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View Full Version : [REL] Navigation Map Make-Over with Airbases


Nbjackso
03-26-10, 09:51 PM
Updated 5-11-2012
Patch 1 uploaded 7-7-2012

Navigation Map Make-Over Version 2.1

with Canals and Optional Airbases
By Nbjackso

http://i968.photobucket.com/albums/ae168/nbjackso/NavMap.jpg

NMMO Version 2.1 (Updated 5-11-2012)

The purpose of this mod is to make the Navigation Map more useful and informative than the stock version.

NMMO is a combination of several different mods plus some modifications of my own. The most obvious change is the land has much more terrain detail.


Version 2.1

-The main reason for releasing this version is because it was brought to my attention, (thanks Bubblehead1980) that the Golden Gate bridge, (2D and 3D) was missing, and the ports in Truk were not positioned correctly. Version 2.1 corrects both of these issues.

- Additional tweaking of zoom levels, again my intention is to make the map as “clean” as possible, only displaying certain information until it is needed. Added additional labels to the Nav Map, most noticeably island chains, capes and gulfs.

My overall vision for this mod is to make the navigation map a more useful tool. I hope you enjoy using it.

Optional Air Bases Add-on




The optional airbase mod will add visual icons of Japanese and Allied airbases on the Navigation Map. The airbase icon color will change throughout the course of the war depending on who occupies it at that time.

The airbase mod is included in the Optional Mods folder and must be enabled separately.

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

This mod is JSGME compatible and works with TMO, RFB (both with and without RSRDC) and stock SH4.

The Readme file in the support directory is a word document which has more detailed information with images of the changes.

Version 2.1 Download: http://www.subsim.com/radioroom/downloads.php?do=file&id=3586

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

Nav Map Make-Over v2.1 Patch 1

This patch fixes a few things, and adds a few things to the Nav Map Make-Over v2.1 mod. It is IMPORTANT you view the "READ ME FIRST" file prior to enabling this mod.

Download here: http://www.subsim.com/radioroom/downloads.php?do=file&id=3630

Hope you like it, and happy hunting
Nbjackso

TH0R
03-27-10, 03:18 AM
Lovely! What it is compatible with? Stock / TMO / RFB or all three?


EDIT: After reading the documentation, it seems stock only. Are you interested in making RFB and TMO compatible versions?

sergei
03-27-10, 03:55 AM
Nice :DL

Nbjackso
03-27-10, 02:45 PM
Is it compatible with? Stock / TMO / RFB or all three?

It should work with all mods, however it does overwrite US and Japan AirCover.mis files in RSRDC mods. Maybe lurker will check it and give some input on compatibility with RSRDC.

I play TMO + RSRDC and I have not noticed any change in the frequency of airplanes while playing with it. I like it because I can plot a course that skirts around known airbases.

I suggest you try it with whichever mods your using and report back here your findings.

silent killer
03-27-10, 02:57 PM
Thanks NJACKSO SUPER WORK LOOKS REAL GOOD:yeah::yeah::yeah::yeah:

TH0R
03-28-10, 11:27 AM
It should work with all mods, however it does overwrite US and Japan AirCover.mis files in RSRDC mods. Maybe lurker will check it and give some input on compatibility with RSRDC.

I play TMO + RSRDC and I have not noticed any change in the frequency of airplanes while playing with it. I like it because I can plot a course that skirts around known airbases.

I suggest you try it with whichever mods your using and report back here your findings.

I have suggested Luke to include this mod into RFB, at least parts of it. Will test with RFB_RSRDC after next patch comes out.

Since you created the mod, IMO it would be better that you compare the differences with the US and Japan AirCover.mis files in RSRDC. :)


EDIT: I decided to enable it anyway, and I have nothing but praises for this mod. Adds to the immersion tremendously, well for me at least. :cool:

Nbjackso
03-28-10, 04:00 PM
I have suggested Luke to include this mod into RFB, at least parts of it. Will test with RFB_RSRDC after next patch comes out.

That's funny you mentioned this, because I dissected it from an older version of RFB for SH4 1.4. since the original mod from Leovampire is no longer available.

Since you created the mod, IMO it would be better that you compare the differences with the US and Japan AirCover.mis files in RSRDC. :)

I did not create any files. I don't know how. I don't consider myself a modder, only a file manipulator to get different mods to work together with each other, and mostly for my own enjoyment.

EDIT: I decided to enable it anyway, and I have nothing but praises for this mod. Adds to the immersion tremendously, well for me at least. :cool:

Thank you

TH0R
03-28-10, 04:22 PM
I did not create any files. I don't know how. I don't consider myself a modder, only a file manipulator to get different mods to work together with each other, and mostly for my own enjoyment.

Let me rephrase my question then. :)

Which file did you 'manipulate' to activate this mod then? I am referring to US and Japan AirCover.mis files of course.

Nbjackso
03-28-10, 11:51 PM
Let me rephrase my question then. :)

Which file did you 'manipulate' to activate this mod then? I am referring to US and Japan AirCover.mis files of course.

OK, I pulled the files out of RFB v1.4 mod, (which is still in the subsim download page in the mega mod section).

I did change the .dds files, (I'm pretty good at that) in the Terrain/LocationMaps directory.

The only changes I made to the US and Japan Air Cover.mis files was removing the location names (LAB/NAB/SAB) from each individual airbase. Other than that, the files are the same as the ones in the RFB v1.4 mod.

Here is the link from Leovampire's original mod if you are interested. http://www.subsim.com/radioroom/showthread.php?t=118989 (http://www.subsim.com/radioroom/showthread.php?t=118989)

TH0R
03-29-10, 02:45 AM
Thanks, that clears it. :)

Would you be interested in making it compatible with RSRDC v575? This way it will become compatible with all supermods out there that are compatible with RSRDC.

Ducimus
03-31-10, 01:25 AM
Nbjackso,

Is it ok if i include some of your aesthetic changes in TMO? I really like the new look of the nav map. :yeah:

ShadowWolf Kell
03-31-10, 01:44 AM
Nbjackso,

Is it ok if i include some of your aesthetic changes in TMO? I really like the new look of the nav map. :yeah:


Having this combined with the TMO Nav Chart Overhaul would be nice. :D

Nbjackso
03-31-10, 02:04 AM
Nbjackso,

Is it ok if i include some of your aesthetic changes in TMO? I really like the new look of the nav map. :yeah:

Be my guest to use what ever you like. :D

Nbjackso
03-31-10, 02:07 AM
Having this combined with the TMO Nav Chart Overhaul would be nice. :D

It is already in there. Check out the readme in the support directory.

Ducimus
03-31-10, 02:13 AM
Be my guest to use what ever you like. :D

Thank you! Much appreciated! Will be sure to correctly credit it later in the pdf. :salute:

ShadowWolf Kell
03-31-10, 10:13 AM
It is already in there. Check out the readme in the support directory.


Didn't know that. That's what I get for paying attention to the screenshot rather than the fine print. I need a new set of eyes.

Downloading it now though.

TH0R
04-02-10, 07:58 AM
Anyone else tested this with RSRDC?

ShadowWolf Kell
04-02-10, 08:06 AM
Seems to work, though it does overwrite some files. Not sure if it's anything pertinent or not.

AVGWarhawk
04-02-10, 08:20 AM
Yeah, very nice map! :yeah: I like it alot! And...it has found it's way to TMO and RFB :up:

cgjimeneza
06-06-10, 04:06 PM
what can we asume? 500 nm patrol radius from base?

would it be the same for bettys or mavis?

rein1705
06-06-10, 10:12 PM
unable to set waypoints. Other than that i love the map/

Bubblehead1980
06-06-10, 11:17 PM
great job:yeah:

Nbjackso
06-06-10, 11:36 PM
what can we asume? 500 nm patrol radius from base?

would it be the same for bettys or mavis?

600-650 nm for some of the long range planes, and they do report your position if you are spotted.

great job:yeah:

Thanks, Ive made some minor tweaks. I'll release an updated version soon

JoeCorrado
06-07-10, 04:06 AM
OK, I pulled the files out of RFB v1.4 mod, (which is still in the subsim download page in the mega mod section).

I did change the .dds files, (I'm pretty good at that) in the Terrain/LocationMaps directory.

The only changes I made to the US and Japan Air Cover.mis files was removing the location names (LAB/NAB/SAB) from each individual airbase. Other than that, the files are the same as the ones in the RFB v1.4 mod.

Here is the link from Leovampire's original mod if you are interested. http://www.subsim.com/radioroom/showthread.php?t=118989 (http://www.subsim.com/radioroom/showthread.php?t=118989)


Just so you know, I ran a file comparison between just the US_Aircover.mis files. The one included in your mod, and the current one in RSRDC_TMO_V502 and there are thousands of differences between the two. (File size also differs by about 10k bytes- that was the first clue! - The Jap_Aircover.mis files differ in size by over 30k bytes... a pattern is emerging here. LOL ) I am fairly confident that enabling your mod after RSRD will effectively break RSRD in some fashion.

Just so everybody understands, the old RFB file that you used is not even close to the new RSRD file.

And that was just the first of the files that were modded. :rock:

Making the changes to Lurkers files and including them in your release might be a better idea. I can't speak to the RFB release because I don't use it.

I also use TMO with RSRD and my work around was to enable RSRD after your mod and let Lurkers files over write yours- of course I lose the airbase emblems, etc- but the map is still nice. :rotfl2:

You may want to message Lurker and bounce it off him for suggestions on compatibility. Since you also use RSRD, and RSRD_TMO is already compatible with TMO...

Nbjackso
06-07-10, 08:59 PM
... I am fairly confident that enabling your mod after RSRD will effectively break RSRD in some fashion.

Just so everybody understands, the old RFB file that you used is not even close to the new RSRD file...

OK, Let me explain myself. First of all, I hate to type. That's why I don't post a lot. Secondly, I don't consider myself a modder. If I like part of mod blah blah, and part of mod hoo hoo, but they conflict in some way, I try to manipulate files to get them to work together. PRIMARILY for my OWN personal use and enjoyment. If I make something I like, and it seems to work without messing up other mods, and if I think other people might like it. I release it. If anyone comments on any of my mods, I try to respond as best as I can. If they like parts of it, and not other parts. I try to work with them to get what they want.

As far as NMMO is concerned, I liked the airbases back when I played RFB 1.4. I wanted them back, so I found the thread for Leovampire's vs4 mod, but the link was dead. So I pulled the files out of RFB 1.4, combined it with some other nav map mods I liked, and that's how I came up with the mod.

I like knowing where the airbases are when I am out on patrol. I draw a 600 mile radius around any airbases that I have to sail past, and try to navigate around them, (if possible). I seem to encounter a lot less enemy air contacts. If I get within range of an airbase, I start getting plane contacts, and it makes logical sense where they came from. Reality or not, It works for me. Are the airbases 100% accurate? I don't know. I didn't make them, but it looks, (and plays) good enough for me.

If it sounds like I'm flaming, I'm not. I just thought I would explain what color the sky is in MY world.

JoeCorrado
06-08-10, 05:26 AM
It should work with all mods, however it does overwrite US and Japan AirCover.mis files in RSRDC mods. Maybe lurker will check it and give some input on compatibility with RSRDC.

I suggest you try it with whichever mods your using and report back here your findings.

I appreciate the fact that you took the time and spent the effort to put this fine offering together. I am certain that many others here appreciate it as well. Nice job.

You asked that we take a look with an eye towards conflicts, and report our findings here for you. I did EXACTLY as you asked.

Simply giving you a cordial heads up that there seems to be the potential (at the very least) for huge conflicts. Lurker would know for sure.

The suggestion that you contact Lurker and ask him directly, instead of waiting for him to notice the thread and contact you instead... well, I suppose you are right... the very concept must seem silly, eh? :hmmm:

Sorry for the suggestion- just pretend it never happened.

Nbjackso
06-09-10, 07:22 PM
... Simply giving you a cordial heads up that there seems to be the potential (at the very least) for huge conflicts.... (with RSRDC)

OK Joe C., you got me thinking about this and I think I can add the images of the airbases to another file leave RSRDC air cover files intact. Give me a couple days and Ill see what I can do. I guess constructive criticism can sometimes lead to inspiration, or flame wars. :haha:

McHibbins
06-10-10, 05:52 AM
I´m using this mod for a while (except these two aircraft files which conflicts with RSRDC) together with RFB2.0. It´s an amazing mod Nbjackso. :up:

Nbjackso
06-10-10, 07:00 PM
... I think I can add the images of the airbases to another file leave RSRDC air cover files intact. Give me a couple days...

UPDATE: Looking good so far. I worked on the Japanese airbases last night. US and Australian airbases tonight. Plus some other tweaks here and there I think you guys will like. Complete details when I release the updated version.

I´m using this mod for a while (except these two aircraft files which conflicts with RSRDC) together with RFB2.0. It´s an amazing mod Nbjackso. :up:

Thanks, I appreciate your feedback.

JoeCorrado
06-11-10, 03:19 AM
OK Joe C., you got me thinking about this and I think I can add the images of the airbases to another file leave RSRDC air cover files intact. Give me a couple days and Ill see what I can do. I guess constructive criticism can sometimes lead to inspiration, or flame wars. :haha:

Inspiration! Now that is what I am talking about!

Looking forward to the new release. Thanks again!:yeah:

Nbjackso
06-12-10, 01:15 AM
NMMO Version 1.1 is now available for download.

See first post for more info.

JoeCorrado
06-12-10, 04:06 PM
Got it. Thanks!

Nbjackso
10-16-10, 06:53 PM
I'm getting ready to release an updated version of this mod. I'm finishing up the documentation, (Yuck, I hate documentation). I'm hoping to release it late tonight, or tomorrow. Too much sports action to watch right now.

Regards,

Nbjackso
10-17-10, 09:32 PM
NMMO Version 1.2 has been uploaded. See first post for details, and download link.

Nbjackso
11-14-10, 10:02 PM
I have released a patch for NMMO version 1.2. The main reason for this patch is the US naval base at Guam was missing from the map. (mid '44 - end of war). So if your sub was stationed in Guam, you could not return to port to "End Patrol".

Some additional minor tweaks were made to the map as well.

More info in the readme file located in the mod support directory.

Patch 1 Download link is available in the first post of this thread.

Nbjackso
01-18-11, 02:33 AM
Just a quick note to ALL users of my Nav Map Make-Over Mods. I have been updating this mod for the last several months. I'm working on the documentation right now, but I want to give people a chance to suggest any changes, improvements or problems with the previous versions of this mod that you would like me to address. I will consider all inquiries and decide if I want to, or I am able to include them in the next version. This will probably be my last update to this mod, because I am (finally) pretty happy with it now. Boy, how many times have I heard Ducimus say this about his TMO mod. ;)

I plan to release the update in a week or so. Here are a couple snaps.

http://i968.photobucket.com/albums/ae168/nbjackso/newguinea.jpg

http://i968.photobucket.com/albums/ae168/nbjackso/solomons.jpg

If you want to submit any requests, just post them here, or send me a PM.

Jan Kyster
01-18-11, 06:57 AM
I have nothing to request... http://i189.photobucket.com/albums/z15/subject_rod/smilies/Kick_Can.gif


In my book v1.2 is perfect :D - all I added was smaller icons for Objectives, but besides that, it's always a pleasure just cruising the map.




Thanks for your work! :up:

Nbjackso
01-18-11, 08:41 PM
I have nothing to request... http://i189.photobucket.com/albums/z15/subject_rod/smilies/Kick_Can.gif
In my book v1.2 is perfect :D - all I added was smaller icons for Objectives, but besides that, it's always a pleasure just cruising the map.

Oh contrair Mr. Kyster. There were all kinds of things on the map that bugged me, so I think you'll really like this next update.

JoeCorrado
01-20-11, 12:41 PM
Nbjackso, are the Japanese airbases in the North, around Dutch Harbor located correctly? I haven't played that area for a while but if I am remembering right, there may be a problem with their locations. I know that they had an air base at Kiska, but one within about 100 miles of the U.S. Base... is that correct?

Thanks again for your efforts, this has become a favorite mod for me.

Nbjackso
01-22-11, 05:02 PM
Nbjackso, are the Japanese airbases in the North, around Dutch Harbor located correctly? I haven't played that area for a while but if I am remembering right, there may be a problem with their locations. I know that they had an air base at Kiska, but one within about 100 miles of the U.S. Base... is that correct?

Thanks again for your efforts, this has become a favorite mod for me.

JoeC, my old nemesis:arrgh!:, and purveyor of IJN airbase historical accuracy. How ya doin' ole buddy? Well, I think I fixed this in the last version, (ver. 1.2). However, I did snap a few screenies from Dec. '41 - Apr. '44 on version 2.0 just to double check your claim.

http://i968.photobucket.com/albums/ae168/nbjackso/Dec41.jpg
Dec. 1941

http://i968.photobucket.com/albums/ae168/nbjackso/July42.jpg
July 1942

http://i968.photobucket.com/albums/ae168/nbjackso/Feb43.jpg
Feb. 1943, (Note: Distance from Attu airbase to Adak is approx. 600 NM)

http://i968.photobucket.com/albums/ae168/nbjackso/Sept43.jpg
Sept. 1943

http://i968.photobucket.com/albums/ae168/nbjackso/Apr44.jpg
Apr. 1944

So, to answer your inquiry, Is this 100% historically accurate? - probably not.

Is this a reasonable facsimile to enhance MY vision of a better looking navigation map in a WWII subsim computer GAME. -Yes.

Status of update release: Due to being away on a business trip for a few days, I expect to release version 2.0 in a few days.

Thanks for your patience and contributions.

Nbjackso
01-24-11, 09:44 PM
Navigation Map Make-Over Version 2.0

with Canals and Optional Airbases

And now for your navigating pleasure, NMMO 2.0 is now available. See first post for download link, and additional details.

If you are using any of the previous versions of NMMO, I recommend downloading and trying this latest version. I think you'll like it.

JoeCorrado
01-24-11, 11:41 PM
Thanks again- I must have been using the early release.

For anybody who has not yet tried this map, I heartily recommend it!

:up:

Hylander_1314
01-25-11, 08:56 PM
Dang Nbjackso! You update this badboy very quick!

LiveGoat
01-25-11, 11:40 PM
Downloading now. Thanks for this terrific mod, Nbjackso! :salute:

Nbjackso
01-26-11, 01:48 AM
Dang Nbjackso! You update this badboy very quick!

LOL - That's funny you mentioned that. Right after I uploaded this mod last night, I started messing around with one of the files, thinking I may do an update for the map that would be better suited for the German side if your sailing U-boats. Right now it is only a thought, so don't expect anything soon.

iowa101
01-26-11, 05:56 AM
Was this also the mod that added the Suez and Panama Canals?

If so then how did you do that exactly, Does the shade of water on the map directly affect to depth of the water in game??

If so could you possibly change the flatness of the ocean floor, as it's never that smooth, I'd like to see a lot more uneven areas through out the oceans floor.

Plenty of deep sea trenches that are tight, and fun to navigate and maybe even hide from sub hunters in, i know sounds hard, but if it is a case of just changing the colour on the map it should be at least possible.

Could you guys give it a try and get back to me, thank you.

Nbjackso
01-27-11, 08:44 PM
Was this also the mod that added the Suez and Panama Canals?

Yes, as stated in the mod's read me file.

If so then how did you do that exactly, I imported the some of the terrain data from the FOTRS mod

Does the shade of water on the map directly affect to depth of the water in game?? Yes

If so could you possibly change the flatness of the ocean floor, as it's never that smooth, I'd like to see a lot more uneven areas through out the oceans floor. . . Could you guys give it a try and get back to me, thank you. No, changing the colors will not change the ocean depths. The main purpose of this mod is to make the navigation map more informative and easier to read. Sorry I could not be any more helpful with your request.

Hylander_1314
01-28-11, 08:11 PM
LOL - That's funny you mentioned that. Right after I uploaded this mod last night, I started messing around with one of the files, thinking I may do an update for the map that would be better suited for the German side if your sailing U-boats. Right now it is only a thought, so don't expect anything soon.

Nah, I like to sink ships that have flags with red dots in them! But for those who do run around in u-boats, I'm sure they would appreciate your efforts.:up:

Nbjackso
02-04-11, 09:54 PM
Hey guys,

Just curious, I'm not trying to toot my own horn (insert appropriate smilie here):woot: There has been almost 100 downloads in the last week and a half, and not much feedback. If your using/used NMMO v. 2.0, I'd like to know what you think, (good or bad), and if you noticed any problems. Has anyone tried to sail around the world yet? Transiting through the Suez and Panama canals @ 4x TC can get pretty boring.

Anyways, I just wanted to see what you guys thought.

Thanks:arrgh!:

Hylander_1314
02-04-11, 11:23 PM
Actually getting ready to fire up the latest version, as i ran a quick campaign in FOTRS, and wasn't sure if this would work with that one or not. So I'm back to TMO for a bit and will let you know.

So far though, I have really enjoyed the navmap updates!

I can't imagine the effort involved, but what would be nice, is if someone would name at least the islands that are mentioned in radio messages when surface battles are announced. Aside from the major battles like Coral Sea, Midway, and Leyte, it would be nice to have some names instead of trying to read the fine print in my little geography book, and trying to match up the island(s) mentioned in the messages.

So I'm getting ready to give 2.0 a testdrive, and since it's an improvement over the last version, I'm sure it will work just fine.

silenthunter4
03-11-11, 10:51 AM
Hi, your map looks great man, i would love to use NMMO version 2.0 with OM but JSGME ask to overwrite some OpsMonsum_v705 files (data/terrain/data/...), im not sure what to do..

Nbjackso
03-11-11, 10:07 PM
Hi, your map looks great man, i would love to use NMMO version 2.0 with OM but JSGME ask to overwrite some OpsMonsum_v705 files (data/terrain/data/...), im not sure what to do..

First of all, Welcome aboard. However, if your like me, you've probably been lurking for awhile before getting around to posting.

Secondly, NMMO is a pretty forgiving mod. most of the terrain/data files I used are adding canals. I have enabled this mod with OM/OMEGU and seems to work OK, (although I have not tested it extensively). I am considering making a OM version, (see future of OM thread in the ATO forum) .

My suggestion is to try it, and see if you like it. If you have any problems, or concerns with this mod, post it here in this thread and I'll try to help you as best as I can.

silenthunter4
03-12-11, 10:15 AM
Thank you for your reply and prompt assistance! :salute:

I installed NMMO v1.2 for now and so far so good! (terrain data files from v2.0 may be used in some OM scenarios idk)

Will check for sure the nato forum thread to see if a OM version or anything develops (spending my life on the Nav map:arrgh!:)

Thanks again for your excellent work, definitely enhance the game nicely, take care Nbjackso

BillBam
03-12-11, 12:44 PM
The only real problem I have is the lack of a terrain border. I have run aground a couple of times because I did not see the color difference in the white and yellow colors.

Nbjackso
03-12-11, 09:32 PM
The only real problem I have is the lack of a terrain border. I have run aground a couple of times because I did not see the color difference in the white and yellow colors.

I did this intentionally, (those pesky atolls:O:), however, if you want the shore lines back, just delete the "shaders" folder, and re-enable the mod.

BillBam
03-13-11, 12:10 AM
I did this intentionally, (those pesky atolls:O:), however, if you want the shore lines back, just delete the "shaders" folder, and re-enable the mod.

Thanks that did the trick, my old eyes have trouble with faint shading differences.:oops:

Canonicus
03-15-11, 05:55 AM
Thanks for making this mod. I have been using the original leovampire version from way back. Excellent update!

Dogfish40
03-21-11, 03:45 PM
Nbjackso,
I've finally got 1.5 istalled and the Nav map 2.0 just looks great. Since I'm on the map about half the time playing this thing, this map just makes playing the game all the better.
Thanks for your taste and hard work. This is just one of those triple A+ mods.
:salute::yeah::yeah:
D40

Nbjackso
03-22-11, 08:07 PM
. . . the Nav map 2.0 just looks great. Since I'm on the map about half the time playing this thing, this map just makes playing the game all the better.
Thanks for your taste and hard work. This is just one of those triple A+ mods.
:salute::yeah::yeah:
D40

Thank you for the kind words regarding this mod. It's very satisfying knowing others appreciate your work. I am working on an yet another update, (I never seem to be satisfied enough to stop working on it). That being said, I am happy to take suggestions if there is some thing anyone wold like me to add to the navigation map for the next update. Just post it on this thread, I check it fairly regularly.

fitzcarraldo
04-06-11, 11:12 AM
Is this mod compatible with Operation Monsun?

Many thanks!

Fitzcarraldo :salute:

etheberge
04-06-11, 10:59 PM
Is this mod compatible with Operation Monsun?


Working on it...

http://www.subsim.com/radioroom/showthread.php?t=182195

fitzcarraldo
04-07-11, 05:31 AM
Working on it...

http://www.subsim.com/radioroom/showthread.php?t=182195

Thanks! I tried the english map in OM, the enigma grid works fine.:03:

Regards.

Fitzcarraldo :salute:

rein1705
04-07-11, 08:34 AM
is this TMO compadable? i mean... im using it with TMO anyway but...
IS IT? lol id hate to think im missing something importan :D
BTW im pretty dumb sometimes :D

Edit: seems to work but midway sure looks different...

Castorp24
12-29-11, 08:43 AM
Thanks for the great work!

I have a question for Nbjackso. In the main readme of your mod, you mention that you use Webster’s Better Air Patrols mod. When I tried to jsgme-enable the optional NMMO Airbase Add-on, it appears to conflict Webster's Jap_AirCover.mis.

My question is: which one should I enable first so that both mods work ok?

Thanks so much again for this awesome map, as many people previously said, I'll never play SH4 again without it.

It just rocks.

Oh! And... can I enable it in the middle of a campaign mission? :D

Nbjackso
12-29-11, 10:52 PM
I have a question for Nbjackso. In the main readme of your mod, you mention that you use Webster’s Better Air Patrols mod. When I tried to jsgme-enable the optional NMMO Airbase Add-on, it appears to conflict Webster's Jap_AirCover.mis.

My question is: which one should I enable first so that both mods work ok?

The only change Webster made to the stock "Jap_AirCover.mis" file, was changing Tokyo, Nagasaki and Takao,(Formosa) airbases from large to normal. Therefore, enabling "NMMO Airbase Add-on" after "Webster’s Better Air Patrols" will have very little effect. IMHO, Larger airbases on, or near Japanese homelands are more historically accurate.

Castorp24
12-30-11, 10:53 AM
Ok, thank you :DL

Nbjackso
05-10-12, 01:08 AM
*** COMING SOON ***

NAV MAP MAKE-OVER
Version 2.1

Hylander_1314
05-10-12, 05:00 AM
*** COMING SOON ***

NAV MAP MAKE-OVER
Version 2.1


Cool! Still using the last release!

HW3
05-10-12, 04:07 PM
Cool! Still using the last release!

Same here!

Nbjackso
05-12-12, 12:18 AM
Nav Map Make-Over v2.1 is now available. See first post for details and download link.

Hylander_1314
05-12-12, 12:27 AM
Thanks for the update!

stanger
05-13-12, 05:00 AM
Nice update, thank you. But should I start new game with it or can continue already running career? I'm asking cause Id noticed this:

http://images39.fotosik.pl/1514/3ff3d25b3e116189m.jpg (http://www.fotosik.pl/showFullSize.php?id=3ff3d25b3e116189)

The same thing is hapenning with other islands around Line Is.

Now, I didnt look that closely on nav map until now (to check what did you change, added), so I don't know if it was like that without your mod. Also, there arent any problems like that in the other parts of the map, just Line Islands, as far as I know.

I am running TMO25+RSRD.

Hylander_1314
05-13-12, 10:52 AM
You should be able to continue your current campaign. Just make sure you are in port and your current patrol is done.

Hylander_1314
05-13-12, 10:53 AM
Any chance of restoring the docks to Midway by chance? The docks in TMO.

stanger
05-13-12, 11:39 AM
So, can you check if its the same in your game? Look at Christmas Island.

About Midway - I was asking similar thing in RSRD thread. But now, after looking at this mod (NavMap Makeover) I think it can be easier than I though, because after installing Nbjacksos mod Ive got Pearl sub base from TMO back in RSRD, so I think it can be done by editing LOC file in editor, choose "location editing mode" (or something like that, can't remember its precise name), select Midway, edit it. There was such option to select the location mode between 2D/3D, but I wasnt brave enough to save the file and check whether it works or not, cause its a little bit confusing to me - select location map dds file and thats it?? All the location will be there in 3D?
But we will never know unless we try it, I guess :)

OK, got a closer look, know how to edit a location: just do above, and in location properties window point it to right dat and dds files; there should be 2 for Midway: one for environment (trees and so on), one for infrastructure (ports, airfields...).; so, edit it, place it in right spot on the map (if needed) and... and here come another problem :P How to save it??? It wants to validate it (like normal mission) but finds some errors like ships without waypoints or too close to each other. Maybe I should choose other saving option, like save as map notes layer or something like that?
I could manually edit that file with notepad++, but I cant change location placement that way :-?

Nbjackso
05-13-12, 11:41 PM
Nice update, thank you. But should I start new game with it or can continue already running career? I'm asking cause Id noticed this:

http://images39.fotosik.pl/1514/3ff3d25b3e116189m.jpg (http://www.fotosik.pl/showFullSize.php?id=3ff3d25b3e116189)

The same thing is hapenning with other islands around Line Is.

Now, I didnt look that closely on nav map until now (to check what did you change, added), so I don't know if it was like that without your mod. Also, there arent any problems like that in the other parts of the map, just Line Islands, as far as I know.

I am running TMO25+RSRD.

Yes, I'm aware of this problem, but there is nothing I can do about it. Here is a shot of the same area with no mods loaded, (vanilla).

http://i968.photobucket.com/albums/ae168/nbjackso/ChristmasIsland.jpg

I don't consider it a big deal. To my knowledge, there were no significant events in this area during the war, (WWII), and I have never gotten the urge to sail there either.

Nbjackso
05-14-12, 12:23 AM
Any chance of restoring the docks to Midway by chance? The docks in TMO.

The Docks and runways you are refering to are not modified in TMO. They are part of the original vanilla version of the game. Lurker modified the island in RSRDC. My guess is because in the original version the island was "Overdeveloped", with too many buildings, and the port is definitely too big. Midway was not much more than an outpost, with barley enough supplies and equipment to get the job done.

So, can you check if its the same in your game? Look at Christmas Island.

About Midway - I was asking similar thing in RSRD thread. But now, after looking at this mod (NavMap Makeover) I think it can be easier than I though, because after installing Nbjacksos mod Ive got Pearl sub base from TMO back in RSRD, so I think it can be done by editing LOC file in editor, choose "location editing mode" (or something like that, can't remember its precise name), select Midway, edit it. There was such option to select the location mode between 2D/3D, but I wasnt brave enough to save the file and check whether it works or not, cause its a little bit confusing to me - select location map dds file and thats it?? All the location will be there in 3D?
But we will never know unless we try it, I guess :)

OK, got a closer look, know how to edit a location: just do above, and in location properties window point it to right dat and dds files; there should be 2 for Midway: one for environment (trees and so on), one for infrastructure (ports, airfields...).; so, edit it, place it in right spot on the map (if needed) and... and here come another problem :P How to save it??? It wants to validate it (like normal mission) but finds some errors like ships without waypoints or too close to each other. Maybe I should choose other saving option, like save as map notes layer or something like that?
I could manually edit that file with notepad++, but I cant change location placement that way :-?

stranger - you are definitely on the right track. The two files your referring to are; Midway_ground.dat and Midway_water.dat. I also played around with it for awhile, but I was not satisfied with the results. I think in order to do this the right way, you need to know how to modify the DAT files, which I don't know how.

IF I could have my wish, I would like to see the airstrips on both islands, (historically accurate), but have the port scaled WAY back, or removed altogether.

In my opinion, I don't mind the "stripped down" version, because when I start a patrol from Midway, I start "outside the harbor", and don't really care about what is on the island.

However, I do appreciate everyone's input regarding my mod. Thanks.

Hylander_1314
05-14-12, 04:00 AM
Ah, okay! Thanks! Much appreciated. Looks great too!

stanger
05-14-12, 06:30 AM
Those dat files can be opened in S3D, but to edit it the way you want (and its a good idea to leave airfield only) - it must be exported and edited in some 3D software, or maybe it can be done within S3D (like removing only unwanted parts...). Either way - I dont know much about 3D modeling.

Nbjackso
05-14-12, 10:05 PM
I may take another look at adding the stock Midway, (airstrip & port) and uploading as a patch for NMMO.

Hylander_1314
05-15-12, 04:28 AM
I may take another look at adding the stock Midway, (airstrip & port) and uploading as a patch for NMMO.

You may want to take a look at how RFB has Midway set up, as Sailor Steve mentioned in another thread, that they had Midway set up to look like it did during the war, and maybe adapt that version.

Just an idea maybe?

Nbjackso
06-04-12, 02:06 AM
I'm planning on releasing a patch for NMMO v2.1 in the next couple of days. It will fix a couple of minor issues, and also have a few enhancements. (Yes, I added the airstrips back on to Midway island) So I'm putting it out there, If there is anything you would like to see added, removed, or changed. Post it here, and I will consider it. This will probably be the last time I update this mod, (unless someone finds something drastically wrong). So don't say I didn't warn you.

Hylander_1314
06-04-12, 04:19 AM
Thanks for the update comin' out!

I was hopin' you'ld keep the upgates from tme to time adding in more names to those little obscure islands, like you have been doing. Really nice to know exactly where everything is, without having to alt+tab out of the game and fire up the browser to do a little geography searchin' to find something. Really kills immersion.

Oh, any chance of maybe getting a basic outline or dotted line as to locations of minefields? They don't have to be 100% accurate, just a marker so you know, if you cross this line, you are really chancing it.

fithah4
06-10-12, 11:32 PM
To interject with Hylander that would be good added info on your map! Was also thinking about the sub netting around the islands would not have to be perfect but an approximate setting would be helpful in finding spots to slip in and do covert ops!!!
Love your work on the map and definitely the much needed changes to the terrain from the old stock!!!
Thank-you :rock:

doctarr
06-19-12, 11:31 PM
Very nice work, thank you Nbjackso :up:

Nbjackso
07-07-12, 02:31 PM
This patch fixes a few things, and adds a few things to the Nav Map Make-Over v2.1 mod. Additional information in the mod's READ ME file.

Go to first post for download link

fred8615
07-07-12, 05:10 PM
How did you upload this? I'm asking because it still won't let me upload. :wah:

Nbjackso
07-07-12, 08:42 PM
How did you upload this? I'm asking because it still won't let me upload. :wah:

Did you read the READ ME FIRST file? You have to pick one of the two mods, based on weather you use the airbase add-on or not.

The zipped folder contains 2 sub folders (“NMMO v2.1 Patch 1 with AB” and “NMMO v2.1 Patch 1 no AB”).
Enable only one of the patches using JSGME based on the instructions below.

If you use the optional NMMO Airbase Add-on mod:

Nav Map Make-Over v2.1
NMMO Airbase Add-on
NMMO v2.1 Patch 1 with AB

If you DO NOT use the optional NMMO Airbase Add-on:

Nav Map Make-Over v2.1
NMMO v2.1 Patch 1 no AB

fitzcarraldo
07-07-12, 08:54 PM
The mod with the new patch works fine in my TMO 25 plus RSRDC installation. Great stuff...

Many thanks Nbjackso, a great job!!!! :woot::woot::woot::woot::woot::woot:

Best regards.

Fitzcarraldo :salute:

Nbjackso
07-07-12, 09:56 PM
The mod with the new patch works fine in my TMO 25 plus RSRDC installation. Great stuff...

Many thanks Nbjackso, a great job!!!! :woot::woot::woot::woot::woot::woot:

Best regards.

Fitzcarraldo :salute:

Thanks for the positive feedback. When I think about all the hours I put into this, and all the frustrations I go through to get it all to work right, It's all worth it when someone posts those stupid little smiley faces regarding my mods. :salute:

fitzcarraldo
07-08-12, 07:59 AM
Thanks for the positive feedback. When I think about all the hours I put into this, and all the frustrations I go through to get it all to work right, It's all worth it when someone posts those stupid little smiley faces regarding my mods. :salute:

Yes, I know that...I´m making a traffic mod for RSRDC and it´s a hard work, with many frustrations.:03:

Many thanks and best regards.

Fitzcarraldo :salute:

fred8615
07-09-12, 09:28 AM
Did you read the READ ME FIRST file? You have to pick one of the two mods, based on weather you use the airbase add-on or not.
That's not what I asked. I want to know how you uploaded the file to the Downloads area, because I haven't been able to upload for the last 3 weeks!

Nbjackso
07-09-12, 09:03 PM
That's not what I asked. I want to know how you uploaded the file to the Downloads area, because I haven't been able to upload for the last 3 weeks!

Sorry, my bad. I just went to the download section and hit the add link, just like I normally do.

Main (http://www.subsim.com/radioroom/downloads.php) | Legacy Downloads (http://www.subsim.com/subsim_files/patches2005.html) | Utilities (http://www.subsim.com/radioroom/downloads.php?do=cat&id=74) | Category Tree (http://www.subsim.com/radioroom/downloads.php?do=tree) | Stats (http://www.subsim.com/radioroom/downloads.php?do=stats) | Search (http://www.subsim.com/radioroom/downloads.php?do=search) | Add (http://www.subsim.com/radioroom/downloads.php?do=add&cat=) | My Files (http://www.subsim.com/radioroom/downloads.php?do=my)

Upload went through the first time with no problem.

fred8615
07-10-12, 07:44 AM
Sorry, my bad. I just went to the download section and hit the add link, just like I normally do.

Main (http://www.subsim.com/radioroom/downloads.php) | Legacy Downloads (http://www.subsim.com/subsim_files/patches2005.html) | Utilities (http://www.subsim.com/radioroom/downloads.php?do=cat&id=74) | Category Tree (http://www.subsim.com/radioroom/downloads.php?do=tree) | Stats (http://www.subsim.com/radioroom/downloads.php?do=stats) | Search (http://www.subsim.com/radioroom/downloads.php?do=search) | Add (http://www.subsim.com/radioroom/downloads.php?do=add&cat=) | My Files (http://www.subsim.com/radioroom/downloads.php?do=my)

Upload went through the first time with no problem.
I thought maybe you FTPed it. Which browser do you use?

Nbjackso
07-10-12, 09:57 PM
I thought maybe you FTPed it. Which browser do you use?

Firefox

Nbjackso
07-21-12, 11:11 PM
OK, NMMO v2.1 patch 1 has been out for a couple weeks now. This is my first attempt at delving into the 3D realm, and I'm interested to know if anyone has had any problems with the patch. Without any feedback, I don't know if I'm really that good, or if some have had problems and decided to scrap the patch altogether. If you have any questions, just post them here. I troll the forum almost every night

Hylander_1314
07-22-12, 04:29 AM
No trouble here with RFB, TMO, FOTRS, GFO. Using v2.1 with Airbase Add-on.

HW3
07-22-12, 07:15 AM
No problems here with TMO & RSRDC for TMO! Midway actually looks like a port now!:up:

fitzcarraldo
07-22-12, 07:53 AM
No problems with this mod soup:


Generic Mod Enabler - v2.6.0.157
[F:\SH4\MODS]

1_TriggerMaru_Overhaul_2-5
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
Convoy Routes TMO+RSRD
Nav Map Make-Over v2.1
NMMO Airbase Add-on
#4 PE4 Ship_debris_SH4_with bodies
sobers compass mod_version color
SMALLER SEABED ROCKS
SMALLER SEA PLANTS SMALL
Webster's Real Lifeboats Fix for v1.5
Webster's Ship Manuvering Fix
Webster's Single Mission for Rain Test
Webster's Torpedo Test Missions for v1.5
FOTRS Environment
Fixed Zero Bomb Load RSRDC
PE4_low quality bow wave and stern wakes (more FPS)
Webster's Eliminate Floating Plankton
TMO_Visuals_for_RSRDC
speech_overhaul
TheDarkWraith_DC_Water_Disturbance_v2_0_SH4
TGT AOB TO PK FIX - TMO
TGT DIALS TO PK FIX - TMO
NMMO v2.1 Patch 1 with AB
Poul-Sound for SH4
Return for Creaks
Return for Man the deck and flak gun
TDW_Ship_Plane_Fire_Damage_v1_3_SH4
Splash_effect_DC_bombs_bullets_shells_1.0_for_TMO2
3000 Yard Bearing Tool (1360x)
TMO_Easier_AI
IJN_Radar_Fix_for_TMO2_Easier_AI
Rescue Sub v 1.15 for RSRDC TMO 5.02
LST_TMO_v2

Best regards!

Fitzcarraldo :salute:

Nbjackso
07-22-12, 05:28 PM
Thanks guys for the feedback. I was concerned the patch would interfere with other mods. Based on fitzcarraldo's mod soup, I'm surprised he can play the game at all.:cool:

Once again, if anyone has any problems, concerns or suggestions, feel free to post them, and I will help out any way I can.

fitzcarraldo
07-22-12, 06:07 PM
Thanks guys for the feedback. I was concerned the patch would interfere with other mods. Based on fitzcarraldo's mod soup, I'm surprised he can play the game at all.:cool:

Once again, if anyone has any problems, concerns or suggestions, feel free to post them, and I will help out any way I can.

No problem in my installation! I save games and reload they without any issues. I didn´t try the mod with OTC because I´m waiting the new version with interiors, etc.

Also I tested the mod in FOTRS v1.3, with a "light" soup, and no problems, also.

Best regards.

Fitzcarrado :salute:

Nbjackso
10-06-12, 10:29 PM
FYI - I have noticed that the number of downloads for Version 2.0 and 2.1 are going up about the same rate. I'm not sure I ever mentioned this before, but it is NOT necessary to download both. Version 2.1 is a stand-alone mod, along with with the 2.1 patch. See first post for more details. As always, questions and comments regarding this mod are welcomed.

BrucePartington
05-30-13, 09:57 PM
I hope this is still "the" thread, it as gone cold it seems.
Great map, great job, thank you Nbjackso.
However I ran into a problem: Truk. Before and after the patch to the 2.1 version.
Everytime I zoom down on Truk to see the port there, instant CTD.
I have activated the patch, tried it, deactivated it and reactivated, still CTD.
Any ideas?
Could it be something I could fidle with?
I'd hate to give up this wonderful map because of Truk. And Truk is one of those things I was hoping to have available on the map :wah:

Stock SH4, this is the first mod I try for this game. CPU is a Core2Duo, 2Gb Ram, 1Gb Nvidia, Win 7 x86. I can easily increase TC to the 5.000's if I want to.
Thanks.

Nbjackso
05-30-13, 11:39 PM
I hope this is still "the" thread, it as gone cold it seems.
Great map, great job, thank you Nbjackso.
However I ran into a problem: Truk. Before and after the patch to the 2.1 version.
Everytime I zoom down on Truk to see the port there, instant CTD.
I have activated the patch, tried it, deactivated it and reactivated, still CTD.
Any ideas?
Could it be something I could fidle with?
I'd hate to give up this wonderful map because of Truk. And Truk is one of those things I was hoping to have available on the map :wah:

Stock SH4, this is the first mod I try for this game. CPU is a Core2Duo, 2Gb Ram, 1Gb Nvidia, Win 7 x86. I can easily increase TC to the 5.000's if I want to.
Thanks.

Naw, I'm still around, just hav'nt moded anything in awhile. As far as the CTD issues your having, I don't have any problems zooming all the way in onto the port(s) on Truk, nor do I recall anyone else having that issue. A couple of options I can think of; 1) post a list of mods in the order you enable them, I will see if I can spot any conflicts. B) a lot of people still download and use NMMO v2.0, (I did a little 3D modding in v2.1 and that may be your problem). iii) try removing the "Campaign_LOC" file in the Data/Campaigns directory prior to enabling the mod, Note the Campaign_LOC file is also in the 2.1 patch. make sure you remove it also. I hope this helps. Feel free to post any other questions/concerns you may have.

BrucePartington
05-31-13, 12:15 PM
Mods:
NMMO 2.1
NMMO airbase add-on
NMMO 2.1 patch 1
(in that order)

I'll try your sugestions first, first removing said files. If no results, will try NMMO 2.0.
Failing that I may have to reinstall SH4 (with patch 1.4), I could have a corrupted file from start.

Nbjackso
06-01-13, 12:48 AM
. . . Failing that I may have to reinstall SH4 (with patch 1.4), I could have a corrupted file from start.

OK, I think I see your problem. I never tested this mod with SH4 ver. 1.4. So that leads me to believe it may not be compatible. I would highly suggest buying a copy of SH4 Uboat add-on witch will automatically upgrade to ver. 1.5. Most mods for SH4 are only compatible with ver. 1.5, and this will probably cause less problems as you start to use more mods for SH4. I hope this helps.

BrucePartington
06-01-13, 10:26 AM
Makes sense.
Thank you :up:

OK, I think I see your problem. I never tested this mod with SH4 ver. 1.4. So that leads me to believe it may not be compatible. I would highly suggest buying a copy of SH4 Uboat add-on witch will automatically upgrade to ver. 1.5. Most mods for SH4 are only compatible with ver. 1.5, and this will probably cause less problems as you start to use more mods for SH4. I hope this helps.

flaminus
06-15-13, 12:46 AM
This mod looks great, thank you Nbjackso. But since i search through this thread, i found that someone said it conflicted with RSRD while some said there's no problem to run it with RSRD.

So, i'm a little confused about this issue, can we run these two Mods togeher or we need to do some more modification to make them compatible?

Nbjackso
06-15-13, 12:33 PM
. . . i found that someone said it conflicted with RSRD while some said there's no problem to run it with RSRD.

So, i'm a little confused about this issue, can we run these two Mods togeher or we need to do some more modification to make them compatible?

NMMO v2.1 with Patch 1 is modded to work with RSRDC. Here is an excerpt from the readme file.

Modified US harbor traffic and US Naval Base files in order to make this mod compatible with all the major super mods, (I tested it with SH4 stock version, GFO, FOTRS, RFB, and TMO both with and without RSRDC. Everything seems to work OK, without any game-play issues that I noticed.I hope this helps,
Nbjackso

fitzcarraldo
06-15-13, 03:40 PM
I use the mod 2.1 with patch and no problems in TMO 25 RSRDC and FOTRS 13.

Regards.

Fitzcarraldo :salute:

flaminus
06-16-13, 09:48 PM
Thank you guys, forgive me for my careless mistake.:salute:

mariksio30
10-11-13, 04:41 PM
Is it possible to start from Pearl Sub Base or Sub Tender?

mariksio30
10-12-13, 08:06 AM
To reply to myself: well yes it is, i figured it out.
This is how it works:

Replace RSRDC UPCChampingDate folder Flotilas.UPC

[Flotilla 1.Base 1]
ID= PearlHarbor
NameDisplayable= Pearl Harbor, Hawaii
Info= Pearl-Base-Info
ExternalBaseName=Pearl Harbor
AvailabilityInterval= NULL, 1942-07-14
DepartureDescription1= -18953572, 2563116, 269.646332 ; Enum of available points, choose one randomly each time a patrol is started
DepartureDescription2= -18953572, 2563116, 269.646332
DepartureDescriptionOut1= -18957616, 2548824, 242.189346 ; Enum of starting points for when the player selects the option to start outside the base

Of course this all is on your own risk, it works for me.

TorpX
10-12-13, 09:36 PM
DepartureDescription1= -18953572, 2563116, 269.646332 ; Enum of available points, choose one randomly each time a patrol is started
DepartureDescription2= -18953572, 2563116, 269.646332
DepartureDescriptionOut1= -18957616, 2548824, 242.189346 ; Enum of starting points for when the player selects the option to start outside the base


Do you have any idea what the numbers mean? I would think there would have to be two coordinates for each point, longitude and latitude, or such. Which numbers did you change?

mariksio30
10-13-13, 12:43 PM
I have change 18953572, 2563116, 269.646332 in both rows.
The first two numbers are coordinates and the last is the course.
The real trick is to make this and RSRDC Pre Pearl Harbor Career Start work

Bubblehead1980
10-13-13, 08:39 PM
I have change 18953572, 2563116, 269.646332 in both rows.
The first two numbers are coordinates and the last is the course.
The real trick is to make this and RSRDC Pre Pearl Harbor Career Start work


Can you be more specific? Replace the default numbers with that above? I have wanted to change this forever but had no clue.Drives me crazy dont start out at sub base in RSRD when running the nav map mod.

TorpX
10-13-13, 08:48 PM
I have change 18953572, 2563116, 269.646332 in both rows.
The first two numbers are coordinates and the last is the course.
The real trick is to make this and RSRDC Pre Pearl Harbor Career Start work
Ah, now I understand it better. The game picks from DepartureDescription1 or DepartureDescription2, so you made them the same, so you get the location you want.

Nice job figuring this out. This is very worthwhile information. :up:

mariksio30
10-14-13, 03:07 AM
Thanks. i will try to figure out coordinated for sub tender.

fred8615
10-14-13, 08:43 AM
The real trick is to make this and RSRDC Pre Pearl Harbor Career Start work
You should just change the numbers in the same file in my mod.

mariksio30
10-14-13, 10:38 AM
Here are the location for tender:
DepartureDescription1= -18953550, 2562799, 359.946332

if you want just copy to DepartureDscription2

You should just the numbers in the same file in my mod.
But the base is not showing

Bubblehead1980
10-14-13, 10:44 AM
Here are the location for tender:
DepartureDescription1= -18953550, 2562799, 359.946332

if you want just copy to DepartureDscription2

You should just the numbers in the same file in my mod.
But the base is not showing


What are numbers for the pearl harbor sub base dock? The dock in Fremantle with the band?

mariksio30
10-14-13, 01:17 PM
Pearl Harbor docks -18953572, 2563116, 269.646332
Pearl Harbor tender -18953550, 2562799, 359.946332

I also working on Midway.

Admiral Halsey
10-14-13, 01:23 PM
I forgot this worked with the supermods.(It's a million times better the RFB's default navigation map.)

Bubblehead1980
10-14-13, 05:42 PM
Pearl Harbor docks -18953572, 2563116, 269.646332
Pearl Harbor tender -18953550, 2562799, 359.946332

I also working on Midway.


It worked, thanks for figuring this out! Any plans to work on Fremantle as well?

Nbjackso
10-15-13, 12:12 AM
@ mariksio30

If the files you are modifying are in the RSRDC mod, then why are you posting in this thread? The "Flotillas UPC file" is not part of the Nav-Map Make-Over mod.

Bubblehead1980
10-15-13, 03:46 AM
@ mariksio30

If the files you are modifying are in the RSRDC mod, then why are you posting in this thread? The "Flotillas UPC file" is not part of the Nav-Map Make-Over mod.


I would guess because RSRD does not have the sub base, but your mod does.Modifying start location in RSRD to where your sub base is in the mod, cant start there instead of in the navy yard.This works, I made the change and now start out at the sub base dock.I actually had to modify it in the traveller no midway transfer mod I use, so dont get transferred to midway(always hated that, no subs were home ported at midway) but works just fine.

mariksio30
10-15-13, 04:21 AM
I would guess because RSRD does not have the sub base, but your mod does.Modifying start location in RSRD to where your sub base is in the mod, cant start there instead of in the navy yard.This works, I made the change and now start out at the sub base dock.I actually had to modify it in the traveller no midway transfer mod I use, so dont get transferred to midway(always hated that, no subs were home ported at midway) but works just fine.

Where can i find midway transfer mod?

I'm sorry if you want I can open new thread.

Bubblehead1980
10-15-13, 06:35 PM
Where can i find midway transfer mod?

I'm sorry if you want I can open new thread.

download traveller mod 2.6, there is an optional mod that comes with it for no midway transfer.Works with TMO and RSRD.Allows you to stay at pearl for entire war, which I do until 45 then go to Guam as many subs do.Always hated the bouncing around RSRD had you do.Trying to figure out how to make it where do not get transferred from Fremantle to Mios Woendi in August 44 when operating out of that command.

If running the nav makeover mod want to start at sub base, simply edit the same file which is in mdiway transfer mod in manner mentioned in this post

Admiral Halsey
10-15-13, 06:43 PM
Hey Bubble, how is the mod you're working on coming along?

Bubblehead1980
10-15-13, 08:42 PM
Hey Bubble, how is the mod you're working on coming along?

Have not been able to work on much last few weeks, busy with classes, life etc but would say 60% complete.

Nbjackso
10-15-13, 11:03 PM
Where can i find midway transfer mod?

I'm sorry if you want I can open new thread.

No, its cool. Now that Bubblehead1980 explained what you're doing, it makes sense. Note: Pearl Harbor Sub Base actually originated in Ducimus' TMO mod. I just tweaked it a tad.

electraguard
02-26-14, 02:32 PM
Updated 5-11-2012
Patch 1 uploaded 7-7-2012

Navigation Map Make-Over Version 2.1

with Canals and Optional Airbases
By Nbjackso

http://i968.photobucket.com/albums/ae168/nbjackso/NavMap.jpg

NMMO Version 2.1 (Updated 5-11-2012)

The purpose of this mod is to make the Navigation Map more useful and informative than the stock version.

NMMO is a combination of several different mods plus some modifications of my own. The most obvious change is the land has much more terrain detail.


Version 2.1

-The main reason for releasing this version is because it was brought to my attention, (thanks Bubblehead1980) that the Golden Gate bridge, (2D and 3D) was missing, and the ports in Truk were not positioned correctly. Version 2.1 corrects both of these issues.

- Additional tweaking of zoom levels, again my intention is to make the map as “clean” as possible, only displaying certain information until it is needed. Added additional labels to the Nav Map, most noticeably island chains, capes and gulfs.

My overall vision for this mod is to make the navigation map a more useful tool. I hope you enjoy using it.

Optional Air Bases Add-on




The optional airbase mod will add visual icons of Japanese and Allied airbases on the Navigation Map. The airbase icon color will change throughout the course of the war depending on who occupies it at that time.

The airbase mod is included in the Optional Mods folder and must be enabled separately.

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

This mod is JSGME compatible and works with TMO, RFB (both with and without RSRDC) and stock SH4.

The Readme file in the support directory is a word document which has more detailed information with images of the changes.

Version 2.1 Download: http://www.subsim.com/radioroom/downloads.php?do=file&id=3586

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

Nav Map Make-Over v2.1 Patch 1

This patch fixes a few things, and adds a few things to the Nav Map Make-Over v2.1 mod. It is IMPORTANT you view the "READ ME FIRST" file prior to enabling this mod.

Download here: http://www.subsim.com/radioroom/downloads.php?do=file&id=3630

Hope you like it, and happy hunting
Nbjackso




I downloaded NMMO v 2 and patch 2.1, NMMO add-ons and the 3 FJB Navigation maps, I downloaded them to the SH4 MODS folder and selected the color map. I ran jsgme to install them and they showed them being installed but when I run the game I still get the stock map. I then tried manually installing all the changes to the applicable folder but had the same result, stock map. Although the air field were added. I must be doing something wrong with the installation and thought someone may able to help. I am using RFB 2.1. Thanks.

Nbjackso
02-26-14, 09:25 PM
I downloaded NMMO v 2 and patch 2.1, NMMO add-ons and the 3 FJB Navigation maps, I downloaded them to the SH4 MODS folder and selected the color map. I ran jsgme to install them and they showed them being installed but when I run the game I still get the stock map. I then tried manually installing all the changes to the applicable folder but had the same result, stock map. Although the air field were added. I must be doing something wrong with the installation and thought someone may able to help. I am using RFB 2.1. Thanks.

First of all, double check your versions. NMMO v2.1 Patch 1 is ONLY for NMMO v2.1 and NOT for NMMO v2.0. As far as I know, RFB's latest version is 2.0, but I could be wrong about that. Secondly, I am not the author of the other two mods,(NMMO add-ons and the 3 FJB Navigation maps), so I can't comment on the compatibility with my NMMO mods. I suggest deactivating the other two mods and see if that works for you. I hope this helped.

fitzcarraldo
02-27-14, 11:59 AM
I use the maps version 2.1 plus patch and addons normally in RFB 2.0 plus RSRDC.

Regards.

Fitzcarraldo :salute:

electraguard
02-27-14, 01:48 PM
First of all, double check your versions. NMMO v2.1 Patch 1 is ONLY for NMMO v2.1 and NOT for NMMO v2.0. As far as I know, RFB's latest version is 2.0, but I could be wrong about that. Secondly, I am not the author of the other two mods,(NMMO add-ons and the 3 FJB Navigation maps), so I can't comment on the compatibility with my NMMO mods. I suggest deactivating the other two mods and see if that works for you. I hope this helped.


Instead of deactivating the other mods, I un-installed SH4, cleaned up all the folders and re-installed the game. (I did that because I fiddled with some of the files trying to get it work.) I then installed RFB 2 and the patch for it. Then I installed your Nav Map Make-Over V2.1 and then with AB patch for it. I have the airfields but the maps are still the bland stock maps and look nothing like the maps in your readme file. Do I have to have the graphic set to some specific level? I have my graphics set at the highest. I must be doing something wrong with the installation of these MODS. I have them in MODS folder and activated them with JSGME. Thanks for your help.

TorpX
02-27-14, 10:35 PM
I would check the file structure, if you haven't already. The double folders thing fouls up more people than any other issue.

electraguard
02-28-14, 07:12 AM
I would check the file structure, if you haven't already. The double folders thing fouls up more people than any other issue.


The file structure looks okay but I am not sure what you mean by the "double folders thing".

TorpX
02-28-14, 10:05 PM
It should look like this:

XYZ Mod\Data\various subfolders

not this:

XYZ Mod\XYZ Mod\Data\various subfolders

Depending on how you unzip the mod, you will often get the extra folder, which prevents the mod from properly activating. JSGME says the mod is activated, but nothing actually changes in the game.

electraguard
03-01-14, 08:12 AM
Okay I fixed it. It is kind of convoluted and lengthy but I will put it here incase anyone has a similar problem. My first installation was the default set on the disc, C:\program files (x86)\ubisoft. When that didn't work, I uninstalled the game, deleted all the related folders and cleaned the registry of all references to the game by using regedit/find. I re-installed it to C:\programfiles\Ubisoft but had the same problem. I tried uninstalling all the mods except NMMO but that didn't work. So I went through the same uninstall procedure as before. After I installed the game, I ran it without mods and everything looked good. Now the strange part. I then installed only NMMO v2.1 and ran the game. After the initial game screen I got the RFB screen even though I didn't install that mod. So I figured that somehow, even though I cleaned the registry, it was picking up old data. I went through the uninstalling and cleaning procedure again. This time I installed the game in the root directory, C:\Silent Hunter Wolves of the Pacific and all the mods, including NMMO work great. I have no idea how all this happened except that there are some hidden old installation entries in the registry that the search for silent hunter and SH4 didn't find. I appreciate all the help and hope this helps someone in the future.

TorpX
03-01-14, 10:47 PM
It's good that you were able to figure it out. :up:

TG626
03-16-14, 08:54 PM
I added this mod and I love it, but now I'm seeing convoys with decks awash, and in Darwin, there's a Liberty Cargo ship that is WAY too low in the water.

Some convoys seem to have ships that are riding very high (props half out or almost all out of the water)

I get this with this being the ONLY mod loaded...

Any thoughts on this?

I tried making a simple "mission" where the player sub is beside a Liberty Cargo ship in the middle of the ocean.

If I start SH4 with NO mods and start the mission I made, the Liberty ship has the correct draft.

If I start SH4 with THIS mod and start the mission I made, the liberty ship has the correct draft.

If I load my career, with this mod on, I get the high and low ships I mentioned at the beginning of this post.

:hmmm:

I can't reload my mission without this mod as SH4 crashes...

EDIT: I should say, that I have

SH4 v1.5

with

Nav Map Make-Over v2.1
NMMO Airbase Add-on
NMMO v2.1 Patch1 with AB

loaded.

If I add each mod one by one, that's the minimum I need for my save game to load and not crash SH4.

electraguard
03-17-14, 09:06 AM
I added this mod and I love it, but now I'm seeing convoys with decks awash, and in Darwin, there's a Liberty Cargo ship that is WAY too low in the water.

Some convoys seem to have ships that are riding very high (props half out or almost all out of the water)

I get this with this being the ONLY mod loaded...

Any thoughts on this?

I tried making a simple "mission" where the player sub is beside a Liberty Cargo ship in the middle of the ocean.

If I start SH4 with NO mods and start the mission I made, the Liberty ship has the correct draft.

If I start SH4 with THIS mod and start the mission I made, the liberty ship has the correct draft.

If I load my career, with this mod on, I get the high and low ships I mentioned at the beginning of this post.

:hmmm:

I can't reload my mission without this mod as SH4 crashes...

EDIT: I should say, that I have

SH4 v1.5

with

Nav Map Make-Over v2.1
NMMO Airbase Add-on
NMMO v2.1 Patch1 with AB

loaded.

If I add each mod one by one, that's the minimum I need for my save game to load and not crash SH4.

Which mod are you talking about, RFB 2?

TG626
03-17-14, 10:21 AM
No mods aside from NMMO. So vanilla v1.5

TG626
03-17-14, 12:24 PM
Some screenshots.

Here's an example of "Decks awash", this is the Liberty Cargo in Darwin

http://i1172.photobucket.com/albums/r568/PA626/Assorted%20Screenshots/SH4Img2014-03-16_190710_297_zps606676dc.png

Here is the map, notice the docks are missing...

http://i1172.photobucket.com/albums/r568/PA626/Assorted%20Screenshots/SH4Img2014-03-16_190811_627_zps5e088df5.png

And as an aside, heres an odd ship also in Darwin, broken in two yet still manned non sinking, and with what I think are texturing errors.... It doesn't appear as a contact on the map either.

http://i1172.photobucket.com/albums/r568/PA626/Assorted%20Screenshots/SH4Img2014-03-16_190642_777_zpsa43eadf9.png

electraguard
03-17-14, 03:42 PM
No mods aside from NMMO. So vanilla v1.5

I use RFB 2 with those same nmmo mods and haven't noticed that problem. I will check my game and see if it is doing that.

Nbjackso
03-17-14, 11:06 PM
Some screenshots.

Here's an example of "Decks awash", this is the Liberty Cargo in Darwin

*** IMAGE DELETED ***

Here is the map, notice the docks are missing...

*** IMAGE DELETED ***

And as an aside, heres an odd ship also in Darwin, broken in two yet still manned non sinking, and with what I think are texturing errors.... It doesn't appear as a contact on the map either.

*** IMAGE DELETED ***

NMMO only changes the navigation map, and does not change/alter any ship/sub characteristics. Your image of the missing port I would consider as an issue since it involves the navigation map. What port is it? I don't recognize it. I don't remember if I tested this mod with the vanilla SH4 v1.5, but I will check it out. As far as the ship issues are concerned, I would guess you may have some corrupt files, but I can't be positive about that. Version 2.1 of NMMO has been around for over 18 months, with over 750 downloads. This is the first time anyone has mentioned a problem like this that I can recall. Another possible solution is trying NMMO version 2.0, and see if you still have the same issues.

TG626
03-17-14, 11:13 PM
It's Darwin.

Does NMMO add new traffic/ships for the new ports?

fitzcarraldo
03-18-14, 06:47 AM
No mods aside from NMMO. So vanilla v1.5

I use the mod with TMO RSRDC, FOTRS 1.3 and RFB RSRDC (three installations). No problems with the ships. I don´t know if it is compatible with vanilla 1.5.

Regards.

Fitzcarraldo :salute:

CapnScurvy
03-18-14, 08:36 AM
I agree with Nbjackso. The only way to have ships changed in stance/gravity center/mass, is to have the .sim file for the particular ship changed. Since those files aren't in the NMMO mod.....you've got corrupt folders/files in the main game folder that have come from another mod.

Use the "Compare Snapshot" in the "Tasks....." menu of JSGME to check your main game folders for corruption. Didn't take a Snapshot of your clean game files? You're up the 'ole creek without a paddle!

A clean re install is in order. AND, better mod management in the future with taking that "Snapshot" before adding your first mod, with never removing mods out of order when more than one is "Activated". Follow the rule, "Last one in....First one out", when moving mods in and out with JSGME.

TG626
03-18-14, 11:04 AM
Ok.

I'm going to do a reinstall.

I wasn't aware that GME allowed you to do potentially dangerous de-activations. :hmmm:

In any case, I died, so I'm giving RFB a try. :dead:

So with RFB, I want to have:

RFB_2.0
RFB_2.0_Patch_23April2010
Nav Map Make-Over v2.1
NMMO Airbase Add-on
NMMO v2.1 Patch 1 with AB

in that order in the "Activated Mods" list, right? :doh:

elrond petit pas tapons
04-11-14, 05:07 PM
Really greats mods ! Thanks !

TorpX
04-11-14, 07:49 PM
.....
in that order in the "Activated Mods" list, right? :doh:


I think what you list will work ok, but you might want to consider RSRSC. I'm not sure what RFB would be like without it.

Like this:

RFB_2.0
RFB_2.0_Patch_23April2010
RSRDC_RFB_V575
RSRDC_RFBV5xx_Patch1

...extra mods after...

Crannogman
12-28-14, 11:31 PM
Hey, I'm new to the scene and have been scouting out mods to make the game more enjoyable. Running 1.5 (Steam automatically uses the most current version), I installed NMMO using JGSME. It runs great with just 2.1 (+/- the airbases) but CTDs repeatedly when I try to start a patrol with the patch enabled; the loading progress bar stalls ~40% across and then I get the error message. It's March '42, I'm based out of Pearl. Also CTD when I zoomed too close onto Truk, but at that point I had a bunch of mods enabled (but not the Patch). Running Win 7 with a I7 processor and a ton of RAM etc.
Thanks for any insights, veterans of the deep. Maybe I should just re-install? My Snapshot comparison suggests a bunch of things have been changed

Aktungbby
12-28-14, 11:39 PM
:Kaleun_Salute:Crannogman!

Jimbuna
12-29-14, 06:33 AM
Welcome to SubSim Crannogman :sunny:

Crannogman
12-29-14, 06:43 AM
Thanks guys. I was watching Das Boot and thought "I gotta get me some of THAT! But surely there's something newer than the SH2 I played in college..."

Jimbuna
12-29-14, 08:34 AM
SH3, SH4 and SH5 are all newer, plus a host of mods for each one.

Check out the respective forum areas.

Crannogman
12-29-14, 09:15 AM
Yeah, I think SH4 lets me sink the most ships with the clearest conscience. Sometimes I avoid liners headed towards Japan b/c they might be carrying POWs.
I guess I'll check to make sure I don't have the double-folder problem, or SH4 1.4 accidentally. I'm hoping to get this mod up and running soon, then add PE and NSSM and RFB and RSRD. I'd like to move some of the harbors, especially in New Zealand, and play around with shore batteries, but it seems like a lot of work for not much return.

Crannogman
12-30-14, 12:41 AM
Turns out I have (had) 1.4. $5 fixed that, and I'm up and running. I like the reduced air cover, though there are still some odd air corridors. Did you adjust the ship traffic at all? I'm finding more lone DD's than Maru's.

Nbjackso
12-30-14, 01:07 AM
. . . . Did you adjust the ship traffic at all? I'm finding more lone DD's than Maru's.

First of all, Welcome aboard. To answer your question, no ship traffic files were changed in any of the NMMO mods. I try to include detailed documentation with each mod to explain what you can expect to see when you activate the mod. If you have anymore questions regarding any of my mods, feel free to post them or send a PM. I still visit the subsim forms a couple time a week.

Crannogman
12-30-14, 08:45 AM
Thanks! I think I'm just too close to the destroyer screening lanes off Honshu. I'm really enjoying the changes you've made

moha14881
01-17-15, 03:15 PM
I use these mods:
RFB_2.0=1
RFB_2.0_Patch_23April2010=2
RSRDC_RFB_V575=3
RSRDC_V5xx_Patch1=4
Bigger Better Protractors=5
ROW Sound Effect v_9=6
Sub Class Info - RFB=7
Sub Class Info - RSRDC - RFB=8
Sub Class Info - S-42 Class=9

Now, when I enable NMMO I get a CTD in pearl harbour when trying to man the TBT, periscopes and the bridge and sometimes the speed, heading and depth dials become white squares. I'm currently using Gar class. :down::/\\!!
What's goin' on??

fred8615
01-18-15, 12:22 PM
I use these mods:
RFB_2.0=1
RFB_2.0_Patch_23April2010=2
RSRDC_RFB_V575=3
RSRDC_V5xx_Patch1=4
Bigger Better Protractors=5
ROW Sound Effect v_9=6
Sub Class Info - RFB=7
Sub Class Info - RSRDC - RFB=8
Sub Class Info - S-42 Class=9

Now, when I enable NMMO I get a CTD in pearl harbour when trying to man the TBT, periscopes and the bridge and sometimes the speed, heading and depth dials become white squares. I'm currently using Gar class. :down::/\\!!
What's goin' on??

I don't know why it might be a problem, but maybe have the Sub Class Info mods installed right after the RFB/RSRDC mods. Then enable the Protractor and Sound Effect mods.

Nbjackso
01-18-15, 09:05 PM
I use these mods:
RFB_2.0=1
RFB_2.0_Patch_23April2010=2
RSRDC_RFB_V575=3
RSRDC_V5xx_Patch1=4
Bigger Better Protractors=5
ROW Sound Effect v_9=6
Sub Class Info - RFB=7
Sub Class Info - RSRDC - RFB=8
Sub Class Info - S-42 Class=9

Now, when I enable NMMO I get a CTD in pearl harbour when trying to man the TBT, periscopes and the bridge and sometimes the speed, heading and depth dials become white squares. I'm currently using Gar class. . . .What's goin' on??

Quoted from the NMMO v2.1 readme file. "Compatible with TMO, RFB (both with and without RSRDC) and stock SH4 v1.5." I cannot comment on the compatibility with any of the other mods, simply because I have not used them. However, this mod is almost 4 years old with over 1000 downloads from Subsim. I don't get much feedback, (both positive and negitive) anymore. I figure most people use it without any issues, or have had issues and don't use it. I wish I could be more help to you.

pdiddy
01-19-15, 01:14 PM
moha14881, all I can offer is to show you my working modlist which is similar to yours. The only thing I see is maybe you want to put NMMO right after RSRD. If that doesn't work, probably a corrupted download or install etc.


RFB_2.0
RFB_2.0_Patch_23April2010
RSRDC_RFB_V575
RSRDC_V5xx_Patch1
Fixed_CD_sonar_RSRDC
410 TMOPlot09032013
Fixed Zero Bomb Load RSRDC
Nav Map Make-Over v2.1
NMMO Airbase Add-on
NMMO v2.1 Patch 1 with AB
Small Nav Tools
Bigger Better Protractors
Sub Class Info - RFB
Sub Class Info - RSRDC - RFB


Nbjackso,
I don't get much feedback, (both positive and negitive) anymore.
Here's some: Your mod is great. I love seeing the elevation gradients. I really like the airbase add-on. (Great for showing who is in control of what when.) We all spend alot of time looking at the map. All in all, it enhances my situational awareness greatly and makes the game much more enjoyable. Wouldn't play without it. (Well I would, but it just wouldn't be the same.)

electraguard
01-19-15, 03:27 PM
What is the mod 410 TMOPlot09032013 and if I need it, where can I find it. I have looked through all this and can't find it.

ReallyDedPoet
01-19-15, 04:16 PM
What is the mod 410 TMOPlot09032013 and if I need it, where can I find it. I have looked through all this and can't find it.

Here (http://www.subsim.com/radioroom/showthread.php?t=207163&highlight=410+TMOPlot09032013)

Just copy and pasted " 410 TMOPlot09032013 " into the search function here
and found it :up:

electraguard
01-19-15, 04:45 PM
i did that a couple of times but the search kept coming up empty. I finally found by looking for the date which is part of the file name.

Thanks.

ReallyDedPoet
01-19-15, 05:01 PM
Thanks.

:up:

Crannogman
05-30-15, 11:14 AM
Hey NBJackson,
What's the deal with the "restricted area" around the Spratly's? Will the PLA attack me if I get too close? Also, I really enjoy how you adjusted the Truk reefs. How did you change the depth, and how onerous would it be to go through and reconstruct the other atolls in the Pacific?

aanker
05-30-15, 11:41 AM
Nice work Nbjackso! Somehow, I missed your "Navigation Map Make-Over with Canals and Optional Airbases". Thanks.

Crannogman, The mods like Truk were made with Ref's Terrain Editor. Elevation is determined by color in SH4 and his Editor, so you also need Photoshop.

I haven't found a procedure that works using Gimp or Paint.net yet, let me know if you do please.
Ref posted: This is only for digging holes :D , I'm sorry but you have it mixed up, harbours are made of 3d objects, the only use for this tool is to extract sectors of de terrain files to allow editing them in a paint program, there's very little use for it besides the major landmarks I've already made (the only one I can thik of is a canal in Greece but's too narrow for navigation.
A harbour editor must edit the location files, not the terrain.

Reffrom:
[REL] SH4 Terrain mod (canals and others)
http://www.subsim.com/radioroom/showthread.php?t=135442

Crannogman
05-30-15, 06:37 PM
Crannogman, The mods like Truk were made with Ref's Terrain Editor. Elevation is determined by color in SH4 and his Editor, so you also need Photoshop.

I haven't found a procedure that works using Gimp or Paint.net yet, let me know if you do please.
from:
[REL] SH4 Terrain mod (canals and others)
http://www.subsim.com/radioroom/showthread.php?t=135442

I have photoshop, but I can't find a working link to DL the Terrain Editor.

I found on a (surprisingly fruitful) patrol in the Marshalls that the atolls are modelled in a couple different ways. Usually it's with nets, but occasionally the land just sticks up in a solid ring.

I'd love to make some of the terrains more realistic, for instance the Midway Atoll

aanker
05-31-15, 10:54 AM
I do, however I don't have 'rights' or permission from Ref to upload it here or anywhere.

It is approx 4 mb in a *.RAR; the program, a PDF to learn how to do it, and a jpg 'map' used by the Editor. what's your email? pm me.

The nets may be from TMO?? and may still be there after the map edit, so they may need to be deleted using the SH4 editor.

Nbjackso
05-31-15, 05:21 PM
Hey NBJackson

It's Nbjackso, but not a big deal

What's the deal with the "restricted area" around the Spratly's? Will the PLA attack me if I get too close?

If you sail through the restricted area and transmit a radio message, you will be charged with disobeying a direct order. If/when you return to port, you will be demoted, loose command of your submarine and be transfered to a desk job in Washington DC. The mod will then hack into the registry files on your computer, making your copy of SH4 unusable for 90 days.

- - - ACTUALLY, nothing will happen. I saw this on an image of an actual navigation map, and I wanted to recreate it. I think the "REAL" reason this area was restricted was due to the numerous uncharted shallow reefs and shoals that made it very dangerous to sail through.

I really enjoy how you adjusted the Truk reefs. How did you change the depth, and how onerous would it be to go through and reconstruct the other atolls in the Pacific?

I didn't change any depths. Mostly, I combined several great mods of other modders work, (giving them full credit). My major contribution was; A) Changing the terrain detail on the Nav map. B) Adding/combining labels, (names) on the map. C) Cleaning up the map so the names wouldn't overlap at certain zoom levels. I spent quite a bit of effort documenting and explaining my efforts in the readme files included with the mods.

Crannogman
05-31-15, 06:06 PM
Thanks NBJackso. Yeah, I was reading about the Spratly's on Wikipedia and found that Dangerous Waters have their own entry.

Crannogman
06-06-15, 02:07 PM
Hey Nbjackso, I've started to build some (perhaps all, eventually) coral reefs around the various atolls using the terrain editor. I started with Midway (should be high-impact), and have had to edit the US Harbor Traffic a great deal.
I similarly noticed several of the RSRDC shipping files run-aground thousands of tons of Jap merchants on the reefs of Truk, and have begun fixing those. At some point, I'd like to put these out for others to use/enjoy. When I'm done, would you be interested in me sending you the files for a NMMO patch?

melis
08-04-19, 07:26 AM
I know now where the safe ports are. Forgive me the reheating of such an old topic.