:21 AM
THX, Maik :yeah:

Plissken_04
02-11-10, 11:45 AM
THX, Maik :yeah:


Your Welcome :up:

lucagaeta
02-11-10, 08:38 PM
You can download it from my FTP Server.

ftp://maikhaas.dyndns.org/Volume_1/Sharing/SH3COMMUNITYMODS/LUCAGAETA/


Take a look on my Signature for the Username & Password.


Maik

hi,
Maik

thanks for the FTP service is much appreciated

and thanks to all for your interest in my little mod.

regards,
Luca

Plissken_04
02-12-10, 02:56 AM
hi,
Maik

thanks for the FTP service is much appreciated

and thanks to all for your interest in my little mod.

regards,
Luca


Hi Luca,

thanks for your words :yeah:

lucagaeta
02-15-10, 03:58 PM
LAST VERSION 0.9FM date 02-15-2010
open the Conning Tower Hatch type VII

Conning Tower open Hatch 0.9FM.zip without food
File http://www.filefront.com/15594517/Co...20Hatch09FM.7z (http://www.filefront.com/15594517/Conning%20Tower%20open%20Hatch09FM.7z)

Thanks to the grant of 'the legendary author Flakmonkey this version includes 3 new premises
dormitory, kitchen, engine room, recreated in a wonderful way, for more information
http://www.subsim.com/radioroom/showthread.php?t=160385

Remember, this version requires high performance computer (intel cpu powerful council i5 or i7 overclocked to 4GHz)
tested with Intel E5300 @ 4GHz (corresponds i5 2.6 GHz or less) does not fall below the 36 FPSma in 'normal use is seldom fall below 60 FPS.


Thanks for everything,
Luca

http://www.subsim.com/radioroom/picture.php?albumid=151&pictureid=1194

Rolf Eschke
02-16-10, 02:55 AM
This is a wonderful Mod,so let me say Thank You !
Regards
Rolf

Stormfly
02-16-10, 06:03 AM
This is a wonderful Mod,so let me say Thank You !
Regards
Rolf

Outstanding, i like it !

at current, there are 2 problems on my site:

By operating the observation periscope, it disapears and get connected to the floor (by pressing SHIFT or CTRL "O").

The special wheel for blowing ballast is missing.

Tested also with blanc 1.4 vanilla installation.

Best regards,

Turtle01
02-16-10, 06:19 AM
Outstanding, i like it !

at current, there are 2 problems on my site:

By operating the observation periscope, it disapears and get connected to the floor (by pressing SHIFT or CTRL "O").

The special wheel for blowing ballast is missing.

Tested also with blanc 1.4 vanilla installation.

Best regards,

Ahoi i got the same Problem and there is a conflict with the open hatch
to the radio room, the hatch seems to be open but when I stand in the Captian´s
corner and look to the control room, the hatch is closed.

Regards
Turtle

JCWolf
02-16-10, 09:29 AM
I have posted this and other Bugs on this last version of this Mod here:

http://www.subsim.com/radioroom/showpost.php?p=1269014&postcount=399


There are some things that mess up the Control room.


Hope you can fix it!

lucagaeta
02-16-10, 11:21 AM
Sorry for the problems but I had not tested well the mod

Following are the solution, install my mod last

good fun, always indicated any problems with


Conning Tower open Hatch 0.91FM.zip without food fixes bugs :D
File http://www.filefront.com/15601211/Co...0Hatch091FM.7z (http://www.filefront.com/15601211/Conning%20Tower%20open%20Hatch091FM.7z)

regards,
Luca

JCWolf
02-16-10, 11:24 AM
Sorry for the problems but I had not tested well the mod

Following are the solution, install my mod last

good fun, always indicated any problems with


Conning Tower open Hatch 0.91FM.zip without food fixes bugs :D
File http://www.filefront.com/15601211/Co...0Hatch091FM.7z (http://www.filefront.com/15601211/Conning%20Tower%20open%20Hatch091FM.7z)

regards,
Luca


I did installed your mod at last mate. And those were the results...:hmmm:

piri_reis
02-16-10, 11:38 AM
Conning Tower open Hatch 0.91FM.zip without food[/B] fixes bugs :D
File http://www.filefront.com/15601211/Co...0Hatch091FM.7z (http://www.filefront.com/15601211/Conning%20Tower%20open%20Hatch091FM.7z)

regards,
Luca

Ok, Just tested the 0.91FM, everything seems to be back to normal :up:
Except the food of course. (I really like the food)

The moving dive planes and the rotating Obs/Attack scopes are top notch mods I think.

thanks for all the nice work Luca :up:

[SJ]nailz
02-16-10, 04:59 PM
using GWX3 Gold, OLC and a couple of other mods, I get an instant CTD on loading completion. without OLC it is superb! excellent work, but I would miss GWX & OLC too much...

piri_reis
02-16-10, 05:26 PM
nailz;1269942']using GWX3 Gold, OLC and a couple of other mods, I get an instant CTD on loading completion. without OLC it is superb! excellent work, but I would miss GWX & OLC too much...

Did you try the OLC fix at the first page? It's for an earlier release but it might work, I think after the animated Interior mod is released Luca will be overhauling this mod too :up:

JCWolf
02-16-10, 06:01 PM
Ok , this last version presents no conflits at all with the Latest FM interior Mod !

Question can I remove the cam file, cause it is to slow , the FM cam it's more of my taste?


Again no food , can a version with at least the stock food or some of the DD.OH food be done !?


The rest of the Mod works fine and as usual looks great to see the conning tower hatch open, much more realistic!:up:

A thing I have seen, The commends to up and down the flag are replied by the watch officer on the conning tower , does this means that if we had the Flag tga files back , the flag actually works ?

Uber Gruber
02-16-10, 06:23 PM
Could we just have one interior supermod ?

With the extra rooms, open hatches, raptors dials and light changes, shadowmaps etc etc etc.....would be so much easier from an "integrate with other mods" point of view.

Cheers, UG

[SJ]nailz
02-16-10, 08:46 PM
Did you try the OLC fix at the first page? It's for an earlier release but it might work, I think after the animated Interior mod is released Luca will be overhauling this mod too :up:


Cheers I missed that, will get back to it!!

Oh by the way I thought I'd post my system stats for comparison as this runs smooth with perfectly playable FPS;

Win7 32 bit (running on 64bit machine, don't ask. I also have 64bit Vista on DualBoot)
Intel Quad Core Q6700 (stock, no O/C)
3GB ram (actually 4GB but limited by 32bit OS)
nVidia 9400 (slight O/C)
1280x1020 4/3 res on 23" 1920x1080 16/9 panel.

Archive1
02-17-10, 12:07 AM
Uberg...:
I agree. All of these multiple mods that manipulate the sub interior should be integrated somehow. But I don't know how you get several creative 'cats' to move in the same direction together.

Cheapskate
02-17-10, 04:31 AM
Ok , this last version presents no conflits at all with the Latest FM interior Mod !

Question can I remove the cam file, cause it is to slow , the FM cam it's more of my taste?

Hi JCW. There is really no need to run both FM's and Luca's mods at the same time. They both cover the same areas and whichever mod you put on last will just overwrite virtually all of the first one.**

Re: Slow camera speed. Luca's free-cam camera has two speeds. If you hold down the Shift key together with your movement key you will get the effect of running through the boat. Very nicely done!

** Just realised I may have misunderstood your first sentence.! If you aren't running both mods at the same time , please excuse me!

lucagaeta
02-17-10, 10:29 AM
Ok , this last version presents no conflits at all with the Latest FM interior Mod !

Question can I remove the cam file, cause it is to slow , the FM cam it's more of my taste?


Again no food , can a version with at least the stock food or some of the DD.OH food be done !?


The rest of the Mod works fine and as usual looks great to see the conning tower hatch open, much more realistic!:up:

A thing I have seen, The commends to up and down the flag are replied by the watch officer on the conning tower , does this means that if we had the Flag tga files back , the flag actually works ?

hi

Answer your questions:
If you need to move velocemante also hold the shift key.
I can do a version with the food, (this is not a problem) but I wanted to feel the loss of a 10% FPS.
my mod and the mod is compatible with the flag of the great Anvart Author of DFa_UpDnRot_Flags_fin2.7z, first install the Anvart mod and everything will work correctly

Very important for the full draft press this button key -numpad "0" to return to the previous CAM

Regards,
Luca

[SJ]nailz
02-17-10, 01:00 PM
OK I've managed to get this working a bit better, with GWX3gold and OLC, plus a couple of other mods that don't cause conflicts (lifeboats, skins, smoke & streams, das boot clothes, no rank).

I had to delete some stuff from within the mods to do it, namely the interior of the VII from the OLC mod, and the commands files from the Cfg folder of the OpenHatch mod.


Here is my question, I have lost some functionality from the OLC mod, the pop up menu at the bottom mainly. The little lower periscope icons don't work, neither does the direct to UZO icon, nor the direct to OBS icon, BDU icon, radio icon and captains log icon. also some of the orders icons don't work when the officers icon is clicked on, surface the boat, head to view etc...


where and how are the integrated commands stored? how can I fix them? then this mod would be perfect for me....



*********edit*********

scratch that I fixed it, I put the wrong commands file back in (ie the openhatch version, not the OLC version).

to get these working I had to...

1; Remove the four conflicting files in the VII folder from the Interiors folder in the OLC mod.
2; Remove the commands files from the Cfg folder in the OpenHatch mod.
3; Remove the cam file from the OpenHatch mod.

Because of the way that both mods conflicted with each other it wasn't possible to fix using the "place in this order" method with JSGME. Yeah I know it looses some function in the OpenHatch mod, but my personal taste is for the GUI to work, rather than click spots in the 3D interior. However, as more gets added to the interior, animations, more crew, more clickspots, etc, I may change my mind.

100% working now.

lucagaeta
02-17-10, 02:39 PM
nailz;1271002']OK I've managed to get this working a bit better, with GWX3gold and OLC, plus a couple of other mods that don't cause conflicts (lifeboats, skins, smoke & streams, das boot clothes, no rank).

I had to delete some stuff from within the mods to do it, namely the interior of the VII from the OLC mod, and the commands files from the Cfg folder of the OpenHatch mod.


Here is my question, I have lost some functionality from the OLC mod, the pop up menu at the bottom mainly. The little lower periscope icons don't work, neither does the direct to UZO icon, nor the direct to OBS icon, BDU icon, radio icon and captains log icon. also some of the orders icons don't work when the officers icon is clicked on, surface the boat, head to view etc...


where and how are the integrated commands stored? how can I fix them? then this mod would be perfect for me....



*********edit*********

scratch that I fixed it, I put the wrong commands file back in (ie the openhatch version, not the OLC version).

to get these working I had to...

1; Remove the four conflicting files in the VII folder from the Interiors folder in the OLC mod.
2; Remove the commands files from the Cfg folder in the OpenHatch mod.
3; Remove the cam file from the OpenHatch mod.

Because of the way that both mods conflicted with each other it wasn't possible to fix using the "place in this order" method with JSGME. Yeah I know it looses some function in the OpenHatch mod, but my personal taste is for the GUI to work, rather than click spots in the 3D interior. However, as more gets added to the interior, animations, more crew, more clickspots, etc, I may change my mind.

100% working now.

Hi
I wanted to know if you had tried to do this test and what was the result
install for my last mod:
Conning Tower Hatch open 0.91FM
and immediately after the fix
Fix OLC users:
http://www.filefront.com/15390359/Conning-Tower-open-Hatch-_Fix_for_OLC_GUI_1.zip/
news aspect
thanks
Luke

[SJ]nailz
02-17-10, 03:04 PM
Hi
I wanted to know if you had tried to do this test and what was the result
install for my last mod:
Conning Tower Hatch open 0.91FM
and immediately after the fix
Fix OLC users:
http://www.filefront.com/15390359/Conning-Tower-open-Hatch-_Fix_for_OLC_GUI_1.zip/
news aspect
thanks
Luke

I tried your fix the first couple of times after installing the OpenHatch mod, and got repeated CTD's.

lucagaeta
02-17-10, 03:24 PM
nailz;1271175']I tried your fix the first couple of times after installing the OpenHatch mod, and got repeated CTD's.

Hopefully tomorrow I'll have some time to find a solution

regards,
Luca

brett25
02-19-10, 03:49 AM
hi luca, thanks so much for your work, you guys make this game what it is. also,can u release an FM version with the food? I think that is in DD's version OH 3.09, has the food diminish over time, does your food do this?

lucagaeta
02-19-10, 01:11 PM
hi luca, thanks so much for your work, you guys make this game what it is. also,can u release an FM version with the food? I think that is in DD's version OH 3.09, has the food diminish over time, does your food do this?

Hi
Thanks for the compliments
To release a version with FM food was waiting for the release of the final version, the 0.91 was only a demo version which only serves to prove the FPS with my mod.
I promise that if it was delayed, release of a final version I'll take a 0.91FM
with food.
I'm now working on the type IX, the Conning Tower and already open as you can see from the picture, there remain some problems to be solved.http://www.subsim.com/radioroom/picture.php?albumid=151&pictureid=1284

tonschk
02-19-10, 01:29 PM
:yeah: Ti ringrazio tantissimo per questo tuo Fantastico Mod :salute: adesso sto leggendo questo thread per capire qual`e la situazione di questo Bellissimo mod , ti ringrazio nuovamente :yeah:


:woot: A me piace di piu con i salami penzolanti :D

brett25
02-19-10, 02:04 PM
a version with FM food was waiting for the release of the final version

sure I understand, thanks !

lucagaeta
02-19-10, 06:41 PM
:yeah: Ti ringrazio tantissimo per questo tuo Fantastico Mod :salute: adesso sto leggendo questo thread per capire qual`e la situazione di questo Bellissimo mod , ti ringrazio nuovamente :yeah:


:woot: A me piace di piu con i salami penzolanti :Dù

Grazie a te per i complimenti, cercherò di fare del mio meglio per cercare di accontentare tutti.

ciao,
Luca

JCWolf
02-19-10, 09:21 PM
:yeah: Ti ringrazio tantissimo per questo tuo Fantastico Mod :salute: adesso sto leggendo questo thread per capire qual`e la situazione di questo Bellissimo mod , ti ringrazio nuovamente :yeah:


:woot: A me piace di piu con i salami penzolanti :D

:hmmm:

robbythesub
02-20-10, 08:12 AM
Hi Luca

I am using WAC 4.1.

Not sure whether I missed something above, but if I unstall the latest open conning tower hatch version (0.9) plus the WAC fix for this in addition to the diesel room beta mod, the beta interior mod doesnt work- is this right?
I can run successfullt the beta interior mod without your conning tower mod, but not both?

Thanks for your good work. :up:

jlederer
02-21-10, 01:26 PM
Wow, just found and installed this - awesome. It is a little hefty on machine requirements and I now really sympathize with developers of SHV :-)

lucagaeta
02-28-10, 12:51 PM
[REL]Full open the Conning Tower Hatch 0.92
LAST VERSION 0.92 date 02-28-2010
open the Conning Tower Hatch type VII -IX
file
http://www.filefront.com/15705943/Conning%20Tower%20open%20Hatch092food.7z

changes in version 0.9.2
0) now open the Conning Tower Hatch for Type IX
1) (for Type IX)CR add wheel for Blow ballast animated (for Blow ballast click on wheel,or press key E)
2) (for Type IX)added to the rotation of the periscope CT, now if you rotate the periscope as 40 degrees, back in the CR (num pad by pressing "0") will find it rotated 40 degrees

Stormfly
02-28-10, 04:43 PM
nice work,

THANK YOU :yeah:

...say can we expect a updated version for FM interrior 1.0 ?

Reece
02-28-10, 08:51 PM
I second that!!:up:

brett25
02-28-10, 11:23 PM
yup third that:sunny: without your open conning tower the Fm interior is not yet finished! your final touch is needed maestro (but dont take away the food please :) ).

Magic1111
03-01-10, 01:40 PM
...say can we expect a updated version for FM interrior 1.0 ?

Y - E - S !!! :up:

lucagaeta
03-01-10, 03:14 PM
Conning Tower open Hatch TestFMfood.7z
LAST VERSION date 03-01-2010
open the Conning Tower Hatch type VII FM TEST
file
http://www.filefront.com/15715805/Co...0TestFMfood.7z (http://www.filefront.com/15715805/Conning%20Tower%20open%20Hatch%20TestFMfood.7z)

Very important, first install the mod Fm_NewInteriors v1.0

you find here
http://www.subsim.com/radioroom/showthread.php?t=162631

Hi

A big thanks to FM-DD that year allowed all this thanks to their wonderful work

To appease your impatient here is the FM version only type VII
I think it works perfectly lacking instructions, credits, photos, etc..
serves only to test it, so that I can make a complete version 1

Very important bugs reported for a quick correction


Regards,
Luke

brett25
03-01-10, 03:19 PM
luca, thanks, very nice!

Desga
03-01-10, 04:19 PM
Bravo Luca hai dato un tocco di realismo in piu' con il tuo mod!e mi piace molto l'effetto cielo che s'intravede con il portello aperto propio un bel lavoro e con l'interior di FM e l'open hacht di DD avete quasi completato i vari compartimenti del sommergibile ! chissa' se tornassimo indietro nel tempo quando vi fu la prima uscita base di silent hunter 3 e raccontassimo a che punto si e' spinto oggi questo simulatore se qualcuno ci crederebbe?hahaha fantascienza :haha:

Nuss
03-02-10, 05:30 AM
Hi,

I had a CTD when activating as last mod (see mod-list). Without the test-mod activated everything runs fine until now.

OLC 'Gold' MkII ~ Option 4 ~ Environment with EDE and GUI with LRT
OLC 'Gold' MkII ~ MkIId Update (Enable After MkIIc)
U-Boat Bases Map with New St Nazaire
LifeBoats&Debris_v4
Radio Deutschland
Radio England
Radio USA
DFant_subFlag_2010
SlowFLagAnim
DD_OH_V3.09_20091209162038
FM_NewInterior_V1.0
FM_NI_Fix_for_OLC_GUI_001
FM_NI_Fix_for_Anvart_FM30_UpDown
Rapt0r's Instruments V3.5
Rapt0r's Uniforms V2.0 [Grey]
Conning Tower open Hatch TestFMfood

Regards
Nuss

Aces
03-02-10, 05:39 AM
Thanks Luca,

I installed last night and everything seems to be working fine.

@Nuss

Hi mate, I believe that DD v3.09 isn't required as v3.10 is included in FM's interior release. It might be a case of one mod too far, maybe try without DD v3.09.

Hope this works for you mate.

Cheers

Aces

PS: here's my current JSGME mod order, the only thing that I was unable to test last night was the FM30. Note I have remove the s3d.sdl files from both the FM Interior and Sub Pens mods until I try a new combined .sdl tonight to incorporate these into the Lifeboats and Debris mod's .sdl otherwise I get CTDs. AFAIK everything seems to be working fine. Will be testing again tonight :)

Combat Radio Frequency
Torpedo damage Final ver2.0
GWX - Main movie - 'Das Boot'
Compulsory U-boat Headdress - GWX 2.0
Intro Music - Das Boot Theme
Waterstream+Exhaust Combi V2.3 for GWX3
LifeBoats&Debris_v4
Elite U-boat Binoculars
HaloNotVisibleThroughBody
Foam
Luftwaffe Buoy
Buoys
Hitman U-505 Compass Graphics v1.0
SOF_Scope
New Uboat Guns 1.2
Subphones
Dönitz Aces - Custom Emblems
RL_E v2 Daily Double 0600_2300
Officer symbol
ManosEvironmentPro v3 (M.E.P v3)
SH-5 Water for GWX 3.0 V0.6 Atlantic campaign (default)
ExteriorLightmaps VIIc
DFant_subFlag_2010
FM30_UpDown_final
BillCar's Active Sonar Ping Mk.I
Sobers 3D waves
Rapt0r's Das Boot Skin
Offiziersmütze mit emblem v.1.0
Sidecap v.1
Flags_enlighten
Rapt0r's Uniforms V2.0 [Grey]
No Medals On Crew [Patch]
GWX_Test_penns_4subFlag_2010
FM_NewInterior_V1.0
FM_NI_Fix_for_Anvart_FM30_UpDown
Rapt0r's Instruments V3.5 [Without Red Circle]
WAC4.1 SubPen_animated_18.02.2010
Conning Tower open Hatch TestFMfood

Note mods highlited in orange can be removed as they are overwritten by Raptor's new grey uniforms.

Nuss
03-02-10, 06:11 AM
Hi Luca,

when continuing the campaign from the "bureau-screen", there was no CTD and everything worked fine. First CTD happened in the harbour but "outside/after the bureau-screen".

Aces:
As far as I understood the DD/FM-manual, 3.09 has to be activated in addition to 3.10 if you want to use f.e. IX-boats with all the food. Perhaps I am wrong. Have been away a while from SH III and can´t believe seeing all the excellent new mods. Took me several days to understand what had happened. Modders seem to have eaten atomic pills.

Regards
Nuss

Aces
03-02-10, 06:15 AM
Hi mate,

You might well be correct, I, at first, had v3.09 installed before FM interior as mentioned in the manual but I read in one of DD's or FM's posting that FM's interior contained all the v3.10 files and v3.09 wasn't required. I will seek to clarify but I did seem to have everything working as expected last night.

Good luck solving your problems.

Cheers

Aces

Edit: What happens when you start a new campaign?.

Nuss
03-02-10, 09:09 AM
@Luca
@Aces

No problems with starting a new campaign. Don´t know what was wrong with the CTD in my first mail (#188). Didn´t change anything in the mod-sequence.

By the way, GWX 3.0 is of course encluded but doesn´t show up in the mod-list.

Regards
Nuss

Aces
03-02-10, 09:36 AM
Hi mate,

I see you have LifeBoats&Debris_v4 as well as the new FM interior, try disabling it temporarily and see if this helps as I had CTD with mods that contained the sh3.sdl file and both of these mods do so. If you have the latest JSGME then you can save profiles to back up your mod install order. Might be worth trying with just the FM interior on its own to see if it works for you. If not try uninstalling it via JSGME and temporarily renaming the sh3.sdl file contained in this mod's sound folder and then re-activating and trying again, If this works it might solve your CTD problems it did with me. You will of course loose the new sounds but I'm working on a combined sh3.sdl which I'll try out tonight.


Good luck

Cheers

Aces

A6Intruder
03-02-10, 12:25 PM
Hi mate,

You might well be correct, I, at first, had v3.09 installed before FM interior as mentioned in the manual but I read in one of DD's or FM's posting that FM's interior contained all the v3.10 files and v3.09 wasn't required. I will seek to clarify but I did seem to have everything working as expected last night.

Good luck solving your problems.

Cheers

Aces

Edit: What happens when you start a new campaign?.

I think you are not fully correct. You will need Vers. 3.09 for all the other subs beside the VII. Thats how i understand the readme.
Best regards:salute:

sabretwo
03-02-10, 08:41 PM
Luca: Will the new version for FM_Interior break OLC or is the OLC Fix integrated into the new mod?

Aces
03-03-10, 05:01 AM
I think you are not fully correct. You will need Vers. 3.09 for all the other subs beside the VII. Thats how i understand the readme.
Best regards:salute:

Yes, you are correct, sorry for any misinformation, I am only playing/testing with Type 7 at the moment so didn't notice.

Best Regards

Aces

lucagaeta
03-05-10, 12:02 PM
[REL]Conning Tower open Hatch 0.9.3
LAST VERSION date 03-07-2010
changes in version 0.9.3
0) now open the Conning Tower Hatch for Type II, VII, IX

Conning Tower open Hatch 0.9.3.zip with food
File http://www.filefront.com/15747797/Co...atch093food.7z (http://www.filefront.com/15747797/Conning%20Tower%20open%20Hatch093food.7z)

JCWolf
03-05-10, 12:21 PM
[REL]Conning Tower open Hatch 0.9.3
LAST VERSION date 05-01-2010
changes in version 0.9.3
0) now open the Conning Tower Hatch for Type II, VII, IX

Conning Tower open Hatch 0.9.3.zip with food
File http://www.filefront.com/15747797/Co...atch093food.7z


Thanks for this...

Great effort and Mod:salute:

Archive1
03-05-10, 01:00 PM
I've been following this thread and others related to sub interior mods that look wonderful, but am a bit confused with all the variations, their compatibility and loading order.

For example: There now exist. among others..
Conning Tower open hatch 097
Conning Tower open hatch TestFMfood
Conning Tower open Hatch0.93food
Diving Duck Open Hatch v3.09_20091209162038
FM_NewInterior_v1.0

Using JSGME, in what order are they to be installed? And what have I left out that should be installed ? I am using GWX3.

I appreciate the design and mod creativity and execution for these and would like to benefit from the fine work they represent, but also want to avoid those terrible CTDs that occur when things are entered in the wrong order or in conflict with one another. It is a bit daunting to have to move between several different threads to try to figure out what works with what. Would it make some sense to combine the sub interior mods into a single sticky thread?

lucagaeta
03-05-10, 02:36 PM
I've been following this thread and others related to sub interior mods that look wonderful, but am a bit confused with all the variations, their compatibility and loading order.

For example: There now exist. among others..
Conning Tower open hatch 097
Conning Tower open hatch TestFMfood
Conning Tower open Hatch0.93food
Diving Duck Open Hatch v3.09_20091209162038
FM_NewInterior_v1.0

Using JSGME, in what order are they to be installed? And what have I left out that should be installed ? I am using GWX3.

I appreciate the design and mod creativity and execution for these and would like to benefit from the fine work they represent, but also want to avoid those terrible CTDs that occur when things are entered in the wrong order or in conflict with one another. It is a bit daunting to have to move between several different threads to try to figure out what works with what. Would it make some sense to combine the sub interior mods into a single sticky thread?


Hi
Archive1

I totally agree on the great confusion that reigns
I'll try a bit of clarity to fere.

Conning Tower open Hatch0.93food
opens the type II-VII-IX with food
not require installation Diving Duck Open Hatch v3.09_20091209162038 (already included in the file)
use only if using type II-VII-IX without FM_NewInterior_v1.0


Conning Tower open hatch TestFMfood
Opens the type VII for anyone to install FM_NewInterior_v1.0
request installation FM_NewInterior_v1.0
use only if you use FM_NewInterior_v1.0 and type VII

Conning Tower open hatch 09.
Opens the type VII without food can be installed after the 0.93 to remove the food in the type VII.

If you use this combination you will have problems with the periscope type IX

FM_NewInterior_v1.0
Conning Tower open Hatch0.93food
Conning Tower TestFMfood open hatch.

the next version there will be only one file that will open
Type II-VII-IX and will be 100% compatible with FM_NewInterior_v1.0

Regards,
Luca

Archive1
03-05-10, 07:41 PM
Luca...:
Super! I appreciate the rapid response and the directions. Probably others do too.
You all do great work.
Archive1

llamaman
03-06-10, 05:57 AM
Thanks Luca
Now I understand:)

sabretwo
03-06-10, 09:57 AM
Luca:

I tried the OLC fix with the new Open Conning Tower Mod for FM Interior as you suggested. The old OLC Fix is incompatible. The hatches to the new interior sections are all closed and don't open.

OLC users are going to need a fix specifically for the new FM interior.

vergol
03-06-10, 04:08 PM
[REL]Conning Tower open Hatch 0.9.3
LAST VERSION date 05-01-2010

I think you just violated the Temporal Prime Directive.

Myxale
03-10-10, 04:41 AM
Just wanted to drop by and express how amazing this mod is.
Great work, and respect mate!

If someone had told me five years ago that SH3 would become this epic i wouldn't believe any of it!
:salute::rock:

Kapitän
03-11-10, 11:32 AM
Hi
Archive1

I totally agree on the great confusion that reigns
I'll try a bit of clarity to fere.

Conning Tower open Hatch0.93food
opens the type II-VII-IX with food
not require installation Diving Duck Open Hatch v3.09_20091209162038 (already included in the file)
use only if using type II-VII-IX without FM_NewInterior_v1.0


Conning Tower open hatch TestFMfood
Opens the type VII for anyone to install FM_NewInterior_v1.0
request installation FM_NewInterior_v1.0
use only if you use FM_NewInterior_v1.0 and type VII

Conning Tower open hatch 09.
Opens the type VII without food can be installed after the 0.93 to remove the food in the type VII.

If you use this combination you will have problems with the periscope type IX

FM_NewInterior_v1.0
Conning Tower open Hatch0.93food
Conning Tower TestFMfood open hatch.

the next version there will be only one file that will open
Type II-VII-IX and will be 100% compatible with FM_NewInterior_v1.0

Regards,
Luca

Hi Luca,

Thanks for the great work. I tried to follow this thread but I'm afraid, I still missed a few things. So, I would like to ask a few (I hope) simple question:

1. Where can I find and download these mods?

2. With which Supermods (GWX, WAC, LSH etc.) are these different mods compatible with?

3. When do you think the "only on file" will be available?

Thanks again and keep up the good work.

Ciao Bello

El Capitano :)

Magic1111
03-12-10, 02:57 AM
Hi Luca,

Thanks for the great work. I tried to follow this thread but I'm afraid, I still missed a few things. So, I would like to ask a few (I hope) simple question:

1. Where can I find and download these mods?

2. With which Supermods (GWX, WAC, LSH etc.) are these different mods compatible with?



Have you read carefully the first page of this thread ? http://174.123.69.202/~subsimc/radioroom/showthread.php?t=159772

Best regards,
Magic

Kapitän
03-12-10, 08:33 AM
Have you read carefully the first page of this thread ? http://174.123.69.202/~subsimc/radioroom/showthread.php?t=159772

Best regards,
Magic

Yes, I actually did. Now, I admit, that I might be modwise somewhat "challenged". And even though, everyone is doing such a tremendous job, for a simple user such as myself, it is still very difficult to find the way through all the different mod-versions and compatibility schemes.:06:

Therefore, I have this favor to ask: Would it be possible, to post in this or any other fitting thread, screen shots of the JSGME windows, that show in which order these different mods have to be installed, depending on the different supermods, e.g.:

1. GWX: DD-OH, FM-NewInterior, Luca-ConningTower
2. WAC: DD-OH, FM-NewInterior, Luca-ConningTower
3. OLC: DD-OH, FM-NewInterior, Luca-ConningTower
4. Other: DD-OH, FM-NewInterior, Luca-ConningTower

Again, thanks for everyones help and patience. I sincerely hope, I'm not asking for too much.:salute:

Best Regards, Kapitän

Kapitän
03-12-10, 12:37 PM
Hi,

In the meanwhile, I installed the "Hatch0.93food":

http://www2.mediafire.com/imgbnc.php/5bf4630b6e2b44f413304818f392997c6g.jpg (http://www.mediafire.com/imageview.php?quickkey=zo1kmztvgln&thumb=4)

Everything seems to be working fine. Just a couple of questions:

1. Can I now install other mods after these or rather before?

2. In the free cam mode, I attempted to scale the CT-latter onto the bridge but I couldn't get past the open hatch. Is that correct?

3. I can't find anything regarding GWX. Is this mod also, GWX-compatible?

Oh, and I forgot: 4. Is the "Fix Conning Tower open Hatch _Fix_for_WAC" only needed for version 0.9 or also for the subsequent versions 0.9.2 and 0.9.3?

Thanks, Kapitän

Magic1111
03-12-10, 02:09 PM
[REL]Conning Tower open Hatch 0.9.3
LAST VERSION date 05-01-2010
changes in version 0.9.3
0) now open the Conning Tower Hatch for Type II, VII, IX

Conning Tower open Hatch 0.9.3.zip with food
File http://www.filefront.com/15747797/Conning%20Tower%20open%20Hatch093food.7z








open the Conning Tower Hatch type VII FM TEST
file
http://www.filefront.com/15715805/Conning%20Tower%20open%20Hatch%20TestFMfood.7z

Very important, first install the mod Fm_NewInteriors v1.0

you find here
http://www.subsim.com/radioroom/showthread.php?t=162631

Hi

A big thanks to FM-DD that year allowed all this thanks to their wonderful work

To appease your impatient here is the FM version only type VII
I think it works perfectly lacking instructions, credits, photos, etc..
serves only to test it, so that I can make a complete version 1

Very important bugs reported for a quick correction


Regards,
Luke


__________________________________________________ ________________________


first install the mod of DD's OpenHatch V.3.09 . and below mine

this mod is JSGME ready


this mod is freely used and distributed
Credits:
--------
DivingDuck
Skwasjer - S3D
Thanks to the grant of 'the legendary author Flakmonkey this version includes 3 new premises
dormitory, kitchen, engine room, recreated in a wonderful way, for more information
http://www.subsim.com/radioroom/showthread.php?t=160385

album

http://www.subsim.com/radioroom/album.php?albumid=151




Sooo ist das leider auch wieder nicht richtig...................:wah:

Siehe oben: Als ERSTES IMMER DD OH V3.09 installieren, dann erst Luca´s MOD.......;)

Kapitän
03-12-10, 04:14 PM
@ Magic1111: Ja, das habe ich auch gedacht, bis ich einpaar Posts oben drüber den folgenden Satz gefunden habe:

"Conning Tower open Hatch0.93food
opens the type II-VII-IX with food
not require installation Diving Duck Open Hatch v3.09_20091209162038 (already included in the file)
use only if using type II-VII-IX without FM_NewInterior_v1.0"

:06:

lucagaeta
03-12-10, 05:18 PM
Hi,

In the meanwhile, I installed the "Hatch0.93food":

http://www2.mediafire.com/imgbnc.php/5bf4630b6e2b44f413304818f392997c6g.jpg (http://www.mediafire.com/imageview.php?quickkey=zo1kmztvgln&thumb=4)

Everything seems to be working fine. Just a couple of questions:

1. Can I now install other mods after these or rather before?

2. In the free cam mode, I attempted to scale the CT-latter onto the bridge but I couldn't get past the open hatch. Is that correct?

3. I can't find anything regarding GWX. Is this mod also, GWX-compatible?

Oh, and I forgot: 4. Is the "Fix Conning Tower open Hatch _Fix_for_WAC" only needed for version 0.9 or also for the subsequent versions 0.9.2 and 0.9.3?

Thanks, Kapitän

Hi

1 better before

2 you can not leave CT, I put a block on cam, get on the bridge would be useless.
click on the hatch, to be on the bridge teleport

3 is GWX-compatible

4 installs always the last to Fix Conning Tower Hatch open _Fix_for_WAC, corrects the cam and senve in all versions, past and future

Regards,
Luca

Kapitän
03-12-10, 05:51 PM
Thanks! That was very helpful!:salute:

Can you please also, give a brief comment on this sentence from the post earlier today:

"not require installation Diving Duck Open Hatch v3.09_20091209162038 (already included in the file)"

Thanks, Kapitän

vergol
03-12-10, 06:40 PM
Can you please also, give a brief comment on this sentence from the post earlier today:

"not require installation Diving Duck Open Hatch v3.09_20091209162038 (already included in the file)"

Seems pretty self-explanatory. Diving Duck's 'Open Hatch Mod' is already included in this mod, so no need to activate it separately.

frau kaleun
03-26-10, 09:13 AM
Hi, just d/led v 0.9.3, eager to try it out. One question though, are the commands.cfg files included with it identical to the ones included with DD's OH v3.09 or have additional lines been added/altered?

I've been using a manually edited commands.cfg rather than overwriting with the ones in DD's mod, in order to preserve compatibility with Integrated Orders - just want to know if I would need to look for and make additional edits.


EDIT: Nvr mind, gonna try out the test version for FM Interiors instead. :)

sabretwo
03-26-10, 11:15 PM
Has anyone created an OLC camera fix for the new version of Open Conning Tower? If so, please point me in the right direction.

Thanks!

Flopper
03-29-10, 11:59 AM
Seems pretty self-explanatory. Diving Duck's 'Open Hatch Mod' is already included in this mod, so no need to activate it separately.

What's not so self-explanatory is that in the first post and the readme for this mod it states:

INSTALL
first install the mod of DD's OpenHatch V.3.09 . and below mine
this mod is JSGME ready

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

I'm gonna let 'er rip, but I'm guessing that might be why Kapitan wanted a reiteration.

Kapitän
03-29-10, 12:18 PM
@ Flopper: Thank you !!!

lucagaeta
04-02-10, 12:56 PM
Hi, just d/led v 0.9.3, eager to try it out. One question though, are the commands.cfg files included with it identical to the ones included with DD's OH v3.09 or have additional lines been added/altered?

I've been using a manually edited commands.cfg rather than overwriting with the ones in DD's mod, in order to preserve compatibility with Integrated Orders - just want to know if I would need to look for and make additional edits.


EDIT: Nvr mind, gonna try out the test version for FM Interiors instead. :)

My mod uses a much modified version of command.cfg, by DD.

if you want I would have the correct functionality you use my command.cfg and if change is to have more features that you need.

Regards,
Luca

frau kaleun
04-02-10, 02:26 PM
My mod uses a much modified version of command.cfg, by DD.

if you want I would have the correct functionality you use my command.cfg and if change is to have more features that you need.

Regards,
Luca

Thanks, Luca, I'm not sure what I'm going to do right now with the various open hatch and interiors mods.

DD_OH_v3.09 I have and had it working fine with Integrated Orders via a manual edit of commands.cfg.

FM_New_Interiors I have and had it working fine on its own, and with Integrated Orders, except for the Shift+E which no longer got me to the engine room. Tried to do additional edits to the cfg file to get that back but ended up with a CTD when loading the next patrol. Then even when I went back to the setups that had worked fine previously, I still got CTDs and that's where I left off last night so I'm not sure what happened.

I would love to have the Full Open CH mod + FM Interiors so if there's a cfg file that will let me use that plus keep Integrated Orders working I would certainly be willing to give it a try.

lucagaeta
04-03-10, 12:05 PM
Thanks, Luca, I'm not sure what I'm going to do right now with the various open hatch and interiors mods.

DD_OH_v3.09 I have and had it working fine with Integrated Orders via a manual edit of commands.cfg.

FM_New_Interiors I have and had it working fine on its own, and with Integrated Orders, except for the Shift+E which no longer got me to the engine room. Tried to do additional edits to the cfg file to get that back but ended up with a CTD when loading the next patrol. Then even when I went back to the setups that had worked fine previously, I still got CTDs and that's where I left off last night so I'm not sure what happened.

I would love to have the Full Open CH mod + FM Interiors so if there's a cfg file that will let me use that plus keep Integrated Orders working I would certainly be willing to give it a try.

Hi

for the time the work stops, the Type XXI was almost complete
and I must say that I do not know if the mod will go on, if someone was interested in the end it would be really grateful

Regards
Luca

MG Mike
04-21-10, 12:58 AM
Hi Luca,

your Mod is one of best of SH3 ever. In addition to DDs Open Hatch 3.09 or 3.10 with FMs Interior it´s a really "must have" mod.

With it now I can "walk" throught the boat and up the ladder to the conning tower. And the "0" button to return to the last station or last cam is a very good idea. So I can stand right in front of the periscope, click on it, viewing through and with "0" i stand again right in front of it, like in reality.

Very great mod!:yeah::rock:

It would be rather greater if the final version would come soon. With all subtypes to move through the conning tower hatch and return with "0" to previuos cam or station...

I´m looking forward to it

regards
MG Mike

rea00cy
04-22-10, 02:03 PM
Hi Luca,

your Mod is one of best of SH3 ever. In addition to DDs Open Hatch 3.09 or 3.10 with FMs Interior it´s a really "must have" mod.

With it now I can "walk" throught the boat and up the ladder to the conning tower. And the "0" button to return to the last station or last cam is a very good idea. So I can stand right in front of the periscope, click on it, viewing through and with "0" i stand again right in front of it, like in reality

Very great mod!:yeah::rock:

It would be rather greater if the final version would come soon. With all subtypes to move through the conning tower hatch and return with "0" to previuos cam or station...

I´m looking forward to it

regards
MG Mike

....I will add that those many xtra clickable points (blow ballast, rudder control, notepads...) are a marvel. I wish there would be more....is there any tut out there that instructs how to do that? :D
IMO these elements are immersion factors none other mod introduced.
Sadly, I can't make it to work with MaGui/Hitman's optics..... but I'm struggling to make it.

best regards,

rea00cy

MG Mike
05-03-10, 01:30 AM
Hello Luca

when comes your final version including Type XXI and compatible with FMs interiors ?

It would be great, if you would make it. :salute:
regards
MG Mike

lucagaeta
05-04-10, 01:36 PM
Hello Luca

when comes your final version including Type XXI and compatible with FMs interiors ?

It would be great, if you would make it. :salute:
regards
MG Mike

Hello mike

I apologize for being late at work, but at the moment are busy on other things, I will try to finish the mod soon include the type XXI

Regards

Sailor Steve
05-05-10, 09:41 PM
Finally have my computer set up again. I added it to my mods. Looks good!:rock:

Magic1111
05-10-10, 03:49 AM
Hello Luca !

I´ve one question to your "Conning Tower open Hatch TestFMfood" Mod !

I use at first the "FM_NI v1.0" MOD and then your "Conning Tower open Hatch TestFMfood".

When I load a new Patrol or a Mid-Patrol Savegame the planesman WITH YOUR MOD are sitting not in their seats, only when I give the Command for dive they come to the seats (the same as in DD´s OH 3.09 MOD).

Without your MOD and only with the MOD "FM_NI v1.0" the planesman are sitting after loading a Savegame on their seats and so they disappear when I give any watch command like asking range to target for example.

Why is there a difference between your mod and the "FM_NI v1.0 MOD? :hmmm:
Based your MOD not on the Original "FM_NI v1.0" MOD ?

Thanks for the Answer in forward !

Best regards,
Magic:salute:

Magic1111
05-13-10, 10:31 AM
Hello Luca !

I´ve one question to your "Conning Tower open Hatch TestFMfood" Mod !

I use at first the "FM_NI v1.0" MOD and then your "Conning Tower open Hatch TestFMfood".

When I load a new Patrol or a Mid-Patrol Savegame the planesman WITH YOUR MOD are sitting not in their seats, only when I give the Command for dive they come to the seats (the same as in DD´s OH 3.09 MOD).

Without your MOD and only with the MOD "FM_NI v1.0" the planesman are sitting after loading a Savegame on their seats and so they disappear when I give any watch command like asking range to target for example.

Why is there a difference between your mod and the "FM_NI v1.0 MOD? :hmmm:
Based your MOD not on the Original "FM_NI v1.0" MOD ?

Thanks for the Answer in forward !

Best regards,
Magic:salute:

***BUMP*** :D

Kapitän
05-14-10, 12:01 PM
Hi Luca,

Thanks for this mod. It looks very good. I installed it with LSHIIIV5. Maybe that was the first mistake. Anyhow, everything seems to be working fine, except for the below two views.

I also posted a pic of my JSGME. Can you tell me, what I've done wrong.

Thanks, Kapitän

http://www1.mediafire.com/imgbnc.php/1d4ca3cb1a86f2b1e154e2de9433c1586g.jpg (http://www.mediafire.com/imageview.php?quickkey=dyb2fjmygho&thumb=4)


http://www2.mediafire.com/imgbnc.php/78bc86422843f832630899035be222e66g.jpg (http://www.mediafire.com/imageview.php?quickkey=nog2qmzimyt&thumb=4)


http://www4.mediafire.com/imgbnc.php/e97ba17e822b9373ee5f5fd1af4fef906g.jpg (http://www.mediafire.com/imageview.php?quickkey=zmd211mjlz1&thumb=4)

lucagaeta
05-14-10, 12:17 PM
Hi Aces


Sorry for the delay, but was absent from the forum
have pre-rotation of the periscope, I used a controller type (Dial)
in file.sim (NSS_Uboat7_CR.sim) and is the first that are opening,
to get the rotation you have to link with id you want to rotate

I hope I was clear
other explanations are at your disposal

Regards, Luca

A6Intruder
05-14-10, 12:35 PM
Hi Luca,

Thanks for this mod. It looks very good. I installed it with LSHIIIV5. Maybe that was the first mistake. Anyhow, everything seems to be working fine, except for the below two views.

I also posted a pic of my JSGME. Can you tell me, what I've done wrong.

Thanks, Kapitän







http://www4.mediafire.com/imgbnc.php/e97ba17e822b9373ee5f5fd1af4fef906g.jpg (http://www.mediafire.com/imageview.php?quickkey=zmd211mjlz1&thumb=4)

Are you sure about activating Version 0,9 after 0,93?
Best regards:salute:

Kapitän
05-14-10, 12:39 PM
@ A6Intruder: Yes, for two reasons:

1. I tried it before without 0.9 and had the same results and

2. The 0.9 installed after the 0.93 is merely supposed to remove the food

lucagaeta
05-14-10, 12:44 PM
Hello Luca !

I´ve one question to your "Conning Tower open Hatch TestFMfood" Mod !

I use at first the "FM_NI v1.0" MOD and then your "Conning Tower open Hatch TestFMfood".

When I load a new Patrol or a Mid-Patrol Savegame the planesman WITH YOUR MOD are sitting not in their seats, only when I give the Command for dive they come to the seats (the same as in DD´s OH 3.09 MOD).

Without your MOD and only with the MOD "FM_NI v1.0" the planesman are sitting after loading a Savegame on their seats and so they disappear when I give any watch command like asking range to target for example.

Why is there a difference between your mod and the "FM_NI v1.0 MOD? :hmmm:
Based your MOD not on the Original "FM_NI v1.0" MOD ?

Thanks for the Answer in forward !

Best regards,
Magic:salute:

Hi Magic

Sorry for the delay

the answer is that I preferred to insert the genius found in DD
because as far as I know both at sea surface
the sailors were not present

Regards, Luca

lucagaeta
05-14-10, 12:50 PM
Are you sure about activating Version 0,9 after 0,93?
Best regards:salute:
@Kapitän (http://www.subsim.com/radioroom/member.php?u=255892)
Hi

install only the version 0.93, remove the DD fix Cam

Regards

Kapitän
05-14-10, 01:00 PM
@ Luca: OK, I tried it as you said but with the same result as described above. The only difference is, that now there is also all the food. :hmmm:

lucagaeta
05-14-10, 01:44 PM
@ Luca: OK, I tried it as you said but with the same result as described above. The only difference is, that now there is also all the food. :hmmm:


I apologize to everyone but the use of type VII requires even before 's installation of mod
DD_OH_V3.09_20091209162038, not to see the door closed

I apologize for lost time

to remove the food, install 0.9 last
Regards

Kapitän
05-14-10, 02:00 PM
Thanks Luca! You're right, now the CR-Hatch is not visible when open BUT the Bridge-Hatch is still closed, when viewed from the Bridge (F4) => see above pic No.2.

I also re-installed the "DD Fix Cam". Should I de-install it again? :06:

lucagaeta
05-14-10, 04:19 PM
Thanks Luca! You're right, now the CR-Hatch is not visible when open BUT the Bridge-Hatch is still closed, when viewed from the Bridge (F4) => see above pic No.2.

I also re-installed the "DD Fix Cam". Should I de-install it again? :06:

1)the Bridge-Hatch is closed when viewed from the Bridge, because it is not expected to be open in this mod

2) do not need to install DD Cam Fix
I hope I was clear
are at your disposal

Regards

Kapitän
05-14-10, 04:27 PM
@ luca: Thanks very much. You're very clear. It seems, that now everything is the way it is supposed to be. Thanks again, Kapitän :salute:

lucagaeta
05-14-10, 04:36 PM
@ luca: Thanks very much. You're very clear. It seems, that now everything is the way it is supposed to be. Thanks again, Kapitän :salute:


:salute:

V-Modifications
05-14-10, 05:44 PM
Hi Luca,

Thanks for this mod. It looks very good. I installed it with LSHIIIV5. Maybe that was the first mistake. Anyhow, everything seems to be working fine, except for the below two views.

I also posted a pic of my JSGME. Can you tell me, what I've done wrong.

Thanks, Kapitän

http://www1.mediafire.com/imgbnc.php/1d4ca3cb1a86f2b1e154e2de9433c1586g.jpg (http://www.mediafire.com/imageview.php?quickkey=dyb2fjmygho&thumb=4)




hello

do activate first DD-Open Hatch - you need the 3 0kb files for radio room

Magic1111
05-15-10, 06:50 AM
Hi Magic

Sorry for the delay

the answer is that I preferred to insert the genius found in DD
because as far as I know both at sea surface
the sailors were not present

Regards, Luca

All right, thanks for your Reply Luca !!! ;)

Best regards,
Magic:salute:

Sokolov
08-05-10, 08:18 AM
The question is can i use Open hatch mod, Full open the conning tower hatch, and FM interior mod? Should i add in list of my mods in this case Conning Tower test fm food?

Sokolov
08-05-10, 08:20 AM
I wrote in NI manual that OH and NI compatible,but there are wasnt said about conning tower open hatch mod

Sokolov
08-05-10, 08:27 AM
read not wrote, sry )

Sailor Steve
08-05-10, 10:30 AM
The question is can i use Open hatch mod, Full open the conning tower hatch, and FM interior mod? Should i add in list of my mods in this case Conning Tower test fm food?
I use all three.

Sokolov
08-05-10, 11:53 AM
There are total misunderstanding for me: autor wrote on page 4 this thread that you can use Full openthe Conning Tower Hatch 0.9.3 without OH mod, becouse its already included, and i looked on files of these mods, its full exacly files looks for me. But on topic of this thread and in readme file with this mod he said that you need install Open Hatch mod and then hes mod below. I still cant get if i i will use mod for all u-boats and will have installed fm mod and Conning tower test fm mod for it, will i have troubles with this installation.

Sailor Steve
08-05-10, 02:28 PM
Aces Multi-Mod Compatibility mod might work. I have very little trouble using all three together.

What I don't understand is why you don't just give it a try. With JSGME if it causes problems you can just take them out again. I experiment with mods all the time, and never feel compelled to ask someone else if it will work.

Sokolov
08-05-10, 05:46 PM
I tryed something, something ask, coz some things better to ask before waste time for trying

Sokolov
08-05-10, 05:48 PM
May i look on list/order of mods becouse i tryed and never can get FM inteior and opened hatch in radio room, and keys shift/ctrl+h never works