View Full Version : [WIP] GWX 3.0 Pennants on Type 2A turm. Test.
Outdated theme!
*******************************************
Updated 10.03.2010
...
Mod file - GWX_Test_penns_4subFlag_2010.7z for testing.
Author Anvart.
This mod is absolutely independent original work, and this mod don't uses stuff from other similar mods of other authors.
This test-addition for DFant_subFlag_2010.7z mod.
Don't use without main DFant_subFlag_2010.7z mod.
In this test-addition we can control raising/lowering of Pennants on Turm2A_1,
Turm2D_1, Turm2D_2, Turm7b_1, Turm7b_2, Turm7c_1, Turm7c_2, Turm7c_3 and
Turm7c_4 using new StateMachine Classes... and using next commands:
1) Raising Pennants - keys Ctl+PgUp ... Rise_whole_periscope command...
2) Lowering Pennants - keys Ctl+PgDn, PgUp, PgDn ... Lower_whole_periscope,
Rise_periscope, Lower_periscope commands ...
3) also, Pennants - Lowering by commands:
Crash_dive
Periscope_depth
Snorkel_depth
Dive
Set_depth
Notes:
Raising/Lowering of Pennants work if the Watch Officer is on the bridge and
only in Harbor!!!
Water Reflection for Pennants is disconnected (alpha-blending artefacts)...
...
Two files (Pennants.jpg, ListOfPens.jpg) with the image of pennants and
with the list of pennants, which you can write down in file
"..\data\Submarine\NSS_Uboat...\NSS_Uboat....eqp" after each mission (as sunk tonnage),
are presented.
I have added bug-fixes for Watch Officer also...
************************************************** ******
Installation:
Using JSGME ...
Unpack GWX_Test_penns_4subFlag_2010.7z file in MOD folder.
To attach to game after DFant_subFlag_2010.7z mod...
************************************************** *****
Special gratitude to respected Skwasjer.
His S3D tool successfully expand (supplement) HexEditor.
S3D accelerates editing of files content ... especially object-animation, mesh animations
(limited) and StateMachine System files ...
The visual control through S3D Viewer allows to place objects quickly ... and so on ...
Special Thanks to Magic1111 for support!
************************************************** *****
Test is over.
Additional files:
Pennants.jpg
http://img705.imageshack.us/img705/2337/pennants.jpg
ListOfPens.jpg
http://img705.imageshack.us/img705/9069/listofpens.jpg
Screenshot:
http://img121.imageshack.us/img121/3787/inharbor.jpg
...
Hi, guys.
Pennants system works in campaign and in single missions...
but you should not use mods, disconnecting campaign data (as "MBFL mod v1.0 Beta")... and use properly dates of war...
:D
P.S.
Please write responses about pennants addition...
Excellent thank you Anvart I shall be testing this tonight, are you considering doing a verison for the Type 7C?.
Best Regards
Aces
urfisch
02-16-10, 08:51 AM
?
how does this work? you have to open the eqp file AFTER the mission, load the game again and have then the right pennants???
sorry for the dumb question...
Magic1111
02-16-10, 10:15 AM
?
how does this work? you have to open the eqp file AFTER the mission, load the game again and have then the right pennants???
sorry for the dumb question...
That would have been my question! :hmmm:
And besides, I would like to know what program do I open EQP files? AFAIK S3D does not supported eqp Files ??!! :hmmm:
Best regards,
Magic
Hi,
I'm not at home right now but if I remember cortrectly eqp files can be opened with notepad.
Regards
Aces
Is this compat. with the last FM Interior Rooms mod ?
If not can you please make it compat with it cause I like it a lot!
Thanks Anvart great work as always:up::ping:
Same here, I'm really hoping that we can get Flakmonkey's fantastic new Interior, Diving Duck's great Open Hatch mod and lucageta's excellent open conning tower hatch mods working with Anvart's flag/pennant/antenna mod. That would make my year so far! :)
So much fantastic modding talent in one place, gentlemen you never cease to amaze me!
Cheers
Aces
piri_reis
02-16-10, 10:42 AM
Is this compat. with the last FM Interior Rooms mod ?:ping:
:DL This is for Type II subs not TypeVII as the diesel room mod.
I think this is how it works:
Anvart has a default eqp file with some pennants he already defined, so you get the pennant flags when you raise it.
And if you want to arrange your own pennants, depending on the ships you have sunk, you can look at the jpg files he has included and use those values to arrange them within the eqp file.
eqp files are text files, open with notepad.
Nice work Anvart, will try this tonight :up:
Than ks for the info mate, I was hoping that Anvart would consider doing a Type 7C version :)
Excellent thank you Anvart I shall be testing this tonight, are you considering doing a verison for the Type 7C?.
Best Regards
Aces
I plan to make this work for all submarines... if all will be OK...
urfisch
02-16-10, 02:21 PM
?
how does this work? you have to open the eqp file AFTER the mission, load the game again and have then the right pennants???
sorry for the dumb question...
bump...
Attention please.
What problems?
Open ..\SilentHunterIII\data\Submarine\NSS_Uboat2A\NSS_ Uboat2A.eqp in notepad.exe and write pennants names (what you want or NULL for empty) from the pennants-list, as LinkName... and then to save file...
http://img121.imageshack.us/img121/4098/eqpfile.jpg
Is this compat. with the last FM Interior Rooms mod ?
If not can you please make it compat with it cause I like it a lot!
Thanks Anvart great work as always:up::ping:
This mod (DFant_subFlag_2010.7z and Type2A_pens_4subFlag_2010.7z) for exterior... FM&DD Interior mod for interior...
It will be necessary to adapt Commands_xx.cfg files only...
:DL ...
I think this is how it works:
Anvart has a default eqp file with some pennants he already defined, so you get the pennant flags when you raise it.
And if you want to arrange your own pennants, depending on the ships you have sunk, you can look at the jpg files he has included and use those values to arrange them within the eqp file.
eqp files are text files, open with notepad.
...
:up:
Excellently, my friend!
Magic1111
02-18-10, 07:50 AM
:DL This is for Type II subs not TypeVII as the diesel room mod.
I think this is how it works:
Anvart has a default eqp file with some pennants he already defined, so you get the pennant flags when you raise it.
And if you want to arrange your own pennants, depending on the ships you have sunk, you can look at the jpg files he has included and use those values to arrange them within the eqp file.
eqp files are text files, open with notepad.
Nice work Anvart, will try this tonight :up:
Thanks for the explanation!
Best regards,
Magic
Tomi_099
02-19-10, 08:45 AM
Great class!:salute:
Entitlements, it is nevertheless possible to make in game by the !! Save Mission !!
The mission menu screen and a menu bar
where the man can do with a
click on the menu bar ( Activ )
or write Pennant name.
:hmmm:
Or F1 Help in making a menu bar for flags can.
That my friend is a bonus star for you!
-------------------
Attention please.
What problems?
Open ..\SilentHunterIII\data\Submarine\NSS_Uboat2A\NSS_ Uboat2A.eqp in notepad.exe and write pennants names (what you want or NULL for empty) from the pennants-list, as LinkName... and then to save file...
http://img121.imageshack.us/img121/4098/eqpfile.jpg
Great class!:salute:
Entitlements, it is nevertheless possible to make in game by the !! Save Mission !!
The mission menu screen and a menu bar
where the man can do with a
click on the menu bar ( Activ )
or write Pennant name.
:hmmm:
Or F1 Help in making a menu bar for flags can.
That my friend is a bonus star for you!
-------------------
:DL
I am not assured, that I have understood you... or, that you have understood me... :hmmm:
Turm2D_1:
http://img203.imageshack.us/img203/8941/gwxt2d1penns.jpg
Turm2D_2:
http://img203.imageshack.us/img203/9210/gwxt2d2penns.jpg
I see this theme is not popular...
And I do not see sense to continue it... :yawn:
It is most certainly popular and very much appreciated by me Anvart. I have been very busy at work but did manage a quick test and it looks superb.
Best Regards
Aces
SquareSteelBar
02-24-10, 05:06 AM
I see this theme is not popular...
And I do not see sense to continue it... :yawn:
You're wrong, Aljoscha.
People are paralyzed due to joyful expectation.... :up:
Magic1111
02-24-10, 06:11 AM
I see this theme is not popular...
And I do not see sense to continue it... :yawn:
Oh no, my Friend, you are mistaken in your opinion ! ;)
Let me say these two things to that:
First the most User wait longing for Release to the "Diesel Room Interior" from Flakmonkey who have only their focus AT THE MOMENT to that MOD, but your mods are nevertheless no less important, on the contrary!
Second is for the most User the both Submarines Types VII and IX more important than Type II ! It means, when you do your work on Type VII and/or Type IX you become -in MY Opinion- MAYBE? more Replies as now !
BUT: For me and all Users you do a fantastic work and all your MODs are for me "MUST HAVE" MODs !
Please, please continue your work...!!!!:rock::rock::yeah::up:
Best regards,
Magic
Well said Magic1111, I think that when the Type VII boats are included in this excellent mod then there will be a LOT more interest.
I most appreciate any and all mods that improve the historical accuracy and enjoyment of SH3 and this mod falls most firmly in that category.
Best Regards
Aces
This looks to awesome to pass by!!:yep: once DD & FM's mods are completed I must give this a go.:yeah:
Thanks Anvart, great mods.:salute:
Sailor Steve
02-24-10, 11:55 AM
I think this is very cool! I haven't posted because I can't even play the game right now.
But when I can I will be using this mod!:rock:
It is most certainly popular and very much appreciated by me Anvart. I have been very busy at work but did manage a quick test and it looks superb.
Best Regards
Aces
Now i see... :D
You're wrong, Aljoscha.
People are paralyzed due to joyful expectation....
Good name, SquareSteelBar.
... but i'm Alexander... shortly - Alex... :up:
Oh no, my Friend, you are mistaken in your opinion !
...
Second is for the most User the both Submarines Types VII and IX more important than Type II ! It means, when you do your work on Type VII and/or Type IX you become -in MY Opinion- MAYBE? more Replies as now !
...
Please, please continue your work...!!!!
Best regards,
Magic
Well said Magic1111, I think that when the Type VII boats are included in this excellent mod then there will be a LOT more interest.
I most appreciate any and all mods that improve the historical accuracy and enjoyment of SH3 and this mod falls most firmly in that category.
Best Regards
Aces
I understand, guys...
But i have begun from the beginning... from the technical point of view there is no difference in mod for Type 2 or Type 7/9...
And for GWX-mod it's easier to make, than, for example, for WAC...
because in GWX-mod there are less errors...
This looks to awesome to pass by!!:yep: once DD & FM's mods are completed I must give this a go.Thanks Anvart, great mods.
I think this is very cool! I haven't posted because I can't even play the game right now.
But when I can I will be using this mod!
ОК, guys...
You have encouraged me well... and continuation follows...
:D
Magic1111
02-24-10, 02:51 PM
ОК, guys...
You have encouraged me well... and continuation follows...
:D
Thatīs sounds very, very good Mate !!!!!!!!!!!!!!!!!!!!!:rock::rock::rock::up::up:
Best regards,
Magic
This is great for the type II, are you likely to do one for the the type VII also?:hmmm:
Magic1111
02-26-10, 02:33 AM
This is great for the type II, are you likely to do one for the the type VII also?:hmmm:
That would be of course great!:rock: :up: :rock:
Best regards,
Magic:salute:
This is great for the type II, are you likely to do one for the the type VII also?:hmmm:
OK.
I have not enough free time now... But I do! :03:
OK.
I have not enough free time now... But I do! :03:
I keep my fingers crossed and wait patiently!:D
Hi, all.
The first post is updated...
Now you can test pennants for Turm2A_1, Turm2D_1, Turm2D_2, Turm7c_2 and Turm7c_3...
Good luck.
Feedback plz!
Hi, all.
The first post is updated...
Now you can test pennants for Turm2A_1, Turm2D_1, Turm2D_2, Turm7c_2 and Turm7c_3...
Good luck.
Feedback plz!
:o:o7c :o:o Thanks!:yeah:
Edit: I thought I'd cheat and try the Torpedo academy then return to Kiel, periscope rises but no flags shown with either Ctrl+PgUp or just PgUp, will have to wait till I return from next patrol!!
:o:o7c :o:o Thanks!:yeah:
Edit: I thought I'd cheat and try the Torpedo academy then return to Kiel, periscope rises but no flags shown with either Ctrl+PgUp or just PgUp, will have to wait till I return from next patrol!!
Thanks, Reece!
For raising/lowering of pennants some conditions are necessary... look the first post...
Watch Officer should be on the bridge and the submarine state should be InHarborNeutral or InHarbor... look pic's:
http://www.subsim.com/radioroom/showthread.php?t=161775 #2 two last pictures...
and look #3 in this thread...
P.S.
I tested in single mission (the submarine is in port) and all works well...
Ah, I thought harbour would be within 10km or so, I will get closer, I notice normally when close to port the men always just admire the view, is it within this area?:hmmm: Thanks.
Edit: I started a new career with VIIb in harbour before leaving I press ctrl+PgUp this raises the periscope but no pennants, pressing PgUp on it's own does nothing, the WO responds ok. I will wait for others to try it out, I'm missing something, do you have to be returning from patrol? do you have to edit the eqp file, or should it work with default?:hmmm:
@ Anvart
What a great idea for a mod. It has always been a wish of mine to be able fly pennants on returning to port. I am a bit Technologically Challenged, but I will give it a try after my next patrol. It is a shame that more people don't know about it. I will put up a link in the Enigma Flotilla sub-forum. Thanks for all the hard work.
Fido:salute:
Ah, I thought harbour would be within 10km or so, I will get closer, I notice normally when close to port the men always just admire the view, is it within this area?:hmmm: Thanks.
Edit: I started a new career with VIIb in harbour before leaving I press ctrl+PgUp this raises the periscope but no pennants, pressing PgUp on it's own does nothing, the WO responds ok. I will wait for others to try it out, I'm missing something, do you have to be returning from patrol? do you have to edit the eqp file, or should it work with default?:hmmm:
Sorry, Reece...
Read attentively first post... now (for the test) you have pennants only for Turm2A-2D, Turm7c_2 (Type7c/41 1942) and Turm7c_3 (Type7c/41/42 1943)...
@ Anvart
What a great idea for a mod. It has always been a wish of mine to be able fly pennants on returning to port. I am a bit Technologically Challenged, but I will give it a try after my next patrol. It is a shame that more people don't know about it. I will put up a link in the Enigma Flotilla sub-forum. Thanks for all the hard work.
Fido:salute:
Thanks, Fido.
but yet it's test version... :D
Sorry, Reece...
Read attentively first post... now (for the test) you have pennants only for Turm2A-2D, Turm7c_2 (Type7c/41 1942) and Turm7c_3 (Type7c/41/42 1944)...
Gee I'm either thick or blind, clearly 7c not 7b!:doh: Man what a dope!!:88):damn:
Sorry Aces I deleted a post!!:oops:
Many thanks for the great mod Anvart, I tested last night on a 7C and it looked brilliant. I will be testing again tonight.
Sincere best wishes
Aces
Hello again,
I tested more last night and so far no problems with type 7.
Best regards
Aces
I think I was using a Type VIIc in 1942. I have the game saved will confirm tonight mate.
Cheers
Aces
I think I was using a Type VIIc in 1942. I have the game saved will confirm tonight mate.
Cheers
Aces
Thanks, Aces! :up:
Well I have tried a dozen times and I can't get it to go, my install:
DD OH 3.09
DFant_subFlag_2010
GWX_Test_penns_4subFlag_2010
I selected a SP mission with VIIC 1943, large wintergarten and radar, I can get the flags & DF antenna to raise OK, return to Le Spazia port at docks, the men & WO just admiring the view, I press Ctrl+PgUp, periscope rises but no pennants, press PgUp again WO confirms but still no Pennants!:hmmm:
http://i66.photobucket.com/albums/h244/Reecehk/Turm7c2.jpg
After pressing of keys (for raising) wait ~12 sec... may be a bit more...
I tried with 7c_3 weather fine, works 100%, tried 7c_2 again works 100%,:up: tried with weather raining (earlier) and doesn't go, I haven't been able to duplicate the same conditions again, keeps coming up fine, I think it's the old bug that if in port and WO wearing rain coat for some reason turns into a zombie, stands there frozen solid, pressing Ctrl+PgUp his voice responds but he is frozen, periscope goes up but no pennants, typical I had to get this condition around 4 times in a row yesterday!!:doh:
Great to see that you're making progress Reece, I haven't observed that bug that you reported but then again I have my finger in so many pies these days :).
Best Regards
Aces
I tried with 7c_3 weather fine, works 100%, tried 7c_2 again works 100%,:up: tried with weather raining (earlier) and doesn't go, I haven't been able to duplicate the same conditions again, keeps coming up fine, I think it's the old bug that if in port and WO wearing rain coat for some reason turns into a zombie, stands there frozen solid, pressing Ctrl+PgUp his voice responds but he is frozen, periscope goes up but no pennants, typical I had to get this condition around 4 times in a row yesterday!!:doh:
:up:
:rotfl2:
For what pennants are necessary, if rain (storm) go... :DL
lol...
Thanks, Reece.
And now we will talk seriously...
Reason:
i use crew commands DGuns_Update_target and AAGuns_Update_target for pennants animations... This commands are blocked if weather (StormConditions=...) is bad (you know about it... blocked as gun's crew)... as i think.
I have forgotten to write about it in readme.
...
Also it is not excluded that you had an old bug...
P.S.
It is very good, that you have noticed it... :yeah:
plz, continue to test...
:up:
:rotfl2:
For what pennants are necessary, if rain (storm) go... :DL
lol...
Thanks, Reece.
Soggy, drooping pennants please my friend!, maybe with a generous hint of salt spay for good measure :DL
Soggy, drooping pennants please my friend!, maybe with a generous hint of salt spay for good measure :DL
:rotfl2:
In a way that is good Anvart, it means that my install is ok!!:up: Many thanks,
One thing I will mention is that I'm sure in the DFant_subFlag_2010 mod if you raised the flag and DF antenna then dived, when surfacing a previous bug was fixed that the flag and antenna would show but no movement, now this problem seems is back (pennants mod), but then it is just a test version, Is this correct?:hmmm:
In a way that is good Anvart, it means that my install is ok!!:up: Many thanks,
One thing I will mention is that I'm sure in the DFant_subFlag_2010 mod if you raised the flag and DF antenna then dived, when surfacing a previous bug {???} was fixed that the flag and antenna would show but no movement, now this problem seems is back (pennants mod), but then it is just a test version, Is this correct?:hmmm:
IIUC, i had no this problem...
OK, now try it...
@Reece
Test report...
1) ...
Testing parametres:
Environment - GWX 3.0
Connected mod - DFant_subFlag_2010
UBoat - Type7c/42 (surfaced)
Year - 1944
Weather - Fine
Place - in Port (InHarbor)
...
Test:
Execute Raising Flag and DF antenna - OK.
Execute Periscope Depth (or Dive) - OK (Flag and DF ant. lowering).
Execute Surface Boat - OK.
Return Watch Officer on Bridge - OK.
Execute Raising Flag and DF antenna - OK.
... as you see no prob's...
2) ...
Testing parametres:
Environment - GWX 3.0
Connected mod - DFant_subFlag_2010 and GWX_Test_penns_4subFlag_2010
UBoat - Type7c/42 (surfaced)
Year - 1944
Weather - Fine
Place - in Port (InHarbor)
...
Test:
Execute Raising Flag, DF antenna and Pennants - OK.
Execute Periscope Depth (or Dive) - OK (Flag, DF ant. and penns lowering).
Execute Surface Boat - OK.
Return Watch Officer on Bridge - OK.
Execute Raising Flag, DF antenna and Pennants - OK.
... as you see no prob's...
Well your not going to believe this but raising the flags and DF antenna then dive then surface is gone (OK) in daytime, but night time surfacing the flag and antenna is there without movement!:hmmm: I tried this in artillery academy as well with VIIB, daytime works dusk ok night doesn't work, can't have anything to do with rig for red lighting can it?:-?
Well your not going to believe this but raising the flags and DF antenna then dive then surface is gone (OK) in daytime, but night time surfacing the flag and antenna is there without movement!:hmmm: I tried this in artillery academy as well with VIIB, daytime works dusk ok night doesn't work, can't have anything to do with rig for red lighting can it?:-?
:D
Sorry, Reece...
Your imagination has no borders...
...
There is no difference day or night... It's necessary, that the Watch Officer was on the bridge...
and that he was live and healthy... :haha:
I tried with 7c_3 weather fine, works 100%, tried 7c_2 again works 100%,:up: tried with weather raining (earlier) and doesn't go, ...I think it's the old bug that if in port...
Hi, Reece.
I have simulated your situation and have found the reason... It is error in StateMachine Class for UZOR Officer... it's stock (not GWX) issue... i think, but i don't remember about it...
I will fix errors in UZOR SMClass... and i hope all will be good... :salute:
@Reece.
Now UZOR is fixed and all work fine...
Excellent, can you point me to a download please, I assume it's the uzor.dat file? The file I am uzing comes from DD_OH_V3.09_ConningDeckCam_Fix_20091216221109.7z that also contains uzo.dat:oops::D
How Turm7b_1 looks...
http://img693.imageshack.us/img693/4686/turm7b1penns.jpg
First post is updated...
Now you can test Pennants on Turm2A_1, Turm2D_1, Turm2D_2, Turm7b_1, Turm7b_2, Turm7c_1, Turm7c_2, Turm7c_3 and Turm7c_4...
Good luck.
Responses and wishes are welcomed...
Yes!!!:yeah: Thanks again!!:yep:
Ok did some testing and found that I had to edit the eqp file!! no pennants by default!:oops: One thing I noticed and I understand it is only testing at this stage, but DD's OH commands do not work.:hmmm: Other than that!:up:
Ok did some testing and found that I had to edit the eqp file!! no pennants by default!:oops:
:rotfl2:
Yes, Reece... i didn't put NSS_Uboat7b.eqp in this pack...
I wanted, that you (and other) have written nodes for pennants in yours NSS_Uboat7b.eqp independently using all my stuffs... If it's difficult for you...
D/L: http://www.mediafire.com/file/omfywjgyznk/NSS_Uboat7b.7z
One thing I noticed and I understand it is only testing at this stage, but DD's OH commands do not work.:hmmm: Other than that!:up:
I have added new turms only... and GWX_Test_penns_4subFlag_2010 is not compatible with DD's OH 3.0... it's test variant...;)
All going very well Anvart, I did edit the eqp file myself, I'm thinking of making each one different for a little variation and placing them into SH3 Commander.:03:
...
I'm thinking of making each one different for a little variation and placing them into SH3 Commander.:03:
Very well, good luck.
i don't use SH3 Commander...
Sailor Steve
03-11-10, 01:54 PM
...i don't use SH3 Commander...
You're missing out on a lot of the best of the game.:sunny:
Jimbuna
03-11-10, 03:42 PM
All going very well Anvart, I did edit the eqp file myself, I'm thinking of making each one different for a little variation and placing them into SH3 Commander.:03:
Good idea Bruce....will look forward to that :up:
You're missing out on a lot of the best of the game.:sunny:
:haha:
I do not play more than three years in SH3...
...
5) Two files (Pennants.jpg, ListOfPens.jpg) with the image of pennants and
with the list of pennants, which (sunk tonnage) you can write down in file
"..\data\Submarine\NSS_Uboat2A\NSS_Uboat2A.eqp " after each mission, are presented.
(I don't use SH3 Commander... may be trough it possible to connect pennants more easy?)
...
:haha:
I do not play more than three years in SH3...So you just mod it for fun?:hmmm: Well .... keep having lots of fun!!:yep::up:
All going very well Anvart, I did edit the eqp file myself, I'm thinking of making each one different for a little variation and placing them into SH3 Commander.:03:
It's OK...
But my idea was...
After each patrol you edit *.eqp file writing down pennants corresponding to the sunk tonnage... or pennants with silhouettes of the ships... :yep:
...
Do you have any ideas for automation of this process? :confused:
Sorry no, I didn't like the idea of manually changing the eqp file on the fly, my tonnage is usually fairly high after a patrol so a combo or mixture of nearly all shown would be better than nothing, would be great though if someone could write a program that checks the patrol totals and adds them to the eqp file!!:yep: Don't want much do I!!:haha: ..... Oh Jaesen, I have a small job for you!!:har:
urfisch
03-12-10, 08:19 AM
It's OK...
But my idea was...
After each patrol you edit *.eqp file writing down pennants corresponding to the sunk tonnage... or pennants with silhouettes of the ships... :yep:
...
Do you have any ideas for automation of this process? :confused:
this would make this mod perfect...indeed...
Magic1111
03-12-10, 08:21 AM
Sorry no, I didn't like the idea of manually changing the eqp file on the fly,
Yes, I agree this ! I didnīt like the manually changing too !
Best regards,
Magic
... my tonnage is usually fairly high after a patrol so ...
Idea is ... to show sunk tonnage of one patrol...
Otherwise (show summary, total tonnage) many resources of PC will be spent...
...
and 12 slots * 12000 tonns (for example) = 144000 tonns per patrol :haha:
... не "хило"...
Yes, I agree this ! I didnīt like the manually changing too !
Best regards,
Magic
Sorry, in real life, crew made it manually ...
:rotfl2:
...
if you don't like... no prob's... you must crack game's hard code and make this feature... :har:
Sorry, in real life, crew made it manually ...
:rotfl2:
...
if you don't like... no prob's... you must crack game hard code and make this feature... :har:I agree with Anvart, sounds like a good job for someone that can do Magic1111:timeout::har:
Just a thought, an easy way to "semi automate", would be to have a number of batch files named , say "3 Ship pennants" to "12 Ship Pennants", these would simply copy pre edited eqp files for each U-boat type to their respective folders. The batch files would be placed somewhere easily gotten to from the desktop.:yep: Example:
Just finished a patrol sinking 8 ships, ALT-Tab to desktop, double click on icon named "8 Ship pennants", done, return to game. The tonnage etc may not tally but at least the number of flags shown would. Would suit lazy guys like me who don't want to open the particular eqp file then edit with the correct data.:oops:
Got any idea when the final is to be released? not pushing Anvart, I have no idea what there is left, just that I'm holding back on a patrol till the mod is finished!:up: Thanks.
Magic1111
03-13-10, 11:17 AM
Just finished a patrol sinking 8 ships, ALT-Tab to desktop
Please note that Alt + tab does not work if you have the Hi Rez Fix enabled with the same resolution in the game like on the desktop (Windows), for example SH3 in 1280 x 1024 and the same resolution in windows !
Best regards,
Magic
Magic1111
03-13-10, 11:21 AM
Sorry, in real life, crew made it manually ...
:rotfl2:
Yes mate, they had to do it manually because they had no computer on board....:rotfl2::haha::rotfl2:
Please note that Alt + tab does not work if you have the Hi Rez Fix enabled with the same resolution in the game like on the desktop (Windows), for example SH3 in 1280 x 1024 and the same resolution in windows !
Best regards,
Magic
Try button (left or right) with MicroSoft flag... analog of Start button...
Just a thought, an easy way to "semi automate", would be to have a number of batch files named , say "3 Ship pennants" to "12 Ship Pennants", these would simply copy pre edited eqp files for each U-boat type to their respective folders. The batch files would be placed somewhere easily gotten to from the desktop.:yep: Example:
Just finished a patrol sinking 8 ships, ALT-Tab to desktop, double click on icon named "8 Ship pennants", done, return to game. The tonnage etc may not tally but at least the number of flags shown would. Would suit lazy guys like me who don't want to open the particular eqp file then edit with the correct data.:oops:
Got any idea when the final is to be released? not pushing Anvart, I have no idea what there is left, just that I'm holding back on a patrol till the mod is finished!:up: Thanks.
For diff. ships penns have diff. colour...
Your method - for very, very lazy guys... :rotfl2:
For diff. ships penns have diff. colour...
Your method - for very, very lazy guys... :rotfl2:That's me!!:haha: I am still hoping someone like Jaesen will get excited and make a good one!:yep:
...
I am still hoping someone like Jaesen will get excited and make a good one!
i'm not sure... :yep:
...
OK, Reece...
Now we will talk seriously...
I wish to hear (to see) your assessment of works of mod for the published turms... :salute:
Flopper
03-15-10, 03:10 PM
:hmmm:I see this theme is not popular...
And I do not see sense to continue it... :yawn:
I have been searching for something like this for some time now... just discovered it as a link from another thread. I think there are so many threads things get buried sometimes.
Edit: Okay, I have tried this out, and the readme says:
In this test-addition we can control raising/lowering of Pennants on Turm2A_1,
Turm2D_1, Turm2D_2, Turm7b_1, Turm7b_2, Turm7c_1, Turm7c_2, Turm7c_3 and
Turm7c_4 using new StateMachine Classes...
I'm in a 7b, circa november '39. Is that any of these? I don't get any pennants, and indeed the eqp file doesn't have anything about pennants in it. Actually, in this mod data/submarine there are only 3 folders, NSS_Uboat7c, NSS_Uboat2D, NSS_Uboat2A. Did I miss something? :timeout:
:hmmm:
I have been searching for something like this for some time now... just discovered it as a link from another thread. I think there are so many threads things get buried sometimes.
Edit: Okay, I have tried this out, and the readme says:
In this test-addition we can control raising/lowering of Pennants on Turm2A_1,
Turm2D_1, Turm2D_2, Turm7b_1, Turm7b_2, Turm7c_1, Turm7c_2, Turm7c_3 and
Turm7c_4 using new StateMachine Classes...
I'm in a 7b, circa november '39. Is that any of these? I don't get any pennants, and indeed the eqp file doesn't have anything about pennants in it. Actually, in this mod data/submarine there are only 3 folders, NSS_Uboat7c, NSS_Uboat2D, NSS_Uboat2A. Did I miss something? :timeout:
:D
Read thread...
esp. #66 ...
Flopper
03-15-10, 04:41 PM
:D
Read thread...
esp. #66 ...
LOL another 30 seconds and I would have been editing my post and telling you I had figured it out. :oops: DOH!
Madox58
03-15-10, 04:46 PM
Now THAT was funny!
:har:
Flopper
03-15-10, 07:35 PM
Anvart, once again, very nice work, thank you! It took me a while to get it configured to work with my set of mods, but now it's looking good. :salute:
I only had one conflict I was unable to resolve, which was NSS_Uboat21.dat from Waterstream+Exhaust Combi V2.3 for GWX3. I don't know how to have two versions of a dat file open at the same time for comparison, and with ExamDiff it only tells me the binary files are not the same. I don't guess it matters much right now, as I've not even seen a type 21 yet.
I do wish the pennants would be visible for a little longer, like when I leave Wilhelmshaven docks area, perhaps 1 mile from the docking pen. Is that easy to configure?
:har:
@Reece.
You have not understood - i explain...
I have made type 9 turms, but have not uploaded...
Test is over!
Madox58
03-16-10, 06:05 PM
:har:
Stop it!
You guys are killing me!
:haha:
Dial 1-800-ABCDEFG
for God's sake!
:har:
READ WHAT IS POSTED!
:har:
Flopper
03-16-10, 06:46 PM
:har:
Stop it!
You guys are killing me!
:haha:
Dial 1-800-ABCDEFG
for God's sake!
:har:
READ WHAT IS POSTED!
:har:
It must be nice to be as incredibly blessed with intelligence as you are. An expert, from WAY back! :salute:
Madox58
03-16-10, 06:53 PM
No.
It's just that so MANY people don't read everything.
Then I see all the mistakes because of that.
After dealing all day with my business?
It's a Hoot to see some of the oversights posted here.
I don't mean to insult anyone for misunderstanding instructions.
But if you don't read the posts?
Hey!
Your fair Game!
:salute:
Flopper
03-16-10, 06:56 PM
No.
It's just that so MANY people don't read everything.
Then I see all the mistakes because of that.
After dealing all day with my business?
It's a Hoot to see some of the oversights posted here.
I don't mean to insult anyone for misunderstanding instructions.
But if you don't read the posts?
Hey!
Your fair Game!
:salute:
That's fine with me. It would be "you're" fair game. Not "your." :yeah:
Madox58
03-16-10, 07:08 PM
SEE!!
I ain't so smart after all!
:haha:
Flopper
03-17-10, 11:09 AM
SEE!!
I ain't so smart after all!
:haha:
Nice to meet you, too. :DL And thanks for your modding contributions... nice work!
Flopper
03-18-10, 05:16 AM
So I put the pennants up at the Corrientes supply ship and I was trying to see at what point they "disappeared" but they were still there at quite a distance, say several hundred km. So I lowered the scope.
Later, after a successful torpedo hit SSW of Gibraltar I surfaced the boat and noticed the pennants were still there. LOL, I suppose they can only be lowered in the harbor?
So I put the pennants up at the Corrientes supply ship and I was trying to see at what point they "disappeared" but they were still there at quite a distance, say several hundred km. So I lowered the scope.
Later, after a successful torpedo hit SSW of Gibraltar I surfaced the boat and noticed the pennants were still there. LOL, I suppose they can only be lowered in the harbor?
When you (sub) go out of HurborNeutral pennants disappear automatically (if pennants have been raised in Harbor (or in HarborNeutral)...
I think, you have some errors... :hmmm:
P.S.
Harbor (HarborNeutral) it is a zone in some hundreds (two or five) meters from a mooring...
Raising and lowering of pennants work correctly only if Watch Officer is on bridge...
Test is over.
Thread is closed.
Obercunnersdorf
07-26-10, 11:09 AM
Hola, tengo una duda con respecto a los banderines en el puente para que funcionen tengo que escribir en archivo .eqp los nombres de los banderines de nuevo o como figuran aca esta bien:
Ejemplo el U-boot clase IXd2
;equiment cfg file, high level of detail
;coning with 2 AA mounts, A01 , A02
[Equipment 1]
NodeName=Z01
LinkName=data/objects/Turm9c_2_hd
StartDate=19380101
EndDate=19421231
;coning with 3 AA mounts, A01 , A02, S01
[Equipment 2]
NodeName=Z01
LinkName=data/objects/Turm9c_3_hd
StartDate=19430101
EndDate=19451231
;deck mount
[Equipment 3]
NodeName=M01
LinkName=105mm_UDeck_Gun_High
StartDate=19380101
EndDate=19441231
[Equipment 4]
NodeName=M01
LinkName=NULL
StartDate=19450101
EndDate=19451231
; conning mounts
;firts AA Mount
[Equipment 5]
NodeName=A01
LinkName=20mmTwin_UFlak_High
StartDate=19380101
EndDate=19421231
[Equipment 6]
NodeName=A01
LinkName=20mmShield_Twin_UFlak_High
StartDate=19430101
EndDate=19451231
; conning mount
;second AA Mount
[Equipment 7]
NodeName=A02
LinkName=20mmTwin_UFlak_High
StartDate=19380101
EndDate=19421231
[Equipment 8]
NodeName=A02
LinkName=20mmShield_Twin_UFlak_High
StartDate=19430101
EndDate=19451231
; conning mount
;third AA Mount, type 3 conning twower
[Equipment 9]
NodeName=S01
LinkName=20mmVierling_High
StartDate=19430101
EndDate=19451231
;Snorkel
[Equipment 10]
NodeName=SNK
LinkName=NSS_Uboattype9d2_SNK_mask
StartDate=19380101
EndDate=19431231
[Equipment 11]
NodeName=SNK
LinkName=NSS_Uboattype9d2_SNK
StartDate=19440101
EndDate=19440930
[Equipment 12]
NodeName=SNK
LinkName=NSS_Uboattype9d2_1_SNK
StartDate=19441001
EndDate=19451231
;SubFlag
[Equipment 13]
NodeName=F01
LinkName=GE_St_subFLG
StartDate=19380101
EndDate=19451231
;Pennant 1
[Equipment 14]
NodeName=F03
LinkName=cargo_13850
StartDate=19380101
EndDate=19451231
;Pennant 2
[Equipment 15]
NodeName=F04
LinkName=cargo_8000
StartDate=19380101
EndDate=19451231
;Pennant 3
[Equipment 16]
NodeName=F05
LinkName=cargo_2920
StartDate=19380101
EndDate=19451231
;Pennant 4
[Equipment 17]
NodeName=F06
LinkName=cargo_2150
StartDate=19380101
EndDate=19451231
;Pennant 5
[Equipment 18]
NodeName=F07
LinkName=cargo_1100
StartDate=19380101
EndDate=19451231
;Pennant 6
[Equipment 19]
NodeName=F08
LinkName=war_Plane
StartDate=19380101
EndDate=19451231
;Pennant 7
[Equipment 20]
NodeName=F09
LinkName=cargo_6850
StartDate=19380101
EndDate=19451231
;Pennant 8
[Equipment 21]
NodeName=F10
LinkName=cargo_8560
StartDate=19380101
EndDate=19451231
;Pennant 9
[Equipment 22]
NodeName=F11
LinkName=tanker_Ship
StartDate=19380101
EndDate=19451231
;Pennant 10
[Equipment 23]
NodeName=F12
LinkName=tanker_10440
StartDate=19380101
EndDate=19451231
;Pennant 11
[Equipment 24]
NodeName=F13
LinkName=cargo_7900
StartDate=19380101
EndDate=19451231
;Pennant 12
[Equipment 25]
NodeName=F14
LinkName=cargo_1960
StartDate=19380101
EndDate=19451231
PD: no se mucho ingles si que escribo en mi lengua materna:D:D:D:D:D
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